Siggraph2001 Visualizingquaternions
Siggraph2001 Visualizingquaternions
Siggraph2001 Visualizingquaternions
Abstract
This tutorial focuses on establishing an intuitive visual understanding of the relationship between
ordinary 3D rotations and their quaternion representations. We begin building this intuition by
showing how quaternion-like properties appear and can be exploited even in 2D space. Quater-
nions are then introduced in several alternative representations that do not necessarily require ab-
stract mathematical constructs for their visualization. We then proceed to develop visualizations of
quaternion applications such as moving frames and orientation splines. Finally, we briefly discuss
the problem of generalizing quaternion concepts to higher dimensions using Clifford algebras.
Presenter’s Biography
Andrew J. Hanson is a professor of computer science at Indiana University, and has regularly
taught courses in computer graphics, computer vision, and scientific visualization. He received a
BA in chemistry and physics from Harvard College in 1966 and a PhD in theoretical physics from
MIT in 1971. Before coming to Indiana University, he did research in theoretical physics at the
Institute for Advanced Study, Stanford, and Berkeley, and then in computer vision at the SRI Artifi-
cial Intelligence Center in Menlo Park, CA. He has published in IEEE Computer, CG&A, TVCG,
ACM Computing Surveys, and has over a dozen papers in the IEEE Visualization Proceedings.
He has also contributed three articles to the Graphics Gems series dealing with user interfaces for
rotations and with techniques of N-dimensional geometry. Previous experience with conference
tutorials includes a Siggraph ’98 tutorial on N-dimensional graphics, a Visualization ’98 course
on Clifford Algebras and Quaternions, and a tutorial on Visualizing Quaternions presented at both
Siggraph ’99 and Siggraph 2000. Major research interests include scientific visualization, machine
vision, computer graphics, perception, and the design of interactive user interfaces for virtual re-
ality and visualization applications. Particular visualization applications currently being studied
include an astrophysical treatment of the local galactic neighborhood of the sun, the exploitation
of constrained navigation for visualization environments, and applications of graphics in dimen-
sions greater than three to mathematics and theoretical physics.
1
Contents
Abstract 1
Presenter’s Biography 1
Contents 3
General Information 4
1 Overview 5
2 Fundamentals of Quaternions 5
4 Quaternion Frames 6
5 Clifford Algebras 6
References 7
Slides: I: Fundamentals of Quaternions
Slides: II:Visualizing Quaternion Geometry
Slides: III: Quaternion Frames
Slides: IV: Clifford Algebras
Paper: “Constrained Optimal Framings of Curves and Surfaces using Quaternion Gauss
Maps,” Andrew J. Hanson
Paper: IUCS Technical Report 518: “Quaternion Gauss Maps and Optimal Framings of
Curves and Surfaces,” Andrew J. Hanson
Paper: “Meshview: Visualizing the Fourth Dimension,” A.J. Hanson, K. Ishkov, and J. Ma
2
General Information on the Tutorial
Course Syllabus
Summary: This tutorial will deal with visualizable representations of quaternions, their fea-
tures, technology, folklore, and applications. The introduction will focus on visually understand-
ing quaternions themselves by exploiting parallels to complex variables and 2D rotations. Starting
from this basis, the tutorial will proceed to give visualizations of advanced quaternion applications.
Prerequisites: Participants should be comfortable with and have an appreciation for conven-
tional mathematical methods of 3D computer graphics and geometry used in graphics transfor-
mations and rendering. The material will be of most interest to those wishing to deepen their
intuitive understanding of quaternion-based animation, moving coordinate frames, and 3D curves
and surfaces appearing in graphics and scientific visualization applications.
Objectives: Participants will learn the basic facts relating quaternions to ordinary 3D rotations,
as well as methods for examining the properties of quaternion constructions using interactive visu-
alization methods. A variety of applications, including quaternion splines and moving coordinate
frames for curves and surfaces, will be examined in this context. Finally, a few facts about the
deeper relationship between quaternions and Clifford algebras in higher dimensions will be pre-
sented.
Outline: This is a two-hour tutorial and the material will be arranged approximately as follows:
II. (45 min) Visualization Techniques for Quaternions. Visualizing static and moving quater-
nion frames, along with quaternion splines, as 4D geometric objects.
III. (15 min) Applications of Quaternion Visualization. Extend this intuition into the quater-
nion representation of moving orientation frames.
IV. (15 min) Clifford Algebras: the Bigger Picture. Start to see how it all fits into Clifford
algebras.
3
1 Overview
Practitioners of computer graphics and animation frequently represent 3D rotations using the
quaternion formalism, a mathematical tool that originated with William Rowan Hamilton in the
19th century, and is now an essential part of modern analysis, group theory, differential geometry,
and even quantum physics. Quaternions are in many ways very simple, and yet there are enormous
subtleties to address in the process of fully understanding and exploiting their properties. The
purpose of this Tutorial is to construct an intuitive bridge between our intuitions about 2D and 3D
rotations and the quaternion representation.
The Tutorial will begin with an introduction to rotations in 2D, which will be found to have
surprising richness, and will proceed to the construction of the relation between 3D rotations and
quaternions. Quaternion visualization methods of various sorts will be introduced, followed by
some applications of the quaternion frame representation to problems of interest by graphicists
and visualization scientists. Finally, we will briefly touch on the relationship between Clifford
algebras and quaternion rotation representations. An extensive bibliography of related literature is
included, as well as several relevant reprints and technical reports, a Mathematica implementation
of the Quaternion Frenet Equations, and the Meshview software system for viewing 4D objects.
2 Fundamentals of Quaternions
We will begin with a basic introduction to rotations in general, showing how 2D rotations contain
the seeds for what we need to understand about 3D rotations; see, for example, [39]. We will
then proceed to look at a variety of methods for understanding quaternions and making meaningful
pictures of constructs involving them. These methods will range from some of the ideas introduced
by Hart, Francis, and Kauffman [53] for motivating the need for double-valued parameterizations
of rotations, to theoretical background given in [46, 47, 40, 50].
Traditional treatments of quaternions range from the original works of Hamilton and Tait [35,
81] to a variety of recent studies such as those of Altmann, Pletincks, Juttler, and Kuipers [2, 69,
59, 63]. The 4D frames of the quaternions themselves, in contrast to the relationship between 3D
frames and quaternions, are treated in the German literature, e.g., [12, 65].
In our treatment, we will focus on the use of 2D rotations as a rich but algebraically simple
proving ground in which we can see many of the key features of quaternion geometry in a very
manageable context. The relationship between 3D rotations and quaternions is then introduced as
a natural extension of the 2D systems.
4
the observation that if we have a four-vector quaternion q = (q0 ; q) obeying q q = 1, then the
four-vector lies on the three-sphere S3 and has only
p three independent components: if we display
just q, we can in principle infer the value of q0 = 1 , q q. We supply a viewer, the Meshview
system [51, 52] developed by the presenter and his students, which allows the input and interactive
examination of quaternion objects.
4 Quaternion Frames
In this section, we study the nature of quaternions as representations of frames in 3D. Our visu-
alizations again exploit the fact that quaternions are points on the three-sphere embedded in 4D;
the three-sphere (S3 ) is analogous to an ordinary ball or two-sphere (S2 ) embedded in 3D, except
that the three-sphere is a solid object instead of a surface. To manipulate, display, and visualize
rotations in 3D, we may convert 3D rotations to 4D quaternion points and treat the entire problem
in the framework of 4D geometry. The methods in this section follow closely techniques intro-
duced in Hanson and Ma [46, 47] for representing families of coordinate frames on curves in 3D
as curves in the 4D quaternion space. The extensions to coordinate frames on surfaces and the
corresponding induced surfaces in quaternion space are studied in [40, 50].
The same methods extend to the study of quaternion animation splines, introduced to the graph-
ics community originally by Shoemake [73]. We give an overview of the issues of constructing
splines with various desirable continuity properties following the method of Schlag [71] applied
to quaternion Bezier, Catmull-Rom, and uniform B-splines. These methods do not easily permit
long-lasting periodic motion; this problem, as well as some problems with derivative computation,
are resolved by the exponential map approach of Kim, et al. (see, e.g., [61, 32]); The exponential
map and its visualization properties are therefore briefly noted as well. Alternative approaches
such as the rational quaternion spline method of Jüttler [59, 60] and the variational methods of
Barr et al. [10, 70] are mentioned but not treated in detail.
5 Clifford Algebras
The quaternion-based formalism for handling and visualizing rotations works well in dimensions 2,
3, and 4 because in those dimensions the Spin group, the double covering of the orthogonal group,
has simple topology and geometry. Going beyond four dimensions is of course much harder.
Clifford algebras form the basis used in pure mathematics to treat the Spin groups in arbitrary
dimensions (see, e.g., [3, 58]); furthermore, viewed in the context of arbitrary dimensions, studying
the Clifford algebra approach provides additional depth to our understanding of dimensions 2, 3,
and 4 — we can get a better feeling for what properties are accidents of the low dimension and
which are in fact general and extensible concepts.
5
6 MeshView and Mathematica Demonstration Software
The course CDROM should contain a copy of the MeshView 4D visualization package [51, 52],
which runs under SGI-IRIX, SUN-SOLARIS, and, with some effort, Linux. This contains a sample
of quaternion data sets, as well as many other 4D objects, and has facilities specifically designed for
quaternion visualization experiments. There is also a Mathematica notebook qfrmint.nb that
explicitly implements a numerical integration of the Frenet frame equations in quaternion form,
vastly improving the exactly equivalent calculation for the standard Frenet equations implemented
by Gray [33].
Acknowledgments
The slightly edited versions of the author’s papers from Graphics Gems IV and V [38, 39] are in-
cluded in the CDROM and Course Notes with the kind permission of Academic Press. Republished
in the Course Notes are two key papers from IEEE Transactions on Visualization and Computer
Graphics [47], and from the Proceedings of IEEE Visualization [40] of the IEEE Computer Society
Press. We thank Ji-Ping Sha for his patience with Clifford algebras, and John Hart for supplying
the paper by Hart, Francis, and Kauffman included here.
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11
GRAND PLAN
Visualizing Quaternions
I: Fundamentals of Quaternions
Andrew J. Hanson
Computer Science Department II: Visualizing Quaternion Geometry
Indiana University
III: Quaternion Frames
Siggraph 2001 Tutorial
IV: Clifford Algebras
1 2
3 4
5 6
Visualizing Quaternions
Part I: OUTLINE
Part I: Fundamentals
of Motivation
Quaternions 2D Frames: Simple example, complex numbers.
Andrew J. Hanson 3D Frames: Rotations and quaternions.
Indiana University
7 8
Motivation
attempt to visualize their properties geometri- Basic fact number 2: Rotation matrices form
cally. groups, which have geometric properties.
Our strategy: the geometry should help us Thus 2D rotations introduce us to quaternions and their
to visualize the properties of rotations.
geometric meaning.
11 12
Frames in 2D Frames in 2D
The tangent and normal to 2D curve move continuously along The tangent and normal to 2D curve move continuously along
the curve: the curve:
^ ^
N N
^
^ T
T
θ θ
13 14
Frames in 2D
Frame Matrix in 2D
The tangent and normal to 2D curve move continuously along
the curve:
This motion is described at each point (or time) by the matrix:
h i
^
N ^
T
R2() = ^ N
T ^
2 3
θ
4 cos , sin 5 :
sin cos
=
15 16
17 18
Half-Angle Transform:
a2 + b2)2 = 1
(
Frame Evolution in 2D
2ab a2 , b2
^ N
T ^ =
Differentiate to find frame equations:
Frame Evolution in 2D ^; N
Using the basis (T ^ ) we have Four equations with Three
23 24
Frame Evolution in (a; b):
2D Quaternion Frames!
_
^
But this formula for T is just N^ , where
_
^ _
^
2 3 2 32 3 Rearranging terms, both T and N eqns reduce to
,
N^ = 4 2 2ab2 5 = 4 a ,b 5 4 ,b 5 2 3 2 3 2 3
a ,b b a a 4 a_ 5 = 1 4 0 5 4a5, b
b_ 2 + 0
or
2 32 32 3
N^ = 4 ab ,ab 5 4 01 ,01 5 4 ab 5 This is the square root of frame equations.
25 26
So one equation in the two “quaternion” variables (a; b) with If we let (a + ib) = exp (i =2) we see that
the constraint a2 + b2 = 1 contains both the frame equations rotation is complex multiplication!
_
^
T = + N^
“Quaternion Frames” in 2D are just complex numbers, with
_
^
N = ,T^
) this is much better for computer implementation, etc. Evolution Eqns = derivative of exp (i =2)!
27 28
= (a a , b b; a b + ab )
0 0 0 0
R(0)R() = R(0 + ) = 4 A
2 , B 2 ,2AB 5
2AB A2 , B 2
29 30
The Geometry of 2D Rotations The Geometry of 2D Rotations
(a; b) with a2 + b2 = 1 is a point on the unit circle, also (a; b) with a2 + b2 = 1 is a point on the unit circle, also
written S 1. Rotations are just complex multiplication, and written S 1. Rotations are just complex multiplication, and
take you around the unit circle like this: take you around the unit circle like this:
θ + θ’ θ + θ’
(a,b) 2
2 θ’/2 θ’/2
θ /2 (a,b)
(1,0) θ/2 (1,0)
31 32
θ + θ’
2
θ’/2
Write down the 3D frame.
θ/2 (a,b)
(1,0)
Write as double-valued quadratic form.
Rewrite linearly in the new variables.
33 34
Euler theorem: every 3D frame can be written as a spinning Euler theorem: every 3D frame can be written as a spinning
by about a fixed axis n
^, the eigenvector of the rotation ma- by about a fixed axis n
^, the eigenvector of the rotation ma-
trix: trix:
^
n ^
n
θ θ
35 36
The Geometry of 3D Rotations
Quaternion Frames . . .
We begin with a basic fact:
Euler theorem: every 3D frame can be written as a spinning Matrix giving 3D rotation by about axis n
^:
by about a fixed axis n
^, the eigenvector of the rotation ma-
trix: R3(; n^) =
2 3
^
n
6c n 2
+ ( 1) (1 , c) n1n2(1 , c) , sn3 n3n1(1 , c) + sn27
n n , c sn3 c + (n2)2(1 , c) n3n2(1 , c) , sn1775
6
6
4 1 2(1 )+
θ
n1n3(1 , c) , sn2 n2n3(1 , c) + sn1 c + (n3)2(1 , c)
^n
where c = cos , s = sin , and n ^ = 1.
37 38
To find and axis n^, given any rotation matrix or frame M , Quaternions and Rotations
) solve for . 1 0 0
M , Mt = = 0 1 0
2
66
0 ,2n3 sin +2n2 sin 37 11111111
00000000 x
0 0 1
Any arbitrary set of axes forms the columns of an orthogonal Any arbitrary set of axes forms the columns of an orthogonal
rotation matrix: rotation matrix:
b
b
1111111
0000000 111111
000000
000000
111111
0000000
1111111
a
0000000
11111110000000000
1111111111 a
x
b
x
c
x 000000
111111 a
000000111111111111
000000000000
111111
a
x
b
x
c
x
0000000
1111111
0000
11110000000000
1111111111
0000000000
1111111111
= a b c
000000111111111111
000000000000
111111
= a b c
0000000
1111111
0000
1111
y y y
0000000
1111111
y y y
0000
1111 a
z
b
z
c
z 0000000
1111111
0000000
1111111
a
z
b
z
c
z
0000
1111 c1111111
0000000
c 1111
0000
0000
1111 0000000
1111111
41 42
Quaternions and Rotations Quaternions and Rotations
Any arbitrary set of axes forms the columns of an orthogonal Any arbitrary set of axes forms the columns of an orthogonal
rotation matrix: rotation matrix:
b
11111
00000 00111100b
00000
11111
00000
11111 a b c 1100 a b c
00000
1111100000000000
11111111111a x x x
11001100 x x x
00000
11111
0000000
1111111
0000011111111111
1111100000000000 = a b c
110000000000000
a = a b c
0000000
1111111 00000000
11111111 11111111111
y y y y y y
0000000
1111111 a
z
b
z
c
z
c11111111
00000000 a
z
b
z
c
z
c 1111111
0000000 00000000
11111111
0000000
1111111
43 44
1 0 0
^
n
i 6= j ) pair to see a
= 0 1 0
coli coli = ( 0 + q2 q12 + q22 + q32)2 NOTE: q ) ,q gives same R3().
47 48
Quaternions and Rotations . . .
51 52
(a ; b ) (a; b) = (a a , b b; a b + ab )
0 0 0 0 0 0
0 ~0
q + q0 q + q~0 ~q)
q0q2 + q2q0 + q3q1 , q1q3;
0 0 0 0
q0~
53 54
Quaternions and Rotations
q0 = cos(=2); ~q = n^ sin(=2)
We also know that any coordinate frame M can be written Multiplication rule. The quaternion product q and p is
as M = R(; n
^). q p = (q0p0 , ~q ~p; q0~p + p0~q + ~q ~p),
Therefore or, alternatively,
2 3 2
~q points exactly along the axis we have to rotate
6
[q p]0
7 6 ,
q0p0 q1p1 q2p2 , , q3p3 37
around to go from identity I to M , and the length of
6
6
[q p]1 77 6
6 q 0p1 + q1 p0 + q2p3 , q3p2 777
6
4
6 [q p]2 77=6
5 6 q0p2 + q2p0 + q3p1
4 , q1p3 75
~q tells us how much to rotate. [q p]3 q0p3 + q3p0 + q1p2 , q2p1
57 58
Quaternion Summary . . .
Quaternion Summary . . .
Rotation Correspondence. Let
Rotation Correspondence. The unit quaternions q and q = (cos ; n^ sin ) ;
,q correspond to a single 3D rotation R3: 2 2
with n
^ a unit 3-vector, n
^ n
^ = 1. R(; n^) is usual
Then
2
q 2 q , q , q 2q1q2 , 2q0q3 2q1q3 + 2q q
2 2 2
3 ? to n^.
3D rotation by in the plane
66 0 + 1 2 3 0 2 7
qq q q q02 , q12 + q22 , q32 2q2q3 , 2q q
64 2 1 2 + 2 0 3 7
0 1 7
5 Inversion. Any 3 3 matrix R can be inverted for q up
2q1q3 , 2q0 q2 2q2 q3 + 2q0q1 q02 , q12 , q22 + q32 to a sign. Carefully treat singularities! Can choose sign,
e.g., by local consistency, to get continuous frames.
59 60
SUMMARY
61
Part II: OUTLINE
Visualizing Quaternions
The Spherical Projection Trick: Visualizing unit
Part II: Visualizing vectors.
Andrew J. Hanson
Quaternion Curves
Indiana University Quaternion Splines
1 2
3 4
Visualizing a Quaternion??
The Geometry of Quaternions . . .
Learn how to Visualize a quaternion by starting
Rotations combine by taking the quaternion prod- with a visualization of a point on S 1, the circle:
uct of the geometric values of 4D points on S 3: r
q0 = 1 (q1)2,
q’ * q q (unseen)
0
(q0, q)
(1,0)
−θ
(q0’, q’) cos −θ 2
2 q (seen)
n sin−θ
^
2
5 6
Visualizing a Quaternion?? . . .
01
10
q 01
7 8
Visualizing a Quaternion?? . . .
0110
11
00
00
11
9 10
n sin 2 ) is
Each 4D quaternion point q = (cos 2 ; ^
a frame — a 3 3 rotation matrix generated by
Demo: 4D Unit Vector Projection applying R(; ^
n) to the identity frame.
q (1; 0; 0; 0) gives Vector part: ~q points exactly along the axis we have to rotate
around to go from identity I to M , and the length of
~0 ) ^
n sin(=2) ~q tells us how much to rotate.
13 14
^
q = required Euler theorem axis.
-h
S
The same horizontal projection is shared by the
North vector (h;~q) and the South vector ( h;~q). ,
15 16
,
Projection Center
17 18
Displaying S 3
Displaying S 3 . . .
q = (,h;~q),
11
00 11
00 10
Polar projection: so only the “north pole” projects (a) (b) (c)
19 20
Quaternion Curves
Represent Families of Frames
Example: torus knot and its (twice around) quater- Example: Surface describes two-degree-of-freedom
nion Frenet frame: joint
-1 qy
-0.5
1 0
1 0.5
1
0.5
5 1
0.5
0
0.5
qz 0
-0.5
1
0.5
0
-1 -0.5
0.5 qz
-1 0
-0.5 -1 -0.5
0 -0.5
0.5
-1 -0.5
-1
1 -0.5 -1
0
qx -0.5
0
qy 0.5 0
0.5 qx
0.5
see: Hanson and Ma, “Quaternion Frame Approach to Streamline Visual- 11 1
ization,” IEEE Trans. on Visualiz. and Comp. Graphics, 1, No. 2, pp. 164– Remark: Group theory demands that x and y ro-
174 (June, 1995). tations combine to give some z rotation!
23 24
Interpolating on Spheres
Quaternion Interpolations N -dimensional spherical interpolation employs the “SLERP,”
a constant angular velocity transition between two directions,
Shoemake (Siggraph ’85) proposed using quaternions in- n
^1 and n
^2 :
stead of Euler angles to get smooth frame interpolations
without Gimbal Lock:
^12(t) = Slerp(^
n n1 ; n
^2; t)
BEST CHOICE: Animate objects and cameras using ro- = n
^1
,
sin((1 t) )
+n
^2
sin(t )
sin( ) sin( )
tations represented on S by quaternions
3
where cos = n
^1 n
^2.
25 26
Quaternion Interpolations
12
1
4
27 28
29 30
Spline Families . . . Spline Families . . .
Catmull-Rom Bezier
31 32
Plane Interpolations
Spline Families . . . In Euclidean space, these three basic cubic splines look like
this:
Uniform B-spline 2 2 2
1 1 1
f12 = (t+2)
f23 = (t+1)
f t
-0.5 -0.5 -0.5
3 3 34 = 3 -1 -1 -1
f123 = (t+1)
2 f t
234 = 2
Bezier Catmull-Rom Uniform B
1 1 1 1
0.5 0.5 0.5 0.5
0 0 0 0
-0.5 -0.5 -0.5 -0.5
-1 -1 1 -1 -1 1
1 1 1 1
0.5 0.5
0.5 0.5 0.5 0.5
0 0 0
0 0 0
35 36
Optional:
Exponential Quaternion Map
39 40
41 42
Exponential Quaternion Map . . . Even More Quaternion Interpolations . . .
Example of a many-control-point Catmull-Rom spline done
using the exponential method: A number of other approaches can be found in the bibliogra-
-1
-0.5 phy. Other literature includes:
0
0.5
1
1
Barr et al. Global optimization emulating vanishing 4th
0.5 derivative of Euclidean cubic splines, but on quaternion
0
three-sphere.
-0.5
-1
1
0.5
0
Jüttler et al.: Generalized rational splines, including quater-
-0.5
-1 nion component as well as a spatial component.
43 44
SUMMARY
45
Visualizing Quaternions Part III: OUTLINE
Part III: Quaternion Frames Quaternion Curves: generalize the Frenet Frame
Andrew J. Hanson
Quaternion Frame Evolution
Indiana University Quaternion Curve and Surface Optimization
1 2
the scene.
Attach tubes and textures to thickened lines, oriented tex- The (3,5) torus knot.
A
K
A
A
A
A
A
A
A
A
A
A A smooth 3D surface patch: two ways to get bottom frame.
Closeup of the non-periodic mismatch.
Can’t apply texture. No unique orthonormal frame is derivable from the parame-
terization.
5 6
3D Curves: Frenet and PT Frames 3D curve frames, contd
Now give more details of 3D frames: Classic Moving Frame: Frenet frame is locally defined, e.g., by
0 00
2 0 3 2
T (t)
66 0 77 66
0 1
32
k (t) k (t) (t)
7766
3
7 2 T B(t) = kxx0((tt)) xx00((tt))k
N ,1
4 (t)5 = 4 k (t) 0 (t) 54 (t)75 : N
B 0(t) ,2
k (t) (t), 0 (t) B but has problems on the “roof.”
T
N1
Geodesic Reference Frame is the frame found by tilting North
T
Pole of “canonical frame” along a great circle until it points in
desired direction (tangent for curves, normal for surfaces).
N2
9 10
11 12
Quaternion Frame Evolution
. . . to Quaternion Frames . . .
3
Just as in 2D, let columns of R (q ) be a frame: ( ; T N; B);
Quaternion Correspondence. The unit quaternions q this system has nine components.
,
and q correspond to a single 3D rotation R (q ): 3
2 2 3
q + q 2 , q22 , q32
64 0 q q 1
2 2
q1 q2 , q0 q3 2 q1 q3 +2
q0 q2
2 +2
1 2 q q
0 3 q 0 1 +
2 , q2 q2 , q2
2 3 2q q
2 3 , 22
q q
7
0 1 5
Derivatives of the i-th column Ri in quaternion coordinates
2q1q3 , 2q0q2 2q2q3 + 2q0q1 2
q0 , q1 , q2 + q32
2
have the form:
Rotation Correspondence.
R_ i = 2Wi [q_(t)] where i = 1; 2; 3 and, e.g.,
2 3
2n n n
Let q = (cos ; ^ sin ), with ^ a unit 3-vector, ^ ^ =
2 nn 6
q 0 1 ,2 ,3
q q q
7
1 . Then R(; ^) is usual 3D rotation by in the plane 1
W = 64 q 3 2 1 0
q q q 75
perpendicular to ^. n ,2 3 ,0 1
q q q q
15 16
-0.5
0 -0.5
Quaternion space optimization of the non-periodic parallel Result of Quaternion space optimization of the (3,5) torus
transport frame of the (3,5) torus knot. knot frame.
0 0.5 1 0 0.5 1
-1 -0.5 -1 -0.5
1 1
0.5
5 0.5
5
0 0
-0.5
.5 -0.5
.5
-1 -1 KA
A
1
0.5
1
0.5 A
0
-0.5
0
-0.5
A
-1 -1 A
A
A
A
see Notes: “Constrained Optimal Framings of Curves and Surfaces using A
A
Quaternion Gauss Maps,” Proceedings of Visualization ’98 , pp. 375–382 A
(1998).
19 20
0 0 0
0
-0.1 -0.1 -0.1
0 0 0
21 22
SUMMARY
23
Part IV: OUTLINE
1 2
Motivation Foundations
N -dimensional space is described formally by
Quaternions are too special. Complex num- basis vectors e , i = 1; : : : ; N and real num-
i
bers and quaternions run out of steam after di- bers v , so a vector looks like
i
mensions 2,3,4.
Search for some generalizable idea. How does V = Xv e i i
tation matrices?
The length is computed from the inner product:
Clifford Algebra: Clifford found the generaliza- kV k2 =< V; V >= X v g v i ij j
ij
tion, but the really interesting relation to spin 1/2
elementary particles came much later. where gij is the identity matrix in Euclidean space.
3 4
But the basis vectors obey a strange multiplica- How does this odd product concern us??
tion rule:
eei j + ee
j i = ,2gij
1. Because it contains in any dimension a way of
expressing rotations as multiple reflections about
This is the CLIFFORD ALGEBRA. a plane.
(Note: physicists would recognize these formu- 2. Because these expressions of rotations are nat-
las as those obeyed by the Pauli matrices or the ural square roots of the familiar N N orthog-
Dirac matrices.) onal matrix approach to writing rotations.
