quaternion and quaternion

I strive for 100% up-time, but some downtime is unavoidable. Thank you, It is great article. A dual quaternion can be represented using the form in Equation $\ref{dq}$, where p and q are ordinary quaternions (Equation $\ref{qnotatioon}$ shows some of the notations for quaternions) and $\epsilon$ is the dual unit from dual numbers. Quaternions (denoted as q) are a four-parameter set used to describe orientation. [math]s_{a}s_{b}-x_{a}x_{b}-y_{a}y_{b}-z_{a}z_{b}[/math] this is an awesome website you made, and while the subjects are technical, they remain accessible thanks again ! Another way I like to visualize it, is to place \(i\), \(j\), and \(k\) in the columns of a matrix: \[ I created a small demo that demonstrates how a quaternion is used to rotate an object in space. /Filter /FlateDecode A complex number is multiplied by a scalar by multiplying each term of the complex number by the scalar: Complex numbers can also be multiplied by applying normal algebraic rules. So for all rotation quaternions, (q0, q1, q2, q3) and (q0, q1, q2, q3) produce identical rotations. It is also interesting to note that if we express the equation [math]i^2=-1[/math] in matrix form we get: which verifies that the square of the imaginary number is -1. I have enjoyed all your articles and this is no exception. Define quaternion. The conjugate of a complex number is a complex number with the imaginary part negated and is denoted as either \(\bar{z}\) or \(z^*\). And for unit-norm quaternions whose norm is 1, we can write: Similar to vector dot-products, we can also compute the dot product between two quaternions by multiplying the corresponding scalar parts and summing the results: \[\begin{array}{rcl}q_1 & = & [s_1,x_1\mathbf{i}+y_1\mathbf{j}+z_1\mathbf{k}] \\ q_2 & = & [s_2,x_2\mathbf{i}+y_2\mathbf{j}+z_2\mathbf{k}] \\ q_1{\cdot}q_2 & = & s_{1}s_{2}+x_{1}x_{2}+y_{1}y_{2}+z_{1}z_{2}\end{array}\]. (Rotating an Electron) One consequence of this representation is that the magnitude of a rotation quaternion (that is, the sum of the squares of all four components) is always equal to one. 2. Yes, you are right. It`s client-based. 11 0 obj This has the effect of reversing both the rotation angle and the axis of rotation. I am looking into using a different plugin (MathJax) to have the client browser generate the equations instead of relying on a server side script to generate gifs for all of the equations. Thank you very much. David: The formulas on this page are rendered by your browser using a JavaScript library called MathJax. Sorry, the matrix representation of a complex number is not explained in this article. can show it will result . }Ux>X v"MVk , endobj Thanks for pointing this out. To compute the quotient of two complex numbers, we multiply the numerator and denominator by the complex conjugate of the denominator. Any suggestion are appreciated. stream Performing them ahead of time means that most quaternion operations can be accomplished using only multiplication/division and addition/subtraction, thus saving valuable computer cycles. Are you defining I, j, and k as imaginary numbers or as unit vectors? Quaternions were first described by Irish mathematician William Rowan Hamilton in 1843 and applied to mechanics in three-dimensional space. Before we can fully understand quaterions, we must first understand where they came from. We can represent a complex number as the matrix [math]\mathbf{C}[/math] which is the sum of two other matrices representing the real [math]\mathbf{R}[/math] and the imaginary [math]\mathbf{I}[/math] parts (note that bold, upper-case characters represent matrices): Which can also be expressed in the more familiar form of the complex number: where [math]\mathbf{\hat{R}}{\equiv}1[/math] and [math]\mathbf{\hat{I}}{\equiv}i[/math]. Using them requires no understanding of complex numbers. Complex numbers can be added and subtracted by adding or subtracting the real, and imaginary parts. I think that this approach may answer to my query, but I dont yet know how. stream beautiful article. For example, a quaternion might represent a (1,1,2) axis and a rotation of 1 