Multiplication of quaternions is defined as in Formula 7.3. Like transformation matrices, a series of rotation
quaternions can be multiplied together to produce a composite rotation.
Quaternion multiplication
To rotate a vector V by a quaternion , the vector is first represented as a quaternion with the vector equal to
V and the scalar equal to 0, or W = [0, V]. This vector quaternion is premultiplied with the inverse of the
rotation quaternion and postmultiplied with the rotation quaternion to provide the rotated vector,
.
A series of quaternions can be interpolated smoothly with no gimbal lock, singularities, or privileged axes,
and they maintain perceptually smooth and consistent motion at all times. Most of the techniques exploit the
fact that rotation quaternions can be viewed as points on a unit 4-sphere and seek to find spline curves on the
4-sphere. Shoemake describes a simple but effective method of doing interpolations using Bezier curves [36].
Barr et. al. and Gabriel and Kajiya describe more complex methods [3, 15].
Psychological factors
In the design of observer motions, it is important to remember that the observer represents the eyes of the
audience. Some people are sensitive to motion sickness, which may be triggered by excessively wild motion.
The motions with which people are familiar are based on everyday experiences such as walking,turning
around to see a panorama, moving close to look at a feature, walking around an object, and driving a car.
Motion pictures expand this to include the experiences of arcing over and under, and smoothly dollying and
craning. The use of kinds of motion unfamiliar to the audience may distract from the contents of the
animation.
Unfortunately, the Cartesian splines that are most common in computer animation can produce varying
acceleration in haphazard directions, causing a bouncy or mushy feel to the motion. This can be a useful
stylistic technique in art animation, but the mushy feel can distract from the contents of the visualization in
scientific animation. The haphazard motion may also result in artifacts in which parts of the visualization
appear to change size or speed. Simple sequences of observer motions which stop before changing may be
less confusing than smooth motion.
7.2.3 Assembling a Complete Animation
When the engineers working on the analysis problem are the only ones who will view the animation, it may
be sufficient to generate a single sequence showing the visualization of interest. However, if the animation is
to be viewed by another audience, additional care in designing an effective complete presentation is
important.
An effective animation requires careful design, always keeping the audience in mind. An animation should be
just the right length, neither too short nor too long, and it should provide enough information to get the point
across without confusing the audience with “information overload.” [7]
7.2.3.1 Frame rate
One important factor in animation is the frame rate, or the rate at which images are presented during playback.
Every recording medium has a natural playback rate: 30 or 25 frames per second for video, 24 frames per
second for film. To animate “on ones” is to use every available frame to show a different image, thus
maximizing the frame rate. To animate “on twos” is to use every other frame, “on threes” is to use every third
frame, etc. Good commercial film animation is usually animated on twos or on ones. Saturday morning
cartoons are often animated on threes or worse. The frame rate is a tradeoff. The greater the frame rate, the
smoother the animation will appear, but because there will be more frames, more work will be required to
produce the animation. It is best to aim high when choosing a frame rate. Between 20 and 25 frames per
second is a threshold below which many people will perceive flicker [22].
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