5 6
Clifford Algebra implements reflections Clifford Algebra – sample calculation
If A =
P
ae
i i is any vector with kAk = 1, then, With A =
P
ae
i i and kAk = 1, compute V 0:
using the Clifford multiplication rule,
= ,V a a 21(e e
X
+ e e ) , 2A < A; V >
< A; X >= 0 i;j
i k i k k i
7 8
,
i;j
reflection
QED. plane
,
Note: The MINUS sign in 2gij in the original def-
V’(reflected) ^ ^
= V - 2 A(A .V)
inition makes the sign of V positive.
9 10
Let B =
P
be i i be another vector with kB k = 1: Clifford Algebra rotations
Repeating the Clifford multiplication rule, This can be shown (e.g, in Mathematica) to be a
proper rotation of the vector V , that is
V 00
BV0B =
= BAV AB V 00 = B A V A B = X R v e ij j i
= V 0 , 2B < B; V 0 >
ij
11 12
Clifford Algebra rotation graph
Clifford Algebra rotations
V"(rotated)
V
Graphically, we have this:
^
A 01
10
V 00 BAV AB
^
= B 11
00
^ ^.
X
R ve ^ reflection B (B V’)
= ij j i
A
plane
ij V’(reflected)
^ reflection
B plane
13 14
15 16
What is i? What we called i = p,1 is really So the half-angle formula is mandatory! Our
i = e1e2 2D transformation was not so silly after all; noth-
How do we rotate in 2D? Let ing else generalizes to N -dimensions. The Clifford
R = a + be1e2, Ry = a , be1e2: algebra for N = 2 automatically produces:
R V Ry = V 0 = v10 e1 + v20 e2 2
a2 , b2 ,2ab 75 ;
3
R2(a; b) = 64
2ab a2 , b2
where V 0 now means a rotation, and
2
0 3 2 2 2 ,2ab 37 26 v1 37
64 v1 75 = 64 a , b where a2 + b2 = 1, and we have the solution
v20 2ab a2 , b2
54
v2 5 a = cos(=2), b = sin(=2).
19 20
R V Ry = v0e
we keep only the even part: 4
X
; e e ; e3e1; e1e2)
(1 2 3 i =1
i i
These are the quaternions: identify these with where the coefficients of v i in v0 are precisely
i
(1; ; ; ).
i j k our old quaternion formula.
21 22
Higher dimensions:
Higher dimensions:
But we can do a little counting to see what is going
on in N dimensions, where we know that the num-
As one might expect, higher dimensions are much ber of rotational degrees of freedom is
more complicated, and do not work out so neatly,
except for a convenient accident in N = 4, which N (N , 1)=2
allows a “double-quaternion” form (see “Rotations
for N-dimensional Graphics”).
Degrees of freedom in higher dimensional Spin rep-
resentations:
23 24
N Dim(even Dim(Rotations) Constraints (the Pin(N), Spin(N), O(N), SO(N) and all that . . .
Clifford) difference) Spin representations of orthogonal groups follow from the
1 1 0 1 Clifford Algebra Cl(N): (So do spinors — but another time...)
2 2 1 1
3 4 3 1
Pin(N). G is “Pin” if it’s a general reflection; G includes
4 8 6 2
all elements of Cl(N).
5 16 10 6
6 32 15 17 Spin(N). G is “Spin” if it’s a general rotation; G is only
GRAND CONCLUSION
Rotation Matrices: can be represented by a “square
root” object with simpler geometric properties than rota-
tions (= quaternions for N = 2; 3; 4).
Visualization of Quaternions: is possible using sphere
projection trick and a solid unit sphere.
Quaternion Curves, Surfaces, Volumes: embedded in
that sphere represent animations, flows, curve tubings,
joint ranges, etc.
Clifford Algebras: form the rigorous basis for the whole
set of concepts.
27
A
A II.6
Geometry for N-Dimensional
Graphics
Andrew J. Hanson
Computer Science Department
Indiana University
Bloomington, IN 47405
hanson@cs.indiana.edu
} Introduction }
Textbook graphics treatments commonly use special notations for the geometry of 2 and 3
dimensions that are not obviously generalizable to higher dimensions. Here we collect a family
of geometric formulas frequently used in graphics that are easily extendible to N dimensions
as well as being helpful alternatives to standard 2D and 3D notations.
What use are such formulas? In mathematical visualization, which commonly must deal
with higher dimensions — 4 real dimensions, 2 complex dimensions, etc. — the utility is self-
evident (see, e.g., (Banchoff 1990, Francis 1987, Hanson and Heng 1992b, Phillips et al. 1993)).
The visualization of statistical data also frequently utilizes techniques of N -dimensional display
(see, e.g., (Noll 1967, Feiner and Beshers 1990a, Feiner and Beshers 1990b, Brun et al. 1989,
Hanson and Heng 1992a)). We hope that publicizing some of the basic techniques will encour-
age further exploitation of N -dimensional graphics in scientific visualization problems.
We classify the formulas we present into the following categories: basic notation and the
N -simplex; rotation formulas; imaging in N -dimensions; N -dimensional hyperplanes and vol-
umes; N -dimensional cross-products and normals; clipping formulas; the point-hyperplane dis-
tance; barycentric coordinates and parametric hyperplanes; N -dimensional ray-tracing meth-
ods. An appendix collects a set of obscure Levi-Civita symbol techniques for computing with
determinants. For additional details and insights, we refer the reader to classic sources such as
(Sommerville 1958, Coxeter 1991, Hocking and Young 1961) and (Banchoff and Werner 1983,
Efimov and Rozendorn 1975).
Copyright c 1994 by Academic Press, Inc.
All rights of reproduction in any form reserved.
149 ISBN 0-12-336156-7
150 }
1 2 3 4
N N
Figure 1. 2D projections of simplexes with dimension 1–4. An -simplex is defined by ( + 1) linearly
independent points and generalizes the concept of a line segment or a triangular surface patch.
there are lots of different N -dimensional spaces: here we will restrict ourselves to ordinary flat,
real Euclidean spaces of N dimensions with global orthogonal coordinates that we can write as
~x x; y; z; : : : ; w
= ( )
or more pedantically as
~x x ;x ;x ;:::;x
= (
(1) (2) (3) (N )
) :
We will use the first, less cumbersome, notation whenever it seems clearer.
Our first type of object in N -dimensions, the 0-dimensional point ~x, may be thought of as
a vector from the origin to the designated set of coordinate values. The next type of object is
the 1-dimensional line, which is determined by giving two points (~x0 ; ~x1 ); the line segment
from ~x0 to ~x1 is called a 1-simplex. If we now take three noncollinear points (~x0 ; ~x1 ; ~x2 ), these
uniquely specify a plane; the triangular area delineated by these points is a 2-simplex. A 3-
simplex is a solid tetrahedron formed by a set of four noncoplanar points, and so on. In figure
1, we show schematic diagrams of the first few simplexes projected to 2D.
Starting with the (N + 1) points (~x0 ; ~x1 ; ~x2 ; : : : ; ~xN ) defining a simplex, one then connects
all possible pairs of points to form edges, all possible triples to form faces, and so on, resulting
in the structure of component “parts” given in table 1. The next higher object uses its predeces-
sor as a building block: a triangular face is built from three edges, a tetrahedron is built from
four triangular faces, a 4-simplex is built from 5 tetrahedra.
The general idea should now be clear: (N + 1) linearly independent points define a hy-
perplane of dimension N and specify the boundaries of an N -dimensional coordinate patch
comprising an N -simplex (Hocking and Young 1961). Just as the surfaces modeling a 3D ob-
ject may be broken up (or tessellated) into triangular patches, N -dimensional objects may be
tessellated into (N , 1)-dimensional simplexes that define their geometry.
II.6 Geometry for N-Dimensional Graphics } 151
N
Table 1. Numbers of component structures making up an -simplex. For example, in 2D, the basic
simplex is the triangle with 3 points, 3 edges, and one 2D face.
Dimension of Space
Type of Simplex N =1 N =2 N =3 N = 4 ...
N +1
N
Points (0D) 2 3 4 5 ... = N +1
1
N +1
Edges (1D simplex) 1 3 6 10 ...
2
N +1
Faces (2D simplex) 0 1 4 10 ...
3
N +1
Volumes (3D simplex) 0 1 5 ...
4
.. .. .. .. .. ..
..
. . . . . . .
, 2)D simplex N +1
,1
(N ...
N
, 1)D simplex N +1
(N ... = N +1
N
N +1
N D simplex 1 ... =1
N +1
} }
Rotations
N
In N Euclidean dimensions, there are N N , = degrees of rotational freedom
2
= ( 1) 2
corresponding to the free parameters of the group SO N . In 2D, that means we only have one
( )
rotational degree of freedom given by the angle used to mix the x and y coordinates. In 3D,
there are 3 parameters, which can be thought of as corresponding either to three Euler angles
or to the three independent quaternion coordinates that remain when we represent rotations in
terms of unit quaternions. In 4D, there are 6 degrees of freedom, and the familiar 3D picture of
“rotating about an axis” is no longer valid; each rotation leaves an entire plane fixed, not just
one axis.
General rotations in N dimensions may be viewed as a sequence of elementary rotations.
Each elementary rotation acts in the plane of a particular pair, say (i; j ), of coordinates, leaving
an (N , 2)-dimensional subspace unchanged; we may write any such rotation in the form
x0 (i)
= x
(i)
x cos (j )
sin
x0 (j )
= x x
(i)
sin +
(j )
cos
x0 (k )
= x k 6 i; j :
(k )
( = )
It is important to remember that order matters when doing a sequence of nested rotations; for
example, two sequences of small 3D rotations, one consisting of a (2; 3)-plane rotation followed
152 }
Image ^ (1)
x
^
u
(1)
Camera
^ (N)
x Origin
f (N)
d (N)
Figure 2. Schematic view of the projection process for an N -dimensional pinhole camera.
by a (3; 1)-plane rotation, and the other with the order reversed, will differ by a rotation in the
(1; 2)-plane. (See any standard reference such as (Edmonds 1957).)
the user with a family of (i; j; k ) triples having a 2D controller like a mouse coupled to
two of the degrees of freedom, and having the 3rd degree of freedom accessible in some
other way — with a different button, from context using the “virtual sphere” algorithm
of (Chen et al. 1988), or implicitly using a context-free method like the “rolling-ball” al-
gorithm (Hanson 1992). The simplest example is (1; 2; 3) in 3D, with the mouse coupled
to rotations about the x ^ -axis (2; 3) and the y
^ -axis (3; 1), giving ^
z-axis (1; 2) rotations as
a side-effect. In 4D, one would have four copies of such a controller, (1; 2; 3), (2; 3; 4),
(3; 1; 4), and (1; 2; 4), or two copies exploiting the decomposition of SO (4) infinitesimal
N
rotations into two independent copies of ordinary 3D rotations. In N dimensions,
3
sets of these controllers (far too many when N is large!) could in principle be used.
} N -dimensional Imaging }
The general concept of an “image” is a projection of a point ~x x ; x ; : : : ; x from
= (
(1) (2) (N )
)
dimension N to a point ~u of dimension N , along a line. That is, the image of a 2D world
( 1)
II.6 Geometry for N-Dimensional Graphics } 153
far
far
far
in the 2D image. In 4D, entire solid objects are shrunk, thus giving rise to the familiar wire-
frame hypercube shown in figure 3 that has the more distant cubic hyperfaces actually lying
inside the projection of the nearest cube.
As we will see a bit later when we discuss normals and cross-products, the usual shading
approaches allow only (N , 1)-manifolds to interact uniquely with a light ray. That is, the
generalization of a viewable “object” to N dimensions is a manifold of dimension (N , 1) that
bounds an N -dimensional volume; only this boundary is visible in the projected image if the
object is opaque. For example, curves in 2D reflect light toward the focal point to form images
on a “film line,” surface patches in 3D form area images on a 2D film plane, volume patches in
4D form volume images in the 3D film volume, etc. The image of this (N , 1)-dimensional
patch may be ray traced or scan converted. Objects are typically represented as tessellations
which consist of a collection of (N , 1)-dimensional simplexes; for example, triangular surface
patches form models of the visible parts of 3D objects, while tetrahedral volumes form models
of the visible parts of 4D objects. (An interesting side issue is how to display meaningful
illuminated images of lower dimensional manifolds — lines in 3D, surfaces and lines in 4D,
etc.; see (Hanson and Heng 1992b) for further discussion.)
154 }
x0
xc
x
^
n
c x1
Origin
Figure 4. The line from ~x 0 to ~x 1 whose points obey the equation n
^ ~x , ~x
( 0 ) = 0. The constant c is
just n
^ ~x
0.
tation of this equation in 2D is the 1D line shown in figure 4. In general, n ^ is a normalized unit
the origin; the point closest to some other point P~ is ~xc = P~ + n^ fn x0 , P~ )g.
^ (~
Simplex Volumes and Subvolumes. The volume (by which we always mean the N -
dimensional hypervolume) of an N -simplex is determined in a natural way by a determinant of
its (N + 1) defining points (Sommerville 1958):
2 3
x x x x
66 y y y y 77
1 2 N 0
V
66 .. .. . . .. .. 77 :
1 2 N 0
66 . . . . . 77
1
N =
N !
det
4 w w w w 5
(2)
1 2 0
N
1 1 1 1
II.6 Geometry for N-Dimensional Graphics } 155
The bottom row of 1’s in eq. (2) corresponds to the familiar homogeneous coordinate used with
4 4 projection matrices in 3D graphics. We will attempt to convince the reader in a mo-
ment that disastrous sign inconsistencies result unless the global origin ~x0 of the N -simplex’s
coordinate system is in the last column as shown.
The expression for the volume in eq. (2) is signed, which means that it implicitly defines the
N -dimensional generalization of the Right-Hand Rule typically adopted to determine triangle
orientation in 3D geometry. For example, we observe that if ~x0 = (0; 0; : : : ; 0) is the origin
and we choose ~x1 = (1; 0; : : : ; 0), ~x2 = (0; 1; 0; : : : ; 0), and so on, the value of the determinant
is +1. If we had put ~x0 in the first row in eq. (2), the sign would alternate from dimension to
dimension! We will exploit this signed determinant shortly to define N -dimensional normal
vectors, and again later to formulate N -dimensional clipping.
First, we use the standard column-subtraction identity for determinants to reduce the dimen-
sion of the determinant in eq. (2) by one, expressing it in a form that is manifestly translation-
invariant:
2 3
66 xy ,, xy
( 1 0) ( x ,x
2
y ,y
0) x , x
y , y
( N 0) x
y 777
0
V
66 ( 1 0) ( 2 0) ( N 0) 0
77
66
1 .. .. .. ..
..
N
w 75
N = det . . . . .
!
(4 w ,w
1 0) ( w ,w
2 0) w , w ( 0) 0
N
0 0 0 1
2 x ,x x ,x x , x 3
66 y , y y , y 77
( 1 0) ( 2 0) ( 0)
y ,y
N
64 75 :
1 ( 1 0) ( 2 0) ( N 0)
=
N !
det ..
.
..
.
..
.
..
.
(3)
( w ,w1 0) ( w ,w
2 0) w , w ( N 0)
These formulas for VN can be intuitively understood as generalizations of the familiar 3D triple
scalar product,
~x , ~x ~x , ~x ~x , ~x ;
[( 1 0) ( 2 0 )] ( 3 0)
eq. (3) is the proportionality factor between the volume of the N -simplex and the volume of
the parallelepiped whose edges are given by the matrix columns.
Invariance. The volume determinant is invariant under rotations. To see this explicitly, let
jX j be the matrix in eq. (3) and let jRj be any orthonormal rotation matrix (i.e., one whose
columns are of unit length and are mutually perpendicular, with unit determinant); then, letting
jX 0 j = jRj jX j, we find
det jX 0 j = det( jRj jX j ) = det jRj det jX j = det jX j N V ;
= ! N
156 }
since the determinant of a product is the product of the determinants.
A manifestly translation and rotation invariant form for the square of the volume element is
2
(V N )
2
=
N
1
det jX X j
t
!
2v ; v ; v ;N 3
2 66 v ;
(1 1)
v ;
(1 2)
v ; N 77
(1 )
64 .. 75 ;
1 (2 1) (2 2) (2 )
=
N !
det
.
..
.
..
.
..
.
(4)
v N;( 1) v N;( 2) v N; N
( )
, ~x 3 2 ~x
, ~x 77 2 66 ~x
1 0
V ( K)
K
2
= ..
1
7
5 !
~
x , ~
x
det ~
x , ~
x64
2
~
x , ~
x 0
1 0 2 0 K 0
.
, ~x ~x
; v ; v ;K 3 2v K 0
; v ; v ; K 77
2 66 v
(1 1) (1 2) (1 )
64
75 :
1 (2 1) (2 2) (2 )
K = ..
. !
..
.
det
..
.
..
.
(5)
v K; v K; v K; K ( 1) ( 2) ( )
That is, to compute a volume of dimension K in N dimensions, find the K independent basis
vectors spanning the subspace, and form a square K K matrix of dot products related to
V by multiplying the N K matrix of column vectors by its transpose on the left. When
2
= 1 (1 1) =
(~x , ~x ~x , ~x .
1 0) ( 1 0)
you must have an (N , 1)-manifold (a line in 2D, surface in 3D, volume in 4D) in order to
have a well-defined normal vector; otherwise, you may have a normal space (a plane, a vol-
ume, etc.). Suppose you have an ordered set of (N , 1) edge vectors (~xk , ~x0 ) tangent to this
(N , 1)-manifold at a point ~ x0; typically these vectors are the edges of one of the (N , 1)-
simplexes in the tessellation. Then the normal N ~ at the point is a generalized cross-product
whose components are cofactors of the last column in the following (notationally abusive!)
determinant:
N~ = N x2 N
x^ + y y^ + N z^ + + N w
z ^ w
3
66 xy ( 1 ,x 0) ( x ,x
2 0) x ( ,1 , x0 ) x^
77
,y y ,y y ,1 , y0 ) y^
N
66 z ( 1
,z
0) ( 2
z ,z
0)
z
( N
,1 , z0 ) ^z
77
= det
664
( 1 0) ( 2 0) ( N
77 : (6)
..
.
..
.
..
.
..
.
..
. 5
(w ,w
1 0) ( w ,w
2 0) w ( N ,1 , w0 ) w
^
As usual, we can normalize using kN ~ k, the square root of the sum of the squares of the co-
factors, to form the normalized normal n ^ = N=~ kN~ k. A quick check shows that if the vectors
xk , ~x0) are assigned to the first (N , 1) coordinate axes in order, this normal vector points
(~
in the direction of the positive N -th axis. For example, in 2D, we want the normal to the vector
~ = (,(y1 , y0); (x1 , x0)) so that a vector purely in the x direction
(x1 , x0 ; y1 , y0 ) to be N
has a normal in the positive y direction; placing the column of unit vectors (x ^; y
^; z
^; : : : ; w
^ ) in
the first column fails this test. The 3D case can be done either way because an even number
of columns are crossed! It is tempting to move the column of unit vectors to the first column
instead of the last, but one must resist: the choice given here is the one to use for consistent
behavior across different dimensions!
The qualitative interpretation of eq. (6) can now be summarized as follows:
2D: Given two points (~x0 ; ~x1 ) determining a line in 2D, the cross-product of a single vector
is the normal to the line.
3D: Given three points defining a plane in 3D, the cross-product of the two 3D vectors
outlining the resulting triangle is the familiar formula (~x1 , ~x0 ) (~x2 , ~x0 ) for the normal
N~ to the plane.
4D: In four dimensions, we use four points to construct the three vectors (~x1 , ~x0 ); (~x2 ,
~x0); (~x3 , ~x0 ); the cross product of these vectors is a four-vector that is perpendicular
to each vector and thus is interpretable as the normal to the tetrahedron specified by the
original four points.
From this point on, the relationship to standard graphics computations should be evident:
If, in N -dimensional space, the (N , 1)-manifold to be rendered is tessellated into (N , 1)-
simplexes, use eq. (6) to compute the normal of each simplex for flat shading. For interpolated
shading, compute the normal at each vertex (e.g., by averaging the normals of all neighboring
158 }
simplexes and normalizing or by computing the gradient of an implicit function specifying the
vertex). Compute the intensity at a point for which you know the normal by taking the dot
product of the appropriate illumination vector with the normal (e.g, by plugging it into the last
column of eq. (6)). If appropriate, set the dot product to zero if it is negative (pointing away
from the light). Back face culling, to avoid rendering simplexes pointing away from the camera,
is accomplished in exactly the same way: plug the camera view vector into the last column of
eq. (6) and discard the simplex if the result is negative.
Dot Products of Cross Products. We conclude this section with the remark that some-
times computing the dot product between a normal and a simple vector is not enough; if we
need to know the relative orientation of two face normals (e.g., to determine whether a finer
tessellation is required), we must compute the dot products of normals. In principle, this can
be done by brute force directly from eq. (6). Here we note an alternative formulation that is the
N -dimensional generalization of the 3D formula for the decomposition of the dot product of
~ = A~ B~ and
two cross products; in the 3D case, if one normal is given by the cross product X
~ ~ ~
the other by Y = C D , we can write
X~ Y~ = ( A~ B~ C~ D~
) ( ) = ( A~ C~ B~ D~ , A~ D~ B~ C~ :
)( ) ( )( ) (7)
We note that the degenerate case for the square of a cross product is
A~ B~ A~ B~
( ) ( A~ A~ B~ B~ , A~ B~ ;
) = ( )( ) ( )
2
which, if is the angle between A ~ and B~ , reduces to the identity kA~ k kB~ k kA~ k kB~ k , 2 2
sin
2
=
2 2
kA~ k kB~ k
2 2 2
cos .
The generalization of this expression to N dimensions can be derived from the product of
two Levi-Civita symbols (see the Appendix). If X ~ and Y~ are two cross products formed from
the sets of vectors ~x ; ~x ; : : : ; ~x , and ~y ; ~y ; : : : ; ~y , , then
1 2 N 1 1 2 N 1
X
X~ Y~ = x 1 x 2 : : : x N,,1 y 1 y 2 : : : y N,,1
(i )
1
(i )
2
(i
N 1
) (j ) (j )
1 2 N
(j
1
)
all indices
2 1 2 1 N ,1 3
66 12 11 2 N ,1 77
i j i j i j
2 2
det 64 .. i j i j
.. ..
.
.. 75 ;
i j
(8)
. . .
N ,1 1 N ,1 2
i j i j N ,1 N ,1
i j
= 1 i j =
i6 j:
ij
= 0 =
More remarkable, however, is the fact that this formula shows that the square magnitude of
the normal N~ of a hyperplane given in eq. (6) is the subvolume of the corresponding paral-
lelepiped specified by eq. (5). That is, not only does the direction of eq. (6) have an important
geometric meaning with respect to the (N , 1)-simplex specifying the hyperplane, but so does
its magnitude! We find
2 v ; v ; v ;N , 3
66 v ; 77
(1 1) (1 2) (1 1)
v ; v ;N ,
N~ N~ 64 75 N, V , :
(2 1) (2 2) (2 1)
2
= det .. .. .. .. = (( 1)! N 1)
. . . .
vN, ;
( 1 1) vN, ;
( 1 2) v N , ;N ,
( 1 1)
Note: The special case V is of course just the general criterion for discovering linear
N = 0
dependence among a set of N vector variables. This has the following elegant geometric
( + 1)
interpretation: In 2D, we use the formula to compute the area of the triangle formed by 3
points (~x0 ; ~x1 ; ~x); if the area vanishes, the 3 points lie on a single line. In 3D, if the volume
of the tetrahedron formed by 4 points (~x0 ; ~x1 ; ~x2 ; ~x) vanishes, all 4 points are coplanar, and
so on. Vanishing N -volume means the points lie in a hyperplane of dimension no greater than
(N , 1).
These relationships between the sign of VN (~x) and the relative position of ~x are precisely
those we are accustomed to examining when we clip vectors (e.g., edges of a triangle) to lie on
one side of a plane in a viewing frustum or within a projected viewing rectangle. For example,
a 2D clipping line defined by the vector ~x1 , ~x0 = (x1 , x0 ; y1 , y0 ) has a right-handed
(unnormalized) normal N ~ = (,(y1 , y0); (x1 , x0)). Writing the 2D volume as the area A,
eq. (3) becomes
x ,x x,x h~ i
A ~x
( ) =
1
2
det
(
y ,y
( 1
1 0)
0)
(
( y,y
0)
0)
=
1
2
N ~x , ~x
( 0)
160 }
x+
V
x+
N
x
2
N
h x h
A 1
A
L x
0 x
1
x-
x p
0 p
x-
~x
Figure 5. In 2D, the line through 0 to 1 defined by n ^ ~x
( ~x , ~x
0 ) = 0 partitions the plane into two
~x
regions, one where this expression is positive (e.g., for + ) and another where it is negative (e.g., for , ). ~x
~x ; ~x ; ~x
In 3D, the analogous procedure uses the plane defined by ( 0 1 2 ) to divide 3-space into two half
h
spaces. The same pictures serve to show how the distance from a point to a hyperplane is computable
from the ratio of the simplex volume to the lower-dimensional volume of its base, i.e., 2 or 3 . A=L V=A
for some arbitrary point ~x, and so we recover the form of eq. (1) as
n^ (~x , ~x0 ) =
A ; 2
k~x , ~x k
1 0
where n ^ = N=~ kN~ k; the relationship of ~x to the clipping line is determined by the sign.
In 3D, when clipping a line against a plane, everything reduces to the traditional form, namely
the dot product between a 3D cross-product and a vector from a point ~x0 in the clipping plane
to the point ~x being clipped. The normal to the plane through (~x0 ; ~x1 ; ~x2 ) is
N~ =
~x , ~x y ~x, y, ~x y , y
( 1 0) ( 2 0) (9)
z ,z z ,z ;
( 1 0) ( 2 0)
= + det
x ,x x ,x x ,x x , x ;
( 1 0) ( 2 0)
, z ,z
det
z ,z ;
(
( 1
1 0)
0)
(
( 2
2 0)
0)
+ det
(
y ,y
( 1
1 0)
0)
(
y ,y
( 2
2 0)
0)
n^ (~x , ~x0 ) = ~ ;
6 V
kN k
whose sign determines where ~x falls. Figure 5 summarizes the relationship of the signed vol-
ume to the clipping task in 2D and 3D.
II.6 Geometry for N-Dimensional Graphics } 161
Hyperplanes for clipping applications in any dimension are therefore easily defined and
checked by choosing ~xN to be the test point ~x and checking the sign of eq. (3). If N ~ and a
point ~x0 are easy to determine directly, then the procedure reduces to checking the sign of the
left hand side of eq. (1).
The final step is to find the desired point on the truncated, clipped line. Since the clipped
form of a triangle, tetrahedron, etc., can be determined from the clipped forms of the component
lines, we need only consider the point at which a line straddling the clipping hyperplane inter-
sects this hyperplane. If the line to be clipped is given parametrically as ~x(t) = ~xa + t(~xb , ~xa ),
where ~xa and ~xb are on opposite sides of the clipping hyperplane so 0 t 1, then we simply
plug ~x(t) into V (~x) = 0 and solve for t:
~x , ~x ~x , ~x ~x , ~x
~x , ~x ~x , ~x ~x , ~x n^ (~x , ~x :
t =
det 1 0 2 0 a 0
=
n^ (~x
a
, ~x
0)
(10)
det 1 0 2 0 a b a b)
Here n
^ is of course just the normal to the clipping hyperplane, discussed in detail above.
