Re:Let's remove quaternions from every 3D engine (2018)
by graphpapa on Friday January 31, 2020 @08:02AM
(#22201271)
This seems to be an excellent introduction to geometric algebra, a topic I have had difficulty picking up so far.
[ Parent
| on HN ]
Re:Let's remove quaternions from every 3D engine (2018)
by K0SM0S on Friday January 31, 2020 @10:15AM
(#22202293)
I suggest you look at Mathoma's videos¹ on the topic on YouTube. His explaining is so simple (even too simple, some would say) that GA becomes a no-brainer. The magic really happens with this teacher (for me). A lot like Khan, for comparison.
[1]: https://www.youtube.com/playlist?list=PLpzmRsG7u_gqaTo_vEseQ...
Re:Let's remove quaternions from every 3D engine (2018)
by yiyus on Friday January 31, 2020 @10:29AM
(#22202435)
As someone who has to teach GA, may I ask what you tried and what you found difficult? I see problems with the non-standard notation, for example. I also think that it is much easier to understand 3D-GA starting with 2D or even 1D, and of course using a non-formal approach (as we do with vectors). It is also hard to find nice examples between the very obvious and very difficult stuff.
Re:Let's remove quaternions from every 3D engine (2018)
by graphpapa on Saturday February 01, 2020 @05:28AM
(#22209788)
I think it is mainly the extra time spent on the foundational definitions - ie. multiple paragraphs and multiple interactive widgets just to clarify what is meant by a bi-vector.
I don’t claim to have delved very deep in the topic before, but of course it is standard to start with definitions - and I found these definitions particularly clear & disambiguated.