This is a bit of a stretch -- by the same logic any operation on more than three numbers means I have to trust the formulas. We have many methods to understand, visualize, develop intuition, etc. in such cases, such as "fix a, look at what happens when you vary b, c and d". When I am working to understand dynamics of an object with three variables in MATLAB or similar, I seldom (probably never) plot it in 3D (which gets projected on the surface of a flat monitor anyway). Instead I usually play with numerous 2D and even 1D plots. My 2c.
By this, the author means: you can visualize a rotor FULLY in 3D, no extra dimension neccessary.
I suspect you never have tried to think about how quaternions work mechanically, I suggest this neat video:
I do get the theory part -- I know how quaternions and rotors work (and have a PhD in "pure" math). My objection (and a pretty firm one) is with the "if a phenomenon has more than three variables we cannot visualize it" logic. While lower dimensions make things a little easier to understand and develop an intuition for, a convenient abstraction or a model is much more important. Most engineers work with things described by multiple variables all the time and "reduce dimension to three" is seldom the main goal.
If the claim is that rotor is a better model, more convenient for software engineering, we can examine (and debate) that. But we should not recommend switching just because it has one less variable. For someone with an algebraic rather than geometric view, the ability to multiply quaternions on a piece of paper may be a strong benefit. Double-checking, say the result (1+i)*(j-k) by hand takes 10 seconds and a piece of paper; try mentally computing the rotor composition -- you would probably fall back on algebra (I certainly would).
> But instead of defining Quaternions out of nowhere and trying to explain how they work retroactively, it is possible to explain Rotors almost entirely from scratch. This obviously takes more time, but I find it is very much worth it because it makes them much easier to understand!
I can't speak to his argument really as, when it comes to 3D game dev, I'm purely a hobbyist. I do believe though that in the end, programmers want to program. They want to be handed a library with an API that makes sense. The ones who care deeply about the whys and hows of the math will always take the time to learn it; others just want to know how to write the code. For those people, I'm not sure the rotor equations I saw are any more intuitive at first blush than the quaternion equations.
In short, I feel like by the time you're at the point where you're explaining the details of a topic like geometric algebra, you've likely already lost the people who just want to code, even if the description you provide is more intuitive.
Having said that, I still found the video fascinating.
In this case, a 3D visualisation is the right tool because the problem is all about objects in 3D space. So rotors let you mentally work with the same objects you're thinking about anyway instead of switching to some other concept or representation.
I don't see that "it's technically 2D anyway because it's projected to the surface of my monitor" is a valid argument. My visual system knows pretty well how to deal with pseudo-3D objects, thank you very much.
This is a very interesting point. Have you tried VR? Do you think this preference for 2d and 1d is just because 3d display technology is still inconvenient or is it something deeper than that?
If it means rotors can be used to give a simple formula for rotations in 3D space, then it also applies to quaternions.
If it means the space of rotors is three-dimensional, then it's false: rotors have 4 coordinates, a + b x^y + c y^z + d x^z, just like quaternions.
Does it mean something else? Something that applies only to rotors and not to quaternions?
It's also easy (after reading the article) to understand the operations that can be performed on these things.
It's not as obvious what i, j and k in the quaternions correspond to, or why they have the multiplication table that they do. It's an algebraic construction, not a geometric one and hence more difficult to visualise.
Quaternions and rotors are exactly the same in practice, but the intuitions are very different. The intuition behind rotors involves planes and lines in 3D, whereas the intuition behind quaternions typically involves a unit hypersphere; there's a 3B1B video on quaternions where you can learn more about them.
Note that even if you do restrict q to have unit norm, q and -q still denote the same rotation! (In other words, the space of rotations isn't really S^3, but projective space RP^3.)
I'll be sure to check out the 3B1B video, I keep seeing them recommended and I think they might a good resource to recommend to my students.
Quats are quite easy to reason about: a unit quat holds a rotation about an axis: rotation about angle theta an axis given by direction (x,y,z) is quat q = sin(t/2) + cos(t/2)(xi+yj+zk).
Composing quats q1 * q2 is the rotation you get by applying q2 then q1 to an item.
So think of the scalar as holding info about the angle rotated, and the vector part as the direction of the axis.
I don't see how with rotors or quats you can easily visualize composition or more complex actions (and I've used both extensively). "Blindly" trusting the formulas can be replaced by working through a proof enough times until you feel how they work, just like linear algebra, algebra, quadratic formula, etc.
Rotors use a.b with aXb, and quaternions use magnitude and 3D direction vector.
Rotations do involve magnitudes when interpreted as an axis (2 dimensional manifold embedded in R^3) and a magnitide (0 to 2pi)
https://en.wikipedia.org/wiki/Axis%E2%80%93angle_representat...
SO(3) is a coordinate-free abstraction that isn't relevant to the topic of GA vs Quaternions for calculating concrete values in computer graphics
He also gives a concrete reason: For 3D objects, rotors operate fully in 3D, whereas quaternions are in 4D. This means you can visualize rotors and imagine "how they work" whereas with quaternions, you have to more or less blindly trust the formulas.