} Point-Hyperplane Distance }
The general formula for the volume of a parallelepiped is the product of the base and the height,
W = Bh. In N dimensions, if we take WN = N ! VN to be the volume of the parallelepiped
with edges (~x1 , ~x0 ); (~x2 , ~x0 ); : : : ; (~xN ,1 , ~x0 ); (~x , ~x0 ), this generalizes to
hW , ; W N = N 1
where h is the perpendicular distance from the point ~x to the N , -dimensional parallelepiped ( 1)
h WW NV
N, V , V ,
=
N NV :
=
! N
(11) =
N
, N 1 ( 1)! N 1 N 1
Note! Here one must use the trick of eq. 4 to express W , in terms of the square root of a N 1
square determinant given by the product of two non-square matrices.
Thus in 2D, the area of a triangle (~x0 ; ~x1 ; ~x) is
x ,x x,x
A V = 2 =
1
2
W 2 =
1
2
det
y ,y
(
( 1
1
y,y
0)
0)
(
(
0)
0)
the height becomes h = 2A=L = W2 =L = W2 =W1 . In 3D, the volume of the tetrahedron
(~
x0 ; ~x1 ; ~x2; ~x) is V = V3 = (1=6)W3 and the area A = (1=2)W2 of the triangular base may be
~x , ~x ~x , ~x ~x , ~x ~x , ~x :
written
(2A )
2
= ( W2)
2
= det
(
(
1
~x , ~x ~x , ~x
2
0)
0)
(
(
1
1
0)
0)
(
(
1
~x , ~x ~x , ~x
2
0)
0)
(
(
2
2
0)
0)
162 }
x2
x1
x
x
x0 x0
x1
Figure 6. Barycentric coordinates in N dimensions.
We know V = (1=3)hA, and so h = 3V=A = 6V=2A = W3 =W2 . (See figure 5.) We note
for reference that, as we showed earlier, the base (N , 1)-volume is related to its normal by
N~ N~ = WN2 ,1.
Here we also typically need to answer one last question, namely where is the point p~ on the
base hyperplane closest to the point ~x whose distance h we just computed? This can be found
by parameterizing the line from ~x to the base hyperplane along the normal n ^ to the hyperplane
as ~x(t) = ~x + tn ^ (~
^ , writing the implicit equation for the hyperplane as n x(t) , ~x0) = 0, and
solving for the mutual solution tp = n ^ (~
x0 , ~x) = ,h. Thus
p~ = ~x n n ~x , ~x
+ ^(^ ( 0 ))
= ~x , hn :
^
} Barycentric Coordinates }
Barycentric coordinates (see, e.g., (Hocking and Young 1961), chapter 5) are a practical way to
parameterize lines, surfaces, etc., for applications that must compute where various geometric
objects intersect. In practice, the barycentric coordinate method reduces to specifying two
points (~x0 ; ~x1 ) on a line, three points (~x0 ; ~x1 ; ~x2 ) on a plane, four points (~x0 ; ~x1 ; ~x2 ; ~x3 ) in
a volume, etc., and parameterizing the line segment, enclosed triangular area, and enclosed
tetrahedral volume, etc., respectively, by
~x t ( ) = ~x t ~x , ~x
0 + ( 1 0) (12)
~x t ; t
( 1 2) = ~x t ~x , ~x
0 + 1( 1 t ~x , ~x
0) + 2( 2 0) (13)
~x t ; t ; t
( 1 2 3) = ~x t ~x , ~x
0 + 1( 1 t ~x , ~x
0) + 2( 2 t ~x , ~x
0) + 3( 3 0) (14)
:
II.6 Geometry for N-Dimensional Graphics } 163
The line and plane geometries are shown in figure 6. The interpolated point then lies within the
N -simplex defined by the specified points provided
t 0 1
t ; t ; ,t ,t
0 1 1 0 2 1 0 (1 1 2) 1
0 t ; t ; t ; ,t ,t ,t
1 1 0 2 1 0 3 1 0 (1 1 2 3) 1
:::
Center of What? However, this is really only half the story of barycentric coordinates. For
the other half, we seek a geometric interpretation of the parameters ti when we are given the
value of ~x.
First let us look at the simple case when ~x lies on the line segment between ~x0 and ~x1 .
Solving eq. (12) for t directly gives
~x , ~x ~x , ~x :
t ( 0) ( 1 0)
~x , ~x ~x , ~x
=
( 1 0) ( 1 0)
That is, t is the fraction of the distance that ~x has traveled along the line, the ratio between the
length from ~x to ~x and the total length. But, since ~x , ~x
0 ~x , ~x ~x , ~x , we easily see 1 0 = 1 + 0
that an alternative parameterization would be to take t t and 1 =
t ~x , ~x ~x , ~x ( 1 ) ( 1 0)
~x , ~x ~x , ~x
0 =
( 1 0) ( 1 0)
~x t ; t t ~x t ~x :
( 0 1) = 0 0 + 1 1
If t
0 = 1 , then the entire fraction of the distance from ~x to ~x is assigned to t and ~x ~x . If 1 0 = 0
t
1 = 1 , then the entire fraction of the distance from ~x to ~x is assigned to t and ~x ~x . 0 1 = 1
Next, suppose we know ~x in a plane and wish to compute its barycentric coordinates by
solving eq. (13) for t ; t . Once we realize that ~x , ~x and ~x , ~x form the basis for an
( 1 2) ( 1 0) ( 2 0)
affine coordinate system for the plane specified by ~x ; ~x ; ~x in any dimension, we see that ( 0 1 2)
we may measure the relative barycentric coordinates by taking the dot product with each basis
vector:
~x , ~x ~x , ~x
( 0) ( 1 t k~x , ~x k t ~x , ~x ~x , ~x
0) = 1 1 0
2
+ 2( 2 0) ( 1 0)
~x , ~x ~x , ~x
( 0) ( 2 t ~x , ~x ~x , ~x t k~x , ~x k :
0) = 1( 1 0) ( 2 0) + 2 2 0
2
t
1 =
(
(1 1)
2)
v
(2 2)
(1 2);
det
v ; (2 1) v (2 2);
164 }
v ; (1 1) v x;
( 1)
vv ;; v x; :
det
t 2 =
(1 2)
(1 1) v ;
(
(1 2)
2)
det
v ; (2 1) v ; (2 2)
The denominator is clearly proportional to the square of the area of the triangle (~x0 ; ~x1 ; ~x2 ),
and the numerators have the form of squared areas as well. In N dimensions, the numerators
reduce to determinants of products of non-square matrices, and so may not be expressed as
two separate determinants! However, if we transform to a coordinate system that contains the
triangle within the plane of two coordinate axes, or if N = 2, an effectively square matrix is
recovered; one factor of area in the denominator then cancels out, giving the intuitively expected
result that the barycentric coordinates are ratios of two areas: t1 = A(~x; ~x0 ; ~x1 )=A(~x0 ; ~x1 ; ~x2 ),
t2 = A(~x; ~x2 ; ~x0 )=A(~x0 ; ~x1; ~x2 ). This leads us to introduce the generalized version of t0 for
the line, namely,
~x , ~x ~x , ~x
( ~x , ~x ~x , ~x
( 0 1 2)
1 0) ( 1 ) ( 1 0) ( 2 )
det
~x , ~x ~x , ~x ~x , ~x ~x , ~x :
=
( 2
v ; v ;
0) ( 1
(1 1)
) ( 2
(1 2)
0) ( 2 )
v ; v ;
det
(2 2) (2 2)
Here we used the squaring argument given above to extend t from its special-coordinate- 0
system interpretation as the fraction of the area contributed by the triangle ~x; ~x ; ~x to the ( 1 2)
invariant form. This form obviously has the desired property that t when ~x ~x , and we 0 = 1 = 0
finally have the sought equation (with t t t) 1 = 0 + 1 + 2
~x t ; t ; t
( 0 1 2) = t ~x0 0 + 1 t ~x 1 + 2 t ~x :
2
It is amusing to note that the determinant identity 1 = t0 + t1 + t2 and its higher analogs, which
are nontrivial to derive, generalize the simple identity ~x1 , ~x0 = ~x1 , ~x + ~x , ~x0 that we used
in the 1D case.
Thus we can construct barycentric coordinates in any dimension which intuitively correspond
to fractions of hypervolumes; each barycentric coordinate is the hypervolume of an N -simplex
defined by the point ~x and all but one of the other simplex-defining points divided by the volume
of the whole simplex. The actual computation, however, is best done using the squared-volume
form because only that form is independent of the chosen coordinate system.
Note: The volumes are signed; even if ~x lies outside the N -simplex volume, the ratios remain
correct due to the cancellation between the larger volumes and the negative volumes. We also
remark that the generalized formulas for ti in any dimension, with 1 = N t , give an elegant P
i=0 i
P2
x(t) x(t1,t2)
P
C C
P
1
Figure 7. Schematic diagram comparing an ordinary camera ray and a planar “thick ray” used in N-
dimensional ray-tracing methods.
} Ray Tracing }
It is often useful to compute the intersection of a ray passing through two points (typically the
camera focal point C ~ and an image point P~ ) with a geometrical object. In N dimensions, this
object will typically be an (N , 1)-simplex defining an oriented visible “face” with a normal
vector computable as described above. We need to do several things: compute the intersection
of the ray with the hyperplane containing the “face,” check to see whether the point lies within
the simplex’s boundaries (observe that this is a clipping problem), and see whether the normal
vector points in the direction of the ray (making it visible).
We formulate this procedure by first writing
X~ t
( ) = C~ t P~ , C~
+ ( )
for the position of a point on the camera ray, as illustrated in figure 7. Then we consider a single
(N , 1)-simplex of the tessellation to be described either by a known normal or by using the
set of N points giving its vertices to define its normal via eq. (6); in either case, we can write
the equation of any other point ~x lying within the simplex as
n^ (~x , ~x0 ) = 0 :
~ (t) in the simplex that lies on
Plugging in the parametric ray equation, we solve for the point X
the ray:
n^ ~x0 , C~
t :
n^ P~ , C~
=
with obvious generalizations to volume rays, etc. Intersecting such a planar ray with an (N , 2)-
dimensional manifold (describable using (N ,2) barycentric parameters) results in N equations
with N unknown parameters, and thus a unique point is determined as the mutual solution. In
3D, a plane intersects a line in one point, in 4D two planes intersect in a single point, while in
5D a plane intersects a volume in a point. Other generalizations, including rays that intersect
particular geometries in lines and surfaces, can easily be constructed. For example, the inter-
section of a planar ray with the single hyperplane equation for a 3-manifold in 4D leaves one
undetermined parameter, and is therefore a line.
} Conclusion }
Geometry is an essential tool employed in the creation of computer graphics images of every-
day objects. Statistical data analysis, mathematics, and science, on the other hand, provide
many problems where N -dimensional generalizations of the familiar 2D and 3D formulas are
required. The N -dimensional formulas and insights into the nature of geometry that we have
presented here provide a practical guide for extending computer graphics into these higher-
dimensional domains.
i6 j
ij
= 0 =
and the Levi-Civita symbol, ijk::: , which is the totally antisymmetric pseudotensor with the
properties
= 1 i; j; k; : : :
in an even permutation of cyclic order
,
ij k:::
= 1 i; j; k; : : :
in an odd permutation of cyclic order
= 0 when any two indices are equal.
II.6 Geometry for N-Dimensional Graphics } 167
All indices are assumed to range from 1 to N , e.g., i = f1; 2; : : : ; (N , 1); N g, so that, for
example, (1234,1342,4132,4321), are even permutations and (1324,2134,1243,4312) are odd
permutations.
We can use the Kronecker delta to write the dot product between two N -dimensional vectors
as a matrix product with the Kronecker delta representing the unit matrix,
0 1
XX X @X X
A~ B~ BA
N N N N N
A B
= i ij j = A AB ;
i ij j = i i (15)
i=1 j =1 i=1 j =1 i=1
The fundamental formula for the product of two Levi-Civita symbols is:
2 3
66 12 11 12 22 12 NN 77
i j i j i j
12
i i :::iN 1 2 Nj j :::j = det 64 .. i j
.. ..
.
i j
..
i j
75 :
. . .
N 1 N 2 N N
i j i j i j
(Note that if we set fj1 j2 : : : jN g = f1; 2; : : : ; N g, the second Levi-Civita symbol reduces to
+1, and the resulting determinant is an explicit realization of the antisymmetry of the Levi-
where x ^; y
^ N are the unit vectors (x ^; : : : ; w
(i )
^ ) of the coordinate system. The dot product be-
we find
X
N0 (i)
= 12i i :::i N ,1 i R 1 1x 1 R 2 2x
i j
(j )
1 i j
(j )
2
2 R N ,1 N ,1 x
i j
(j
N
N ,1 )
,1
all indices
except i
X N
= R N
ij
(j )
det [ R :
]
j =1
Therefore N~ is a pseudotensor, and behaves as a vector for ordinary rotations (which have
det [ R ] = 1 ), but changes sign if [R] contains an odd number of reflections.
N ,K+1 N
2 1 N ,K 3
i :::i
1 2
66 21 11 2 N ,K 77
i j i j i j
2 2
K ! det 64 .. i j i j
.. ..
.
i j
.. 75 :
. . .
N ,K 1 N ,K 2 N ,K N ,K
i j i j i j
The expression eq. (8) for the dot product of two normals is a special case of this formula.
(Banchoff and Werner 1983) T. Banchoff and J. Werner. Linear Algebra through Geometry.
Springer-Verlag, 1983.
(Banchoff 1990) Thomas F. Banchoff. Beyond the Third Dimension: Geometry, Computer
Graphics, and Higher Dimensions. Scientific American Library, New York, NY, 1990.
(Brun et al. 1989) R. Brun, O. Couet, C. Vandoni, and P. Zanarini. PAW – Physics Analysis
Workstation, The Complete Reference. CERN, Geneva, Switzerland, October 1989. Ver-
sion 1.07.
(Chen et al. 1988) Michael Chen, S. Joy Mountford, and Abigail Sellen. A study in interactive
3-d rotation using 2-d control devices. In Proceedings of Siggraph 88, volume 22, pages
121–130, 1988.
(Coxeter 1991) H.S.M. Coxeter. Regular Complex Polytopes. Cambridge University Press,
second edition, 1991.
(Edmonds 1957) A.R. Edmonds. Angular Momentum in Quantum Mechanics. Princeton Uni-
versity Press, Princeton, New Jersey, 1957.
(Efimov and Rozendorn 1975) N.V. Efimov and E.R. Rozendorn. Linear Algebra and Multi-
Dimensional Geometry. Mir Publishers, Moscow, 1975.
(Feiner and Beshers 1990a) S. Feiner and C. Beshers. Visualizing n-dimensional virtual worlds
with n-vision. Computer Graphics, 24(2):37–38, March 1990.
(Feiner and Beshers 1990b) S. Feiner and C. Beshers. Worlds within worlds: Metaphors for
exploring n-dimensional virtual worlds. In Proceedings of UIST ’90, Snowbird, Utah,
pages 76–83, October 1990.
(Francis 1987) G.K. Francis. A Topological Picturebook. Springer-Verlag, New York, 1987.
(Hanson and Cross 1993) A.J. Hanson and R.A. Cross. Interactive visualization methods for
four dimensions. In IEEE Visualization ’93, 1993. To be published.
Copyright c 1994 by Academic Press, Inc.
All rights of reproduction in any form reserved.
169 ISBN 0-12-336156-7
170 } BIBLIOGRAPHY
(Hanson and Heng 1992a) Andrew J. Hanson and Pheng A. Heng. Four-dimensional views of
3-D scalar fields. In Arie E. Kaufman and Gregory M. Nielson, editors, Proceedings of
Visualization 92, pages 84–91, Los Alamitos, CA, October 1992. IEEE Computer Society
Press.
(Hanson and Heng 1992b) Andrew J. Hanson and Pheng A. Heng. Illuminating the fourth
dimension. IEEE Computer Graphics and Applications, 12(4):54–62, July 1992.
(Hanson 1992) Andrew J. Hanson. The rolling ball. In David Kirk, editor, Graphics Gems III,
pages 51–60. Academic Press, San Diego, CA, 1992.
(Hocking and Young 1961) John G. Hocking and Gail S. Young. Topology. Addison-Wesley,
1961.
(Møller 1972) C. Møller. The Theory of Relativity. Oxford, Clarendon Press, 1972.
(Noll 1967) Michael A. Noll. A computer technique for displaying n-dimensional hyperob-
jects. Communications of the ACM, 10(8):469–473, August 1967.
(Phillips et al. 1993) Mark Phillips, Silvio Levy, and Tamara Munzner. Geomview: An interac-
tive geometry viewer. Notices of the Amer. Math. Society, 40(8):985–988, October 1993.
Available by anonymous ftp from geom.umn.edu, The Geometry Center, Minneapolis
MN.
(Sommerville 1958) D.M.Y. Sommerville. An Introduction to the Geometry of N Dimensions.
Reprinted by Dover Press, 1958.
A
A II.4
Rotations for N-Dimensional
Graphics
Andrew J. Hanson
Computer Science Department
Indiana University
Bloomington, IN 47405
hanson@cs.indiana.edu
} Introduction }
In a previous Gem (Hanson 1994), “Geometry for N -Dimensional Graphics,” we described a
family of techniques for dealing with the geometry of N -dimensional models in the context
of graphics applications. Here, we build on that framework to look in more detail at rotations
in N -dimensional Euclidean space. In particular, we give a natural N -dimensional extension
of the 3D rolling ball technique described in an earlier Gem (Hanson 1992), along with the
corresponding analog of the Virtual Sphere method (Chen et al. 1988). Next, we touch on
practical methods for specifying and understanding the parameters of N -dimensional rotations.
Finally, we give the explicit 4D extension of 3D quaternion orientation splines.
For additional details and insights, we refer the reader to classic sources such as (Som-
merville 1958,Coxeter 1991,Hocking and Young 1961,Efimov and Rozendorn 1975).
v^ = MN v^ 0 n v
= ^ sin + ^ 0 cos ;
as indicated schematically in Figure 1a. (Note: for notational simplicity, we choose to write the
components of column vectors as horizontal lists.)
If we choose the convention that positive rotations are right-handed and progress counter-
clockwise, a positive rotation of the north pole actually tilts it into the negative direction of the
v
remaining axis of the rotation plane. That is, if the 2D “rolling circle” acts on ^ 0 = (0; 1) and
Copyright c 1995 by Academic Press, Inc.
All rights of reproduction in any form reserved.
55 ISBN 0-12-543457-X
56 }
^ ^
n ^
v0
n
^ ^
v0 v cos θ
^
v θ
-1 -sin θ 0 +1
(a) (b)
v n
Figure 1. Tilting the “north pole” vector ^ 0 in the direction of the tangent vector ^ , as though rolling a
ball by placing one’s finger directly on the north pole and pulling in the direction ^ . n
n^ = (,1; 0) as shown in Figure 1b, then
v^ = M v^ = n^ sin + v^
2 0 0 cos = ( , sin ; cos ) ;
where the rotation matrix M2 can be written
M2 =
cos , sin
=
c ,s
+ sin cos +s c
c +nx s
=
,nxs c
: (1)
If we choose a right-handed overall coordinate frame, the sign of n^ will automatically generate
the correct sign convention.
Implementation. In practice, we choose a radius R for the ball containing the object or scene
to be rotated and move our controller (slider, 2D mouse, 3D mouse, . . . ) a distance r in the
n
tangent direction ^ , as indicated in Figure 2a. Working from the simplified diagram in Figure
2b, we define D 2 = R2 + r 2 and choose the rotation parameters c = cos = R=D and
s = sin = r=D .
For interactive systems, this choice has the particular advantage that, however rapidly the
user moves the controller, 0 (r=D ) < +1, so 0 < =2. Depending upon the desired
interface behavior, an alternative choice would be to take = r=R. This requires comput-
ing a trigonometric function instead of a square root, and may cause large discontinuities in
orientation for large controller motion.
3D. The explicit 3D rolling ball formula can be derived starting from an arbitrary 2D mouse
r
displacement ~ = (x; y; 0) = (rnx ; rny ; 0), where n2x + n2y = 1. Then one replaces Equation
II.4 Rotations for N-Dimensional Graphics } 57
+ North
r^
n r
D^
v R^
v R^
v0 R
D
θ θ
- Tangent + Tangent
(a) (b)
Figure 2. The notation used in implementing the rolling ball rotation model for N dimensions.
(1) with nx = +1 by the analogous 33 matrix R0 for (x; z ) rotations and encloses this in
a conjugate pair of rotations Rxy that transform the 2D mouse displacement ~ into the strictly r
r
positive x-direction and back. Since even ~ = (,1; 0; 0) is rotated to the positive x-direction
before R0 acts, all signs are correct. With the explicit matrices
2
nx ,ny 0
3 2
c 0 +s
3
Rxy = 4 ny nx 0 5 ; R0 = 4 0 1 0 5 ;
0 0 1 ,s 0 c
we find an alternative derivation of the formula in our earlier Gem (Hanson 1992):
= 4 ,
nx ny (1 c) , c + (nx ) (1 , c)
2
ny s 5
nx s , ,ny s c
2
1 , (nx) (1 , c)2
,nxny (1 , c) nx s
3
= 4 ,nxny (1 , c) 1 , (ny ) (1 , c)
2
ny s 5 : (2)
,nxs ,ny s c
r
4D. The 4D case takes as input a 3D mouse motion ~ = (x; y; z; 0) = (rnx ; rny ; rnz ; 0), with
n2x + n2y + n2z = 1. Then one first transforms (ny ; nz ) into a pure y -component, rotates that
result to yield a pure x-component, performs a rotation by in the (x; w)-plane, and reverses
the first two rotations. Defining the required matrices as
2 3
1 0 0 0
2
nx ,ryz 0 0
3 2
c 0 0 +s
3
6 0
6
ny
ryz , rnyzz 0 7
7 6 ryz
6 nx 0 0 7 6
7;R = 6 0 1 0 0 7
7;
Ryz = 6 nz ny 7 ; Rxy = 4 0
4 0 ryz ryz 0 5 0 0 1 0 5 4 0 0 1 0 5
0 0 0 1 0 0 0 1 ,s 0 0 c
(3)
58 }
2
where ryz = n2y + n2z , we find
6
6 ,(1 , c)nx ny 1 , (ny ) (1 , c) ,(1 , c)ny nz 2
sny 7
7 :
= 4 ,(1 , c)nxnz ,(1 , c)ny nz 1 , (nz ) (1 , c) 2
snz 5
(4)
,snx ,sny ,snz c
ND. The extension of this procedure to any dimension is accomplished by having the con-
troller interface supply an (N , 1)-dimensional vector ~ = (rn1 ; rn2 ; : : : ; rnN ,1 ; 0) with r
r r n n
~ ~ = r 2 and ^ ^ = 1 and applying the rotation
2 3
1 , (n ) (1 , c)
1
2
,(1 , c)n n ,(1 , c)nN , n
2 1 sn 1 1 1
6
6
6
,(1 , c)n n 1 2 1 , (n ) (1 , c)
2
2
,(1 , c)nN , n sn 1 2
7
7
7
2
= 6
.. .. .. .. ..7 (5)
6 . . . . .7
6
4 ,(1 , c)n nN , ,(1 , c)n nN ,
1 1 2 1 1 , (nN , ) (1 , c)
1
2 7
snN ,1 5
,sn ,sn
1 2 ,snN , 1 c
r n
Recall that the controller input ~ = r ^ that selects the direction to “pull” also determines
c = cos = R=D , s = sin = r=D , with D 2 = R2 + r 2 , or, alternatively, = r=R.
[RiN ; RjN ] = ij RNN , jN RiN + iN RjN , NN Rij
= , Rij :
II.4 Rotations for N-Dimensional Graphics } 59
The minus sign in the above equation means that clockwise controller motions in the (i; j )-plane
inevitably produce counterclockwise rotations of the object, and vice-versa. Thus the philoso-
phy (Hanson 1992) of achieving the full set of context-free rotation group transformations with
a limited set of controller moves extends perfectly to N -dimensions. Implementation Note: In
practice, the effectiveness of this technique varies considerably with the application; the size of
the counter-rotation experienced may be relatively small for parameters that give appropriate
spatial motion sensitivity with current 3D mouse technology.
Columns are new axes. One straightforward construction simply notes that if the default
x
coordinate frame is represented by the orthonormal set of unit vectors ^ 1 = (1; 0; : : : ; 0),
x x
^ 2 = (0; 1; 0; : : : ; 0), . . . , ^ N = (0; : : : ; 0; 1), and the desired axes of the new (orthonormal)
a (1) (2)
a
(N )
a
coordinate frame are known to be ^ 1 = (a1 ; a1 ; : : : ; a1 ), ^ 2 , . . . , ^ N , then the rotation
matrix that transforms any vector to that frame just has the new axes as its columns:
M =
a^ a^ a^N
1 2
:
6 .. .. .. .. .. .. .. .. .. 7
6 . . . . . . . . . 7
6 7
6
6 0 cos ij 0 0 , sin ij 0 7
7
6
6
6
0 0 1 0 0 0
7
7
7
Rij (ij ) = 6
.. .. .. .. .. .. .. .. .. 7 (6)
6 . . . . . . . . . 7
6
6 0 0 0 1 0 0
7
7
6
6
6
0 sin ij 0 0 cos ij 0
7
7
7
6 .. .. .. .. .. .. .. .. .. 7
4 . . . . . . . . . 5
0 0 0 0 0 1
and thus the N (N , 1)=2 distinct Rij (ij ) may be concatenated in some order to produce a
rotation matrix such as Y
M = Rij (ij )
i<j
with N (N , 1)=2 degrees of freedom parametrized by fij g. However, since the matrices
Rij do not commute, different orderings give different results and it is difficult to intuitively
understand the global rotation. In fact, as is the case for 3D Euler angles, one may even repeat
some matrices (with distinct parameters) and omit others, and still not miss any degrees of
freedom.
n ,
M3 (; ^ ) = 4 n1 n2 (1 c) + sn3 ,
c + (n2 )2 (1 c) , ,
n3 n2 (1 c) sn1 5 (8)
, ,
n1 n3 (1 c) sn2 ,
n2 n3 (1 c) + sn1 ,
c + (n3 )2 (1 c)
n n
where the two free parameters of ^ ^ = (n1 )2 + (n2 )2 + (n3 )2 = 1 describe a point on
the 2-sphere. These two parameters plus a third from the S 1 described by c2 + s2 = 1 (i.e.,
c = cos ; s = sin ) yield the required total of three free parameters equivalent to the three
Euler angles. The 4D and higher forms are already too unwieldy to be conveniently written as
single matrices.
II.4 Rotations for N-Dimensional Graphics } 61
n n
where cos = ^ 1 ^ 2 . (This formula is simply the result of applying a Gram-Schmidt decom-
position while enforcing unit norm in any dimension.)
Either of these often achieves the goal of smooth appearance, but the solutions are neither
unique nor mathematically compelling, since the curve is not guaranteed to be a geodesic in
SO (N ).
The specification of geodesic curves in SO (N ) is a difficult problem in general (Barr et al.
