WEBVTT

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In Russia.

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As we have seen using the TF2 library, there are two different ways to express the orientation of our

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reference frames in space.

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Initially when we approached the study of the kinematics, we used rotation matrices and so it was possible

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to decompose the orientation of a reference frame with respect to another into three fundamental components,

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three elemental rotations around the Z, Y and X axis.

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These three angles.

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These three elemental rotations are commonly referred to as Euler angles, and they allow us to represent

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the orientation of a body in the three dimensional space in a simple and intuitive way.

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However, in the laboratory lessons we also saw that rose to use another convention for the orientation

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representations, namely the Quaternions.

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We also saw that this tool is composed of four variables, which are the four variables that we had

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to assign to the orientation of the reference frames.

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These two tools serve the same purpose, representing the orientation of our reference frame with respect

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to another.

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However, in computer science, whenever it is needed to express the orientation of a body, quaternions

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are preferred.

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This is not only the case in robotics, but also in video games development, for example, in computer

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vision, animation and also special effects.

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In the upcoming lessons, we will analyze these two equivalent tools and see the reason why Quaternions

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prevail over rotation matrices in computer science.
