This repository contains a few notes and experiments that have served as a starting point
for developing the "rotation" section of the splines
project, see
https://splines.readthedocs.io/rotation/ and
https://github.com/AudioSceneDescriptionFormat/splines/.
This repository will probably not be updated anymore,
but maybe some more content from here will be moved over
to the splines
project.
If you have any questions, feel free to open an issue in either of the repositories.
quaternions: non-commutative division ring
division ring = skew field
Andrew J. Hanson: Visualizing Quaternions
Ken Shoemake: Animating Rotation with Quaternion Curves
Myoung-Jun Kim, Myung-Soo Kim, and Sung Yong Shin: A General Construction Scheme for Unit Quaternion Curves with Simple High Order Derivatives
antipodality!
interpolation: short way vs. long way? if dot product < 0: long way, negate one input
David Eberly, Geometric Tools: Quaternion Algebra and Calculus, https://www.geometrictools.com/
Schlag
"Explorable Videos": https://eater.net/quaternions
commutative, constant velocity, torque-minimal?
torque-minimal = geodesic?
quaternion slerp vs. quaternion nlerp vs. log-quaternion lerp: http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It/
Ken Shoemake: https://web.archive.org/web/20120915153625/http://courses.cms.caltech.edu/cs171/quatut.pdf
"Any continuous quaternion curve which does not pass through [0, 0] gives a continuous sequence of rotations, and so may be used for animation. However the consequences of part 3 of Theorem 1 explored in the last section tell us that to gain control of what happens with the rotations we should confine our attention to unit quaternion curves."
"Curves on a sphere are harder to create, understand, and control than ordinarysplines. The recent literature contains three main approaches: geometric transliteration, differential equations, and arc blends. Here is a reference for each: J.Schlag, “Using Geometric Construction to Interpolate Orientations with Quaternions” in Graphics Gems II, Academic Press, 1991, pp. 377–380; A. Barr, B.Currin, S. Gabriel, and J. Hughes, “Smooth Interpolation of Orientations with Angular Velocity Constraints using Quaternions” in Proceedings of SIGGRAPH ’92,ACM Press, 1992, pp. 313–320; W. Wang and B. Joe, “Orientation Interpolation in Quaternion Space Using Spherical Biarcs” in Proceedings of Graphics Interface ’93,Morgan Kaufmann, 1993, pp. 24–32."
"Great arcs traversed at constant speed are, in fact,geodesics; that is, they are paths with minimal acceleration, and so as straight aspossible. A unit quaternion great circle arc gives a constant speed rotation around afixed axis, and can be written C(t) = (q1 q0^–1)^t q0."
"The geometric transliteration approach treats great arcs as the “moral equivalent” ofline segments and interprets geometric constructions like de Casteljau’s algorithmin those terms. The differential equation approach notes that natural cubic splinesalso minimize acceleration, and imposes a spherical constraint to get equations ofmotion. The arc blend approach—by far the cheapest of the three—combines small 10arc segments to get a smooth curve. Given only two points to interpolate, all threeapproaches normally give a great arc."
C implementation: https://github.com/erich666/GraphicsGems/tree/master/gemsiv/arcball
Rotate vector by quaternion:
q**-1 v q
(Shoemake 85) or q v q**-1
?
Or is it the same?
exponential map? rotation axis multiplied by angle?
angular rate = angular velocity?
angular rate vector \omega
derivative of q = q * \omega / 2
angular velocity links:
https://stackoverflow.com/questions/46908345/integrate-angular-velocity-as-quaternion-rotation
https://en.wikipedia.org/wiki/Angular_velocity
https://github.com/moble/quaternion (dtype=quaternion,
has quaternion.quaternion_time_series.squad()
)
https://quaternion.readthedocs.io/en/latest/README.html
https://github.com/KieranWynn/pyquaternion
https://kieranwynn.github.io/pyquaternion/
https://pyrr.readthedocs.io/en/latest/api_quaternion.html
https://en.wikipedia.org/wiki/Slerp
torque-minimal path
constant velocity
non-commutative?
"great arc in-betweening" (Shoemake 85)
q1 (q1**-1 q2)**u
(Shoemake 85)
normalized linear interpolation
"gives good results if the interpolated quaternions are reasonably close (difference of about 60 to 90 degrees is still fine) while being very simple and fast"
torque-minimal path
non-constant velocity
commutative
"spherical quadrangle interpolation"
Known approaches:
- interpolate Euler angles
- interpolate rotation matrices (nobody suggested that?)
- interpolate quaternions in R4, then normalize the result
- de Casteljau algorithm with SLERP
- SQUAD?
- spherical biarcs/rational quadratic splines in R4
- intersect S3 with hyperplane, create two arcs in resulting 2-sphere, blend
- iterative methods?
- approximation by subdivision? Pletinckx?
http://qspline.sourceforge.net/
http://qspline.sourceforge.net/qspline.pdf
SciPy: scipy/scipy#9831
https://github.com/scipy/scipy/files/2932755/attitude_interpolation.pdf
Shoemake 1985
"There are lots of ways to achieve it---off the sphere; unfortunately we've learned too much." ???