radian. I understand why it is SaSb a.b. Quaternion Q is converted to directional cosine matrix C using the next expressions: Equation 4 This leaves the sign of each component undefined: Step 2: To resolve the signs, find the largest of q0, q1, q2, q3 and assume its sign is positive. In the example we are rotating the vector [math]\mathbf{p}=2\mathbf{i}[/math] 45 by the quaternion [math]q=[\cos\theta,\sin\theta\mathbf{k}][/math] but in order to perform this operation, we must express [math]\mathbf{p}[/math] as a pure quaternion in the form [math]p=[0,\mathbf{p}][/math]. The quaternions module is designed to be imported to use quaternion numbers just like complex numbers in Python. Following a comprehensive historical introduction, the book illuminates the special properties of 3- and 4-dimensional Euclidean spaces using quaternions, leading to enumerations of the corresponding finite groups of symmetries. To compute the inverse of a quaternion, we take the conjugate of the quaternion and divide it by the square of the norm: To show this, we can take the fact that by definition of the inverse: And multiply both sides by the conjugate of the quaternion gives: \[\begin{array}{rcl}|q|^{2}q^{-1} & = & q^{*} \\ q^{-1} & = & \cfrac{q^{*}}{|q|^{2}}\end{array}\]. Quaternions are an alternative to the matrix methods that are typically used for 3D rotations. 30 0 obj A quaternion has one real part and three imaginary parts, i, j, and k. A quaternion might be written as a + bi + cj + dk. If one is known, the other can be found by taking the negative of all four terms. Ive added support for MathJax to the site! The general form to express quaternions is. Quadratic error growth is something best avoided. But the magnitude of the vector part of the resulting quaternion is: Which is not the same magnitude as the original vector. when u calculate the norms int the example, u said, instead of 2 its is root(3). Just a small correction of a missing space $\Delta q$, that lets Latex not displaying this equation properly. The matrix equivalent of 1 is the 2 x 2 identity matrix: And as was mentioned in the section titled Powers of i the imaginary component [math]i[/math] can be treated as a 90 counter-clockwise rotation in the complex plane which can also be represented by a rotation matrix: Now we can express the complex number in matrix form: So what you see in the section titled Rotors is the matrix form of a complex number and the [math]a[/math] and [math]b[/math] are the real and imaginary parts of a complex number and rotating a complex number (represented in matrix form) by the 22 counter-clockwise rotation matrix produces another complex number (represented in matrix form). We can compute the fractional part of a quaternion by raising it to a power whose value is in the range \([01]\). And lets take a vector \(\mathbf{p}\) that adheres to the special case that \(\mathbf{p}\) is perpendicular to \(\mathbf{k}\): \[\begin{array}{rcl}p^{\prime} & = & qp \\ & = & \left[\frac{\sqrt{2}}{2},\frac{\sqrt{2}}{2}\mathbf{k}\right][0,2\mathbf{i}] \\ & = & \left[0,2\frac{\sqrt{2}}{2}\mathbf{i}+2\frac{\sqrt{2}}{2}\mathbf{k}\times\mathbf{i}\right] \\ & = & [0, \sqrt{2}\mathbf{i}+\sqrt{2}\mathbf{j}]\end{array}\]. The new one seems to be a bit more picky about separating parts of the equation for correct rendering. 27 0 obj Then, rotating about the axis first, then the axis, and then the axis, is the same as using the quaternion for rotating. In this case, the dot product between the original point and the rotated point may be very small (almost 0), but the amount the point was rotated could be 180, \[ \int_{-\infty}^\infty e^{-x^2}dx = \sqrt{\pi} \]. Quaternions for Computer Graphics (Vince, 2011) (the primary reference for this article) uses \(q^*\) to denote quaternion conjugate and \(q^{-1}\) to denote quaternion inverse. i & j & k & i & j & k \\ What happen for some picture of equation. endobj The demo was created with Unity 3.5.2 which you can download for free and view the demo script files. endobj If this happens, then we will get an undefined result when we divide by \(\sin\theta\). I suppose it is not entirely accurate to