1992); fortunately, the two most important cases for interactive systems, N = 3 and N = 4,
have elegant solutions using the covering or “Spin” groups. For SO (3), geodesic interpolations
and suitable corresponding splines are definable using Shoemake’s quaternion splines (Shoe-
make 1985), which can be simply formulated using Slerps on S 3 as follows: let ^ be a unit n
3-vector, so that
q n
q0 = cos(=2); ~ = ^ sin(=2)
is automatically a point on S 3 due to the constraint (q0 )2 + (q1 )2 + (q2 )2 + (q3 )2 = 1. Then
each point on S 3 corresponds to an SO (3) rotation matrix
2
q02 + q12 q22 q32 , , 2q1 q2 , 2q q
0 3 2q1 q3 + 2q0 q2
3
which the reader can verify reduces exactly to the nested-sphere form in Equation (8). Note
that the quaternions q and ,q each correspond to the same 3D rotation. Slerping q generates
sequences of matrices R3 (t) that are geodesic interpolations. Arbitrary splines can be defined
using the method of Schlag (Schlag 1991).
3
X
R v = q v p,1 :
=0
62 }
We thus find that the general double-quaternion parameterization for 4D rotation matrices takes
the form
2
q0 p0 + q1 p1 + q2 p2 + q3 p3 , ,
q1 p0 q0 p1 q3 p2 + q2 p3
6
6 ,q p
1 0 + q0 p1 ,q3 p2 + q2 p3 , ,
q0 p0 + q1 p1 q2 p2 q3 p3
R4 = 4 ,q p
2 0 + q0 p2 ,q1 p3 + q3 p1 q1 p2 + q2 p1 + q0 p3 + q3 p0
,q p
3 0 + q p
0 3 ,q2 p1 + q1 p2 , ,
q1 p3 + q3 p1 q0 p2 q2 p0
, ,
q2 p0 q0 p2 q1 p3 + q3 p1 , ,
q3 p0 q0 p3 q2 p1 + q1 p2
3
, ,
q1 p2 + p1 q2 p0 q3 q0 p3 q1 p3 + p1 q3 + p0 q2 + q0 p2 7
7 :
, ,
q0 p0 + q2 p2 q1 p1 q3 p3 , ,
q2 p3 + q3 p2 q0 p1 q1 p0 5
(10)
q2 p3 + q3 p2 + q1 p0 + p0 q1 , ,
q0 p0 + q3 p3 q1 p1 q2 p2
One may check that Equation (9) is just the lower right-hand corner of the degenerate p = q
case of Equation (10).
Shoemake-style interpolation between two distinct 4D frames is now achieved by applying
the desired Slerp-based interpolation method independently to a set of quaternion coordinates
q (t) on one three-sphere, and to a separate set of quaternion coordinates p(t) on another. The
resulting matrix R4 (t) gives geodesic interpolations for simple Slerps, and can be used as the
basis for corresponding spline methods (Schlag 1991,Barr et al. 1992). Analogs of the N = 3
and N = 4 approaches for general N involve computing Spin(N ) geodesics and thus are quite
complex.
Controls. As pointed out in (Shoemake 1994), the Arcball controller can be adapted with
complete faithfulness of spirit to the 4D case, since one can pick two points in a three-sphere
to specify an initial 4D frame, and then pick two more points in the three-sphere to define
the current 4D frame. Equation (10) gives the complete form of the effective 4D rotation.
Alternately, one can replace the 4D rolling ball or Virtual Sphere controls described earlier by
a pair (or more) of 3D controllers (Hanson 1992).
Acknowledgment. This work was supported in part by NSF grant IRI-91-06389.
} Bibliography }
(Barr et al. 1992) Alan H. Barr, Bena Currin, Steven Gabriel, and John F. Hughes. Smooth in-
terpolation of orientations with angular velocity constraints using quaternions. Computer
Graphics, 26(2):313–320, 1992.
(Chen et al. 1988) Michael Chen, S. Joy Mountford, and Abigail Sellen. A study in interactive
3-D rotation using 2-D control devices. In Proceedings of Siggraph 88, volume 22, pages
121–130, 1988.
II.4 Rotations for N-Dimensional Graphics } 63
(Coxeter 1991) H.S.M. Coxeter. Regular Complex Polytopes. Cambridge University Press,
second edition, 1991.
(Efimov and Rozendorn 1975) N.V. Efimov and E.R. Rozendorn. Linear Algebra and Multi-
Dimensional Geometry. Mir Publishers, Moscow, 1975.
(Hanson 1992) Andrew J. Hanson. The rolling ball. In David Kirk, editor, Graphics Gems III,
pages 51–60. Academic Press, 1992.
(Hanson 1994) Andrew J. Hanson. Geometry for n-dimensional graphics. In Paul Heckbert,
editor, Graphics Gems IV, pages 149–170. Academic Press, 1994.
(Helgason 1962) Sigurdur Helgason. Differential Geometry and Symmetric Spaces. Academic
Press, New York, 1962.
(Hocking and Young 1961) John G. Hocking and Gail S. Young. Topology. Addison-Wesley,
1961.
(Schlag 1991) John Schlag. Using geometric constructions to interpolate orientations with
quaternions. In James Arvo, editor, Graphics Gems II, pages 377–380. Academic Press,
1991.
(Shoemake 1985) K. Shoemake. Animating rotation with quaternion curves. In Computer
Graphics, volume 19, pages 245–254, 1985. Proceedings of SIGGRAPH 1985.
(Shoemake 1994) Ken Shoemake. Arcball rotation control. In Paul Heckbert, editor, Graphics
Gems IV, pages 172–192. Academic Press, 1994.
(Sommerville 1958) D.M.Y. Sommerville. An Introduction to the Geometry of N Dimensions.
Reprinted by Dover Press, 1958.
Visualizing Quaternion Rotation
JOHN C. HART
Washington State University
GEORGE K. FRANCIS
University oflllinois, Urbana
and
LOUIS H. KAUFFMAN
University of Illinois, Chicago
Quaternions play a vital roIe in the representation of rotations in computer graphics, primarily
for animation and user interfaces. Unfortunately, quaternion rotation is often left as an ad-
vanced topic in computer graphics education due to difficulties in portraying the four-
dimensiona) space of the quaternions. One tool for overcoming these obstacles is the quaternion
demonstrator, a physical visual aid consisting primarily of a belt. Every quaternion used to
specify a rotation can be represented by fixing one end of the belt and rotating the other.
Multiplication of quaternions is demonstrated by the composition of rotations, and the resulting
twists in the belt depict visually how quaternions interpolate rotation.
This article introduces to computer graphics the exponential notation that mathematicians
have used t.a represent unit quaternions. Exponential notation combines the angle and axis of
the rotation into a concise quaternion expression. This notation allows the article to present more
clearly a mechanica[ quaternion demonstrator consisting of a ribbon and a tag, and develop a
computer simulation suitable for interactive educational packages. Local deformations and the
belt trick are used to minimize the ribbon’s twisting and simulate a natural-appearing interac-
tive quatemion demonstrator.
Additional Key Words and Phrases: Deformation, education, orientation interpolation, quater-
nions, rotation, visualization
J. C. Hart is supported in part by the NSF under a Research Initiation Award CCR-930921O.
Equipment was provided by the Imaging Research Laboratory, which is supported by the NSF
under grant CDA-9121675.
Authors’ addresses: J. C. Hart, School of Electrical Engineering and Computer Science, Washing-
ton State University, Pullman, WA 99164-2752; email: hart@ eecs.wsu.edu; G. K. Francis,
Department of Mathematics, University of Illinois at Urbana-Champaign, Urbana, IL 61801;
email: ,@ancis(iimath.uiuc.edu; L. H. Kauffman, Department of Mathematics, Statistics, and
Computer Science, University of Illinois at Chicago, Chicago, IL 60680; email: u10451@ uicvm.
bitnet,
Permission to copy without fee all or part of this material is granted provided that the copies are
not made or distributed for direct commercial advantage, the ACM copyright notice and the title
of the publication and its date appear, and notice is given that copying is by permission of the
Association for ComputingMachinery.To copy otherwise,or to republish,requiresa fee and/or
specificpermission.
@ 1994 ACM 0730-0301/94/0700-0256 $03.50
ACM Transactions on Graphics, Vol. 13, No. 3, July 1994, Pages 256-276.
Visualizing Quaternion Rotation . 257
1. INTRODUCTION
The method of specifying rotations and orientations of coordinate systems via
unit quaternions was formally introduced to the computer graphics commu-
nity by the publication of Shoemake [ 1985]. Quaternions were used in graph-
ics programming informally mostly by geometers because Sir William Rowan
Hamilton’s [Hamilton 1866] beautiful invention is not regularly taught in
college. Quaternions encode rotations by four real numbers (or two complex
numbers), whereas the linear representation of these transformations as
3 X 3 matrices requires nine. Moreover, Hamilton impressed explicit geomet-
rical meaning into every detail of his algebraic system, which guides intuition
and facilitates implementation [Francis and Kauffman 1994].
Interpolating the quaternionic representation of a sequence of rotations is
more natural than doing so for the familiar Euler angles, such as yaw, pitch,
and roll. The quaternions occupy a smooth, seamless, isotropic space which is
a generalization of the surface of a sphere. Thus, there is no need for special
care to avoid singularities, such as gimbal lock, where two rotation axes
collapse into one and thus make the interpolation irreversible.
Bezier curves were used in Shoemake [ 1985] to spline the quaternions
representing rotations, while Barr et al. [1992] used energy-minimizing
curves for demonstrably smoother motions. Quaternions provide an easy
mechanism for specifying an arbitrary rotation about an arbitrary axis. This
has long been exploited in keyboard user interfaces, and most recently for
specifying 3-dimensional rotations with a 2-dimensional mouse [Hanson 1992;
Shoemake 1992].
1.1 Overview
This article builds on previous work in quaternion rotation to derive an
implementation of the quaternion demonstrator. The first half of the article
summarizes various recent works on the quaternions. Section 2 reviews the
quaternion representation of three-dimensional rotation, based on Shoemake
[ 1985] and Francis and Kauffman [ 1994], and describes the quaternion
demonstrator, as devised originally in Kauffman [ 1987; 1991]. Section 3
describes the belt trick, summarizing Kauffman [ 1991] and Francis and
Kauffman [ 1994] and explaining the mathematics behind the animation “Air
on the Dirac Strings” [Sandin et al. 1993].
These sections form the basis for this article’s original contribution, found
in the second half of the article. Beginning with Section 4, techniques from
differential geometry model the quaternion demonstrator, regulating the
twists and motions of the belt. Section 5 describes the resulting implementa-
tion and outlines directions for further research.
1.2 Background
An object P is assumed to be defined with respect to some canonical coordi-
nate frame. The orientation of @ is represented by a rotation that takes the
object from its canonical coordinate frame to its current state.
ACM Transactions on (lraph,cs, Vol. 13, No. 3, (July 1994
258 . John C. Hart et al
2. THE QUATERNIONS
The four-dimensional space, H, of quaternions is spanned by the real axis,
and three further orthogonal axes, spanned by vectors i, j, k, called the
principal imaginaries, which obey Hamilton’s rules
i = (1,0,0),
j = (0,1,0),
k = (0,0,1).
Multiplication of these imaginaries resembles a cross product
ij=k, jk=i, ki=j,
ji=–k, kj =-i, ik=–j (2)
and is clearly noncommutative. Quaternion multiplication causes rotation:
multiplication on the right by j causes a 90 degree rotation in four-dimen-
sional space, rotating the i axis into the k axis, and rotating the k axis into
the – i axis. Quaternion multiplication differs from the cross product in that
ii=~=kk=–l whereasi Xi=jxj=k Xk=O.
A quaternion q = r + xi + y j + z k consists of a real part r and a pure
part xi + y j + zk [Hamilton 1866]. We will call quaternions with zero real
part (r = O) pure quaternions. Pure quaternions will also be simultaneously
represented as a column vector
x
v=
()Y
z
=xi+yj+zk,
both a
vector and a pure quaternion, depending on its context. For example,
V2 =
—v-v (4)
because the LHS of (4) treats v as a pure quaternion whereas the RHS of (4)
treats v as a vector.
Let q ~ = al + VI and q2 = az + V2 be two quaternions. Their sum is
a-/b
U = v/b = ‘i + ‘j + ~k,
Ilvl Ilvll Ilvll
i] z/b
such that Ilull= 1, and x, y, z are the same coordinates used in (3). The pure
unit-magnitude quaternion u resembles ‘~- ‘—--: ----- 1: C--—
L1l~lllltl~lllii[y llU1ll ‘~- --—-1JJleX
L1le Gt)lll ---
plane in that Uz = – 1.
Let q = a + bu be a quaternion. Its conjugate is @ = a – bu, and its
magnitude is
Ilqll = qq = @ =
In other words, to invert a unit quaternion, we simply negate its pure part.
In Shoemake [ 1985], a rotation of 0 about the axis u was represented as
the unit quaternion
1
q=cos~O+sin~Ou
In the same manner that engineers read the expression e‘”, the reader should
likewise understand the notation e{ 1‘ 2)(’” not as e to some imaginary power
but simply as the quaternion that represents a rotation of o about the axis u.
Exponential notation was chosen to represent quaternion rotations berein
to promote consistency between the converging fields of computer graphics
and mathematics. Such quaternion exponential notation has a lengthy his-
tory in mathematics (e.g., as the so-called exponential map in different
geometry [Spivak 1965]). However, since quaternion multiplication is non-
commutative, likewise quaternion exponentiation does not in general follow
the rules of real or complex exponentiation (e.g., e{] 2)’””~e’1 “’”u’ +
ACM Transaction. on ~,raphics, VOI 13, NO 3. July 1994
260 . John C. Hart et al.
R(q)v=qvq-1. (7)
The LHS of(7) treats v as a column vector and yields a new column vector of
the same length by left-multiplying the special-orthogonal matrix returned by
the function R. The RHS of(7) treats v as a pure quaternion and yields a new
pure quaternion of the same magnitude. In fact, both apply the rotation
represented by the unit quaternion q to v. We denote rotations with the
notation on the LHS of(7), but implement rotations more efficiently using the
formula on the RHS of (7). (Since q = S3, q -1 simplifies to @.)
Hence, the otherwise complicated procedure of rotating a vector about an
arbitrary axis simplifies in our notation to
R(e+@u)v
Fig. 1. The quaternion demonstrator in the 1 state (top and bottom views). This figure uses the
computer simulation of the quaternion demonstrator, which does not use a tag. Instead it
superimposes the 1, i. j, and k labels directly onto the tag end of the belt.
quadrant. (In your arm’s coordinate system, the origin is your right shoulder;
the i axis points toward your left shoulder; the j axis points up; and the k
axis points in the direction you are facing.)
The canonical state of the demonstrator consists of the untwisted belt in
this configuration. This state represents the value 1, and is shown in Figure
1. (Extending your arm out in front of you with your palm up puts your arm
in the 1 state.)
Rotating the tag by 180 degrees with respect to the i axis puts the tag
underneath the belt. This state represents the value i as can be read on the
tag end of the belt (Figure 2 red). Call this rotation a “flip.” (Keeping your
arm and wrist straight, rotate 180 degrees about your shoulder’s axis by
dropping your arm to your waist and raise it back up behind you such that
your palm is facing down. The back of your hand is facing up and toward the
front, so your arm now represents the quaternion i.1
Reset the system to the canonical state 1. Rotating the tag by 180 degrees
with respect to the j axis puts the tag to the right of the fixed end of the belt.
This state represents the value j as can also be read on the tag end of the belt
(Figure 2 green). Call this rotation a “spin.” (From the 1 state, rotate your
arm horizontally until you touch your chest with your fingertips.
Your palm faces up and toward the front, and your arm now represents the
quaternion j.1
Resetting to 1 again and rotating the tag - 180 degrees with respect to the
k axis flips the tag over. This state represents the value k, as indicated by the
upright k on the tag end of the belt (Figure 2 blue). Call this rotation a
“turn.” (From the 1 state, turn your wrist about your arm’s axis until your
ACM Transactions on Graphics. Vol. 13. No 3, July 1994
262 . John C. Hart et al.
palm is facing down. Your fingernails face up and to the front, and your arm
now represents the quaternion k.)
The fact that positive k is obtained by a negative rotation in the right-
handed coordinate system is an artifact of the belt-centered coordinate sys-
tem. Centering a right-handed coordinate system on the tag with k extending
along the belt, j up, and i to the right yields rotations consistent with the
right-handed coordinate system. (For the quaternion demonstrator’s task of
teaching quaternion multiplication the simplicity of the belt-centered coordi-
nate system outweighs the familiarity of the right-handed rotation rules of
the tag-centered coordinate system.)
The negative quaternion imaginaries are likewise produced by the opposite
flips, twists, and turns, respectively. Although the labels on the tag have no
signs, we can tell a positive imaginary from a negative imaginary by the
direction of the twists in the belt. (The quaternion -i is represented from the
1 state by bending your arm at the elbow - 180 degrees about your shoulder’s
axis, with your palm facing down as if to pat yourself on the back. The
quaternion -j is represented by spinning your hand horizontally - 180
degrees about the up axis into the position a waiter would use to hold a tray.
The quaternion -k is physiologically impossible to represent in the arm
coordinate system.)
In this system, multiplication is represented by the composition of corre-
sponding rotations of the tag. For example, to demonstrate ij = k, we find
that a flip followed by a spin is equivalent to a turn (after a little translation
of the tag-moving the tag does not rotate it and does not change the state of
the demonstrator). A reverse turn (multiplication by - kl returns the system
to its original state. (From the 1 state, flip 180 degrees around your shoulder’s
axis by dropping your arm to your waist and raising it up again behind you
with your palm facing down into the i state. Using your shoulder, spin about j
Fig. 3. The belt trick equation: k’ = ( -k? proven visually using a quaternion demonstrator.
The ends of the belt remain parallel through the transformation. Each step of the transformation
represents the value - 1.
180 degrees by swinging your arm out and back to the front with your palm
down. Your arm is now in front of you, palm down, representing k.)
By (11, the - 1 state is achieved by two flips (i’), two spins (i” 1, two turns
(k” 1, or a flip-spin-turn (ijk). Each of these operations returns the tag to its
original orientation but puts a 360 degree twist in the belt. (From the 1 state,
twist your wrist 360 degrees about the arm’s axis until your palm faces up
again (k2). Your fingerprints are facing up and in front, but with a full 360
degree twist in your arm, which now represents - 1.)
We can also create - 1 by two reverse flips (( -i)” 1 which also returns the
tag to its original orientation but puts the opposite ( - 360 degrees) twist in
the belt (more on this in the next section.)
M.B = (Js(r),
r = r<)
where O < r. < 1 is the radius of the hollowed-out part, will serve to define
the space in which the belt performs its trick.
The spheres S(l), S(rO ) are called the outer sphere and the inner sphere,
respectively. The outer sphere will represent the fixed end of the belt, and the
inner sphere will represent the tag of the quaternion demonstrator. We can
use intervals to represent a belt connecting the inner sphere to the outer
sphere as
Fig. 4. Unit quaternion paths corresponding to various stages of the belt trick deformation. The
sphere S’ is a slice of the hypersphere S”, consisting of unit quaternions whose j components is
zero (similar to the figures at the end of Barr et al. [ 19921).
The belt trick deformation shears the belt, rotating each increasingly larger
spherical “shell” in WB by angles of increasingly larger value about an axis
that changes over time. The rotation angle function is
1 - Ml
O(x) = 27-7 (8)
0
The function R, from (71, specifies rotation about an arbitrary axis, and is
used to define the belt trick deformation
Consider the unit quaternions used for rotations in the belt trick deforma-
tion. These are plotted in Figure 4. At t = 0, as 11x/J ranges from p. to 1, the
unit quaternions form an arc from 1 through k to - 1. As t: 0 + 1 this arc
rotates about S3 from one side to the other. At t = l/2 this arc extends from
1 through i to - 1, and at t = 1 this arc extends from 1 through -k to - 1.
Since the arcs all begin at 1, the orientation of the inner sphere, and end at
- 1, the orientation of the outer sphere, the inner and outer spheres do not
rotate during the belt trick.
ACM Transactions on Graphics, Vol. 13. No. ,3. July 1994
266 . John C. Hart et al.
Fig. 6. Unit quaternion paths corresponding to various stages of the unfurling deformation
as the vector connecting the corresponding corners at the edge of the belt’s
free end. Let q E S” be a unit quaternion denoting the state of the quater-
nion demonstrator. Then the orientation of the tag with respect to the
orientation of the fixed end of the belt is given by
-
V T- R(q)vf..
q1 = qoecu, (12)
q=r+v,
0 = 2cos-l r,
V V
u=J(vI1= Sin*8
q = eieu,
nO
~ b.
n(s)
h,
\ (s)
Fig. 8, The Frenet frame along the spine of the belt,
x(s) t(s)
v
* \\
1
I
A
YQ
where cos -1 always returns values in the range ( – n, n]. This form reveals
the rotation q represents. The geodesic r extending from 1 to q on S3 is
parameterized by the function Y(s) G r for s G [0, l]-as
The unit quaternion function y(s) specifies the orientations the belt twists
through on its path from its fixed end to the tag. (Quaternion exponentiation
maps the line segment in R 3 connecting the origin to (1/2)0 u to the geodesic
in S3 connecting 1 to q.)
Let XO = O be the position, and to = k, b. = i, and nO = j be the Frenet
frame (tangent t, binormal b, and normal n) of the center of the fixed end of
the belt, as in Figure 8.
The local description of points along the spine of the belt is given by the
Frenet frame
t(s) = R(y(s))to,
b(s) = R(y(s))bo,
n(s) = R(y(s))no.
Integrating the tangent t(s) produces points along the spine of the belt
x(s) =X. +
J‘t(dck.
o
( 14)
transformation rule [Barr 1984] would apply. In such a case, the transformed
binormal would be found via the inverse transpose of the Jacobian matrix of
R( ), and the normal would be constructed from the cross product of the
tangent vector with the binormal vector.)
a=cos-lr,
+.cosd -
sin a ‘
“z
f)=cos-l
sin a sin 0
Y
= sin 1
sin a sin 0 ‘
Also from Misner et al. [ 1973], the differential of geodesic length is given by
A = sma./s (17)
= A2(A~2 + sin2(@O)A62),
= (A A@)2 + sin2(@O)(AAO)2.
Changing the polar values # and 9 of qO by no more than AA@ and AA8
prevents the geodesic from rotating too fast around S3—prevents the belt
from moving too quickly. Hence, the incremental rotation
q~ = qoe*’”, ( 18)
where A is given in (17) as the quotient of the parameter s~aX and the
“distance” between successive geodesics s, produces a new tag orientation
sufllciently close to the original to limit belt movement properly when neces-
sary. In practice, setting s~,X = 0.1 disciplines the belt into reasonable
behavior.
5. CONCLUSION
Using the methods of Section 4, we have constructed a simulated quaternion
demonstrator, as described in Section 5.1. The simulated quaternion demon-
strator not only demonstrates unit quaternion multiplication, like its physical
counterpart, but also illustrates the quaternion interpolation of orientation
from one end of the belt to the other. The initial success of this prototype has
inspired several ideas for further research in this direction, which are de-
scribed in Section 5.2.
5.1 Results
Our implementation of the quaternion demonstrator, titled “quatdemo,” was
developed on an SGI Indigo Elan, and can be obtained via anonymous ftp to
the Imaging Research Laboratory at irl.eecs.wsu.edu from the directory
/pub/IRL/quatdemo.
It consists of the coordinate axis and a belt. The imaginaries are labeled at
the tag end of the belt, in their corresponding orientations. Pressing and
holding the “i,””’ j, “ or “k key rotates the tag end of the belt, causing minimal
twists in the belt. The current unit quaternion value is represented visually
by the configuration of the demonstrator and is verified by a formatted text
version of the current unit quaternion value.
Our implementation simulates the spine of the belt discretely with 256
samples, using the Euler method to approximate the integral (14). Euler
integration is highly susceptible to accumulated error, but errors in the
ACM Transactions on Graphics, Vol. 13, No. 3, July 1994
Visualizing Quaternion Rotation . 273
position of the tag end of the quaternion demonstrator are of little conse-
quence. The only state where the position of the tag is noticeable is – 1,
where the tag end of the belt should be coincident with the fixed end of the
belt. We are again fortunate in that the numerical noise accumulated in the
incremental rotations of the tag, statistically, prevents this state from being
represented exactly.
Figure 2 displays the various states of the quaternion demonstrator simu-
lated by the methods discussed in Section 4. As expected, belt tricks occur
automatically when necessary to remove excess twists in the belt; the belt
never contains more than a full 360 degree twist in any direction. Figure 3
displays an automatically occurring belt trick, which results at the midway
point when holding the “k key down.
After an automatic belt trick, enough error accumulates to cause the spine
of the belt to return to a position slightly offset from its original state. In our
implementation, pressing the space bar resets the quaternion demonstrator
to the 1 state.
(20)
APPENDIX
RENDERING
The most straightforward method for rendering a deformed object is to
polygonize its surface, apply the deformation to the polygon vertices, then
render the resulting polygons. Special-purpose hardware can render polygo-
nal objects in real time, permitting interactive modeling. For example, the
local deformation of the belt used in the quaternion demonstrator was
rendered in this fashion. Polygonization can be problematic when investigat-
ing deformations in that the result of deforming vertices produces a polygon
that may be a poor fit when compared to the deformation of the entire
polygon, requiring some form of detection and dynamic subdivision.
Alternatively, we can render the deformed object directly as an implicit
surface, preserving, at least to pixel precision, the detail of the deformed
geometry. Let ~(x) be a function implicitly defining the set A c R3 such that
and let D: R 3 + R 3 denote the deformation function. Then the deformed set
D(A) is implicitly defined by the function ~ o D l(x).
With few exceptions, ray tracing is the means for direct visualization of
implicit surfaces. Some recent ray intersection methods require the Lipschitz
constant of the function [Kalra and Barr 1989; Hart 1993]. The Lipschitz
constant of a function f A + B from metric space (A, dA ) to metric space
(B, d~ ) is the smallest positive value A such that
with derivatives
21r
o’(x)” –— (29)
1 – r,,
Where (29) corresponds to (8). The arc length of this double twist is found
using
167T2
=1+ (31)
(1 – ro)2°
Since dsz reaches its maximum (over the proper domain) when x = 1, we
have the Lipschitz constant
(32)
The deformation B] ~, dilates more than any other B,,,, for all s E [ – 1, 1]
and t e [0, 1]. Equation (32) is an upper bound of the Lipschitz constant for
B.,,, and under a similar argument, for the belt trick deformation B,. Hence,
(32) is a suitable (though not necessarily optimal for all parameters s and t )
Lipschitz bound for ray-tracing the results of the belt trick and unfurling
deformations.
This Lipschitz constant was used to render the unfurling demonstration in
Sandin et al. [ 1993], excerpted in Figure 5.
ACKNOWLEDGMENTS
We wish to thank the editor and reviewers for very extensive comments and
suggestions on this topic.
REFERENCES
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BARR, A. H. 1984. Global and local deformations of solid primitives. Compuf. Graph. 18, 3
(July), 21 30.
Bt)i.KK~, E. 1973. The spinor spanner. Am. Math. Month. 80, 9 (Nov.), 977 984.
CAw.KY, A. 1897. The (%llected Mathematical Papers of Arth ur C’CI.de.V.carnbridw [Jniwrsity
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~llAN(lS, (1. K. 1987. A Topologiml Picturebook. Springer-Verlag, New York.
FItANIIS, G. K. ANI}KAIIWMAN, L. H. 1994, Air on the Dirac strings. In Mathcrnaticcl Lq+acy of
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HAMIl,T(~~,W. R. 1866. E/cment,s of Quaternion,s, Longmans Green. London.