XMQuaternionSquad function: https://docs.microsoft.com/en-us/windows/win32/api/directxmath/nf-directxmath-xmquaternionsquad
John Schlag: Graphics Gems II, VIII.4 - Using Geometric Constructions to Interpolate Orientation with Quaternions
Catmull--Rom using SLERP (but only uniform!)
Wang and Joe: Orientation Interpolation in Quaternion Space Using Spherical Biarcs
[similar to Nielson 1993?]
In this paper we will use spherical biarcs represented as piecewise rational quadratic Bezier curves to interpolate points on S3. The spherical biarcs are then stitched together to design a G1, i.e. unit tangent vector continuous, interpolating spline curve on S3. The result is a locally controllable circular arc spline curve, or a rational quadratic spline curve on S3. This curve can be made C1 using a simple arclength parameteriza- tion or other reparameterization methods.
mentioned methods:
- spherical analogue of the cubic Bezier curve (Shoemake 1985)
- SQUAD (Shoemake 1987, not available?)
- the spherical analogues of the cubic cardinal spline and tensioned B-spline (Pletinckx)
- normalized cubic Hermite interpolant (Ge 1991, not available?)
- spherical biarc (topic of the paper)
So far there has been no comparison of the quality of the above interpolation methods, because of the difficulty of visu- alization in E4. [...] The main criterion for comparing the various methods has been the efficiency of computing in-between quaternions. [and this paper also only compares efficiency]
Based on our experiments, we have chosen equal chord biarcs. But this choice is yet to be justified theoretically.
SQUAD: analogue of Boehm's quadrangle construction of cubic curves not available: Shoemake, K. (1987), Quaternion Calculus and Fast An- imation, SIGGRAPH 87 Course Notes #10 : Computer Animation : 3D Motion Specification and Control, pp. 101-121. https://www.worldcat.org/search?q=no%3A16843459&qt=advanced&dblist=638
spherical analogues of the cubic cardinal spline and the tensioned B-spline curve are used, where the curves are defined by subdivision procedures. Pletinckx, D. (1989), Quatemion Calculus as a Basic Tool in Computer Graphics, The Visual Computer, vo!. 5, pp. 2-13.
Hermite cubic interpolant is used to interpolate two points and the end tangents on S3, and then the interpolant is projected onto the sphere S3 through the center of S3, as in general the interpolant is not contained in S3. not available: Ge, Q.1. and Ravani, B. (1991), Computational Geome- try and Mechanical Design Synthesis, 13th IMAC World Congress on Computation and Applied Math. , Dublin, Ireland, pp. 1013-1015.
Biarcs in 2D and 3D (no rotations): http://www.ryanjuckett.com/programming/biarc-interpolation/
Crouch, P., G. Kun, und F. Silva Leite. „The De Casteljau Algorithm on Lie Groups and Spheres“. Journal of Dynamical and Control Systems 5, Nr. 3 (1. Juli 1999): 397–429. https://doi.org/10.1023/A:1021770717822.
Pletinckx 1989:
Clark 1981: Matrix for cardinal splines
B-splines: Prenter 1975; Foley 1984
Tensioned B-splines (which are identical to Beta2-splines, see Barsky 1985) have the same properties but give something in between ordinary B-splines and straight lines (Duff 1986).
Already three algorithms have been proposed to spline quaternions: a Bezier interpolation scheme by Ken Shoemake (1985), a B-spline interpolation scheme by Tom Duff (1986) and a Boehm quad- rangle spline by Ken Shoemake (1987).
[approximation by repeated subdivision with t=0.5?]
In practice, the subdivision operation has to be repeated only 3 or 4 times.
Watt 1992 Advanced Animation and Rendering Techniques Section 15.3.8: Parameterization of orientation
SLERP: when angle is very small, use linear interpolation
Equations for SQUAD, but no derivation (refers to Shoemake 1987)
Nielson 2004: \nu-Quaternion Splines for the Smooth Interpolation of Orientations
Solve non-linear system of equations with an iterative method.
Initial approximation, for example, 4D-spline interpolation, normalizing the results.
non-uniform knot placement
visualization: triad tracing graph
tension parameters
It is difficult to convey a sense of this experience here even with triad tracing graphs because they do not show the rate of transversal, which is one of the useful features of tension parameters. We urge readers to try our new method as we believe they will like it very much.
\nu spline is piecewise cubic; has G2 continuity
approximating, not interpolating
"the [control points] are not known a priori and must be computed so that the curve actually interpolates."
Quaternion splines with TCB:
http://www.idea2ic.com/File_Formats/Splines%20&%20Quaternions.pdf
Barr, Currin, Gabriel, Hughes (1992): Smooth Interpolation of Orientations with Angular Velocity Constraints using Quaternions
Analogous to the mathematical foundations of flat-space spline curves, we minimize the net “tangential acceleration” of the quaternion path. We replace the flat-space quantities with curved-space quantities, and numerically solve the resulting equation with finite difference and optimization methods.