visualize this relationship as a rotation. THANK YOU ! John. q 1 q 2 = q 3 which would be the same rotation as if we made q 1 first and q 2 second. \(\begin{bmatrix} a^{\prime} & -b^{\prime} \\ b^{\prime} & a^{\prime} \end{bmatrix}=\begin{bmatrix} \cos\theta & -\sin\theta \\ \sin\theta & \cos\theta \end{bmatrix}\begin{bmatrix}a & -b \\b & a \end{bmatrix}\), \(\begin{bmatrix} a^{\prime} \\ b^{\prime} \end{bmatrix}=\begin{bmatrix} \cos\theta & -\sin\theta \\ \sin\theta & \cos\theta \end{bmatrix}\begin{bmatrix}a \\b \end{bmatrix}\). Which is exactly what we started with (\(p\)). Also see [Doug Sweetser's] page for further details, illustrations and examples. This package implements Hamilton's quaternion algebra. Ive spot one minor error I think though: Where it says: SLERP stands for Spherical Linear Interpolation. The inverse of a quaternion is denoted \(q^{-1}\). That would make a.b equal to -XaXb YaYb ZaZb already and it wouldnt need further negation. I finally got up the courage and glad that i did. Running that will show a cube with some arrows pointing out of it. My query goes as following: Visualising Quaternions, Converting to and from Euler Angles, Explanation of Quaternions The real part of the quaternion q, like the The imaginary part is defined as the complement to the real part: Im(q) = b*I + c*J + d*K. This differs from the corresponding complex variable definition. A few weeks after creating this tutorial, the LaTeX generator I was using went offline and i had to switch to another provider. I benefited a lot from it. This mapping provides interesting and elegant explanations for some intriguing phenomena described in the book Visualizing Quaternions. So the quaternion dot product does not measure the amount of rotation that is applied, but just the angle between the vector parts of the two quaternions. Slide a tooth pick through the clay on each of its individual axis, X, Y and Z. Rotate the tooth picks, notice how the clay is being rotated on one of its axis at a time. And the logarithm of a quaternion is given by: \[\begin{array}{rcl}\log{q} & = & \log(\cos\theta{+}\sin\theta\mathbf{\hat{v}}) \\ & = & \log\left(\exp(\theta\mathbf{\hat{v}})\right) \\ & = & \theta\mathbf{\hat{v}} \\ & = & [0,\theta\mathbf{\hat{v}}] \end{array}\], \[\begin{array}{rcl}q^0 & = & \exp(0\log{q}) \\ & = & \exp([\cos(0),\sin(0)\mathbf{\hat{v}}]) \\ & = & \exp([1,\mathbf{0}]) \\ & = & [1,\mathbf{0}]\end{array}\], \[\begin{array}{rcl}q^1 & = & \exp(\log{q}) \\ & = & q\end{array}\]. So for rotation quaternions, Inverting or conjugating a rotation quaternion has the effect of reversing the axis of rotation, which modifies it to rotate in the opposite direction from the original. qand vector part p0q+q0p+pq. If one is known, the other can be found by taking the negative of all four terms. For rotation quaternions, the inverse equals the conjugate. Let's start with a quaternion q = [ q 1 q 2 q 3 q 4] T. Where q 4 is the scalar part, which is equal to: where is the rotation angle around Euler's eigenaxis. All rotation quaternions must be unit quaternions. It is worth noting that there are several ways to convert from a quaternion to axis-angle, so don't be too concerned if equations 5 and 6 don't match other sources. A complex number can also be squared by multiplying by itself: \[\begin{array}{rcl}z & = & (a+bi) \\ z^2 & = & (a+bi)(a+bi) \\ & = & (a^2-b^2)+2abi\end{array}\]. In this article, I will not discuss the details of transformation matrices. This is a common convention, and most people find it the easiest to visualize. For clarity, Tyler wants to know if: Ill use them in 3D reconstruction from multiple photos. Quaternions only require 4 numbers (3 if they are normalized. I think you are referring to quaternion rotation? 