OFFRE LISEUSES
Une liseuse achetée = une housse offerte* jusqu'au 21 juin
Four-Dimensional Angles: The Mathematics of Quaternions. Complex Numbers, Gimbal Lock, and the Mind-Bending Algebra That Rotates the Digital World
Par :Formats :
Disponible dans votre compte client Decitre ou Furet du Nord dès validation de votre commande. Le format ePub est :
- Compatible avec une lecture sur My Vivlio (smartphone, tablette, ordinateur)
- Compatible avec une lecture sur liseuses Vivlio
- Pour les liseuses autres que Vivlio, vous devez utiliser le logiciel Adobe Digital Edition. Non compatible avec la lecture sur les liseuses Kindle, Remarkable et Sony
, qui est-ce ?Notre partenaire de plateforme de lecture numérique où vous retrouverez l'ensemble de vos ebooks gratuitement
Pour en savoir plus sur nos ebooks, consultez notre aide en ligne ici
- Nombre de pages162
- FormatePub
- ISBN978-3-565-37922-4
- EAN9783565379224
- Date de parution02/04/2026
- Protection num.pas de protection
- Taille928 Ko
- Infos supplémentairesepub
- ÉditeurEmphaloz Publishing House
Résumé
In 3D programming, if you use standard angles (Euler angles-pitch, yaw, and roll) to rotate a camera or a spaceship, you will eventually hit a catastrophic mathematical dead-end called "Gimbal Lock." Two rotational axes will align, the math will divide by zero, and the camera will violently flip upside down. To prevent this, graphics engines completely abandon 3D math and step into the fourth dimension: Quaternions.
This highly technical book decodes the mind-bending algebra invented by William Rowan Hamilton in 1843, which has become the absolute backbone of modern game engines and 3D rendering.
Quaternions use complex numbers with one real part and three imaginary parts to calculate a rotation around an arbitrary vector in 4D space. We explore how calculating rotations using Quaternions completely bypasses Gimbal Lock, requires significantly less processor memory, and allows for perfectly smooth, flawless interpolation (Slerp) between two different camera angles. Enter the fourth dimension of programming.
A rigorous exploration of the complex, imaginary mathematics required to smoothly turn your head inside a virtual reality.
Quaternions use complex numbers with one real part and three imaginary parts to calculate a rotation around an arbitrary vector in 4D space. We explore how calculating rotations using Quaternions completely bypasses Gimbal Lock, requires significantly less processor memory, and allows for perfectly smooth, flawless interpolation (Slerp) between two different camera angles. Enter the fourth dimension of programming.
A rigorous exploration of the complex, imaginary mathematics required to smoothly turn your head inside a virtual reality.