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freedom using two-dimensional input devices. In Graphics Gems, D. Kirk, Ed. Vol. 3. Academic
Press, San Diego, Calif,, 51-60.
HART, J. C. 1993. Sphere tracing: Simple robust antialiased rendering of distance-based
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Wash. Appears in SIGGRAPH ’93, Course Notes #25 “Modeling, Visualizing and Animating
Implicit Surfaces.”
KALRA, D. AND BARR, A. H. 1989. Guaranteed ray intersections with implicit surfaces. Comput.
Graph. 23, 3 (July), 297-306.
KAUFFMAN, L. H. 1991. Knots and Physics. World Scientific, Teaneck, N.J.
KAUFFMAN,L. H. 1987. On Knots. Princeton University Press, Princeton, NJ,
MISNER, C, W,, THORNE, K. S., AND WHEELER, J, A. 1973. Gravitation. Freeman, San Fran-
cisco, Calif.
SANDIN, D. J., KAUFFMAN,L. H., ANrIFRANCM,G. K. 1993. Air on the Dirac strings. SIGGHAPH
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SHOEMARE,K. 1992. ARCBALL: A user interface for specifying three-dimensional orientation
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245-254.
SPIVAK, M. 1965. Calculus on Manifolds. W. A. Benjamin, New York.
K
A
A
A
A
A
Abstract 1 Introduction
We propose a general paradigm for computing optimal coordinate We propose a general framework for selecting optimal systems
frame fields that may be exploited to visualize curves and surfaces. of coordinate frames that can be applied to visualizing geometric
Parallel-transport framings, which work well for open curves, gen- structures such as curves and surfaces in three-dimensional space.
erally fail to have desirable properties for cyclic curves and for The methods contain “minimal-turning” parallel-transport framings
surfaces. We suggest that minimal quaternion measure provides of curves as a special case, are independent of parameterization, and
an appropriate heuristic generalization of parallel transport. Our extend naturally to situations where parallel transport is not appli-
approach differs from minimal-tangential-acceleration approaches cable.
due to the addition of “sliding ring” constraints that fix one frame
axis, but allow an axial rotational freedom whose value is varied Motivation. Many visualization problems require techniques for
in the optimization process. Our fundamental tool is the quater- effectively displaying the properties of curves and surfaces. The
nion Gauss map, a generalization to quaternion space of the tan- problem of finding appropriate representations can be quite chal-
gent map for curves and of the Gauss map for surfaces. The quater- lenging. Representations of space curves based on single lines are
nion Gauss map takes 3D coordinate frame fields for curves and often inadequate for graphics purposes; significantly better images
surfaces into corresponding curves and surfaces constrained to the result from choosing a “tubing” to display the curve as a graphics
space of possible orientations in quaternion space. Standard opti- object with spatial extent. Vanishing curvature invalidates meth-
mization tools provide application-specific means of choosing op- ods such as the Frenet frame, and alternative approaches to tubing
timal, e.g., length- or area-minimizing, quaternion frame fields in involve heuristics unrelated to parameterization-invariant optimiza-
this constrained space. tion measures in order to achieve such properties as periodicity.
Similar problems occur in the construction of suitable visualiza-
tions of complex surfaces and oriented particle systems on surfaces,
CR Categories: I.3.6 [Computer Graphics]: Methodology and
since the intrinsic orientation properties may be poorly exposed by
Techniques. I.3.8 [Computer Graphics]: Applications.
the original representation. If a surface patch is represented by a
Keywords: Quaternions; Frames; Tubing; Curves; Surfaces rectangular but nonorthogonal mesh, for example, there is no obvi-
ous way to choose among alternative local orthonormal frame as-
signments; if the surface has regions of vanishing curvature, meth-
Email: hanson@cs.indiana.edu ods based on directions of principal curvatures break down as well.
(a) (b) (c)
Figure 2: (a) A smooth 3D surface patch having a non-orthogonal parameterization, along with its geometrically-fixed normals at the four
corners. No unique orthonormal frame is derivable from the parameterization. If we imitate parallel transport for curves to evolve the initial
frame at the top corner to choose the frame at the bottom corner, we find that paths (b) and (c) result in incompatible final frames at the bottom
corner. This paper addresses the problem of systematically choosing a compatible set of surface frames in situations like this.
While we emphasize curves and surfaces in this paper to provide where one direction of the frame is already fixed, and the chosen
intuitive examples, there are several parallel problem domains that functional minimization in quaternion space must obey the addi-
can be addressed with identical techniques. Among these are extru- tional constraint imposed by the fixed family of directions. Addi-
sion methods and generalized cones in geometric modeling, the im- tional references of interest, especially regarding the treatment of
position of constraints on a camera-frame axis in key-frame anima- surfaces, include [14, 20]. Figure 3 provides a visualization of the
tion, and the selection of a 2D array of camera-frame axis choices difference between the general interpolation problem and our con-
as a condition on a constrained-navigation environment (see, e.g., strained problem: a typical spline minimizes the bending energy
Hanson and Wernert [13]). specified by the chosen anchor points; requiring intermediate points
Figure 1 summarizes the basic class of problems involving to slide on constrained paths during the minimization modifies the
curves that will concern us here. The line drawing (a) of a (3,5) problem. In particular, 3D spline curves need not intersect any of
torus knot provides no useful information about the 3D structure. the constraint paths. In addition, we note that we typically have al-
Improving the visualization by creating a tubing involves a subtle ready sampled our curves and surfaces as finely as we need, so that
dilemma that we attempt to expose in the rest of the figure. We can- piecewise linear splines are generally sufficient for the applications
not use a periodic Frenet frame as a basis for this tubing because in- we discuss.
flection points or near-inflection points occur for many nice-looking Our solution to the problem is to transform the intrinsic geo-
torus knot parameterizations, and in such cases the Frenet frame is metric quantities such as the tangent field of a curve and the normal
undefined or twists wildly. The parallel-transport tubing shown in field of a surface to quaternion space and to construct the quaternion
(b) is well-behaved but not periodic; by looking carefully at the manifold corresponding to the one remaining degree of rotational
magnified portion next to the arrow in Figure 1(c), one can see a freedom in the choice of coordinate frame at each point. Paths in
gross mismatch in the tessellation due to the nonperiodicity. While this space of possible frames correspond to specific choices of the
it would be possible in many applications to ignore this mismatch, quaternion Gauss map, a subspace of the space of possible quater-
it has been the subject of a wide variety of previous papers (see, nion frames of the object to be visualized. Mathematically speak-
e.g., [16, 24, 5]), and must obviously be repaired for many other ing, the space of possible frames is the circular Hopf fiber lying
applications such as those requiring textured periodic tubes. above the point in S2 corresponding to each specific curve tangent
Figure 2 illustrates a corresponding problem for surface patches. or surface normal (see, e.g., [26, 3]).
While the normals to the four corners of the patch are always well-
defined (a), one finds two different frames for the bottom corner
depending upon whether one parallel transports the initial frame Parallel Transport and Minimal Measure. Constraining
around the left-hand path (b) or the right-hand path (c). There is each quaternion point (a frame) to its own circular quaternion
no immediately obvious right way to choose a family of frames path (the axial degree of rotational freedom), we then minimize
covering this surface patch. the quaternion length of the frame assignment for curves and the
Our goal is to propose a systematic family of optimization meth- quaternion area of the frame assignment for surfaces to achieve an
ods for resolving problems such as these. optimal frame choice; this choice reduces to the parallel-transport
frame for simple cases. Our justification for choosing minimal
quaternion length for curves is that there is a unique rotation in
Methodology. We focus on unit quaternion representations of the plane of two neighboring tangents that takes each tangent di-
coordinate frames because of the well-known natural structure of rection to its next neighbor along a curve: this is the geodesic arc
unit quaternions as points on the three-sphere S3 , which admits a connecting the two frames in quaternion space, and is therefore the
natural distance measure for defining optimization problems, and minimum distance between the quaternion points representing the
supports in addition a variety of regular frame-interpolation meth- two frames. The choice of minimal area for surface frames is more
ods (see, e.g., [25, 23, 19, 15]). We do not address the related heuristic, basically a plausibility argument that the generalization
question of optimal freely moving frames treated by the minimal- of minimal length is minimal area; no doubt this could be made
tangential-acceleration methods (see, e.g., [2, 22, 8]); we are in- more rigorous.
stead concerned with closely-spaced points on curves and surfaces By imposing other criteria such as endpoint derivative values and
(a) (b) (c)
Figure 3: (a) The camera frame interpolation problem is analogous to the problem of finding a minimal-bending spline curve through a series
of fixed key points. (b) The optimal curve frame assignment problem is analogous to fixing the end points of a curve segment and choosing
in addition a family of lines along which the intermediate points are constrained to slide during the optimization process; in 3D, the spline
path need not pass through the constraint lines. (c) In this paper, our sample points are generally close enough together that we apply the
constraints to piecewise linear splines analogous to those shown here.
minimal bending energy (see Barr et al. [2, 22]), the short straight possible choices of the normal plane orientation: it is just the set of
line segments and polygons that result from the simplest mini- rotation matrices R(; T ^ (t)) (or quaternions q (; T ^ (t))) that leave
mization could be smoothed to become generalized splines passing T^ (t) fixed.
through the required constraint rings; since, in practice, our curve For surfaces, the analogous construction follows from determin-
and surface samplings are arbitrarily dense, this was not pursued in
ing the unit normal N ^ (u; v ) at each point x(u; v ) on the surface
patch. The needed family of rotations R(; N ^ (u; v )) (or quater-
the current investigation.
For space curves, specifying a frame assignment as a quaternion
path leads at once to tubular surfaces that provide a “thickened” rep- nions q (; N ^ (u; v ))) now leaves N ^ (u; v ) fixed and parameterizes
resentation of the curve that interacts well with texturing, lighting, the space of possible tangent directions completing a frame defini-
and rendering models. For surface patches, the approach results in tion at each point x(u; v ).
a structure equivalent to that of an anisotropic oriented particle sys- We now define f (; v ^ ) = (f0 ; f1 ; f2 ; f3 ) to be a quaternion de-
tem (also a species of texture) whose pairs of tangent vector fields scribing the family of frames for which the direction v ^ is a preferred
in the surface produce natural flow fields that characterize the local fixed axis of the frame, such as the tangent or normal vectors. The
surface properties and are easy to display. orthonormal triad of 3-vectors describing the desired frame is
F (; v^ ) =
"
f02 + f12 , f22 , f32 22f1 f22 , 22f0 f32 2f1 f3 + 2f0 f2 #
Background. General questions involving the specification of
curve framings have been investigated in many contexts; for a rep-
resentative selection of approaches, see, e.g., [16, 24, 5]. The 2f1 f2 + 2f0 f3 f0 , f1 + f2 , f3 22f2 f32 , 22f0 f12 ;(1)
quaternion Gauss map is a logical extension of the quaternion frame 2f1 f3 , 2f0 f2 2f2 f3 + 2f0 f1 f0 , f1 , f2 + f3
approach to visualizing space curves introduced by Hanson and Ma
[11, 12]. For basic information on orientation spaces and their rela- where one column, typically the 3rd column, must be v ^.
The standard rotation matrix R(; v^ ) leaves v
^ fixed but does not
tionship to quaternions, see, e.g., [1, 21, 19].
Background on the differential geometry of curves and surfaces have v
^ as one column of the 3 3 rotation matrix, and so we have
may be found in sources such as the classical treatise of Eisenhart more work to do. To compute f (; v^ ), we need the following:
[7] and in Gray’s M ATHEMATICA-based text [9], which inspired a
number of the illustrations in this paper. The classical Frenet frame
A base reference frame b(^ v) that is guaranteed to have, say,
the 3rd column exactly aligned with a chosen vector v ^ , which
is defined and studied in these texts. The frame we refer to as the
is either the tangent to a curve or the normal to a surface.
parallel-transport frame was first described carefully by Bishop [4],
and has been commonly used in graphics (see, e.g., [5, 24, 17]). A A one-parameter family of rotations that leaves a fixed direc-
significant difference between these two methods is that the Frenet tion v
^ invariant.
frame is locally defined but possibly discontinuous, whereas the
parallel-transport frame is continuous but non-local, corresponding The latter family of rotations is given simply by the standard
to the solution of a differential equation. quaternion
q(; v^ ) = (cos 2 ; v^ sin 2 ) ; (2)
2 The Space of Frames < 4, while the base frame can be chosen as
for 0
We begin by introducing the key concept of the space of possible
frames.
b(^v) = q(arccos(^z v^ ); (^z v^ )=k^z v^ k) : (3)
Suppose at each sample point x(t) of a curve, we are given a We refer hereafter to the frame b(^ v) as the Geodesic Reference
^ (t), computed by whatever method one likes
unit tangent vector, T Frame because it tilts the reference vector ^ z along a geodesic arc
(two-point sampling, five-point sampling, analytic, etc.). Then one until it is aligned with v
^ ; see Figure 4. If v
^ = z ^, there is no prob-
can immediately write down a one-parameter family describing all lem, since we just take b(^ v) to be the quaternion (1; 0); if v^ = ^z, ,
Closed Curve Example. In Figure 6, we show a simple closed
curve, the trefoil knot, the quaternion plot of its periodic Frenet
frame, and, just to show we can do it, the entire constraint surface
in which the Frenet frame and all other possible quaternion fram-
ings of the trefoil must lie. In the next section, we show the results
of optimizing a continuous family of frames lying within this re-
markable surface.
3 Minimal Frames
We have computed a wide selection of examples using the Evolver
of K. Brakke [6] as our optimization tool. The Evolver is a
public-domain, extensively documented system with a huge range
of constraint-solving capabilities, widely used in mathematics and
certain engineering problems. It has a very simple interface for han-
dling parametric constraints like our sliding ring constraints, and
can also handle a wide variety of energy functionals and boundary
specifications. Most of the examples shown here take only a few
seconds to stabilize in the Evolver; more complex geometries will
of course take longer.
Two enhancements to the Evolver handle the specific is-
sues related to quaternion optimization; the symmetry specifi-
Figure 4: Example of the Geodesic Reference Frame: on the cation symmetry_group "central_symmetry" identifies
northern hemisphere of a 2-sphere, the Geodesic Reference
Frame tilts the z^ axis of the north pole’s identity frame along
,
the quaternion q with q if desired during the variation to prevent
reflected double traversals from varying independently, and the sys-
the shortest arc to align with a specified reference direction. tem is able to use the pullback metric on the sphere
X
we may choose any compatible quaternion such as (0; 1; 0; 0). We
ds2 = dx dx r,4 (r2 , x x )
i j i;j i j
i;j
escape the classic difficulty of being unable to assign a global frame
to all of S2 because we need a parameterization of all possible to compute distances directly on the quaternion three-sphere. Com-
frames, not any one particular global frame. If one wants to use putation using this metric, however, is very slow, and so in practice
a reference frame that is not the identity frame, one must premulti- we have used the Euclidean R4 chord approximation, which works
ply b(^v) on the right by a quaternion rotating from the identity into quite well for closely spaced samples and is much faster. (There are
that reference frame; this is important when constructing a nonstan- other choices of three-sphere parameterizations and quaternion dis-
dard Geodesic Reference Frame such as that required to smoothly tance measures that we have not yet attempted that could be more
describe a neighborhood of the southern hemisphere of S2 . efficient still.) The energy functional that we chose to specify for
We can thus write the full family of possible quaternion frames the Evolver (or that would be implemented in a dedicated system) is
keeping v ^ as a fixed element of the frame triad to be the quaternion thus simply the sum of the Euclidean lengths of each line segment
product in R4 : X
f (; v^ ) = q(; v^ ) b(^v) ; (4) d= jx , x j
i j
where denotes quaternion multiplication and all possible frames i;j
are described twice since 0 < 4 . To summarize, if we specify
jj p p
where q = q q = q0 q0 + q1 q1 + q2 q2 + q3 q3 . For surface
^ to be fixed, then the variable in f (; v
a frame axis v ^ ) serves to
areas, the Evolver breaks polygons into triangles, computes their
parameterize a ring in quaternion space, each point of which corre-
areas, and minimizes the total sum as the vertex positions vary.
sponds to a particular 3D frame, and each frame has a diametrically
Our own use of the Evolver required only changing the pa-
opposite twin.
rameter “#define BDRYMAX 20” in skeleton.h to the
desired (large) value corresponding to the number of desired
Surface Patch Example. Figure 5 shows how the frame sliding rings and recompiling. Then, remembering to set
choice problem of Figure 2 can be visualized in the quaternion “space_dimension 4” when working in R4 , one needs in ad-
space of frames. We choose a quaternion projection that shows dition a piece of code similar to the following M ATHEMATICA frag-
only the 3-vector part of the quaternion, dropping q0 . A frame ment to translate Eq. (4) into the boundary constraints for each fixed
choice is achieved by moving a point around the sliding ring con- vector (tangent or normal) and the chosen initial quaternion refer-
straint defined by Eq. (4) to the desired position. The constraint ence frame:
rings in Figure 5 are the generalizations to quaternion space of the
constraint lines symbolized in Figure 3(b). The vertex A admits Do[ring = Qprod[makeQfromVec[vlist[[i]],P1],
a family of frames f (; z
^) that is a circle in quaternion space, but qreflist[[i]]]//Chop;
projects “edge-on” to a vertical bar in our default projection. The Write[file," boundary ",i," parame-
spaces of frames at the other vertices project as ellipses. The outer ters 1"];
ring in Figure 5(b) is touched by two paths, corresponding to the Write[file, "x1: ", CForm[ ring[[2]]]];
clockwise and counterclockwise parallel transport routes in Figure Write[file, "x2: ", CForm[ ring[[3]]]];
5(a); the gap between the intercepts in the outer ring corresponds to Write[file, "x3: ", CForm[ ring[[4]]]];
the inequivalence of the two frames at the bottom vertex of Figure Write[file, "x4: ", CForm[ ring[[1]]]],
5(a). {i,1,Length[vlist]}]
A
B’
B
B C
B
A
B’ A
C’
C’
C
C = C’
B’
(a) (b) (c)
Figure 5: A different viewpoint of the mismatch problem of Figure 2. (a) Choosing different routes to determine the frame at the bottom
point results in the incompatible frames shown here in 3D space. (b) The same information is presented here in the quaternion space-of-
frames picture. We use throughout a quaternion projection that shows only the 3-vector part of the quaternion, dropping q0 ; this is much like
projecting away z in a polar projection of the 2-sphere. Each heavy black curve is a ring of possible frame choices that keep fixed the normals
in (a); the labels mark the point in quaternion space corresponding to the frames at the corners in (a), so the gap between the labels C and C ’
represents the frame mismatch in quaternion space on the same constraint ring. (The apparent vertical line is the result of drawing a squashed
circle of frames at vertex A in this projection.) (c) The method proposed in this paper to resolve this conflict is to fix one point, say A, divide
the polygon ABCB 0 into triangles, and slide B , C , and B 0 along the constraint rings until the total triangle areas are minimized, and some
compromise with C = C 0 is reached.
0.5
-0.5
1
0.5
-1
-1 0
-0.5
0 -0.5
0.5
-1
1
(a) (b) (c)
Figure 6: (a) A trefoil torus knot. (b) Its quaternion Frenet frame projected to 3D. For this trefoil knot, the frame does not close on itself in
quaternion space unless the curve is traversed twice, corresponding to the double-valued “mirror” image of the rotation space that can occur
in the quaternion representation. The longer segments in (b) correspond to the three high-torsion segments observable in (a). (c) The full
constraint space for the trefoil knot is a very complex surface swept out by the constraint rings. All quaternions are projected to 3D using
only the vector part.
Here Qprod and makeQfromVec perform the quaternion
product and create the quaternion corresponding to Eq. (4) with P1
replacing . Note that, since the Evolver displays only the first three
coordinates, we have moved the scalar quaternion to the end; then
the Evolver will display our preferred projection automatically.
With these preliminaries, the Evolver can easily be used to min-
imize the length of the total piecewise linear path among sliding
ring constraints for selected curves, and the total area spanned by
analogous sliding rings for surfaces. We made no attempt to go be-
yond piecewise linear curves. One interesting result is that there
appear to be families of topologically distinct minima: depending
on the conditions imposed, one may find either two disjoint curves
(surfaces), one the q ! ,( q ) image of the other, or a single quater-
nion curve (surface) that contains its own reflection, such as that in Figure 7: Helix (left) and its evolving quaternion frames (right).
Figure 6(b). The families of frame manifolds containing their own Starting from the Geodesic Reference quaternion frame for a sin-
reflected images have minima distinct from the disjoint families. gle turn of the helix, the very dark gray circle, the Evolver pro-
We now present some simple examples to give a feeling for the duces these intermediate steps while minimizing the total quater-
process. nion curve length subject to the constraints in the space of frames.
The final result is the white curve, which is identical to several deci-
mal points with the parallel transport quaternion frame for the same
Minimal Quaternion Frames for Space Curves. The helix helix; note that the quaternion length of the white curve is the short-
provides a good initial example of the procedure we have formu- est, even though in this projection that is not obvious. The numeri-
lated. We know that we can always find an initial framing of a cal energies of the four curves, from dark to light in color, are 3.03,
curve based on the Geodesic Reference algorithm; however, sup- 2.91, 2.82, and 2.66 for the Parallel Transport frame. The individ-
pose we wish to impose minimal length in quaternion space on the ual tubings used to display these curves are in fact created using the
framing we select, and we do not know whether this frame is op- parallel transport frame for each individual curve.
timal with respect to that measure. Then, as illustrated in Figure
7, we can compute the ring constraints on the possible quaternion
frames at each sample point and let the Evolver automatically find
the optimal framing. The results for several stages of this evolution Manifolds. For general manifolds, one must treat patches one
are shown in the Figure; the final configuration is indistinguishable at a time in any event, since global frames may not exist at all.
from the parallel-transport frame, confirming experimentally our Although the locally optimal patches cannot be globally joined to
theoretical expectation that parallel transport produces the minimal one another, we conjecture that some applications might benefit
possible twisting. from the next best thing: matching boundary frames of neighbor-
ing patches using transitional rotations (see, e.g., [18, 10]). We
In Figure 1, we introduced the question of finding an opti-
have carried this out explicitly for simple cases, but omit it here for
mal framing of a particular (3,5) torus knot whose almost-optimal
brevity.
parallel-transport framing was not periodic. In Figure 8, we show
the solution to this problem achieved by clamping the initial and fi-
nal quaternion frames to coincide, then letting the Evolver pick the Extensions to Other Domains. We have focussed for expos-
shortest quaternion path for all the other frames. itory purposes in this paper on frames with intrinsic natural con-
The types of solutions we find are essentially the same for all straints imposed by the tangents to curves and normals to surfaces.
reparameterizations of the curve; regardless of the spacing of the However, the method extends almost trivially to applications in-
sampling, the continuous surface of possible frames is geometri- volving externally specified constraints on frames. Geometric con-
cally the same in quaternion space, so paths that are minimal for struction algorithms based on extrusions reduce to the tubing prob-
one sampling should be approximately identical to paths for any lem. For ordinary camera control interpolation, one could constrain
reasonable sampling. On the other hand, if we want special con- any direction of the camera frame to be fixed by calculating its ap-
ditions for certain parameter values, it is easy to fix any number of propriate constraint ring in the quaternion Gauss map, and then ex-
particular orientations at other points on the curve, just as we fixed tend a method like that of Barr et al. [2, 22]) to smoothly compute
the starting points above; derivative values and smoothness con- intermediate frames subject to the constraints. For more general
straints leading to generalized splines could be similarly specified constrained navigation methods like those described by Hanson and
(see, e.g., Barr et al. [2, 22]). Wernert [13]), the camera vertical direction could be fixed at chosen
points over the entire constraint manifold, and the remaining frame
parameters determined by optimization within the manifold of ring
Surface Patch Framings. A classic simple example of a sur- constraints, possibly subject to fixing entire key-frames at selected
face patch framing problem was presented in the discussion of Fig- locations or boundaries.
ures 2 and 5. This problem can also be handled naturally by the
Evolver: we choose an initial quaternion frame for the mesh and
minimize the area in quaternion space subject to the constraints that 4 Conclusion
the normals remain unchanged. That is, the frame choices may only
slide around constraint rings such as those depicted in Figure 5(b) We have introduced a general framework derived from the quater-
for the frames at the corners. The results are shown in Figures 10 nion Gauss map for studying and selecting appropriate families of
and 9. As a test, we started one case in a random initial state with coordinate frames for curves and surface patches in 3D space. Min-
a range of 2 in the starting values. All converged to the same op- imizing length for quaternion curve maps and area for surfaces is
timal final framing. While more complex examples could be given, proposed as the appropriate generalization of parallel transport for
all the essential features of the method short of dealing rigorously the selection of optimal frame fields. These smooth frames can
with non-trivial topological manifolds are illustrated by this surface be used to generate tubular surfaces based on the space curves,
patch example. thus allowing their effective display on polygon-based graphics en-
gines with texturing. The analogous results for surface patches al- [11] A. J. Hanson and H. Ma. Quaternion frame approach
low the selection of optimal local coordinate systems that may be to streamline visualization. IEEE Trans. on Visualiz. and
adapted for display purposes and related applications such as tex- Comp. Graphics, 1(2):164–174, June 1995.
turing based on oriented particle systems. Our principal new tool
is the space of all possible frames, a manifold of constraints im- [12] A. J. Hanson and Hui Ma. Visualizing flow with quaternion
mersed in the space of quaternion frames. By defining energies frames. In Proceedings of Visualization ’94, pages 108–115.
and boundary conditions in this space one can produce a rich va- IEEE Computer Society Press, 1994.
riety of application-adapted criteria for specifying optimal families
of frames. Work remaining to be done in the future includes apply- [13] A. J. Hanson and E. Wernert. Constrained 3d navigation with
ing the method to other domains such as geometric modeling and 2d controllers. In Proceedings of Visualization ’97, pages
viewpoint interpolation, studying more carefully the topologically 175–182. IEEE Computer Society Press, 1997.
distinct minimal quaternion area solutions found for certain surface [14] J. T. Kajiya. Anisotropic reflection models. In Computer
framings, and studying more challenging problems in the surface Graphics, volume 19, pages 15–21, 1985. Proceedings of
domain, e.g., topological tori with various numerical bumps and SIGGRAPH ’85.
deformations are known to admit global frames, but little is known
about how to compute good ones, and this method is a logical can- [15] Myoung-Jun Kim, Myung-Soo Kim, and Sung Yong Shin. A
didate. general construction scheme for unit quaternion curves with
simple high order derivatives. In Computer Graphics Pro-
ceedings, Annual Conference Series, pages 369–376, 1995.
Acknowledgments Proceedings of SIGGRAPH ’95.
The author gratefully acknowledges the cordial hospitality of [16] F.. Klock. Two moving coordinate frames for sweeping along
Claude Puech and the members of the iMAGIS laboratory, a a 3d trajectory. Computer Aided Geometric Design, 3, 1986.
joint project of CNRS, INRIA, Institut National Polytechnique de
Grenoble, and Université Joseph Fourier, where this research was [17] N. L. Max. Computer representation of molecular surfaces.
initiated. Thanks are also due to Ken Brakke for help with the IEEE Computer Graphics and Applications, 3(5):21–29, Aug
Evolver. This research was made possible in part by NSF infras- 1983.
tructure grant CDA 93-03189.
[18] J. Milnor. Topology from the Differentiable Viewpoint. The
University Press of Virginia, Charlottesville, 1965.
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Course notes. ceedings of SIGGRAPH 1985.