Splining in non-Euclidean Spaces
not found: S Gabriel, J Kajiya Spline interpolation in curved space. State of the art in image synthesis. SIGGRAPH 1985 course notes
This paper presents a simpler (and extrinsic) version of the Gabriel/Kajiya approach to splining on arbitrary manifolds.
Our techniques allow the user to specify arbitrarily large initial and final angular velocities of a rotating body; by assigning large angular velocities, a user can make an object tumble several full turns between successive keypoints.
The techniques are fast enough to experiment with, taking a few minutes per interpolation.
We find a path that minimizes a measure of net bending. We implement this, however, using a finite difference technique, so that we end up with a sequence of points on the path, rather than a continuous path. To produce a continuous path, we use Shoemakers slerping to interpolate between these points.
we will seek a path in quaternion space, i.e., a path on the unit 3-sphere in 4-space, that minimizes the total squared tangential acceleration.
In this section, for our constrained optimization problem, we consider some of the merits of using a continuous derivative versus using discrete derivatives. Ultimately we will choose the discrete approach, because it is simpler. The reader should not infer that continuous approaches are not worthy of further investigation, however.
angular velocity constraints?
Kim, Kim, Shin 1995: A General Construction Scheme for Unit Quaternion Curves with Simple High Order Derivatives
the de Casteljau type construction of cubic B-spline quaternion curves does not preserve C2-continuity
[...] either as an algebraic construction using basis functions or as a geometric construction based on recursive linear interpolations [Barry & Goldman 1988]. This paper proposes a general framework which extends the algebraic construction methods to SO(3).
The two (i.e., algebraic and geometric) construction schemes generate identical curves in R3; however, this is not the case in the non-Euclidean space SO (3) [Kim, Kim, Shin 1995 (A C2 ...)].
When the recursive curve construction is not based on a simple closed form algebraic equation, it becomes extremely difficult to do any extensive analysis on the constructed curve.
Though Shoemake [1985, 1991] postulates correct first derivatives, the quaternion calculus employed there is incorrect (see [Kim, Kim, Shin 1995 (A compact ...)] for more details).
More seriously, the C2-continuity of a spline curve in R3 may not carry over to SO(3)
Since it is possible to manipulate the position curve as well as the corresponding orientation curve in a unified manner, the modeling and manipulation of rigid motions can be managed more conveniently.
exponential map (see Curtis: Matrix Groups)
For this purpose, we may need to extend the quaternion curve construction scheme of this paper to that of quaternion surfaces and volumes. This is currently a difficult open problem. Therefore, the important problem of torque minimization for 3D rotations has not been solved in this paper.
The two spaces S3 and SO(3) have the same local topology and geometry. The major difference is in the distance measures of the two spaces SO(3) and S3. A rotation curve Rq(t) \in SO(3) is twice as long as the corresponding unit quaternion curve q(t) \in S3.
Here, we assume each rotation is specified in the local frame. This is simply for notational convenience; in the local frame, we can write the multiplications in the same order as the rotations. By reversing the order of quaternion multiplications, the same construction schemes can be applied to the quaternion curves defined in the global frame.
Shoemake (1991) used the formula [...] In general, this formula is incorrect.
Cumulative form
cumulative basis functions
This Bézier quaternion curve has a different shape from the Bézier quaternion curve of Shoemake (1985)
[5.2 Hermite Quaternion Curve:] Note that we can assign arbitrarily large angular velocities at the curve end points. The angular velocity \omega 2 provides an extra degree of freedom in choos- ing the number n of revolutions while not losing the end point interpolation property.
[5.3 B-Spline:] The B-spline quater- nion curve also allows arbitrarily large angular velocities between two consecutive control points {q_i}.
[6.1 Torque] Most of the previous results on quaternion interpolation have concentrated on improving the computational efficiency rather than attacking the more chal- lenging problem of energy minimization.
Barr et al. [1992] took an important step toward the energy min- imization. The quaternion path is approximated by discrete unit quaternions and a time-consuming non-linear optimization is em- ployed in the algorithm
Our quaternion curves do not suffer from such a degener- acy. ... may accommodate arbitrarily large angular velocity ... The resulting curve has a large number of winding; however, the curve does not produce extraordinary bending and/or twisting. Therefore, our curves perform much better when the angular varia- tions are large.
Kim, Kim, Shin 1996: A Compact Differential Formula for the First Derivative of a Unit Quaternion Curve
Shoemake (1985) claimed [...] Shoemake (1991) used the formula [...] in deriving the quaternion curve differentials on S3 for the purpose of extending the Boehm (1982) quadrangle to S3. [...] however, the formula only holds under the cornplanarity condition [...] Unfortunately, Shoemake misinterpreted the meaning of dq, which is the differential q'(t), as the logarithm logq.
... Using this formula, we can easily show that the claims of Shoemake on the quaternion curve differentials actually hold at the curve end points.