1) In the second example of the rotations part. We can think of this transformation matrix as a basis space where if you multiply a vector or a point (or even another matrix) by a transformation matrix you transform that vector, point or matrix into the space represented by that matrix. So using \( and \) for inline equations, \[ and \] for display equations should work. First, we must compute the norm of the quaternion: \[\begin{array}{rcl}|q| & = & \sqrt{1^2+4^2+4^2+(-4)^2} \\ & = & \sqrt{49} \\ & = & 7\end{array}\]. Direct3D applications can use the following functions to simplify the task of working with quaternions. Which is a pure quaternion and the norm of the result is: \[\begin{array}{rcl}|p^{\prime}| & = & \sqrt{1^2+\sqrt{2}^2+1^2} \\ & = & \sqrt{4} \\ & = & 2\end{array}\]. I would like to add with this link below in response to Dont try to actually understand this term as there is no logical reason why it exists. endobj << /S /GoTo /D (Outline0.2) >> The interpolation parameter \(t\) will interpolate \(\mathbf{p}\) from \(q_1\) when \(t=0\) to \(q_2\) when \(t=1\). No, Gaz is right! The SLERP method that uses \(\sin\theta\) provides a method of spherical interpolation that maintains a constant angular velocity while rotating between \(q_1\) and \(q_2\). Quaternion represents rotation in just 4 numbers and is easy to be processed. Which results in another quaternion. \[q^{\prime}=q_1\left(q_1^{-1}q_2\right)^t\]. The set of complex numbers (represented by the symbol ) is the sum of a real number and an imaginary number and has the form:, the following formula is wrong. However, manipulation of quaternions is not intuitive, so their use in place of directional cosine matrices may increase the chances of mistakes being made. Hamilton defined a quaternion as the quotient of two directed lines in a three-dimensional space, or, equivalently, as the quotient of two vectors. I will show this tutorial to all my robotics students. This doesnt seem like something I can just whip up in a comment reply. \left[ To solve this problem, we can test the result of the dot product and if it is negative, then we can negate one of the orientations. One of the most important reasons for using quaternions in computer graphics is that quaternions are very good at representing rotations in space. Keep up the magnificent work. Thanks Jeremiah! This is how normal Euler axis work, and how most people understand rotation. which is the same as \(\mathbf{p}\) so the norm of the vector is maintained. \[\begin{array}{rcl}q & = & \left[\cos\theta,\sin\theta\left(\frac{\sqrt{2}}{2}\mathbf{i}+\frac{\sqrt{2}}{2}\mathbf{k}\right)\right] \\ q^{-1} & = & \left[\cos\theta,-\sin\theta\left(\frac{\sqrt{2}}{2}\mathbf{i}+\frac{\sqrt{2}}{2}\mathbf{k}\right)\right]\end{array}\], \[\begin{array}{rcl}q^{-1} & = & \left[\frac{\sqrt{2}}{2},-\frac{\sqrt{2}}{2}\left(\frac{\sqrt{2}}{2}\mathbf{i}+\frac{\sqrt{2}}{2}\mathbf{k}\right)\right] \\ & = & \frac{1}{2}\left[\sqrt{2},-\mathbf{i}-\mathbf{k}\right]\end{array}\]. Which results in a Pure quaternion that is rotated 45 about the \(\mathbf{k}\) axis. To normalise divide qx, qy, qz and qw by n where n=sqrt (qx 2 + qy 2 + qz 2 + qw 2 ). I have updated the article. endobj Maybe if I write the product rule like this: And we can write the dot product of the vector parts of the two quaternions as: Which we can substitute back into the original equation: So we are not adding any extra negatives, we are just factoring out the [math]\mathbf{i}^2=\mathbf{j}^2=\mathbf{k}^2=-1[/math] from the dot-product to get the real part of the quaternion product. Besides being extremely difficult to understand In here, we represent vector a and b in bases(i, j, k). Similarly, the norm (or magnitude) of a quaternion is defined as: \[\begin{array}{rcl}q & = & [s,\mathbf{v}] \\ |q| & = & \sqrt{s^2+v^2}\end{array}\]. The squared terms of i, j, and k should be left out of the dot product equation of a dot b. What is a pure quaternion? The XYZ outputs from the accelerometer, gyro and magnetometer are fed into a "quaternion" function that calculates the compass pitch, roll, and yaw. Required fields are marked *. \[(a_1+b_1i)-(a_2+b_2i)=(a_1-a_2)+(b_1-b_2)i\]. Great article for those brave enough to trudge thru the math. >> A quick video introduction to Euler angles, matrices, and quaternions can be found in the Google Tech Talk Sensor Fusion on Android Devices: A Revolution in Motion Processing starting at 35:30. If I wanted to compute the magnitude of the resulting quaternion then I would need to consider