[9] Alfred Gray. Modern Differential Geometry of Curves and [26] Ken Shoemake. Fiber bundle twist reduction. In Paul Heck-
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0.5
5 0.5
5
A
K
0 0
A AA
K
A A
-0.5
.5 -0.5
.5
KA KA
A A A A
A A A A
-1 -1
1 1
A A
0.5 0.5
0 0
-0.5 -0.5
A A
-1 -1
Figure 8: Optimization of the non-periodic parallel transport frame of the (3,5) torus knot introduced in Figure 1 to produce a nearby periodic
framing. (a) The original quaternion parallel transport frame used to produce the tubing in Figure 1(b,c). (b) The frame mismatch, repeated
for completeness. (c) The result of fixing the final frame to coincide with the initial frame, leaving the other frames free to move on the
constraint rings, and minimizing the resulting total length in quaternion space. The length of the original curve was 13.777 and that of the
final was 13.700, not a large difference, but noticeable enough in the tube and the quaternion space plot. (d) Closeup of the corresponding
framing of the knot in ordinary 3D space, showing that the mismatch problem has been successfully resolved. This tube can now be textured,
since the frames match exactly.
Figure 9: Study of possible and optimal reference frames on a surface patch; the corresponding quaternion fields are given in Figure 10. (a)
The Geodesic Reference frames for the small patch of Figure 2. (b) Two-step parallel transport frames. (c) Random frames. (d) The unique
frame configuration resulting from minimizing area in quaternion space with the upper corner fixed.
0 0 0
Figure 10: Quaternion areas corresponding to the frame assignments in Figure 9. (a) The initial Geodesic Reference quaternions for the small
patch shown in Figure 2. (b) Initial quaternions from parallel transporting the vertex frame down one edge, and then across line by line. (c)
A random starting configuration with the single same fixed corner point as (a) and (b) and a range of to + relative to the Geodesic ,
Reference frame. (d) The result of minimization of the quaternion area is the same for all starting points. The relative areas are: 0.147, 0.154,
0.296, and 0.141, respectively. Thus the Geodesic Reference is very close to optimal, but is distinct.
TECHNICAL REPORT NO. 518
by
Andrew J. Hanson
October 1998
Andrew J. Hanson
Department of Computer Science
Lindley Hall 215
Indiana University
Bloomington, IN 47405 USA
October 1998
Abstract
We propose a general paradigm for generating optimal coordinate frame fields that may be ex-
ploited to annotate and display curves and surfaces. Parallel-transport framings, which work well
for open curves, generally fail to have desirable properties for cyclic curves and for surfaces. We
suggest that minimal quaternion measure provides an appropriate generalization of parallel trans-
port. Our fundamental tool is the “quaternion Gauss map,” a generalization to quaternion space
of the tangent map for curves and of the Gauss map for surfaces. The quaternion Gauss map
takes 3D coordinate frame fields for curves and surfaces into corresponding curves and surfaces
constrained to the space of possible orientations in quaternion space. Standard optimization tools
provide application-specific means of choosing optimal, e.g., length- or area-minimizing, quater-
nion frame fields in this constrained space. We observe that some structures may have distinct
classes of minimal quaternion framings, e.g, one disconnected from its quaternion reflection, and
another that continuously includes its own quaternion reflection. We suggest an effective method
for visualizing the geometry of quaternion maps that is used throughout. Quaternion derivations
of the general moving-frame equations for both curves and surfaces are given; these equations are
the quaternion analogs of the Frenet and Weingarten equations, respectively. We present examples
of results of the suggested optimization procedures and the corresponding tubings of space curves
and sets of frames for surfaces and surface patches.
1 Introduction
We propose a general framework for selecting optimal systems of coordinate frames that can be
applied to the study of geometric structures such as curves and surfaces in three-dimensional space.
The methods contain “minimal-turning” parallel-transport framings of curves as a special case,
1
A
K
A
A
A
A
Figure 1: The (3,5) torus knot, a complex periodic 3D curve. (a) The line drawing is nearly
useless as a 3D representation. (b) A tubing based on parallel transporting an initial reference
frame produces an informative visualization, but is not periodic. (c) The arrow in this closeup
exposes the subtle but crucial non-periodic mismatch between the starting and ending parallel-
transport frames; this would invalidate any attempt to texture the tube. The methods of this
paper provide robust parameterization-invariant principles for resolving such problems.
and extend naturally to situations where parallel-transport is not applicable. This article presents
additional details of the IEEE Visualization ’98 paper by the author [16].
Motivation. Many graphics problems require techniques for effectively displaying the properties
of curves and surfaces. The problem of finding appropriate representations can be quite challeng-
ing. Representations of space curves based on single lines are often inadequate for graphics pur-
poses; significantly better images result from choosing a “tubing” to display the curve as a graph-
ics object with spatial extent. Vanishing curvature invalidates methods such as the Frenet frame,
and alternative approaches such as those based on parallel transport involve arbitrary heuristics
to achieve such properties as periodicity. Similar problems occur in the construction of suitable
visualizations of complex surfaces and oriented particle systems on surfaces. If a surface patch
is represented by a rectangular but nonorthogonal mesh, for example, there is no obvious local
orthonormal frame assignment; if the surface has regions of vanishing curvature, methods based
on directions of principal curvatures break down as well.
While we emphasize curves and surfaces in this paper to provide intuitive examples, there are
several parallel problem domains that can be addressed with identical techniques. Among these are
extrusion methods and generalized cones in geometric modeling, the imposition of constraints on
a camera-frame axis in key-frame animation, and the selection of a 2D array of camera-frame axis
choices as a condition on a constrained-navigation environment (see, e.g., Hanson and Wernert
[20]).
Figure 1 summarizes the basic class of problems involving curves that will concern us here.
The line drawing (a) of a (3,5) torus knot provides no useful information about the 3D structure.
2
(a) (b) (c)
Figure 2: (a) A smooth 3D surface patch having a non-orthogonal parameterization, along with
its geometrically-fixed normals at the four corners. No unique orthonormal frame is derivable
from the parameterization. If we imitate parallel transport for curves to evolve the initial frame
at the top corner to choose the frame at the bottom corner, we find that paths (b) and (c) re-
sult in incompatible final frames at the bottom corner. This paper addresses the problem of
systematically choosing a compatible set of surface frames in situations like this.
Improving the visualization by creating a tubing involves a subtle dilemma that we attempt to ex-
pose in the rest of the figure. We cannot use a periodic Frenet frame as a basis for this tubing
because inflection points or near-inflection points occur for many nice-looking torus knot parame-
terizations, and in such cases the Frenet frame is undefined or twists wildly. The parallel-transport
tubing shown in (b) is well-behaved but not periodic; by looking carefully at the magnified portion
next to the arrow in Figure 1(c), one can see a gross mismatch in the tessellation due to the non-
periodicity which would, for example, preclude the assignment of a consistent texture. While it
would be possible in many applications to ignore this mismatch, it has been the subject of a wide
variety of previous papers (see, e.g., [24, 36, 5]), and must obviously be repaired for many other
applications such as those requiring textured periodic tubes.
Figure 2 illustrates a corresponding problem for surface patches. While the normals to the four
corners of the patch are always well-defined (a), one finds two different frames for the bottom
corner depending upon whether one parallel transports the initial frame around the left-hand path
(b) or the right-hand path (c). There is no immediately obvious right way to choose a family of
frames covering this surface patch.
Our goal is to propose a systematic family of optimization methods for resolving problems
such as these.
3
(a) (b) (c)
Figure 3: (a) The camera frame interpolation problem is analogous to the problem of finding a
minimal-bending spline curve through a series of fixed key points. (b) The optimal curve frame
assignment problem is analogous to fixing the end points of a curve segment and choosing in
addition a family of lines along which the intermediate points are constrained to slide during the
optimization process; in 3D, the spline path need not pass through the constraint lines. (c) In
this paper, our sample points are generally close enough together that we apply the constraints to
piecewise linear splines analogous to those shown here.
4
an anisotropic oriented particle system whose pairs of tangent vector fields in the surface produce
natural flow fields that characterize the local surface properties and are easy to display. We will
see that certain complex features of surfaces that are well-known in manifold theory arise naturally
and can be clearly visualized using the quaternion Gauss map.
In the course of the discussion, we introduce a useful method of visualizing the geometry of
the space of quaternions in which quaternion Gauss maps and the spaces of possible quaternion
frames are represented. We show how to compute the required subspaces of frames in practice,
and how to express this information in a form that can be used to optimize an energy measure,
thereby leading to optimal frame choices. We also outline in the appendix a treatment of the
curve and surface frame differential equations expressed directly in quaternion coordinates using
the quaternion Lie algebra; these methods expose essential fundamental features of the quaternion
frame methodology that are analogous to the Frenet and Weingarten equations.
Parallel Transport and Minimal Measure. Constraining each quaternion point (a frame) to its
own circular quaternion path (the axial degree of rotational freedom), we then minimize the quater-
nion length of the frame assignment for curves and the quaternion area of the frame assignment
for surfaces to achieve an optimal frame choice; this choice reduces to the parallel-transport frame
for simple cases. Our justification for choosing minimal quaternion length for curves is that there
is a unique rotation in the plane of two neighboring tangents that takes each tangent direction to
its next neighbor along a curve: this is the geodesic arc connecting the two frames in quaternion
space, and is therefore the minimum distance between the quaternion points representing the two
frames. The choice of minimal area for surface frames is more heuristic, basically a plausibility
argument that the generalization of minimal length is minimal area; no doubt this could be made
more rigorous.
By imposing other criteria such as endpoint derivative values and minimal bending energy (see
Barr et al. [2, 34]), the short straight line segments and polygons that result from the simplest
minimization could be smoothed to become generalized splines passing through the required con-
straint rings; since, in practice, our curve and surface samplings are arbitrarily dense, this was not
pursued in the current investigation.
For space curves, specifying a frame assignment as a quaternion path leads at once to tubular
surfaces that provide a “thickened” representation of the curve that interacts well with texturing,
lighting, and rendering models. For surface patches, the approach results in a structure equivalent
to that of an anisotropic oriented particle system (also a species of texture) whose pairs of tangent
vector fields in the surface produce natural flow fields that characterize the local surface properties
and are easy to display.
Background. General questions involving the specification of curve framings have been inves-
tigated in many contexts; for a representative selection of approaches, see, e.g., [24, 36, 5, 28].
The quaternion Gauss map is a logical extension of the quaternion frame approach to visualizing
space curves introduced by Hanson and Ma [19, 18]. The formulation of the quaternion form of
the differential equations for frame evolution was introduced as early as the 1890’s by Tait [41].
5
^
N ^
^ T
T h
^
g N
f ^
T
^ a e ^
N d c N
^
T
b ^
^ T
N
Figure 4: A smooth 2D curve with its normal and tangent frame fields. The segments d and
f are intended to be straight.
For basic information on orientation spaces and their relationship to quaternions, see, e.g., [1,
33, 25]. Our own conventions are summarized in the appendix. The task of visualizing quaternions
is also important, and we will describe our own approach below; for an interesting alternative, see
Hart, Francis, and Kauffman [21]. Additional background on the differential geometry of curves
and surfaces may be found in sources such as the classical treatise of Eisenhart [8] and in Gray’s
M ATHEMATICA-based text [12], which inspired a number of the illustrations in this paper.
6
d g
h e
c
a ^
N
g ec d ^
T b f
h
f
b a
(a) (b)
Figure 5: 2D Gauss map sketches of (a) the normal directions and (b) the tangent directions
corresponding to the U-shaped curve in Figure 4. All these vectors lie on the unit circle in 2D.
The straight line segments along d and f in Figure 4 correspond to single points in both maps.
^ = v=kvk, so the
length vectors will hereafter be distinguished with the conventional notation v
normalized tangent and normal directions are denoted by T ^ and N^.
In Figure 4, we show an example of a 2D curve with its tangent and normal fields. The nor-
malized tangent and normal fields have only one degree of freedom, which we denote by the angle
(t); the column vectors N^ and T^ then represent a moving orthonormal coordinate frame that may
be expressed in the form
h i " #
N
^ T
^
cos , sin :
sin cos
= (3)
We may derive a 2D version of the frame equations by differentiating the frame to get
^ 0 (t)
N = +vT^ (4)
^ 0 (t)
T = ,vN^ ; (5)
where (t) is the curvature and v (t) is the “velocity” relative to the infinitesimal measure of curve
length ds2 = dx(t) dx(t), that is, d(t)=dt = (ds=dt)(d(s)=ds) = v (t)(t).
Note: we will find sign choices to be a subtle exercise throughout this paper. In Figure 4, the
fact that the normal N
^ is chosen to point to the outside of a curve encircling an enclosed area in
the right-hand sense makes the system inequivalent to the Frenet frame of the corresponding 3D
curve, which would have N ^ pointing inwards everywhere except around the point e, and would be
undefined along the straight segments d and f .
7
2D Tangent Map and Gauss Map. A 2D version of the Gauss map [8, 12] used in the classical
differential geometry of surfaces follows when we discard the original curve in Figure 4 and restrict
our view to show only the path of the normalized normals, as in Figure 5(a), or the normalized
tangents, as in Figure 5(b); both vector fields take values only in the unit circle. We note that any
sufficiently small open neighborhood of the curve has unique tangent and normal directions, up
to the possibility of a shared limit point for straight segments such as d and f in Figure 4; over
the whole curve, however, particular neighborhoods of directions may be repeated many times,
resulting in an overlapping, non-unique 2D map, as indicated schematically in Figure 5. We will
accept this as a feature, not necessarily a deficiency, of the construction.
in the two variables with one constraint contains both the frame equations T^ 0 = ,vN ^ and N^0 =
+vT ^ . The N^ 0 and T
^ 0 equations are superficially a more complex set of two vector equations
in four variables with three constraints. Equation (7) is effectively the square root of the frame
equations. Rotations may be realized as complex multiplication in (a + ib), and the pair (a; b) =
(cos(=2); sin(=2)) parameterizes any rotation. Since (a; b) (,a; ,b), the variables give a
double covering of the space of rotations if we take the angular range from 0 ! 4 instead of 2 .
These are precisely the properties we expect of quaternion representations of rotations.
Tangent Map. The tangent direction of a 3D curve at each point is given simply by taking the
algebraic or numerical derivative of the curve at each sample point and normalizing the result. Each
tangent direction thus has two degrees of freedom and lies on the surface of the two-sphere S2 . The
curve resulting from joining the ends of neighboring tangents is the tangent map of the curve. As
8
^
T
^
N2
x(t)
^
N1
Figure 6: General form of a moving frame for a 3D curve x(t), with the tangent direction T ^
determined directly from the curve derivative, and the exact orientation of the basis (N1 ; N2 ) for
^ ^
the normal plane determined only up to an axial rotation about T ^.
in the 2D case treated above, the tangent map of a 3D curve is not necessarily single-valued except
in local neighborhoods, and may have limit points (e.g., if there are straight segments). In Figure
7(a,b), we show examples of two classic 3D curves, one a closed knot, the (2,3) trefoil knot lying
on the surface of a torus, and the other the open helix:
General Form of Curve Framings in 3D. The evolution properties of all possible frames for
a 3D curve x(t) can be written in a unified framework. The basic idea is to consider an arbitrary
frame to be represented in the form of columns of a 3 3 orthonormal rotation matrix,
h i
Curve Frame = N
^ N
1
^ T
2
^ : (8)
Here T ^ (t) = x0 (t)=kx0 (t)k is the normalized tangent vector determined directly by the curve
geometry, and which is thus unalterable; (N^ (t); N^ (t)) is a pair of orthonormal vectors spanning
1 2
the plane perpendicular to the tangent vector at each point of the curve. Since kT ^ k2 = kN^ k2 =
1
kN^ 2k = 1 and all other inner products vanish by definition, any change in a basis vector must be
2
orthogonal to itself and thereby expressible in terms of the other two basis vectors. Thus the most
general possible form for the frame evolution equations is
2 ^0 3 2 32 ^ (t) 3
N (t) +kz (t) ,ky (t) N
66 ^ 0 77 6 0
76 7
4 N0 (t) 5 = v(t) 4,kz (t) 0 +kx(t)564 N^ (t) 75 ;
1 1
2 (9)
+ky (t) ,kx (t)
2
^ (t)
T 0 ^ (t )
T
where v (t) = kx0 (t)k is the velocity of the curve if we are not using a unit speed parameterization.
9
(a) (b) (c)
Figure 7: Tangent maps. (a) The (2,3) torus knot and the helix as 3D line drawings. (b) Illus-
trating an application of tubing to make the 3D curves more interpretable. (c) The corresponding
normalized tangent maps determined directly from the curve geometry. These are curves on the
two-sphere, and have also been tubed to improve visibility.
10
The particular choice of notation and signs for the curvatures k in Eq. (9) is compellingly
motivated by the quaternion Lie algebra treatment in the appendix, and its natural properties are
also exposed using the Darboux form of the equations,
^0
N = v(t) F N^
1 1
N02
^ = v(t) F N^2 (10)
^0
T = v(t) F T^ ;
where F generalizes the Darboux vector field (see, e.g., Gray [12], p. 205):
F = kx N
^ +k N
1 y 2 + kz T :
^ ^ (11)
The square magnitude of the total “force” acting on the frame is kFk2 = kx2 + ky2 + kz2 , and we will
see below that this is a minimum for the parallel-transport frame.
The arbitrariness of the basis (N^ (t); N^ (t)) for the plane perpendicular to T ^ (t) can be ex-
1 2
ploited as desired to eliminate any one of the (kx; ky ; kz ) (see, e.g., [4]). For example, if
M
^ = ^ cos , N
N ^ sin
1 1 2
M2
^ = N1 sin + N2 cos ;
^ ^ (12)
M02
^ = ,M1 (kz , ) + T(kx cos , ky sin ) :
^ 0 ^ (14)
Thus the angle (t) may be chosen to cancel the angular velocity kz in the (N
^ (t); N
1
^ (t)) plane.
2
The same argument holds for any other pair. Attempting to eliminate additional components pro-
duces new mixing, leaving at least two independent components in the evolution matrix.
Tubing. For completeness, we note that to generate a ribbon or tube such as those used to display
curves throughout this paper, one simply sweeps the chosen set of frames through each curve point
p(t) to produce a connected tube,
x(t; ) = p(t) + cos N
^ (t) + sin N
1
^ (t) :
2
The resulting structure is sampled in t and over one full 2 period in to produce a tessellated tube.
Arbitrary functions of (t; ) can be introduced instead of the cosine and sine to produce ribbons
and general linear structures.
11
(a) (b) (c)
Figure 8: Curve framings for the (2,3) torus knot and the helix based on (a) Frenet frame, (b)
Geodesic Reference frame (minimal tilt from North pole), and (c) Parallel Transport frame, which
is not periodic like the other frames.
12
Frenet-Serret Frame. This classical frame is determined by local conditions at each point of
the curve, but is undefined whenever the curvature vanishes (e.g., when the curve straightens
out or has an inflection point). For the Frenet frame, kx = 0, ky is the inverse radius of
curvature, i.e., the curvature (t), and kz (t) is the torsion (t), which mixes the two normal
vectors in their local plane. This choice produces the usual equations
2 ^0 3 2 32 T^ (t) 3
T (t) (t)
66 ^ 0 77 6 0 0
76 7
4 N0 (t) 5 = v(t) 4,(t) 0 (t)564 N^ (t) 75 : (15)
^ (t)
B 0 , (t) 0 B^ (t)
Note that the squared Darboux vector is thus kFk2 = 2
+ .
2 2
If x(t) is any thrice-differentiable space curve, we can identify the triad of normalized Frenet
frame vectors directly with the local derivatives of the curve,
^ (t)
x0 (t)
T =
kx0(t)k
N ^ (t)
^ =N = ^ (t) T
B ^ (t) (16)
1
^ (t)
x0 (t) x00 (t)
N
^ =B
2 =
kx0(t) x00(t)k ;
with = kx0 (t) x00 (t)k=kx0 (t)k3 , = x0 (t) x00 (t) x000 (t)=kx0 (t) x00 (t)k2 . For further
details, see [8, 12].
Parallel-Transport Frame. This frame is equivalent to a heuristic approach that has been
frequently used in graphics applications (see, e.g., [24, 36, 5, 28]). A careful mathemati-
cal treatment by Bishop [4] presents its differential properties in a form that can be easily
compared with the standard features of the Frenet frame. The parallel transport frame is
distinguished by the fact that it uses the smallest possible rotation at each curve sample to
align the current tangent vector with the next tangent vector. The current orientation of
the plane normal to the tangent vector depends on the history of the curve, starting with
an arbitrary initial frame, and so one is essentially integrating a differential equation for
the frame change around the curve. The frame depends on the initial conditions, and can-
not be determined locally on the curve like the Frenet frame. The algorithm with the best
limiting properties [27] for computing this frame involves determining the normal direction
^ = T T
N i i+1 =kTi Ti+1 k to the plane of two successive tangents to the curve, finding
the angle = arccos(T ^ T^
i i+1 ), and rotating the current frame to the next frame using the
3 3 matrix R(; N) or its corresponding quaternion (see appendix)
^
If the successive tangents are collinear, one leaves the frame unchanged; if the tangents are
anti-collinear, a result can be returned, but it is not uniquely determined.
13
To identify the parallel transport frame with Eq. (9), we set ky ) k1 , ,kx ) k2 , and kz = 0
to avoid unnecessary mixing between the normal components (effectively the definition of
parallel transport); this choice produces Bishop’s frame equations,
2 ^0 3 2 32 ^ (t) 3
N (t)
66 ^ 0 77 , k (t) N
,k (t)75664 N^ (t) 775 :
0 0
1
6 1 1
4 N0 (t) 5 = v(t) 4 0
2
0 2 2 (18)
^ (t)
T k (t) k (t) 0
1 2 ^ (t)
T
Since kT
^ 0 k2 = (k )2 + (k )2 is an invariant independent of the choice of the normal frame,
1 2
Bishop identifies the curvature, orientation, and angular velocity
=
(t) = ( k) 2
+(k) 2
1 2
1
! 2
(t) = arctan
k 2
k 1
!(t) =
d(t) :
dt
k 1 and k2 thus correspond to a Cartesian coordinate system for the “curvature polar coordi-
R
nates” (; ) with = 0 + ! (t) dt; ! (t) is effectively the classical torsion (t) appearing in
the Frenet equations. Note that the squared Darboux vector kFk2 = kT ^ 0 k2 = k 2 + k 2 = 2
1 2
is now a frame invariant. It is missing the torsion component present for the Frenet frame,
and thus assumes its minimal value.
Geodesic Reference Frame. In this paper, we will often need a frame that is guaranteed to
have a particular axis in one direction, but we will not care about the remaining axes because
they will be considered as a space of possibilities. A convenient frame with these properties
can always be constructed starting from the assumption that there exists a canonical reference
frame in which, say, the ^z axis corresponds to the preferred direction. Thus if v ^ is the
desired direction of the new axis, we can simply tilt the reference axis ^z into v ^ along a
minimal, geodesic curve using an ordinary rotation R(; n ^ ) or its corresponding quaternion
(see appendix):
q(; n^ ) = q(arccos(^z v^ ); ^z v^ =kz^ v^ k) : (19)
Clearly any reference frame, including frames related to the viewing parameters of a moving
observer, could be used instead of ^z. This frame has the drawback that it is ambiguous
whenever v ^ = ,z ^; sequences of frames passing through this point will not necessarily be
smoothly varying since only a single instance of a one-parameter family of frames can be
returned automatically by a context-free algorithm. Luckily, this is of no consequence for our
application. As we will discuss later in the quaternion framework, this property is directly
related to the absence of a global vector field on the two-sphere.
General Frames. We will henceforth work with the general framework for coordinate
frames of arbitrary generality, rather than choosing conventional frames or hybrids of the
14
frames described so far (see, e.g., Klock [24]). While the classical frames have many funda-
mentally appealing mathematical properties, we are not in fact restricted to use any one of
them. Keeping the tangent vector field intact, we may modify the angle of rotation about the
tangent vector at will to produce an application-dependent frame assignment. An example
of such an application is a closed curve with inflection points: the Frenet frame is periodic
but not globally defined, the parallel transport frame will not be periodic in general, and
the Geodesic Reference frame will be periodic but may have discontinuities for antipodal
orientations. Thus, to get a satisfactory smooth global frame, we need something close to
a parallel transport frame but with a periodic boundary condition; an example of an ad hoc
solution is to take the Parallel Transport frame and impose periodicity by adding to each ver-
tex’s axial rotation a fraction of the angular deficit of the parallel transport frame after one
circuit. But this is highly heuristic and depends strongly on the chosen parameterization. In
the following sections, we introduce a more comprehensive approach.
2.3 3D Surfaces
If we are given a surface patch x(u; v ) with some set of non-degenerate coordinates (u; v ), we may
determine the normals at each point by computing
N(u; v ) = xu xv ; (20)
where xu = @ x=@u and xv = @ x=@v . For surfaces defined numerically in terms of vertices
and triangles, we would choose a standard procedure such as averaging the normals of the faces
surrounding each vertex to determine the vertex normal. Alternatively, if we have an implicit
surface described by the level-set function f (x) = 0, the normals may be computed directly from
the gradient at any point x satisfying the level set equation:
N(x) = rf (x) :
The normalized normal is defined as usual by N ^ = N=kNk.
For 3D curves, the geometry of the curve determined the tangent vector T ^ and left a pair of
normal vectors (N1 ; N2 ) with one extra degree of freedom to be determined in the total frame
^ ^
[N
^ N
1
^ T
2
^ ]. The analogous observation for surfaces is that the geometry fixes the normal at each
^ ;T
surface point, leaving a pair of tangent vectors (T ^ ) with one extra degree of freedom to be
1 2
determined in the total surface frame,
h i
Surface Frame = T
^ T
1
^ N
2
^ : (21)
15
(c) (d)
(a) (b)
Figure 9: Classical Gauss maps of surfaces. (a) An ellipsoid and (b) a portion of a torus. (c,d)
The corresponding standard Gauss maps of the normal vectors onto the sphere. Patches with
coincident normals (e.g., for the full torus) would overlap in this representation.
16
Classical Gauss Map. The surface analog of the tangent map of a curve is the Gauss map,
which takes a selection of points on the surface, typically connected by a mesh of some sort, and
associates to each point its normalized surface normal. The Gauss map is then the plot of each of
these normals in the coordinate system of a unit sphere S2 in R3 . The Gauss map is guaranteed
to be unique in some sufficiently small open set of each point of a regular surface, but may be
arbitrarily multiple valued for the entire surface; note also that many nearby surface points can be
mapped to a single point in the Gauss map, e.g., for certain types of planar curves in the surface or
a planar area patch.
In Figure 9, we show a coordinate mesh on an elliptical surface and its single-valued Gauss
map, as well as a quarter of a torus and its Gauss map; the Gauss map of the entire torus would
cover the sphere twice, and there are two entire circles on the torus that correspond to single points,
the North and South poles, in the Gauss map.
Surface Frame Evolution. The equations for the evolution of a surface frame follow the same
basic structure as those of a space curve, except the derivatives are now directional, with two lin-
early independent degrees of freedom corresponding to the tangent basis (T ^ ; T ^ ) in the surface.
