Re: Low pass filter on quaternions
"Tom Plunket" <[email protected]> Mon, 29 Mar 2010 08:39:00 -0700
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
> The torque can now be defined as log(Qrel) * Cspring, where Cspring is > the spring constant. You will need to damp out oscillations, by > multiplying the relative angular velocity (also a 3-vector) by a damping > constant and subtracting it from the torque. I love springs as much as anybody, but I've never satisfactorily solved the "spike" problem, which is to say if the target value is sufficiently far away from the at-rest current value, the damping doesn't kick in until you've already blasted off into space. I don't remember my calculus well enough to solve this myself, but Game Gems 4 (I think?) has an article on iterative critically damped springs. Unfortunately, critically damped springs also tend to converge very slowly. -tom! -- ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list