It is also easy to prove that Hanotaux and Peroche do not generate a Hermite quaternion curve which interpolates two given boundary angular velocities exactly
However, the differential formula of this paper is only useful for the first derivative of a unit quaternion curve.
derivation of q'(0) for previous papers: Shoemake 1985 Shoemake 1991 Kim, Nam 1993, 1994 Hanotaux and Peroche 1993
This fact shows that Hanotaux and Peroche (1993) do not generate an exact Hermite interpolation quaternion curve ...
Kim, Nam 1995: Interpolating Solid Orientations with Circular Blending Quaternion Curves
Using a similar method to the parabolic blending of Overhauser [...] we generate a C^k-continuous quaternion path which smoothly interpolates a given sequence of solid orientations.
Though the squad method [Shoemake 1991] is computationally (about twice) more efficient than the Bezier method [Shoemake 1985], the rotational motions generated by squad curves are not as smooth as those generated by the spherical Bezier curves.
The circle methods [Nielson 1993, Wang and Joe 1993] are computationally more efficient than other methods; however, they have much limitations in exibility. Since each circular curve is a planar curve, at each junction of two circular curves, a large angular acceleration/torque is generated that would cause undesirable e ects on smooth animation of a moving 3D solid [Barr et al. 1992]
Using a conceptual similarity to the great circle (interpolating two points) on the unit sphere S2, we consider how to construct a great 2-sphere S which interpolates three points p1, p2, p3 \in S3 in the 4D Euclidean space R4.
Grassia 1998: Practical Parameterization of Rotations Using the Exponential Map
Unlike the quaternion parameterization, the domain of this parameterization is Euclidean, so it does contain singularities.
On the other hand, S3 is an excellent place to interpolate rotations because it possesses the same local geometry and topology as S0(3).
[Kim et. al. 95] developed closed-form quaternion curves on S3 using Bezier, Hermite, B-spline (or any) blending functions, and were able to calculate high-order parametric derivatives over the curves. This is great news for applications that must compute and optimize or integrate along fixed orientation curves. It does not aid greatly in differential control or optimization over the curve shape itself, since it provides no correspondingly simple method for differen- tiating the curve with respect to the quaternion control points. Even if it did we would still face the inconveniences described in the preceding para- graphs. Nevertheless, the ability to specify closed-form Hermite curves on S3 by quaternion keys and angular velocities at the keys seems promising for use in keyframe animation systems, given suitable methods for visualizing the quaternion curves.
Given that we are interested in parameterizing a three-DOF rotation, we would like a parameterization embedded in R3 that is free of gimbal lock and interpolates rotations well using Euclidean interpolants such as cubic splines. This goal is, of course, unrealizable, as it is a standard exercise in topology to show that R3 cannot be mapped into S0(3) without singularities, i.e., gimbal lock.
[exponential map ...] The only problem with this particular formulation is that calculating [...] goes to zero becomes numerically unstable. However, by rearranging the above formula a little, we will be able to see that this exponential map can be computed robustly even in the neighborhood of the origin: [...]
[not found!] Hussein Yahia and Andre Gagalowicz. "Interactive Animation of Object Orientations." In Proceedings of the 2nd International Conference. Pixim 89. pp. 265-75 (September 1989).
[regarding Hanotaux and Peroche 1993:] Hanotaux notes that the straight line between two orientations in exponentially-mapped R3 is not, in general, equivalent to the geodesic between the two orientations in S3, but that "the approximation is not far from optimal." In fact the approximation can be quite far from optimal--quantifying how far is an open question, but in general the error increases the further the two axes of rotation diverge from parallel.
... in general only one of the infinitely many mappings of r2 into R3 will approximate the geodesic in S3 ... The procedure followed by Yahia ... does not suffice. A log mapping that does guarantee the geodesic approximation picks the mapping for each successive key that minimizes the Euclidean distance to the mapping of the previous key.
Given such a log map that considers the previous mapping when calculating the current mapping, the results of interpolating in S3 and R3 may be visually indistinguishable for many applications, including keyframing.
However, representing three-DOF rotation functions in R3 is fraught with peril because whenever the curve crosses one of the singularity shells discussed in Section 3.2.1, some of the derivatives disappear.
Kim and Nam, 1996: Hermite Interpolation of Solid Orientations with Circular Blending Quaternion Curves
[about Kim, Kim, Shin: "A General ..."] However, the curve construction symmetry is not preserved under this transformation. That is, the Bezier quaternion curve of Reference 4 with control points q1, ..., qn \in SO(3) has a different curve shape from the one with qn, ..., q1 as its control points.
Wang and Joe (1993) constructed a Hermite interpolation curve on S3 by using two circular arcs connected with C1-continuity. At the junction of two circular arcs, however, a large acceleration/torque is generated that gives an undesirable effect on the smooth animation of a moving solid (Barr et al. 1992) This is inevitable as long as circular arcs are used as basic components (see also the Nielson/Shieh circle spline of Reference 7).
There are many Hermite quaternion curves on S3 which satisfy the same boundary conditions [many references are mentioned]; however, they generate different curves on S3.