1 2
Typically (see [8, 12]), one assumes a not-necessarily-orthogonal parameterization (u; v ) that per-
mits one to express the tangent space in terms of the partial derivatives (xu ; xv ), giving the normals
^ (u; v ) of Eq. (20). Then one can express the local curvatures in terms of any linearly independent
N
pair of vector fields (U; V) as
DUN^ DV N^ = K (U V) (22)
DU N^ V + U DV N^ = 2 H (U V ) : (23)
With U = xu r and V = xv r, we get the classical expressions. As Gray succinctly notes,
since all the derivatives of N
^ are perpendicular to N
^ , the whole apparatus amounts to constructing
the tangent map of the Gauss map.
If we try to build the geometry of surfaces from a parametric representation, then each direc-
tional derivative has a a vector equation of the form of Eq. (9). Thus we may write equations of
the general form
2^ 3 2 32 ^ (u; v) 3
T (u; v ) +az (u; v ) ,ay (u; v ) T
@ 66 T^ (u; v) 77 = 64,a (u; v)
1 0
76 T^ (u; v) 77
+ax (u; v )56
1
4
@u N^ (u; v)
2 5 z 0 4 25 (24)
+ay (u; v ) ,ax (u; v ) 0 ^ (u; v )
N
and 2^ 3 2 32 ^ (u; v) 3
T (u; v ) +bz (u; v ) ,by (u; v ) T
@ 66 T^ (u; v) 77 = 64,b (u; v)
1 0
76 T^ (u; v) 77 :
+bx (u; v )56
1
4
@v N^ (u; v)
2 5 z 0 4 2 5 (25)
+by (u; v ) ,bx (u; v ) 0 ^ (u; v )
N
The last lines of each of Eqs. (24) and (25) are typically combined in textbook treatments to
give 2 3 "^ #
@N
T1 (u; v )
^ (u;v )
4 @N
@u 5 = [K] ^ (u; v )
: (26)
^ (u;v )
@v
T2
17
(a) (b) (c)
Figure 10: Examples of frame choices for the upper portion of an ordinary sphere. (a) Frames
derived from standard polar coordinates on sphere. (b) Geodesic Reference frame for the sphere;
each frame is as close as possible to the canonical coordinate axes at the North pole. (c) Frames
derived from projective coordinates on the sphere, which turn out to be the same frame field as
the Geodesic Reference frame.
where the matrix [K] has eigenvalues that are the principal curvatures k1 and k2 , and thus
x(u; v) =
2 u
1+ u2
+ v 2
y(u; v) =
2 v
u +v
1+ 2 2
(29)
z(u; v) = 11 , u ,v ; 2 2
+u +v 2 2
which map the real plane into the unit sphere with x + y + z2 2 2
= 1
except for the point at
infinity corresponding to the South pole. In fact, the polar projective coordinates generate the
18
same assignments as the Geodesic Reference frame does, so, except for the difference in locations
of the grid sampling, these are the same framings.
Note: Do not be confused by alternate samplings of the same framings; if a parameterization
x(u; v ) gives a frame with T1 = @ x(u; v )=@u and T2 = @ x(u; v )=@v , we can change to a polar
sampled mesh, (r = (u2 + v 2 )1=2 ; = arctan(v; u)), yet still retain the same frames at the same
points x(r; ) = x(u = r cos ; v = r sin ).
3 Quaternion Frames
In Section 2.1, we discussed the nature of 2D frames and noted a means of re-expressing the four
equations with three constraints of the conventional frame system more efficiently; we showed a
transformation into an equivalent set of two equations involving a single pair of variables obeying
a unit length constraint and whose rotation transformation properties were realized by complex
multiplication. Quaternions accomplish exactly this same transformation for 3D rotations: they
permit the nine coupled frame equations with six orthonormality constraints in 3D to be succinctly
summarized in terms of four quaternion equations with the single constraint of unit length. De-
tailed derivations along with other basic properties of quaternions are provided for reference in the
appendix. A brief summary is given below.
Quaternion Frame Equations. Our task is now to rephrase the general properties of curve and
surface frames in quaternion language so that, for example, we have a sensible space in which to
consider optimizing frame assignments.
We begin with the standard definition for the correspondence between 3 3 matrices Rij and
quaternions q : X
Rq (V)i = Rij V j = q (0; V i) q,1 : (30)
j
Henceforth, we will use the notation “” to distinguish quaternion multiplication, and will use “”
when necessary to denote ordinary Euclidean inner products. Next, we express each orthonormal
frame component as a column of Rij by using an arbitrary quaternion to rotate each of the three
Cartesian reference axes to a new, arbitrary, orientation:
N
^ or T
1
^
1 = q (0; x^ ) q,
1
N2 or T2
^ ^ = q (0; y^ ) q,
1
(31)
T^ or N
^ = q (0; ^z) q, :
1
(Technically speaking, in the above equation T ^ really means the quaternion (0; T ^ ) with only a
vector part, etc.) All this can be transformed into the following explicit representation of the frame
vectors as columns of a matrix of quaternion quadratic forms:
h i
[N
^ ] [N
^ ] [T
^] =
h 1 2
i
[T
^ ]
1 [T
^ ]
2 [N
^] =
19
2 3
q 2
+q ,q ,q 2q q , 2q q
2 2
2q q + 2q q
2
64 2q q + 2q q q , q + q , q 2q q , 2q q 75 :
0
1 2
1 2
0 3
3
2
1 2
2 2
0 3
2
1 3
2 3
0 2
0 1 (32)
0 1 2 3
2q q , 2q q
1 3 2q q + 2q q q ,q ,q +q
0 2 2 3 0 1
2
0
2
1
2
2
2
3
Note: M ATHEMATICA users should remind themselves that matrices are stored as lists of rows in
M ATHEMATICA, so one must transpose a standard matrix to easily retrieve column vectors from
Eq. (32) and avoid mysterious sign errors.
Taking differentials of Eq. (31), we generate expressions of the form
= ,(q, dq) q,
1 1
= , 21 (0; k) q, 1
(34)
where
k = 2(q0 dq , q dq0 , q dq) :
Substituting these expressions into the the calculation for the first column, we immediately find the
expected commutators of quaternion multiplication:
=
1
2
q ((0; k) (0; x^ ) , (0; x^ ) (0; k)) q, 1
= q (0; k x^ ) q, : 1
The rest of the columns are computed similarly, and a straightforward expansion of the components
of the cross products proves the correspondence between Eq. (33) and Eq. (9).
To relate the derivative to a specific curve coordinate system, for example, we would introduce
the curve velocity normalization v (t) = kx0 (t)k and write
One of our favorite ways of rewriting this equation follows directly from the full form for the
quaternion multiplication rule given in the appendix; since this multiplication can be written as an
orthogonal matrix multiplication on the 4D quaternion space, we could equally well write
2 q0 3 2 0 ,k ,k ,k 3 2 q 3
66 q0 0
77 16
x
+kz ,ky 7
y z
6 0
77
64 q0 1
75 = v(t) 2 64 +k ,k 0 +k 775 664 qq
6 +kx 0 1
75 : (36)
2 y z x 2
q0 3 +kz +ky ,kx 0 q 3
20
At this point, there are many other directions we could carry this basic structure, but we will
not pursue the general theory of quaternion differential geometry further here. We will conclude
with a short summary of the quaternion treatment of the classical surface equations. Starting from
Eq. (33), we are led immediately to the quaternion analogs of Eqs. (24) and (25):
qu @q=@u =
1
2
q (0; a) (37)
qv @q=@v =
1
2
q (0; b) : (38)
But how shall we express the curvatures in a way similar to the classical formula in Eq. (26)?
An elegant form follows by pursuing the quaternion analog of the vector field equations given in
Eqs. (22,23). We write
qu q,v 1
= , 14 q (0; a) (0; b) q, 1
= , 14 q (,a b; a b) q, 1
h i
= , 14 ,a b ^I + (a b)x T^ 1 + (a b)y T^ 2 + (a b)z N^ ; (39)
where we use the quaternion forms in Eq. (31) with the addition of the quaternion identity element
I = (1
^ ; 0) = q (1; 0)q,1 for the frame vectors. We see that the projection to the normal direction
gives precisely the determinant (a b)z = K identified in Eq. (26) as the scalar curvature. The
mean curvature follows from an expression similar to Eq. (23),
q (0; x^ ) q,u
1
+ q (0; y^ ) q,v 1
= , 21 q (,x^ a , y^ b; x^ a + y^ b) q, 1
h i
= , 12 ,(ax + by )^I + bz T^ , az T^
1 2 a , bx )N^ ;(40)
+( y
where again the coefficient of the normal, (ay , bx ) = tr [K] = 2H , is the desired expression. Sim-
ilar equations can be phrased directly in the 4D quaternion manifold using the forms of Eq. (36).
where 0 < 4 , and the eigenvector of the rotation matrix (unchanged by the rotation), is a
^ = (cos cos ; sin cos ; sin ) with 0 < 2
point on the two-sphere S2 representable as n
and ,=2 =2.
21
1
0.5
q (unseen)
0
−θ
-0.5
1
cos −θ 2 0.5
2 q (seen) 0
-1
-0.5
n sin−θ
^ -1 -0.5
2
0 0.5 -1
1
(a) (b)
Figure 11: Illustration of how the q0 part of a quaternion is “known” if we have a 3D image of the
vector part q = n^ sin 2 of the quaternion. (b) Schematic representation of the concentric-sphere
uniform distance scales needed to form a mental model of the metric distances in quaternion
space between two points in the parallel 3D projection. Distances are roughly Euclidean near
the origin (q 0 in (a)) and equal-length lines appear increasingly compressed as the radius
approaches unity.
q = cos 2 = @1 , n^ sin 2 A :
2
0 (42)
That is, q0 is just the implicitly known height of the 4D unit vector in the unseen projection di-
rection, as illustrated in Figure 11(a). In Figure 11(b), we schematize the mental model of metric
distance required to complete the interpretation of the visualization. If we imagine dividing the
arc of the semi-circle in Figure 11(a) into equal angular segments, the arc lengths are all the same
distance apart in spherical coordinates. Projected onto the q plane, however, the projected spacing
is non-uniformly scaled by a a factor of sin . Thus to keep our vision of distance consistent, we
imagine the space to be like 3D graph paper with concentric spheres drawn at equal distances in the
special scale space; such 3D graph paper would look like Figure 11(b). Distances are essentially
Euclidean near the 3D origin, for small 3D radii, and are magnified as the radius approaches unity
to make the marked spheres equidistant in conceptual space.
If we assume the positive root is always taken for q0 , then we effectively restrict ourselves to
a single hemisphere of S3 and eliminate the two-fold redundancy in the correspondence between
22
0110
11
00 11
00
11
00 0110 0110
01 01 11
00
00
11
Figure 12: (a) This image represents the 3D vector part of the quaternion q = (cos 2 ; ^t sin 2 )
representing a single instance of the one-parameter family of possible rotations leaving in-
variant the tangent vector ^t at one point of a space curve. (b) A representation of the entire
one-parameter space of possible frames having the same tangent vector ^t. The vector part of
the quaternion must lie on the diameter of the two-sphere in 3D depicted here. We depict the
diameter as a very skinny ellipse, because it is in fact a degenerate projection of a circle in 4D,
which could be exposed as shown by making a small 4D rotation before projecting to 3D. (c)
A polar projection of the same object removes the doubling by projecting the circle to a line
through infinity in R3 .
quaternions and the rotation group. Alternatively, despite the fact that quaternions with both signs
of q0 map to the same point in this projection, we can indicate the simultaneous presence of both
hemispheres using graphical cues; one possible method is to use saturated colors in the “front”
hemisphere, and faded colors (suggesting distance) for objects in the “back” hemisphere.
23
CURVE LENGTHS (2,3) Torus Knot Helix
Frenet Frame 14.3168 6.18501
Geodesic Reference Frame 14.6468 7.82897
Parallel Transport Frame 10.1865 6.06301
Table 1: Relative lengths (in radians) of the quaternion frame maps for various frame choices
describing the (2,3) torus knot and the helix. The Parallel Transport frame is the shortest possible
frame map.
Quaternions from Local 3D Frames. In the case of the Frenet frame, we have no choice but to
consider each frame as totally independent of the others. Each is locally computable, and there is
in principle no relation between them, since the curvature could vanish at any point. In this case,
we compute the frames directly from Eq. (16), thus deriving a 3 3 orthogonal matrix R(t) at
each point of the curve. We then apply standard inversion algorithms [37, 35, 31] to obtain the
corresponding quaternion up to a sign. Finally, we apply a simple operator that checks the local
continuity of the corresponding frames. If two quaternion vectors representing neighboring frames
have a dot product near negative one, we change the sign of one to keep it near its neighbors. If
two neighbors are excessively far apart in terms of the 4D angle between them, and are not simply
near-negatives of one another, then the Frenet frame probably is poorly defined and should be
tagged as such until continuity resumes. Figure 13 shows the Frenet frame tubing of a torus knot
and the corresponding trajectory of these frames in the vector subspace of quaternion space.
Note: Forcing close quaternion Frenet frames on closed curves such as torus knots results in
a very interesting phenomenon. Depending on the parameters of the curve, the path in quaternion
space may close after a single traversal of the curve, or it may require two or more traversals, as
in the case shown in Figure 13. We have checked this feature on a wide range of torus knots,
and found that there are generally “jumps” between needing different numbers of circuits at those
parameter values that imply inflection points (zero curvature) in the curve.
Direct Quaternion Frames. The Geodesic Reference frame and the Parallel Transport frame, in
contrast to the Frenet frame, can be defined directly in terms of quaternions if desired, as indicated
in Section 2.2; all that is needed is an initial quaternion reference frame, and then the geometry of
the curve specifies enough at each point to express the needed rotation in quaternion form.
24
1
0.5
-0.5
1
0.5
-1
-1 0
-0.5
0 -0.5
0.5
-1
1
(a) (b)
Figure 13: (a) A trefoil torus knot. (b) Its quaternion Frenet frame projected to 3D. For this
trefoil knot, the frame does not close on itself in quaternion space unless the curve is traversed
twice, corresponding to the double-valued “mirror” image of the rotation space that can occur in
the quaternion representation. Observe the longer segments in (b): these correspond to the three
high-torsion segments observable in (a).
25
(a) (b)
Figure 14: (a) Quaternion frames in “standard” 3D vector visualization projection for the (2,3)
torus knot: Red—Geodesic Reference: this is planar by construction, since all 3D points must
lie in the plane perpendicular to the reference axis; the 3D origin is at the centroid of the red
curve. Green—Frenet: the Frenet frame is actually cyclic, but to see this easily for this 2,3
torus knot, the mirror image of the current frame must be added, giving effectively a double
traversal of the curve as shown in Figure 13. Cyan—Parallel Transport: the PT frame must
be given a starting value, which here is seen at the top center of the image to coincide with
the (green) Frenet frame. The PT frame is not cyclic, but is the shortest path, with three very
noticeable tight loops. (b) The same selection of quaternion frames for the helix. Again, the red
Geodesic Reference curve is planar (and cycles back on itself twice for this helix); the green
Frenet frame takes a longer path that will return to its original orientation, and the cyan Parallel
Transport frame, seen starting at the same orientation as the Frenet, will not ordinarily return
to the same orientation, but will have the shortest 4D path length. (The hidden double circuit
of the Geodesic Reference frame for this helix in fact makes it longer.)
26
use any starting quaternion with the correct tangent vector. The relative path lengths of the curves
in Figure 14 are summarized in Table 1.
We note the following properties:
Frenet. Periodic for periodic non-singular curves, has a tendency to twist a bit too much
(where the torsion is high), leaving long jumps between neighboring samples in quaternion
space; undefined at inflection points and zero curvature segments.
Geodesic Reference. Also guaranteed to be periodic for periodic curves, but has the odd
property that it always lies in a plane perpendicular to the reference axis in our preferred 3D
quaternion projection. Ambiguous and therefore potentially not smooth for frames opposing
the reference frame direction.
Parallel Transport. This is the quaternion frame with minimal 4D length, though it may
be difficult to see this feature immediately in our standard projection. It is not in general a
periodic path. Different choices of starting frame produce curves of identical length differing
by rigid (possibly reflecting) 4D motions (see Eq. (56)).
27
(c) (d)
(a) (b)
Figure 15: Examples of quaternion Gauss maps for surfaces. (a) The ellipsoid and (b) the torus.
(c,d) The corresponding Quaternion Gauss maps, projected from the three-sphere in 4D. The
equatorial direction has been traversed twice in order to get a closed path in the map; the singular
poles in the ellipsoid coordinate system correspond to the edges or boundaries of the quaternion-
space ribbon.
28
(a) (b) (c)
Figure 16: Examples of quaternion Gauss maps for the frame choices for the upper portion of an
ordinary sphere given originally in Figure 10. (a) Frames derived from standard polar coordinates
on sphere. (b) Geodesic reference frame for the sphere; each frame is as close as possible to the
canonical coordinate axes at the North pole. (c) Frames derived from projective coordinates on
the sphere.
The torus, which has the extremely unusual feature that it possesses a global regular coordinate
system, has a (reflection doubled) quaternion Gauss map which is another, four-dimensional, torus
embedded in the quaternion S3 space.
Quaternion Maps of Alternative Sphere Frames. In Figure 10, we showed three alternate sets
of frames for the upper half of an ordinary sphere. The assigned coordinate systems may be
converted directly into quaternion frames and coerced into consistency in the usual manner. In
Figure 16, we show the results. The Geodesic Reference frames and the projective coordinates are
in fact the same space of frames computed in different ways: both are planes perpendicular to the
z^ axis. The coordinate systems used to compute the quaternion Gauss maps in parts (a) and (b)
of the figure are commensurate, so we may compare the areas, computed using solid angle on the
three-sphere in units of steradians; the results are shown in Table 2.
Covering the Sphere and the Geodesic Reference Frame South Pole Singularity. The Geodesic
Reference frame for a surface patch has the peculiarity that it has an ambiguity whenever the vector
to be assigned is exactly opposite the reference frame. As we show in Figure 17, the tilting from the
29
1 1
0.5 0.5
0 0
-0.5 -0.5
-1 -1
1 1
0.5 0.5
0 0
-0.5 -0.5
-1 -1
-1 -1
-0.5 -0.5
0 0
0.5 0.5
1 1
(a) (b)
Figure 17: The Geodesic reference frame tilts to an ambiguous result as the tilt angle approaches
, the inverted direction of the chosen reference frame. We see two different 3D projections
of the quaternion surface, (a) giving the vector coordinates (q1 ; q2 ; q3 ), and (b) the coordinates
(q0 ; q1 ; q2 ). The center is the North pole, the middle ring is the equator, and outer circle is in
fact the space of possible frames at the South pole of the sphere: there is no unique way to tilt
the North pole to the orientation of the South pole, as there is a full circle of arbitrariness in the
choice.
30
reference frame in quaternion space (easily seen in ordinary 3D space as well) eventually reaches
a quaternion circle representing the ambiguous orientation of the frame with reference direction
along the ,z^ axis. This phenomenon is a practical consequence of the fact that the two-sphere
does not admit a global vector field: according to classical manifold theory (see, e.g., Milnor or
Grimm and Hughes [29, 13]), one needs at least two separate patches, one for the North pole and
one for the South pole, to place a complete set of coordinates (or equivalently, for our problem, a
set of frames) on a sphere.
The more mathematical approach requires that interesting surfaces be defined as a collection of
patches [13, 7], and the spaces of frames for each patch must be matched up and sewn together by
assigning a transition function along the boundaries. There are a variety of ways one can approach
the problem of taking a manifold and associating fiber bundles with it; the most relevant fiber
bundle for the context of the current problem is the space of moving frames of the space R3 in
which the surface is embedded [7, 40]. We in fact move as usual from the space of frames to
the space of associated quaternions. Then at each point x of a patch we have frames that are
matrix-valued functions from the patch into the group SU(2) of quaternion frames (which we treat
as the topological space S3 ). We can express the relationship between the frames q and q 0 of
two neighboring patches U and U 0 , represented as quaternions, via quaternion multiplication by a
transition function t:
q0 = t q :
We may in fact explicitly construct the transition functions between the two patches as quater-
nion maps, giving a quaternion version of one of the classical procedures of manifold theory. In
Figure 18(a), we show the the projective coordinates on the sphere that produced the set of co-
ordinate frames in Figure 10(c), which are essentially equivalent to those in (b) sampled at polar
coordinate values. Using the polar coordinate sampling, so that we can easily identify the equa-
tor, we show in Figure 18(b) the quaternion maps corresponding to the coordinate frames derived
from this orthonormal coordinate system covering the North pole (disk in center) and the South
pole (smashed side view of a hemisphere in the 3D projection with its q ! (,q ) partner). These
coordinate systems agree at exactly one point on the equator, which is (almost) evident from the
figure; note that we have chosen to display the coordinate systems only up to the equator, unlike
the patches of Figure 17, which cover the entire sphere except for one pole.
In order to establish a mapping covering the complete sphere, we must write down an explicit
correspondence between the quaternion frames for each patch at each shared point on the equator.
In Figure 19(a), we show the geodesic arcs on S3 symbolizing the transition rotation
at each point on the equatorial circle parameterized by . Note carefully the order of quaternion
multiplication; with our conventions a different order will not work. The arcs themselves are
actually segments of the space of possible frames, since the simplest rotation between two frames
with the same normal (at the same point on the equator) is a geodesic rotation about that normal.
Figure 19(b) and (c) shows the transition functions q () sampled at regular intervals in and
referred to the origin (1; 0; 0; 0) in quaternion space. Each quaternion point at the end of an arc
31
-1 -1
1 -0.5 1 -0.5
0.5 0 0.5 0
0.5 0.5
0 1 0 1
-0.5 -0.5
-1 -1
1 1
0.5 0.5
0 0
-0.5 -0.5
-1 -1
(a) (b)
0.5
1
-0.5
0.5
0 -1
1
-0.5 0.5
0
-1 -0.5
-1
(c)
Figure 18: (a) The North pole projective coordinatization of the sphere; (b) a similar regular patch
for the South pole. Because of the “no-hair” theorem, no single regular patch can cover the entire
sphere. (c) The quaternion mappings of the systems of frames given by the North and South pole
coordinate patches, sampled in polar coordinates. The q ! (,q ) reflected images are included,
though the North pole’s images both have the same projection and are thus indistinguishable here.
The maps in (c) extend only to the equator, unlike the patches given in Figure 17.
represents a rotation to be applied to a point on the North pole patch equator to obtain the coordinate
frame at the corresponding point on the South pole patch equator. One point is in fact the identity,
and there is some degeneracy due to reflection symmetry across the equator.
32
(a) (b) (c)
Figure 19: (a) The transition functions from the North pole frame to the South pole frame as arcs
in the three-sphere. These arcs are pieces of the space of possible frames with a given normal
on the equatorial point. (b) A representation of the transition functions as arcs from the origin in
rotation space (the pole (1; 0; 0; 0) in quaternion space) common to all the arcs here. The ends of
the arcs thus represent the actual rotation needed to match the coordinate systems at each point
on the equator. (c) A different projection from 4D to 3D, showing more details of the structure
of the transition function arcs, which have a two-fold degeneracy in the standard projection (b).
33
4 The Space of Frames
We at last ready to introduce the key concept of the space of possible frames.
Suppose at each sample point x(t) of a curve, we are given a unit tangent vector, T ^ (t), com-
puted by whatever method one likes (two-point sampling, five-point sampling, analytic, etc.). Then
one can immediately write down a one-parameter family describing all possible choices of the nor-
mal plane orientation: it is just the set of rotation matrices R(; T ^ (t)) (or quaternions q (; T ^ (t)))
^ (t) fixed.
that leave T
For surfaces, the analogous construction follows from determining the unit normal N ^ (u; v ) at
each point x(u; v ) on the surface patch. The needed family of rotations R(; N ^ (u; v )) (or quater-
nions q (; N
^ (u; v ))) now leaves N ^ (u; v ) fixed and parameterizes the space of possible tangent
directions completing a frame definition at each point x(u; v ).
However, there is one slight complication: the family of frames R(; v ^ ) leaving v ^ fixed does
not have v^ as one column of the 3 3 rotation matrix, and so does not actually describe the desired
family of frames. Therefore we proceed as follows:
We define f (; v ^ ) = (f0 ; f1 ; f2 ; f3 ) to be a quaternion describing the family of frames for
which the direction v ^ is a preferred fixed axis of the frame, such as the tangent or normal vectors.
The orthonormal triad of 3-vectors describing the desired frame is
2F (; v^ ) = 3
f2
+f ,f ,f
2 2
2f f , 2f f
2
2f f + 2f f
64 2f f + 2f f f , f + f , f 2f f , 2f f 75;
0 1
1 2
2
0 3
3
2
1 2
2 2
0 3
2
1 3
2 3
0 2
0 1 (43)
0 1 2 3
2f f , 2f f
1 3 2f f + 2f f
0 2 f ,f ,f +f
2 3 0 1
2
0 1
2 2
2
2
3
A base reference frame b(^v) that is guaranteed to have, say, the 3rd column exactly aligned
with a chosen vector v
^ , which is either the tangent to a curve or the normal to a surface.
We refer hereafter to the frame b(^v) as the Geodesic Reference Frame because it tilts the reference
vector ^z along a geodesic arc until it is aligned with v
^ ; see Figure 20. If v
^ = z
^, there is no
problem, since we just take b(^v) to be the quaternion (1; 0); if v^ = ,z^, we may choose any
34
Figure 20: Example of the Geodesic Reference Frame: on the northern hemisphere of a 2-sphere,
the Geodesic Reference Frame tilts the ^z axis of the north pole’s identity frame along the shortest
arc to align with a specified reference direction.
compatible quaternion such as (0; 1; 0; 0). We escape the classic difficulty of being unable to
assign a global frame to all of S2 because we need a parameterization of all possible frames, not
any one particular global frame. If one wants to use a reference frame that is not the identity frame,
one must premultiply b(^ v) on the right by a quaternion rotating from the identity into that reference
frame; this is important when constructing a nonstandard Geodesic Reference Frame such as that
required to smoothly describe a neighborhood of the southern hemisphere of S2 .
We can thus write the full family of possible quaternion frames keeping v ^ as a fixed element
of the frame triad to be the quaternion product
where denotes quaternion multiplication and all possible frames are described twice since 0
< 4. To summarize, if we specify a frame axis v^ to be fixed, then the variable in f (; v^ )
serves to parameterize a ring in quaternion space, each point of which corresponds to a particular
3D frame, and each frame has a diametrically opposite twin.
We argue that, since optimization will typically be done in the full quaternion space, the fact
that two opposite-sign quaternions map to the same physical three-space rotation is not a detriment;
in fact, it potentially permits an additional stability in the variational process since rotations by +
35
and , are not close to each other in quaternion space as they are in ordinary rotation matrices. In
principle, any quaternion Gauss map can be replaced by its exact negative, and the variational pro-
cess could converge from an ambiguous starting point to either one; the frames would be the same.
In our standard projection, the two reflection-equivalent maps are inversions of one another about
the 3D origin; their unseen opposite q0 values can of course cause an additional large separation of
the maps in 4D space.
36
1
0.5
z
0
-0.5
-1 1
-1 0.5
-0.5
0
0
0.5 -0.5 y
x
-1
1
Figure 21: (a) The first several pieces of the construction of the invariant quaternion space for the
frames of the trefoil knot. The red fan of vectors shows the first several elements of the tangent
map, represented as vectors from the origin to the surface of the two-sphere and connected by a line.
