Each position of the eye is denoted by a 3-D vector q
= sin(a/2) n
where
n is the axis of rotation from center
to the current position
a is the amplitude of the rotation
q is 3-D: torsional (out of screen),
vertical & horizontal (in the plane of the screen)
The advantage of this representation is that all q's
will lie on a plane (if Listing's law is obeyed).
That is Listing's law can simply be stated as q1
= 0.
In the figure, the red dot is the tip of the quaterion
vector. Notice that this quaternion vector:
- stays on the axis of rotation n
- moves away from center as the eye rotates from
its forward pointing starting position (because
it is scaled by the sin of the rotation of the
eye).
- stays on Listing's plane, the blue square.
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