#L10 · Linear Algebra & Manifolds · Lv.5View in 3D Mind-Map

Quaternions & 3D Spherical Interpolation (SLERP)

William Rowan Hamilton · 1843 CE

q=cos⁡θ2+(uxi+uyj+uzk)sin⁡θ2,i2=j2=k2=ijk=−1q = \cos\frac{\theta}{2} + (u_x i + u_y j + u_z k)\sin\frac{\theta}{2},\quad i^2=j^2=k^2=ijk=-1
p′=q p q−1,Slerp⁡(q1,q2,t)=sin⁡((1−t)Ω)sin⁡Ωq1+sin⁡(tΩ)sin⁡Ωq2\mathbf{p}' = q\,\mathbf{p}\,q^{-1},\quad \operatorname{Slerp}(q_1, q_2, t) = \frac{\sin((1-t)\Omega)}{\sin\Omega}q_1 + \frac{\sin(t\Omega)}{\sin\Omega}q_2

Extends complex numbers to 4D hypercomplex numbers (w, x, y, z) to represent 3D rotations without Gimbal Lock and smoothly interpolate orientations via SLERP.

🧮 Live Formula Calculator & Plotter
Rotation θ°
Axis uz
q=0.707+0.000i+0.707k(∥q∥=1)\mathbf{q} = 0.707 + 0.000\mathbf{i} + 0.707\mathbf{k} \quad (\|\mathbf{q}\|=1)
스칼라부 w = cos(θ/2)
0.7071
벡터부 (qx, qz)
(0.000, 0.707)
단위 노름 ||q||
1.0000
q(θ/2=45°)

Prerequisite Path (26 STEP)

Full Path Analyzer

Click steps in order to follow the 3D neon path from basics to target.

STEP 1#A01Linear Equation & Balance Axiom
STEP 2#A02Polynomial Expansion & Factoring
STEP 3#A03Laws of Exponents & Radicals
STEP 4#G03Pi, Radian Measure & Circular Sector
STEP 5#G01Pythagorean Theorem
STEP 6#L01Vector Operations, L1/L2 Norms & Normalization
STEP 7#A06Logarithm Laws & Change of Base
STEP 8#A08Binomial Theorem & Pascal's Triangle
STEP 9#A07Arithmetic & Geometric Series Sum
STEP 10#C02Derivative Definition & Instantaneous Rate
STEP 11#G022D/3D Euclidean Distance Formula
STEP 12#A04Quadratic Formula & Discriminant
STEP 13#G04Unit Circle Trigonometry & Identities
STEP 14#C01Limits, Continuity & Euler's Number e
STEP 15#G05Law of Sines & Law of Cosines
STEP 16#L04Matrix Multiplication & Linear Transformation
STEP 17#L02Dot Product & Cosine Similarity
STEP 18#L033D Cross Product & Surface Normal Vector
STEP 19#C04Fundamental Theorem of Calculus (FTC)
STEP 20#G06Trigonometric Addition & Double-Angle Formulas
STEP 21#L05Determinant & Matrix Inverse
STEP 22#A09Complex Numbers & Polar Plane
STEP 23#L072D/3D Rotation Matrix & Orthogonal Group SO(3)
STEP 24#C06Taylor & Maclaurin Series Expansion
STEP 25#C07Euler's Formula & Euler's Identity
STEP 26#L10Quaternions & 3D Spherical Interpolation (SLERP)

Geometric & Intuitive Insight

2D 평면 회전을 복소수 e^(iθ) = cos θ + i sin θ 로 표현했듯, 3D 공간에서 단위 회전축 u = (u_x, u_y, u_z) 둘레로 θ만큼 회전하는 것은 q · p · q⁻¹ 양쪽 곱셈 때문에 반각(θ/2)을 쓰는 4차원 단위 사원수가 됩니다!

Step-by-Step Derivation

  1. Step 1.1단계: 해밀턴이 더블린 브로엄 다리에 새긴 기본 관계식 i² = j² = k² = ijk = -1 로부터 ij = k, ji = -k (외적 성질)가 도출됩니다.
  2. Step 2.2단계: 회전축 단위벡터 u 에 대해 단위 사원수 q = cos(θ/2) + u sin(θ/2) 를 구성합니다.
  3. Step 3.3단계: 3D 점 p를 순허수 사원수로 보고 q p q⁻¹ 을 계산하면, 축 u 에 수직인 성분이 정확히 θ/2 + θ/2 = θ 만큼 회전합니다.

AI & Coding Real-World Use

Three.js/Unity/Unreal skeletal animation (Quaternion SLERP) and spacecraft/drone attitude control

#Three.js Quaternion#Gimbal Lock Free#Aerospace Attitude
const quatFromAxisZ = (rad: number) => ({ w: Math.cos(rad/2), x: 0, y: 0, z: Math.sin(rad/2) });

Linear Algebra & Manifolds — Related Formulas in This Cluster