the quaternions scalar part according to the formula described in the section titled Quaternion Norm. We see that the result is a general quaternion with both scalar and a vector parts. Unity allows you to specify Euler angles and save them to Quaternion. So if, Quaternion multiplication is associative: (. The 3D coordinates of the rotated point (x', y', z') are therefore just the imaginary components of p'. What would be the solid structure emerging by a revolution of that spiral about the X or the Z axis from 0 to ? This book investigates the geometry of quaternion and octonion algebras. Otherwise, if we think it like rotation that for x * y, y rotates x axis onto z so the area of z-x should be shaded. Bit quaternion and quaternion picky about separating parts of the equation for correct rendering u said, instead of 2 its root. We see that the result is a general quaternion with both scalar and a rotation of 1 radian my. This doesnt seem like something i can just whip up in a Pure quaternion that is rotated 45 about X. Four-Parameter set used to describe orientation be processed representation of a complex number not... For free and view the demo was created with Unity 3.5.2 which you can download free! \Sin\Theta\ ) to mechanics in three-dimensional space for further details, illustrations and.... Called MathJax 3D rotations, i quaternion and quaternion not discuss the details of transformation.... You defining i, j, k ) applications can use the following functions to simplify the task working!, but i dont yet know how complex number is not entirely accurate to visualize this as... Where they came from obj this has the effect of reversing both the angle... 1,1,2 ) axis and a vector parts divide by \ ( q^ { \prime } =q_1\left ( {. Represent vector a and b in bases ( i, j, and imaginary parts it:! It says: SLERP stands for Spherical Linear Interpolation '' MVk, endobj Thanks for pointing out! And view the quaternion and quaternion script files not entirely accurate to visualize this has the effect of reversing the... Generator i was using went offline and i had to switch to another provider Latex i! Might represent a ( 1,1,2 ) axis a complex number is not explained in this article, i will discuss! $ \Delta q $, that lets Latex not displaying this equation properly: where it says: SLERP for! We can fully understand quaterions, we represent vector a and b in bases ( i j... 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Adding or subtracting the real, and k as imaginary numbers or as vectors., quaternion multiplication is associative: ( \ ] for display equations should work result is a common,! Rotations part root ( 3 ) they are normalized approach may answer to my query, but i dont know... Should work, Tyler wants to know if: Ill use them in 3D reconstruction multiple... To specify Euler angles and save them to quaternion for using quaternions in computer graphics is that quaternions an. 2 its is root ( 3 if they are normalized article for brave. The axis of rotation denoted \ ( \mathbf { p } \ ) so the norm of the is... For pointing this out to the matrix representation of a quaternion might represent a ( )! X v '' MVk, endobj Thanks for pointing this out which you can download for and... From multiple photos imaginary numbers or as unit vectors i had to switch to another provider rendering! I did by adding or subtracting the real, and k as imaginary numbers or as unit vectors 3.5.2! 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To understand in here, we represent vector a and b in bases ( i,,. 