Properly normalizing a dual quaternion - quaternions

I'm having trouble with dual quaternions, and I believe it's because they're not properly normalized.
A, B and A' are dual quaternions where the latter is conjugated. When doing this:
Q = A * B * A'
I should theoretically always end up with Q = B if A and B are properly normalized. But in some cases, I don't, and it's completely messing up my whole skeletal hierarchy.
Many pages show that the norm of a dual quaternion is ||Q|| = sqrt(QQ'), but that means taking the square root of a dual number, and I have no idea how to do that. So right now I'm just dividing the whole thing by the length of the real part.
I've been searching around for days, but I still have yet to find a good code example on how to use dual quaternions. I feel I know the theory pretty well, but I still can't get it to work.

Not too difficult. Of interest for computer graphics are only unit dual quaternions, i.e. ||Q|| = 1. This leads to:
QQ' = (R, D)(R*, D*) = (RR*, RD* + DR*) = (1, 0)
Q = dual quaternion. R = real part, D = dual part. You see, for unit dual quaternions the dual part vanishes. You need only to calculate the magnitude for the real part. So the problem is reduced to calculating the magnitude of a simple quaternion. And that is calculated analogous as it is done for complex numbers:
||R|| = sqrt(r1^2+r2^2+r3^2+r4^2)
(r1 - r4 are the components of the 4D vector R)
Now just divide the R/||R|| and D/||R|| and you have your normalized Q.

From glm source code:
template <typename T, precision P>
GLM_FUNC_QUALIFIER tdualquat<T, P> normalize(tdualquat<T, P> const & q)
{
return q / length(q.real);
}
I checked the operator/ implementation. It just divides both quaternions with a float.

I'm recently studying dual quaternion and just came across the same question, I'll try to give my answer, correct me if anything is wrong.
To normalize a dual quaternion, say Q=a+eb, we can just divide it by ||Q||. We need to calculate the norm of Q, this can be done with the following formula,
Then we can calculate the normalization by

Related

Calculate intercepting vector?

I am trying to calculate an intercepting vector based on Velocity Location and time of two objects.
I found an post covering my problem but was left over with some technical questions i could not ask because my reputation is below 50.
Calculating Intercepting Vector
The answer marked as best goes over the process of how to solve my problem, however when i tried to calculate myself, i could not understand how the vectors of position and velocity are converted to a real number.
Using the data provided here for the positions and speeds of the target and the interceptor, the solving equation is the following:
plugging in the numbers, the coefficients of the quadratic equation in t are:
s_t = [120, 40]; v_t = [5,2]; s_i = [80, 80]; v_i = 10;
a = dot(v_t, v_t)-10^2
b = 2*dot((s_t - s_i),v_t)
c = dot(s_t - s_i, s_t - s_i)
Solving for t yields:
delta = sqrt(b^2-4*a*c)
t1 = (b + sqrt(b^2 - 4*a*c))/(2*a)
t2 = (b - sqrt(b^2 - 4*a*c))/(2*a)
With the data at hand, t1 turns out to be negative, and can be discarded.

Taking the difference of 2 nodes in a decision problem while keeping the model as an MILP

To explain the question it's best to start with this
picture
I am modeling an optimization decision problem and a feature that I'm trying to implement is heat transfer between the process stages (a = 1, 2) taking into account which equipment type is chosen (j = 1, 2, 3) by the binary decision variable y.
The temperatures for the equipment are fixed values and my goal is to find (in the case of the picture) dT = 120 - 70 = 50 while keeping the temperature difference as a parameter (I want to keep the problem linear and need to multiply the temperature difference with a variable later on).
Things I have tried:
dT = T[a,j] - T[a-1,j]
(this obviously gives T = 80 for T[a-1,j] which is incorrect)
T[a-1] = sum(T[a-1,j] * y[a-1,j] for j in (1,2,3)
This will make the problem non-linear when I multiply with another variable.
I am using pyomo and the linear "glpk" solver. Thank you for reading my post and if someone could help me with this it is greatly appreciated!
If you only have 2 stages and 3 pieces of equipment at each stage, you could reformulate and let a binary decision variable Y[i] represent each of the 9 possible connections and delta_T[i] be a parameter that represents the temp difference associated with the same 9 connections which could easily be calculated and put into a model parameter.
If you want to keep in double-indexed, and assuming that there will only be 1 piece of equipment selected at each stage, you could take the sum-product of the selection variable and temps at each stage and subtract them.
dT[a] = sum(T[a, j]*y[a, j] for j in J) - sum(T[a-1, j]*y[a-1, j] for j in J)
for a ∈ {2, 3, ..., N}