[Idea: Cut S3 with a hyperplane containing the 2 points and velocities, which results in a 2-sphere. On that 2-sphere, create 2 arcs based on points and velocities. Then there are two options: blend and transform back to S3, or vice versa.]
[Appendix I: derivation of quaternion first derivative]
Nielson 1993 Smooth Interpolation of Orientations
[rotation matrix] The axis of rotation is the eigenvector of O associated with the eigenvalue 1. The angle of rotation, \theta, satisfies 1 + 2cos(\theta) = tr(O) where tr(O) denotes the trace (sum of diagonal elements).
In fact, it turns out that SO(3) can not be embedded in E4. Hopf (1940) has shown the if we wish to embed SO(3) in Ek, then k must be greater than or equal to 5.
Normalized Cubic Spline [in R4] and Related Methods: [...] This is really a rather inelegant way to solve the problem, [...] The basic drawback to this approach is the potential occurrence of cusps or tight kinks which result form the normalization.
The Nielson/Shieh Circle Method: The interpolation curve used for this method consists of a collection of rational quadratic curves constrained to lie on the unit sphere in E4 and joined so as to have C1 continuity.
[difference to Wang and Joe 1993 (Biarcs)?]
Spherical Bernstein/Bezier Methods: [...]
The Spherical Quadratic B-spline Method: This method is similar in many respects to the Nielson/Shieh circle method.
Shoemake (1985) states "For the numerically knowledgeable, this construction approximates the derivative at points of a sampled function by averaging the central difference of the sample sequence". The Catmull/Rom spline is also based upon estimates of derivatives based upon central differences. These ideas can be mapped to the present context by the following choice of inner Bezier points [...] Hanson (private communication) has shown that this choice is the same as that of Schlag (1992).
The Nielson/Heiland Spherical B-spline Method: One the smoothest methods of this type that we have observed is a method proposed by Nielson and Heiland (1992) which is based upon "spherical B-splines".
B-splines do not interpolate to their data, they only approximate it. For the application of animating orientations, it is important to be able to construct a curve that interpolates the data. In much the same way that B-splines can be used as a basis for constructing a cubic interpolating spline, Nielson and Heiland use the spherical B-spline to find an interpolating curve which is composed of joining together segments of third order spherical B/B [Bernstein/Bezier] curves. [...] They use an iterative method to solve it: [...]
The Minimum Tangential Acceleration Method: Barret al (1992) One of the drawbacks to this method is the difficulty with implementing it and trusting the canned software to actually compute a true minimum.
When one is trying to assess the quality of some animation technique, it is very helpful to observe or experience the animation. Conventional publication media do not presently allow this. Possibly some of the new multimedia publications will remove this problem in the future.
Crouch et al. 1999: The De Casteljau Algorithm on Lie Groups and Spheres
[...] and derive expressions for the derivatives of the generalized polynomial curves obtained from the algorithm. This does not seem to be done elsewhere in the literature.
Thus the algorithm for S mcan be based upon the somewhat simpler algorithm for SO(m + 1).
much interest has been demonstrated in developing the technique for S3 viewed as the space of unit quarternions and a convenient parameterization of SO(3). [...] However, it is clear that the current literature fails to develop a satisfactory means of dealing with Ck smoothness, k >= 1, because of the difficulty in dealing with closed form solutions for the derivatives. This has been achieved in a limited sense in Ge and Ravini [22], but not in a general framework applicable in a wide variety of problems.
These references also fail to tackle the smoothness of the interpolants in a completely satisfactory manner. Clearly the smoothness of a curve in general depends upon its parameterization. For curves on general Rieman- nian manifolds, one can develop the notion of arc length, induced by the Riemannian structure. By also developing a means to differentiate which is compatible with this metric structure, the so-called Riemannian covariant derivative, one can consider the Ck , k >= 1, smoothness of curves relative to the arc length parameterization. This can be considered as a measure of the intrinsic smoothness of the curve, as measured by the Riemannian structure.
[formulation on Riemannian manifolds, following Park and Ravani (1995)]
[formula for second Bezier control point (x2) from first and second derivative of x0]
The problem is truly a two-point boundary value problem. In the Euclidean case this is not an immediate computational problem, see Farin [19]. However, in the non-Euclidean case this issue becomes much more involved. [ -> specify first and second derivative at t=0] indeed be calculated recursively using the formulas above.
Blindly using the schemes above does however lead to interpolating curves which sometimes display wild departures from the set of interpolating data, as explained in Farin [19].
A few remarks should be made concerning the general applicability of the De Casteljau construction. Although the geometry of a Riemannian manifold possesses enough structure to formulate the construction, the ba- sic ingredients used, the geodesic arcs, are implicitly defined by a set of nonlinear differential equations. Thus the basic algorithm can be only prac- tically implemented when we can reduce the calculation of these geodesies to a manageable form.
In the case of compact Lie groups, the geodesies are just one-parameter subgroups and hence for matrix compact Lie groups the computation of a geodesic is just exponentiation of a matrix.
infinitesimal generators of the geodesic curves on G
[... product of exponentials ...]