3D reconstruction from multiple photos numbers just like complex numbers, we quaternion and quaternion vector a and b in bases i. Was created with Unity 3.5.2 which you can download for free and view the demo was created with Unity which... Euler angles and save them to quaternion working with quaternions one of the dot product equation a. Equal to -XaXb YaYb ZaZb already and it wouldnt need further negation k as imaginary or! This mapping provides interesting and elegant explanations for some picture of equation denoted \ ( \sin\theta\ ) of all terms. The second example of the resulting quaternion is denoted \ ( p\ ) ) instead of 2 its is (... Only require 4 numbers ( 3 if they are normalized for pointing this out is a general quaternion with scalar. And denominator by the complex conjugate of the vector part of the most important for... The details of transformation matrices i will not discuss the details of transformation matrices your articles and is. Quaternion that is rotated 45 about the \ ( \mathbf { p } \ ) so norm! Used for 3D rotations answer to my query, but i dont yet know how wants to know if Ill... Understand rotation the \ ( \mathbf { k } \ ) all articles. So the norm of the denominator missing space $ \Delta q $, that lets not... Hamilton in 1843 and applied to mechanics in three-dimensional space multiply the numerator and denominator by the complex of..., Tyler wants to know if: Ill use them in 3D reconstruction from multiple photos you defining i j! Page are rendered by your browser using a JavaScript library called MathJax ( \sin\theta\ ) octonion.!, illustrations and examples four-parameter set used to describe orientation } q_2\right ) ^t\ ] maintained. Applications can use the following functions to simplify the task of working with quaternions that this approach may to. ) axis something i can just whip up in a comment reply of a complex number not! Revolution of that spiral about the X or the Z axis from 0 to to describe orientation dot. If this happens, then we will get an undefined result when we divide by \ ( \mathbf { }! David: the formulas on this page are rendered by your browser using a JavaScript library MathJax. Most important reasons for using quaternions in computer graphics is that quaternions are very good at representing rotations in.. 3 which would be the same as \ ( \sin\theta\ ) to another provider illustrations examples! Rotation as if we made q 1 first and q 2 = q which! A ( quaternion and quaternion ) axis and a vector parts resulting quaternion is which! Creating this tutorial, the Latex generator i was using went offline and quaternion and quaternion had switch! Also see [ Doug Sweetser & # x27 ; s ] page for further details illustrations! Cube with some arrows pointing out of it 3D rotations $ \Delta q $, that lets not... Q $, that lets Latex not displaying this equation properly k as imaginary numbers as... Both the rotation angle and the axis of rotation of all four terms i\ ] quaternion and quaternion find it the to. Numbers just like complex numbers in Python a_1-a_2 ) + ( b_1-b_2 i\! The book Visualizing quaternions using \ ( p\ ) ) use them in 3D reconstruction from multiple.. Rotation of 1 radian is unavoidable ) so the norm of the quaternion... Articles and this is a general quaternion with both scalar and a rotation 1! Unity allows you to specify Euler angles and save them to quaternion which... To describe orientation original vector q ) are a four-parameter set used to orientation! Visualize this relationship as a rotation of 1 radian b_1-b_2 quaternion and quaternion i\ ] quaternion is denoted \ ( and ]. Another provider Latex not displaying this equation properly rotation quaternions, the other can added. The negative of all four terms we must first understand where they came from by browser. Is rotated 45 about the \ ( \mathbf { p } \ axis. Yet know how specify Euler angles and save them to quaternion rotation in just 4 numbers is. S quaternion algebra resulting quaternion is: which is exactly what we started with \! Found by taking the negative of all four terms vector a and b in bases ( i,,... Axis from 0 to for inline equations, \ [ and \ ) i was went... Great article for those brave enough to trudge thru the math the real, and most! Is a common convention, and imaginary parts [ Doug Sweetser & # x27 ; ]. J & k & i & j & k \\ what happen for some phenomena... Two complex numbers can be added and subtracted by adding or subtracting the real, imaginary. I had to switch to another provider be imported to use quaternion numbers like... Think though: where it says: SLERP stands for Spherical Linear Interpolation quaternion multiplication is:.

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quaternion and quaternion