Each green vector points from the origin to the Geodesic Reference element of the quaternion space
q(arccos(^t z^); ^t z^=k^t z^k) guaranteed to produce a frame with the tangent ^t. The black curves are
the first several elements of the one-parameter space of quaternions representing all possible quaternion
frames with the tangent ^t. (b) This piece of the space of possible frames represented as a continuous
surface, where a circle on the surface corresponds to the space of frames for one point on the curve. (c)
The rest of the full constraint space for the trefoil knot. All quaternions are projected to 3D using only
the vector part.
37
A
B’
B C B
B
A
C’ B’ A
C C’
C = C’
B’
(a) (b) (c)
Figure 22: A different viewpoint of the mismatch problem of Figure 2. (a) Choosing different
routes to determine the frame at the bottom point results in the incompatible frames shown here in
3D space. (b) The same information is presented here in the quaternion space-of-frames picture.
We use throughout a quaternion projection that shows only the 3-vector part of the quaternion,
dropping q0 ; this is much like projecting away z in a polar projection of the 2-sphere. Each heavy
black curve is a ring of possible frame choices that keep fixed the normals in (a); the labels mark
the point in quaternion space corresponding to the frames at the corners in (a), so the gap between
the labels C and C ’ represents the frame mismatch in quaternion space on the same constraint
ring. (The apparent vertical line is the result of drawing a squashed circle of frames at vertex A in
this projection.) (c) The method proposed in this paper to resolve this conflict is to fix one point,
say A, divide the polygon ABCB 0 into triangles, and slide B , C , and B 0 along the constraint
rings until the total triangle areas are minimized, and some compromise with C = C 0 is reached.
38
0.4 0.2
0 -0.2
-0.4
1
1
0.5 0.5
0 0
-0.5 -0.5
-0.5
-0.4 -0.25
-0.2 0
0 -1
-1 0.25
0.2 0.5 0.25
0 -0.25 0.5
0.4 -0.5
(a) (b)
Figure 23: (a) A more complete picture of the space of frames for this surface patch; the surface
shown is a sparse quaternion frame choice for the surface, and we show a subset of the rings of
constraints. Each ring passes through one quaternion point on the frame map, the point specifying
the current frame choice. Variations must keep each vertex on its ring. (b) An equivalent set of
frames is formed by applying a rotation to the entire set of frames. All points follow their own ring
of constraints to keep the same normal, These pictures represent the three-manifold in quaternion
space swept out by the possible variations.
39
Sliding and Overall Rotational Freedom. In Figure 23(a), We go one step further, and first
show how the quaternion Gauss map of an entire patch is situated relative to the ring space; keeping
one corner fixed and sliding the rest of the frames around the circular rings takes us to distinct
families of frames, which obviously have different areas in the quaternion space. Finally, in Figure
23(b), we keep the fundamental space of frames the same, but exercise the freedom to choose
the single parameter describing the basis for the overall orientation; rotating the basis sweeps out
both the three-manifold describing the space of frames for this patch, and the family of equivalent
frames differing by an insignificant orientation change in the basis vector.
In order to resolve the frame choice ambiguity, one needs a systematic approach; we propose
in the next section to accomplish this by optimizing appropriate quantities, e.g., by minimizing the
area of the quaternion Gauss map in quaternion space.
We remark that the general features of the surface curvature can in principle be noted from the
space of possible frames in a similar manner to that for curves. The family of curves through any
point spanning the surfaces tangent space at that point possesses a family of rings parallel to the
space of frames at the point, allowing estimates of the rates of change in different directions; the
principal curvatures then correspond to the maxima and minima.
Frame-frame distance. Suppose we are given two neighboring tangents, ^t1 and ^t2 , and two
corresponding candidate frame choices parameterized by 1 and 2 . What is the “distance”
in frame space between these? The simplest way to see how we should define the distance is
by observing that, by Euler’s fundamental theorem, there is a single rotation matrix R(; n ^)
That takes one frame to the other; if R1 (1 ; ^t1) and R2 (2 ; ^t2 ) are the two frames, then one
can write R = (R2 (R1 ),1 ) and solve for and n ^ . Clearly the value of gives a sensible
measure of the closeness of the two frames.
Quaternion distance. We remark that essentially the same procedure is required to obtain
the parameters of R directly or to find the value of the equivalent quaternion. If we work in
quaternion space, we compute q1 (1 ; ^t1 ) and q2 (2 ; ^t2 ), and then find rather more straightfor-
wardly an equivalent result by noting that the zeroth component of q = q2 (q1 ),1 is identical
to the rotation-invariant scalar product of the two quaternions, q1 q2 , and thus provides the
40
needed angle at once:
= 2 arccos(q q ) :
1 2
Optimal Path Choice Strategies. Why would one want to choose one particular set of values of
the frame parameters over another? The most obvious is to keep a tubing from making wild twists
such as those that occur for the Frenet frame of a curve with inflection points. In general, one can
imagine wanting to minimize the total twisting, the aggregate angular acceleration, etc., subject to
a variety of boundary conditions. A bewildering variety of energy functions to minimize can be
found in the literature (see, e.g., [6]). We summarize a selection of such criteria for choosing a
space of frames below, with the caveat that one certainly may think of others!
Minimal Length and Area. The most obvious criterion is to minimize the total turning an-
gle experienced by the curve frames. Fixing the frames at the ends of a curve may be required
by periodicity or external conditions, so one good solution would be one that minimizes the
sum total of the turning angles needed to get from the starting to the ending frame. The
length to minimize is just the sum of the angles rotated between successive frame choices, as
noted above, either exact or approximate. Similar arguments apply to the area of a surface’s
quaternion Gauss map.
Parallel Transport along Geodesics. Given a particular initial frame, and no further bound-
ary constraints, one may also choose the frame that uses the minimum local distance to get
between each neighboring frame. Since the parallel transport algorithm corresponding to the
Bishop frame uses precisely the smallest possible rotation to get from one frame to the next,
this gives the minimal free path that could be computed frame-by-frame. On a surface, the
resulting paths are essentially geodesics, but, as noted in Figure 2, there is no obvious analog
of a global parallel transport approach to surface framing.
Minimal Acceleration. Barr, Currin, Gabriel, and Hughes [2] proposed a direct general-
ization of the “no-acceleration” criterion of cubic Euclidean splines for quaternion curves
constrained to the three-sphere; the basic concept was to globally minimize the squared tan-
gential acceleration experienced by a curve of unit quaternions. Though the main application
of that paper was animation, the principles are entirely valid for numerically computing op-
timal frames for curves and surfaces in our context.
Keyframe splines and constraints. If for some reason one must pass through or near certain
specified frames with possible derivative constraints, then a direct spline construction in the
quaternion space may actually be preferred; see, e.g., [37, 35, 31, 39, 23]. Most splines can
41
be viewed in some sense as solving an optimization problem with various constraints and
conditions, and so the keyframe problem essentially reverts again to an optimization.
General Remarks. For both curves and surfaces, there is a single degree of freedom in the
frame choice at each point where we have sampled the tangent or normal direction, respectively.
This degree of freedom corresponds to a relatively common “sliding ring” constraint that occurs
frequently in minimization problems. General packages for solving constraints are mentioned in
Barr, et al. [2], who chose MINOS [30]. For our own experiments, we have chosen Brakke’s
Surface Evolver package [6], which has a very simple interface for handling parametric constraints
as “boundary” conditions, and can be used for a wide variety of general optimization problems.
Two enhancements to the Evolver have recently been added to handle the specific issues related to
quaternion optimization; a new symmetry “ symmetry_group "central_symmetry" ”
identifies the quaternion q with ,q if desired during the variation to prevent reflected double traver-
sals like that in Figure 13 from varying independently, and the system is now able to use the pull-
back metric on the sphere
X
ds2
= dxi dxj r, (r i;j , xi xj )
4 2
i;j
to compute distances directly on the three-sphere. Computation using the metric, however, is very
slow, and so in practice we have used the Euclidean R4 chord approximation, which works quite
well for closely spaced samples and is much faster. Yet another alternative proposed by Brakke
(private communication) is to use periodic coordinates on S3 of the form
(x 1 = sin r cos s; x 2 r sin s; x = cos r cos t; x = cos r sin t) ;
= sin 3 4
0 0 cos x 2
Our own use of the Evolver required only changing the parameter “#define BDRYMAX 20”
in skeleton.h to the desired (large) value and recompiling. Then, remembering to set
“space_dimension 4” when working in R4 , one needs in addition a piece of code similar
to the following M ATHEMATICA fragment to define the boundary constraints for each fixed vector
(tangent or normal) and the chosen initial quaternion frame:
Do[ringeqn = Qprod[makeQfromVec[veclist[[i]],P1],
q0list[[i]]]//Chop;
Write[file, " boundary ",i," parameters 1"];
Write[file, "x1: ", CForm[ ringeqn[[2]]]];
Write[file, "x2: ", CForm[ ringeqn[[3]]]];
Write[file, "x3: ", CForm[ ringeqn[[4]]]];
Write[file, "x4: ", CForm[ ringeqn[[1]]]],
{i,1,Length[veclist]}]
42
Note that, since Evolver displays only the first three coordinates, we have moved the scalar quater-
nion to the end; then the Evolver will display our preferred projection automatically.
6 Examples
We now present some examples of frame choices computed using the Evolver to minimize the
length of the total path among sliding ring constraints for selected curves, and the total area spanned
by analogous sliding rings for surfaces. One interesting result is that there appear to be families of
distinct minima: if the initial data for a periodic surface, for example, are set up to return directly
to the same point in quaternion space after one period, one has two disjoint surfaces, one the
q ! (,q) image of the other; if the data do not naturally repeat after one cycle, they must after
two, since there are only two quaternion values that map to the same frame. The family of frame
surfaces containing their own reflected images have a minimum distinct from the disjoint family.
Minimal Quaternion Frames for Space Curves. The helix provides a good initial example of
the procedure we have formulated. We know that we can always find an initial framing of a curve
based on the Geodesic Reference algorithm; however, suppose we wish to impose minimal length
in quaternion space on the framing we select, and we do not know whether this frame is optimal
with respect to that measure. Then, as illustrated in Figure 24, we can send the ring constraints on
the possible quaternion frames at each sample point to the Surface Evolver and let it automatically
find the optimal framing. The results and energies for several stages of this evolution are shown in
the figure; the final configuration is indistinguishable from the Parallel Transport frame, confirming
experimentally our theoretical expectation that parallel transport produces the minimal possible
twisting.
43
Figure 24: Starting from the Geodesic Reference quaternion frame for a single turn of the helix,
the very dark gray circle, the Evolver produces these intermediate steps while minimizing the
total quaternion curve length subject to the constraints in the space of frames. The final result is
the white curve, which is identical to several decimal points with the Parallel Transport quaternion
frame for the same helix. The numerical energies of the curves, from dark to light in color, are
3.03, 2.91, 2.82, and 2.66 for the Parallel Transport frame. The individual tubings used to display
these curves are in fact created using the Parallel Transport frame for each individual curve.
Surface Patch Framings. A classic simple example of a surface patch framing problem was
presented in the discussion of Figures 2 and 22. This problem can also be handled by the Evolver:
44
0 0.5 1
-1 -0.5
1
0.5
5
0
KA
A
A
A
-0.5
.5
A A
K
A
A A
A A
-1 A A
1 A A
0.5
0
-0.5 A
-1 A
A
(a) (b)
0 0.5 1
-1 -0.5
1
0.5
5
0
KAA
A
A
-0.5
.5
A A
K
A
A A
A A
-1 A A
1 A A
0.5
0
-0.5
A
-1 A
A
(c) (d)
Figure 25: Optimization of the non-periodic parallel transport frame of the (3,5) torus knot in-
troduced in Figure 1 to produce a nearby periodic framing. (a) The original quaternion parallel
transport frame used to produce the tubing in Figure 1(b,c). (b) The frame mismatch, repeated for
completeness. (c) The result of fixing the final frame to coincide with the initial frame, leaving
the other frames free to move on the constraint rings, and minimizing the resulting total length in
quaternion space. The length of the original curve was 13.777 and that of the final was 13.700, not
a large difference, but noticeable enough in the tube and the quaternion space plot. (d) Closeup of
the corresponding framing of the knot in ordinary 3D space, showing that the mismatch problem
has been successfully resolved. This tube can now be textured, since the frames match exactly.
45
we choose an initial quaternion frame for the mesh corresponding to one of the arbitrary choices
noted, and minimize the area in quaternion space subject to the constraints that the normals remain
unchanged, and hence the frame choices may only slide around the rings depicted in Figure 22(b).
The results are shown in Figures 26, and 27. As a test, we started one case with a random initial
state with a range of 2 in the starting values. All converged to the same optimal final framing.
A basic observation is that while none of the standard guesses appeared optimal, the Geodesic
Reference frame is very close to optimal for patches that do not bend too much.
Minimal Surfaces. Minimal surfaces possess many special properties following from the fact
that the mean curvature is everywhere the vanishing sum of two canceling local principal curvatures
[12]. We present a family of classic examples here that is remarkable for the fact that the usual
framings are already very close or exactly optimal; thus we do not have much work to do except to
admire the results, though there may be some interesting theorems implicit that would be beyond
the scope of this paper to pursue.
In Figure 28(a,b,c), we present the following classical minimal surfaces:
The quaternion Gauss map choices determined by these parameterizations and by the Geodesic
Reference algorithm are shown in Figure 29. The coordinate-based catenoid map and helicoid
map are 4 double coverings, while Enneper’s surface curiously has a coordinate system map that
is exactly identical to the Geodesic Reference framing. For the periodic framings of the catenoid
and helicoid, we find the noteworthy result that the Geodesic Reference frame, which has a disjoint
quaternion reflected image, is a minimum under variations of the surface that is distinct from the
quaternion frames derived from the coordinate systems which are also minima, but contain their
own q ! (,q ) reflected images. The Enneper surface quaternion frames, which are the same,
appear to move very slightly around the borders under minimization, but it is not clear to what
extent this is significant as opposed to a numerical border effect in the variation. The resulting
3D frame triads are shown in Figure 30 for comparison. A theoretical analysis of the general
properties of quaternion Gauss maps for minimal surfaces is beyond the scope of this paper, but
experimentally we see that there could be very interesting general properties.
Manifolds. For general manifolds, one must treat patches one at a time in any event, since global
frames may not exist at all. Although the locally optimal patches cannot be globally joined to one
another, we conjecture that some applications might benefit from the next best thing: matching
boundary frames of neighboring patches using transitional rotations (see, e.g., [29, 13]). We have
carried this out explicitly for simple cases, but omit it here for brevity.
Extensions to Other Domains. We have focussed for expository purposes in this paper on
frames with intrinsic natural constraints imposed by the tangents to curves and normals to sur-
46
0.4 0.4
0.2 0.2
0 0
0.2 0.2
0.1 0.1
0 0
-0.1 -0.1
-0.2 -0.2
0 0
0.2 0.2
0.4 0.4
(a) (b)
-0.2
0.5 0 0.4
0.2
0.25 0.4
0 0.2
-0.25
.25
1
0
0.2
0.5
0.1
0
0
-0.1
-0.2
-0.5
0.2
0.4
(c) (d)
Figure 26: (a) The initial Geodesic Reference quaternions for the small patch shown in Figure
2. (b) Initial quaternions from parallel transporting the vertex frame down one edge, and then
across line by line. (c) A random starting configuration with the single same fixed corner point
as (a) and (b) and a range of , to + relative to the Geodesic Reference frame. (d) The result
of minimization of the quaternion area is the same for all starting points. The relative areas
are: 0.147, 0.154, 0.296, and 0.141, respectively. Thus the Geodesic Reference is very close to
optimal.
47
(a) (b)
(c) (d)
Figure 27: The 3D frame configurations corresponding to the quaternion fields in Figure 26. (a)
The Geodesic Reference frame. (b) Two-step parallel transport frame. (c) Random frames. (d)
The frame configuration resulting from minimizing area in quaternion space.
48
faces. However, the method extends almost trivially to applications involving externally specified
constraints on frames. Geometric construction algorithms based on extrusions reduce to the tubing
problem. For ordinary camera control interpolation, one could constrain any direction of the cam-
era frame to be fixed by calculating its appropriate constraint ring in the quaternion Gauss map,
and then extend a method like that of Barr et al. [2, 34]) to smoothly compute intermediate frames
subject to the constraints. For more general constrained navigation methods like those described
by Hanson and Wernert [20]), the camera vertical direction could be fixed at chosen points over the
entire constraint manifold, and the remaining frame parameters determined by optimization within
the manifold of ring constraints, possibly subject to fixing entire key-frames at selected locations
or boundaries.
49
Acknowledgments
The author gratefully acknowledges the cordial hospitality of Claude Puech and the members of
the iMAGIS project, a joint project of CNRS, INRIA, Institut National Polytechnique de Grenoble,
and Université Joseph Fourier. We were also fortunate to have the collaboration of Hui Ma in
developing the early foundations of this work. Finally, we are deeply indebted to Ken Brakke for
his readiness to provide a wealth of mathematical insight as well as assistance in effectively using
the Evolver system. This research was made possible in part by NSF infrastructure grant CDA
93-03189.
50
(a) (b) (c)
Figure 28: (a) The catenoid, a classic minimal surface in 3D space with a natural orthonormal
parameterization. (b) The helicoid. (c) Enneper’s surface.
51
1 1 1
0 0 0
1 1 1
0 0 0
Figure 29: The Geodesic Reference quaternion frames of (a) the catenoid, (b) the helicoid, and (c)
Enneper’s surface. (d, e, f) The corresponding quaternion Gauss maps determined directly from
the parameterization. Both the catenoid and the helicoid fail to be cyclic in quaternion space
without a 4 turn around the repeating direction, so these are doubled maps. The Enneper’s
surface framing turns out to be identical to its Geodesic Reference frame.
52
(d) (e) (f)
Figure 30: The 3D Geodesic Reference frames displayed directly on the surfaces of (a) the
catenoid, (b) the helicoid, and (c) Enneper’s surface. (d,e,f) The 3D frames computed directly
from the standard parameterizations; since Enneper’s surface is the same, we show in (f) a differ-
ent viewpoint of the same frames.
53
Appendix: Quaternion Frames
2D “Quaternion” Frames
We provide below an exercise that may give some insight into the quaternion world. We show that
we may express the 2D frame equations in terms of a new set of variables exactly analogous to
quaternions in 3D. We begin by guessing a double-valued quadratic form for the frame:
h i " cos , sin # " a , b ,2ab # 2 2
N a ,b :
^ T ^ =
sin cos 2ab
= (50) 2 2
We can easily verify that if a + b = 1, this is an orthonormal parameterization of the frame, and
2 2
" # " #
2W
a0 ^ 0 ; 2W a
=N
0
^0
=T
1
b0 b0 2
and we may also express the right-hand side of the 2D frame equations as
" # " #
W + ,0 ab = +vT^ :
1
0
^ 0 = ,vN
The analogous expression for W yields T ^ . Matching terms and multiplying by W T =
2 i
W ,i , we find that the equation
1
=
0 ;
2
giving the identification v = 0 when we pull out the factor of 1=2 as in Eq. (52). The actual group
properties in (a; b) space follow from the multiplication rule (easily deduced from the formulas for
the trigonometric functions of sums of angles)
3D Quaternion Frames
We next outline the basic features of quaternion frames; see, e.g., [1] for a nice textbook treatment
of quaternions and their properties.
A quaternion frame is a four-vector q = (q0 ; q1 ; q2 ; q3 ) = (q0 ; ~q) with the following features:
Unit Norm. If we define the inner product of two quaternions as
qp=q p 0 0 + qp
1 1 + qp 2 2 + qp ;
3 3 (53)
q q = (q ) 0
2
+( q)
1
2
+( q)
2
2
+( q) 3
2
=1 ; (54)
p q = (p q , p q; p q + q p + p q) ;
0 0 0 0
1
75 = 64 p q + p q + p q , p q
1 0 0 1 2 3 3 2
75 : (55)
2 0 0 2 3 1 1 3
[p q ] p q +p q +p q ,p q
2
3 3 0 0 3 1 2 2 1
This rule is isomorphic to left multiplication in the group SU(2), the double covering of the
ordinary 3D rotation group SO(3). What is more useful for our purposes is the fact that it
55
is also isomorphic to multiplication by a member of the group of (possibly sign-reversing)
orthogonal transformations in R4 :
2 p ,p ,p ,p 32 q 3
6 0 1 2 3
77 66 q 0
77
p q = [P ] q = 664 pp pp ,pp ,pp
1 0 3 2
75 64 q1
75 ; (56)
2 3 0 1 2
p ,p p p 3 2 1 0 q3
where [P ] is an orthogonal matrix, [P ]t [P ] = I4 ; since [P ] has only 3 free parameters, it does
not itself include all 4D rotations. However, we may recover the remaining 3 parameters by
considering transformation by right multiplication to be an independent operation, resulting
in a similar matrix but with the signs in the lower right-hand off-diagonal 3 3 section
reversed. (This corresponds to the well-known decomposition of the 4D rotation group into
two 3D rotations; see, e.g., [14].)
If two quaternions a and b are transformed by multiplying them by the same quaternion p,
their inner product a b transforms as
( p a) (p b) = (a b)(p p) (57)
and so is invariant if p is a unit quaternion frame representing a rotation. This also follows
trivially from the fact that [P ] is orthogonal.
The inverse of a unit quaternion satisfies q q ,1 = (1; 0) and is easily shown to take the form
q,1 = (q0; ,q). The relative quaternion rotation t transforming between two quaternions
may be represented using the product
t = p q, 1
=(pq 0 0 +p q; q p , p q , p q ) :
0 0
This has the convenient property that the zeroth component is the invariant 4D inner product
p q = cos(=2), where is the angle of the rotation in 3D space needed to rotate along
a geodesic from the frame denoted by q to that given by p. In fact, the 4D inner product
reduces to
p q, 1
+ q p, 1
= (2 q p; 0) ;
while the 3D dot product and cross product arise from the symmetric and antisymmetric
sums of quaternions containing only a 3-vector part:
56
(,q ; ,q ; ,q ; ,q ), using the quadratic relationship Rq (V) = q (0; V) q, , written
0 1 2 3
1
explicitly as
2 3
q +q ,q ,q
2
2q q , 2q q
2 2
2q q + 2q q
2
R = 64 2q q + 2q q q , q + q , q 2q q , 2q q 75 :
0 1 2 3 1 2 0 3 1 3 0 2
2 2 2 2
1 2 0 3 0 1(58) 2 3 2 3 0 1
2q q , 2q q 2q q + 2 q q
1 3 q ,q ,q +q
0 2 2 3 0 1
2
0
2
1
2
2
2
3
The signs here result from choosing the left multiplication convention Rp Rq (V) = Rpq (V) =
(p q ) (0; V) (p q ), . Algorithms for the inverse mapping from R to q require careful
1
q) ( q) 2
1 1
kck :
2 0
( 0 =
( q)
0
2
+q q =
1+q q=(q ) 0
2
=
1+ 2
We then find
2 3
1+c ,c ,c 2 2 2
c c , 2c
2 c c + 2c 7
2
1 6
R = 1 + kck 4 2c c + 2c
1
1 2
2
3
3
1,c +c ,c
1 2
2 2
3
2
1 3
2c c , 2c 5:
2 3
2
1 (59)
1 2 3
2c c , 2c 2c c + 2c 1,c ,c +c
2
2 2 2
1 3 2 2 3 1 1 2 3
where c = cos , s = sin , and n ^ n^ = 1. For example, choosing the quaternion q =
(cos ; 0; 0; sin ) yields the rotation matrix
2 2
2 3
cos , sin 0
R = 64 sin cos 0 75 ;
0 0 1
^ = (1; 0; 0) and y
producing a right-handed rotation of the basis vectors x ^ = (0; 1; 0) around
the ^z axis.
Quaternion Frame Evolution. All 3D coordinate frames can be expressed in the form of
^ ;N
quaternions using Eq. (58). If we assume the columns of Eq. (58) are the vectors (N ^ ;T
^ ),
1 2
57
respectively, one can explicitly express each vector in terms of the following matrices
2
64 qq 0 q 1 ,q ,q 37
2 3
[W] 1 = 3 q 2 q q 5
1 0 (61)
,q q ,q q
2 2 3 0
3 1
[W] 2 =
64 ,qq
0
3 q
,q
2
1
q ,q 7
1
q ,q 5
2
0
3 (62)
q q q q
2 1 0 3 2
3
[W] 3 =
64 ,qq
2
1
q
,q
3
0
q
q
0
3
q 71
q 5;
2 (63)
q
0 ,q 1 ,q 2 q 3
The first occurrence of this equation that we are aware of is in the works of Tait [41]. Here
v(t) = kx0 (t)k is the scalar magnitude of the curve derivative if a unit-speed parameter-
ization is not being used for the curve. One may consider Eq. (64) to be in some sense
the square root of the 3D frame equations. Alternatively, we can deduce directly from
Rq (V) = q (0; V) q,1, dq = q (q,1 dq), and (q,1 dq) = ,(dq,1 q), that the
3D vector equations are equivalent to the quaternion form
q0 =
1
2
v q (0; kx ; ky ; kz ) = v q (0; k)
1
2
(65)
(q, )0
1
= , 21 v (0; k) q, ; 1
(66)
58
– q(t) q0(t) = 0 by construction. Thus all unit quaternions remain unit quaternions as
they evolve by this equation.
– The number of equations has been reduced from nine coupled equations with six or-
thonormality constraints to four coupled equations incorporating a single constraint
that keeps the solution vector confined to the three-sphere.
Quaternion Surface Evolution. The same set of equations can be considered to work on
curves that are paths in a surface, thus permitting a quaternion equivalent to the Weingarten
equations for the classical differential geometry of surfaces as well. Explicit forms permit-
ting the recovery of the classical equations follow from re-expressing Eqs. (22) and (23) in
quaternion form. The curvature equation is essentially the cross-product of two derivatives
of the form of Eqs. (65,66), and thus obtainable by a quaternion multiplication:
qu q,v1
= , 14 q (0; a) (0; b) q, 1
= , 14 q (,a b; a b) q, 1
h i
= , 14 ,a b ^I + (a b)x T^ 1 + (a b)y T^ 2 + (a b)z N^ : (67)
^ (0; N
Here Eq. (31) defines the quaternion frame vectors, N ^ ) = q (0; ^z) q ,1 , etc., and
we have introduced the identity element ^I = (1; 0) = q (1; 0) q ,1 as a fourth quaternion
basis vector. The mean curvature equation has only one derivative and a free vector field; an
expression producing the right combination of terms is
^ q q ,1 + T
T ^ q q ,1 = , 21 q (,x^ a , y^ b; x^ a + y^ b) q, 1
1 u 2 v
h i
= , 12 ,(ax + by )^I + bz T^ , az T^
1 2 a , bx )N^ (:68)
+( y
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62
Meshview: Visualizing the Fourth Dimension
Andrew J. Hanson Konstantine I. Ishkov Jeff H. May
Figure 1: Meshview’s interface window with a four-torus drawn Figure 2: Meshview’s key-frame animation interface controlling a set
using edges, vertices, and negative screen door transparency. of animated polygons; the texture coordinates are also key-framed.
Figure 9: N = 4 Fermat surface coded by 2D Figure 10: N = 4 Fermat surface with color Figure 11: N = 3 Fermat surface with z1 = 0
complex phase transform coded 4D depth and z2 = 0 complex planes
Figure 12: Quaternion Frenet frame of (2,3) Figure 13: Selection of alternate quaternion tan- Figure 14: Quaternion manifold of allowed (2,3)
torus knot with color coded 4D depth gent frames for (2,3) torus knot torus knot tangent frames