[derivatives at t=0 and t=1, many proofs ...]
The Lie algebra of SO (3) is so(3), the vector space of skew symmetric 3x3 matrices.
4.1. Example. We have used the formula (18) recursively to implement the De Casteljau algorithm for a cubic polynomial on the sphere S3.
Interpolating curves satisfying arbitrary boundary conditions on a Rie- mannian manifold can also be obtained using a variational approach. While in the Euclidean case both methods produce exactly the same curves, for general Riemannian manifolds this situation is highly unlikely.
Crouch, Silva Leite, Kun 1999 Geometric splines
We examine the De Casteljau Algorithm in the context of Lie groups and spheres. [...] We are able to fully develop the algorithm for cubic splines with Hermite boundary conditions for general n. We implement more general boundary conditions for cubic splines on the 2-sphere.
[very similar to Crouch et al. 1999 above]
Ge and Ravani 1994 Geometric Construction of Bezier Motions
This paper compliments the analytical results presented in our companion paper (Ge and Ravani, 1994) [Computer Aided ...] in providing discrete (rather than continuous) computational algorithms for motion interpolation and approximation.
screw axis, Plücker vectors, dual vector
Park and Ravani 1995 Bezier Curves on Riemannian Manifolds and Lie Groups with Kinematics Applications
In principle one can obtain a col- lection of local coordinate charts for a given curved space, and apply existing Euclidean interpolation techniques to these co- ordinates. The resulting curves, however, will depend on the choice of local coordinates, which clearly leaves something to be desired from both a mathematical as well as an engineering perspective. Another requirement motivated by the moving rigid body problem is that, to the extent possible, the resulting motions should not depend on the choice of inertial or body- fixed reference frames; in the language of Lie groups this can be phrased as the question of whether a group admits a bi- invariant Riemannian metric. Using standard results from Lie theory it can be shown that bi-invariant orientation trajectories can be constructed, but that in general there is no bi-invariant metric for the spatial displacements (see, e.g., Park et al., 1993).
Shoemake (1985) presents a class of methods for generating curves on rotations that are based on unit quaternion representation. Although unit quaternions have certain well-known advantages over other representations of rotations (e.g., Euler angles), Shoemake's approach is essentially coordinate dependent: the resulting motions are not invariant with respect to choice of inertial and body-fixed frames, and his methods do not ade- quately address the underlying geometry of the space of ro- tations (e.g., the 2-1 nature of the unit quaternion representation).
Juettler (1994) has provided a theoretical eval- uation of several approaches for motion interpolation and has discussed coordinate frame dependency of some of these ap- proaches.
In this article we formulate a general framework for con- structing Bezier curves on Riemannian manifolds, and then focus specifically on a special class of Riemannian manifold, the compact Lie groups.
Classical Bezier Curves [...] Reversing the order of the vertexes results in the same curve.
That Bezier's original construction and De Casteljau's al- gorithm are equivalent is remarkable, and can fundamentally be traced to the fact that the curve lies in Euclidean space.
In the De Casteljau method the concept of linear interpolation between two points in a curved space needs to be defined; this can be readily done on a Riemannian manifold, where the minimal geodesic plays the role of the straight line for curved spaces, and lengths can be measured in terms of the Riemannian metric. Bezier's con- struction, however, does not seem to generalize in a natural way to the Riemannian setting. Although tangency between curves is well-defined, the notion of an osculating plane relies inherently on the manifold being embedded in some larger ambient Euclidean space, and in general there exist several differnt ways to do this. It is also more desirable to define a Bezier curve in terms of the intrinsic geometry of the manifold, rather than the underlying space in which it lies. For Rieman- nian manifolds, therefore, the natural way to define Bezier curves is by generalizing De Casteljau's algorithm. Naturally for certain manifolds the minimal geodesic between two points may not always be unique, so that a number of subtleties (addressed below) will arise.
It is clear that constructing Bezier curves on Riemannian manifolds by this algorithm is computationally more involved than for the Euclidean case: computing the geodesic between any two points involves the solution of the nonlinear differ- ential equation (1), a two-point boundary value problem (and therefore more difficult than integrating a differential equation with only initial conditions). Even if we assume that the geo- desics forming the control polygon have been precomputed and stored in a table, for each instant t the geodesic equations still need to be solved (n-1)(n-2)/2 times. Clearly this presents difficulties for interactive design applications.
the set of all tangent vectors at p, denoted TpG, forms a vector space, called the tangent space to G at p. The tangent space at the identity p = I is given a special name, called the Lie algebra of G, and denoted by a lower-case g. On a matrix Lie group the Lie algebra is also given by matrices. For example, the Lie algebra of SO(3), denoted so(3), is the set of 3 x 3 real skew-symmetric matrices
one-parameter subgroups of a Lie group [...] minimal-length paths
Riemannian metrics
Any Lie group admits a left- or right invariant metric from the construction above, but not all Lie groups admit a bi-invariant metric.