Calculating Collision Times Between Two Circles - Physics

I keep stumbling into game/simulation solutions for finding distance while time is running, and it's not what I'm looking for.
I'm looking for an O(1) formula to calculate the (0 or 1 or 2) clock time(s) in which two circles are exactly r1+r2 distance from each other. Negative time is possible. It's possible two circles don't collide, and they may not have an intersection (as in 2 cars "clipping" each other while driving too close to the middle of the road in opposite directions), which is messing up all my mx+b solutions.
Technically, a single point collision should be possible.
I'm about 100 lines of code deep, and I feel sure there must be a better way, and I'm not even sure whether my test cases are correct or not. My initial setup was:
dist( x1+dx1*t, y1+dy1*t, x2+dx2*t, y2+dy2*t ) == r1+r2
By assuming the distance at any time t could be calculated with Pythagoras, I would like to know the two points in time in which the distance from the centers is precisely the sum of the radii. I solved for a, b, and c and applied the quadratic formula, and I believe that if I'm assuming they were phantom objects, this would give me the first moment of collision and the final moment of collision, and I could assume at every moment between, they are overlapping.
I'm working under the precondition that it's impossible for 2 objects to be overlapping at t0, which means infinite collision of "stuck inside each other" is not possible. I'm also filtering out and using special handling for when the slope is 0 or infinite, which is working.
I tried calculating the distance when, at the moment object 1 is at the intersection point, it's distance from object 2, and likewise when o2 is at the intersection point, but this did not work as it's possible to have collision when they are not at their intersection.
I'm having problems for when the slopes are equal, but different magnitude.
Is there a simple physics/math formula for this already?
Programming language doesn't matter, pseudcode would be great, or any math formula that doesn't have complex symbols (I'm not a math/physics person)... but nothing higher order (I assume python probably has a collide(p1, p2) method already)
There is a simple(-ish) solution. You already mentioned using the quadratic formula which is a good start.
First define your problem where the quadratic formula can be useful, in this case, distance between to centers, over time.
Let's define our time as t
Because we are using two dimensions we can call our dimensions x & y
First let's define the two center points at t = 0 of our circles as a & b
Let's also define our velocity at t = 0 of a & b as u & v respectively.
Finally, assuming a constant acceleration of a & b as o & p respectively.
The equation for a position along any one dimension (which we'll call i) with respect to time t is as follows: i(t) = 1 / 2 * a * t^2 + v * t + i0; with a being constant acceleration, v being initial velocity, and i0 being initial position along dimension i.
We know the distance between two 2D points at any time t is the square root of ((a.x(t) - b.x(t))^2 + (a.y(t) - b.y(t))^2)
Using the formula of position along a dimensions we can substitute everything in the distance equation in terms of just t and the constants we defined earlier. For shorthand we will call the function d(t);
Finally using that equation, we will know that the t values where d(t) = a.radius + b.radius are where collision starts or ends.
To put this in terms of quadratic formula we move the radius to the left so we get d(t) - (a.radius + b.radius) = 0
We can then expand and simplify the resulting equation so everything is in terms of t and the constant values that we were given. Using that solve for both positive & negative values with the quadratic formula.
This will handle errors as well because if you get two objects that will never collide, you will get an undefined or imaginary number.
You should be able to translate the rest into code fairly easily. I'm running out of time atm and will write out a simple solution when I can.
Following up on #TinFoilPancakes answer and heavily using using WolframAlpha to simplify the formulae, I've come up with the following pseudocode, well C# code actually that I've commented somewhat:
The Ball class has the following properties:
public double X;
public double Y;
public double Xvel;
public double Yvel;
public double Radius;
The algorithm:
public double TimeToCollision(Ball other)
{
double distance = (Radius + other.Radius) * (Radius + other.Radius);
double a = (Xvel - other.Xvel) * (Xvel - other.Xvel) + (Yvel - other.Yvel) * (Yvel - other.Yvel);
double b = 2 * ((X - other.X) * (Xvel - other.Xvel) + (Y - other.Y) * (Yvel - other.Yvel));
double c = (X - other.X) * (X - other.X) + (Y - other.Y) * (Y - other.Y) - distance;
double d = b * b - 4 * a * c;
// Ignore glancing collisions that may not cause a response due to limited precision and lead to an infinite loop
if (b > -1e-6 || d <= 0)
return double.NaN;
double e = Math.Sqrt(d);
double t1 = (-b - e) / (2 * a); // Collison time, +ve or -ve
double t2 = (-b + e) / (2 * a); // Exit time, +ve or -ve
// b < 0 => Getting closer
// If we are overlapping and moving closer, collide now
if (t1 < 0 && t2 > 0 && b <= -1e-6)
return 0;
return t1;
}
The method will return the time that the Balls collide, which can be +ve, -ve or NaN, NaN means they won't or didn't collide.
Further points to note are, we can check the discriminant against <zero to bail out early which will be most of the time, and avoid the Sqrt. Also since I'm using this in a continuous collision detection system, I'm ignoring collisions (glancing) that will have little or no impact since it's possible the response to the collision won't change the velocities and lead to the same situation being checked infinitely, freezing the simulation.
The 'b' variable can used for this check since luckily it's similar to the dot product. If b is >-1e-6 ie. they're not moving closer fast enough we return NaN, ie. they don't collide. You can tweak this value to avoid freezes, smaller will allow closer glancing collisions but increase the chance of a freeze when they happen like when a bunch of circles are packed tightly together. Likewise to avoid Balls moving through each other we signal an immediate collison if they're already overlapping and moving closer.

