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Re: [IMP-dev] too many rotations in IMP




On May 4, 2009, at 6:09 PM, Keren Lasker wrote:

just one comment: quaternions are more accurate than matrix multiplications, and it is a common practice to use quaternions to apply multiple rotations - so i would prefer if the internal implementation of Rotation3D would stay as it is
I'm not sure this is correct as rotation using a quaternion is more or less computing the rotation matrix and then applying it (hence it is slower than using a rotation matrix). Composing quaternions is much more stable than matrices (and the errors make much more sense).