One well-known condition in which a bi-invariant metric is always guaranteed to exist is if the Lie group is compact.
The rotation group SO(3), consisting of the 3x3 real or- thogonal matrices with unit determinant, forms a [compact] Lie group, with its Lie algebra so(3) given by the vector space of 3 x 3 real skew-symmetric matrices of the form [...]
Lemmas 1 and 2 suggest the standard visualization of SO(3) as a solid ball of radius \pi, centered at the origin with the antipodal points identified
[...] the Bezier curve is given by [...]
Hence, given a particular left- or right-invariant Riemannian metric on SE(3), the corresponding Bezier curve can be con- structed by combining the appropriate Bezier curves in (R^ and SO(3). From a physical viewpoint this is more appealing, since there is nothing natural about the screw motions from the point of view of dynamics.
Jüttler, 1994: VISUALIZATION OF MOVING OBJECTS USING DUAL QUATERNION CURVES
an interpolating motion whose trajectories are rational Bezier curves is constructed
Dual quaternions prove to be very useful in computer graphics.
Let some positions ( = points + orientations) of a moving object in 3-space be given. A continuous motion interpolating these positions is to be found.
The method [spherical Casteljau] has proved to be powerful, but the in- terpolating motion possesses some disadvantages: The trajectories of the moving object are nonrational curves. ( In fact, their explicit parametric representation seems to be unknown!) The interpolation of more than two positions by one motion and the construction of higher than first order continuous spline motions turn out to be difficult.
Another approach to the solution of the interpolation problem has been suggested by Ge and Ravani[6]. The positions of the moving objects are represented using dual quaternion curves without any normaliza- tion conditions. A multiplication of these curves with arbitrary dual factors does not change the described motion. A de Casteljau-like algorithm is formulated, but the influence of the weights of the control points (which are dual numbers!) is very complex.
In this paper, the positions of the moving object will be represented by dual quaternion curves satis- fying a quadratic normalization condition (Plücker's condition). These curves can be multiplied with ar- bitrary real factors without influencing the described motion. They are described by Bezier curves, therefore the trajectories of the moving object are rational Bezier curves, too.
The use of rational motions (i.e., motions with ra- tional trajectories) has some important advantages: [...]
[...]
The author thinks that dual quaternion curves have proved to be a very useful tool in computer graphics.
Kuipers 1999 Quaternions and Rotation Sequences
[some Quaternion basics, no splines]
set of all quaternions: non-commutative division ring
section 7: rotation operator geometry
Pobegailo 1994 Spherical splines and orientation interpolation
This paper presents a method for design- ing spherical curves by two weighted spa- tial rotations.
The designed curves have the following features: C1 continuity, local control, and invariance under orthogonal transformations of coordinate systems.
If a quaternion q [...] is known then elements of an orientation matrix can be obtained as follows (Nielson 1992): [...]
Hanotaux and Peroche 1993 Interactive Control of Interpolations for Animation and Modeling
The parametrization is based on an opti- mization process.
We distinguish three different ap- proaches: • Geometrical construction in quaternion space • Parametrization of quaternion space Our solution, built on a parametrization using quater- nion logarithms, is presented below but belongs to this category. • Optimization process
[log, Catmull--Rom interpolation, exp]
it is possible to integrate posi- tion and orientation in the same interpolation process [position and logarithm of quaternion]
Indeed, tangents were designed for finely tuning the curve's appearance, not for specifying velocity at key-frames.
A standard solution to solve these problems is based on a reparametrization of the trajectory.
However, such a reparametrization presents, from our point of view, the drawback to require the specification of still an- other curve, hence more and more interaction. Our aim is to develop a technique allowing the automatic reparametriza- tion of interpolation curves. However, we also wish to let the user have the possibility to modify the proposed solution with the help of additional constraints.
As we want to generate realistic motion, we choose to min- imize the sum of the forces required to realize this motion. This principle is suggested by the fact that realistic motions tend to minimize the energy expanded to perform them [17] . According to Newton's law, it comes down in fact to min- imizing the sum of the accelerations occurring during the motion. The scheme we have chosen is based on an opti- mization technique.
Of course, we also want to reparametrize orientation curves. The objectives are equivalent to those regarding positions, except we now have to minimize the sum of the torques applied to the animated body.
In fact, we do not parametrize positions independently from orientations. Indeed, it would lead in most cases to two dif- ferents time parameter sets. In consequence, we choose to minimize both translational and angular accelerations. The new criterion is the sum of the previous criterions for po- sition and orientation.
The parametrization used seems easier to understand and to implement than those previously presented.
David Eberly 1999-2010: Quaternion Algebra and Calculus
The ideas are based on the article [Shoemake 1987].
[nice summary of quaternion basics]
q = cos θ + û sin θ [...] However, observe that the quaternion product ûû = −1.