preserving units for calculations in programming

I was wondering if there are any sweet languages that offer some sort of abstraction for "feet" vs "inches" or "cm" etc. I was considering doing something like the following in Java:
u(56).feet() + u(26).inches()
and be able to get something like
17.7292 meters as the result.
One possible approach is, when making a new value, immediately convert it to a "base" unit, like meters or something, so you can add them easily.
However, I would much rather have the ability to preserve units, so that something like
u(799.95555).feet() - u(76).feet()
returns
723.95555 feet
and not
243.826452 meters - 23.1648 meters = 220.661652 meters
//220.661652 meters to feet returns 723.955551 feet
Since this problem seems like it would be really common, is there any framework or even a programming language that exists that handles this elegantly?
I suppose I can just add the units as they are in my methods, adding matching units together and only converting in order to +-*/ [add/subtract/multiply/divide] when they are requested, which is great for adding and subtracting:
//A
{
this.inches = 36.2;
this.meters = 1;
}
//total length is 1.91948 m
if I add this to an object B with values
//B
{
this.inches = 0.8;
this.meters = 2;
}
//total length is 2.02032 m
and I get a new object that is
{
this.inches = 37;
this.meters = 3;
}
//total length is 3.9398 meters
which is totally awesome, I can convert it whenever I want no problem. But operations such as multiplication would fail ...
//A * B = 3.87796383 m^2
{
this.inches = 28.96;
this.meters = 2;
}
// ...but multiplying piece-wise and then adding
// gives you 2.01868383 m^2, assuming you make 2m*1m give you 2 m^2.
So all I really wanted to show with that example was that
( A1 + A2 ) * ( Z1 + Z2 ) is not ( A1 * Z1 ) + ( A2 * Z2 )
And I'm pretty sure this means one has to convert to a common unit if they want to multiply or divide.
The example was mostly to discourage the reflexive answer, that you add or subtract them piece-wise before converting at the last moment, since * and / will fail.
tl;dr: Are there any clever ways to preserve units in programming? Are there clever ways to name methods/routines such that it's easy for me to understand what I'm adding and subtracting, etc?
I know for a fact there is such a language, although I haven't used it myself.
It's called Frink.
It not only allows you to mix different units for the same dimension but also operate on several different physical measurements. The sample calculations on its site are a fun read. I particular like the Superman bit.
F# has language support for units of measure.
EDIT: See also How do F# Units of Measure work
Many functional languages allow creating types for this sort of unit preservation. In Haskell:
-- you need GeneralizedNewtypeDeriving to derive Num
newtype Feet = Feet {unFeet :: Float} deriving (Eq, Show, Num)
newtype Meters = Meters {unMeters :: Float} deriving (Eq, Show, Num)
Now each unit is its own type, and you can only perform operations on values of the same type:
*Main> let a1 = 1 :: Feet
*Main> let a2 = 2 :: Feet
*Main> let a3 = 3 :: Meters
*Main> a1+a2
Feet 3.0
*Main> a1+a3
<interactive>:1:3:
Couldn't match expected type `Feet' against inferred type `Meters'
In the second argument of `(+)', namely `a3'
In the expression: a1 + a3
In the definition of `it': it = a1 + a3
*Main>
Now you can create a conversion type class to convert to and from any measurement types
class LengthMeasure unit where
untype :: unit -> Float
toFeet :: unit -> Feet
toFeet = Feet . (* 3.2808) . untype . toMeters
toMeters :: unit -> Meters
toMeters = Meters . (* 0.3048) . untype . toFeet
instance LengthMeasure Feet where
untype = unFeet
toFeet = id
instance LengthMeasure Meters where
untype = unMeters
toMeters = id
Now we can freely convert between types:
*Main> a1+toFeet a3
Feet {unFeet = 10.842401}
Of course, packages to do this sort of thing are available in Haskell.
Since you're using Java already, maybe Scala or Clojure would offer similar capabilities?
JSR-275 might be relevant http://code.google.com/p/unitsofmeasure/
See Which jsr-275 units implementation should be used?
I have done a lot of work with Units and there isn't anything comprehensive. You can find a lot of partial utilities (I think there are some distributed with UNIXes). NIST was developing a units markup language but it's been at least a decade cooking.
To do this properly needs an ontology in which the units are defined and the rules for conversion. You also have to deal with prefixes.
If you stick with physical science (SI units) there are 7 (possibly 8) base unit-types and 22 named derived quantities. But there are an also infinote number of ways they can be combined. For example the rate of change of acceleration is called "jerk" by some. In principle you could have an indefinite number of derivatives.
Are currencies units? etc...