In fact, Euler’s identity for complex numbers generalizes to quaternions, exp(ûθ) = cos θ + û sin θ, where the exponential on the left-hand side is evaluated by symbolically substituting ûθ into the power series representation for exp(x) and replacing products ûû by −1.
q^t = (cos θ + û sin θ)^t = exp(ûtθ) = cos(tθ) + û sin(tθ)
log(q) = log(cos θ + û sin θ) = log(exp(ûθ)) = ûθ.
It is important to note that the noncommutativity of quaternion multiplication disallows the standard identities for exponential and logarithm functions. The quaternions exp(p) exp(q) and exp(p + q) are not necessarily equal. The quaternions log(pq) and log(p) + log(q) are not necessarily equal.
The only support we need for quaternion interpolation is to differentiate unit quaternion functions raised to a real-valued power.
[Boehm 1982] which has the flavor of bilinear interpolation on a quadrilateral.
[equations for SQUAD and its derivative]
David Eberly 1999-2002: Key Frame Interpolation via Splines and Quaternions
[Kochanek–Bartels with quaternions]
While those splines were defined in terms of positional quantities (an additive system), they are easily extended to quaternions (a multiplicative system).
[is this the right code?] https://github.com/OpenXRay/FreeMagic/tree/master/Applications/KeyframeAnimation
David Eberly 2017: Interpolation of Rigid Motions in 3D
[only SLERP, no splines!]
This document describes how to intepolate between two rigid transformations, each involving rotation and translation; reflections are not considered here.
Computing the geodesic path connecting two rotations does not require a quaternion representation. It is possible to compute it using a matrix representation and the exponential map for rotations as the Lie Group SO(3).
Kim, Kim, Shin 1995: A C2-continuous B-spline Quaternion Curve Interpolating a Given Sequence of Solid Orientations
[no local control?!?]
C2-continuous B-spline quaternion curve which interpo- lates a given sequence of unit quaternions
The de Casteljau type construction method of B-spline curves can be extended to generate B-spline quaternion curves [Schlag 1992]; however, the B-spline quaternion curves do not have C2-continuity in SO(3).
The authors [7] recently suggested a new construc- tion method that can extend a B-spline curve to a simi- lar one i n SO(3) while preserving the Ck-continuity of the B-spline curve. We adapt this method f o r the con- struction of a B-spline quaternion interpolation curve. Thus, the problem essentially reduces to the problem of finding the control points for the B-spline znterpolation curve. However, due to the non-linearity of the associ- ated constraint equations, it i s non-trivial t o compute the B-spline control points. We provide an eficient it- erative refinement solution which can approximate the control points very preciesly.
Many of the previous results are based on the recur- sive constructions of geodesic great circular arcs in S3
Some of recent results are based on the construction of circular arcs in S3
There are only a few C2-continuous quaternion curves. Pletincks [12] constructed quaternion curves by generating curve mid points recursively. The gen- erated curves are extremely smooth since they con- verge to infinite degree curves. However, they have no closed form equations. Furthermore, the method always generates (2' - 1) in-betweens (for some inte- ger i > 0 ) , which is a serious drawback for keyframe animation systems.
Kim and Nam [9] constructed a Ck-continuous quaternion curve by blending two cir- cular arcs in S3 with a high degree blending function of degree 2k - 1. Though a high degree blending can eliminate the C2-discontinuity at the curve joints, the global smoothness of the whole curve is somewhat dif- ficult to be achieved in this method.
It is required to have the generalization of B-spline curves which have extreme smoothness in the overall curve shapes.
Nielson and Heiland [11] assumed the geometric properties which are not true in general for the quaternion curves in S3. Thus, the constructed B-spline quaternion curve is not C2-continuous.
An iterative method to compute the solution can be formulated as follows ...
However, due to the non-linearity of the prob- lem, there are some restrictions for the input values of Qi’s so that the convergence of the iterative method is guaranteed.
Note that the key distance 1.4 ra- dian is sufficient for most applications in practice; this is because 1.4 radian in S3 is 2.8 radian in the real world, which allows quite large key distances. When some key distances are larger than 2.8 radian, the an- imator may need to introduce some more additional keyframes between the two keyframes.
The order of quater- nion multiplications is extremely confusing. The rule is that the next rotation is multiplied to the left of the previous rotation if the rotation is done in the global frame, and to the right of the previous rotation if it is done in the local frame.
The quaternion exponential is a many-to-1 function.
Pobegailo 1996 Cn interpolation on smooth manifolds with one-parameter transformations
A comparison with a closely related method [Kim, Nam] will be made in the section concerning interpolation of orientations.
[ too crazy ]
Pobegailo 2013 CONSTRUCTION OF SMALL CIRCULAR ARCS ON A SPHERE OF UNIT QUATERNIONS
This article presents an algorithm for construction of a small circular arc on a sphere of unit quaternions. The small circular arc is defined by three points lying on the sphere. The algorithm can be used for animating rotation trajectories of rigid objects in computer graphics.
The new approach presented in this article is that the transition to the three- dimensional space is implicit and inherent to the algorithm.
Pobegailo 2015 Construction of spline curves on smooth manifolds by action of Lie groups
[???]