Is there an iterative way to calculate radii along a scanline?

I am processing a series of points which all have the same Y value, but different X values. I go through the points by incrementing X by one. For example, I might have Y = 50 and X is the integers from -30 to 30. Part of my algorithm involves finding the distance to the origin from each point and then doing further processing.
After profiling, I've found that the sqrt call in the distance calculation is taking a significant amount of my time. Is there an iterative way to calculate the distance?
In other words:
I want to efficiently calculate: r[n] = sqrt(x[n]*x[n] + y*y)). I can save information from the previous iteration. Each iteration changes by incrementing x, so x[n] = x[n-1] + 1. I can not use sqrt or trig functions because they are too slow except at the beginning of each scanline.
I can use approximations as long as they are good enough (less than 0.l% error) and the errors introduced are smooth (I can't bin to a pre-calculated table of approximations).
Additional information:
x and y are always integers between -150 and 150
I'm going to try a couple ideas out tomorrow and mark the best answer based on which is fastest.
Results
I did some timings
Distance formula: 16 ms / iteration
Pete's interperlating solution: 8 ms / iteration
wrang-wrang pre-calculation solution: 8ms / iteration
I was hoping the test would decide between the two, because I like both answers. I'm going to go with Pete's because it uses less memory.
Just to get a feel for it, for your range y = 50, x = 0 gives r = 50 and y = 50, x = +/- 30 gives r ~= 58.3. You want an approximation good for +/- 0.1%, or +/- 0.05 absolute. That's a lot lower accuracy than most library sqrts do.
Two approximate approaches - you calculate r based on interpolating from the previous value, or use a few terms of a suitable series.
Interpolating from previous r
r = ( x2 + y2 ) 1/2
dr/dx = 1/2 . 2x . ( x2 + y2 ) -1/2 = x/r
double r = 50;
for ( int x = 0; x <= 30; ++x ) {
double r_true = Math.sqrt ( 50*50 + x*x );
System.out.printf ( "x: %d r_true: %f r_approx: %f error: %f%%\n", x, r, r_true, 100 * Math.abs ( r_true - r ) / r );
r = r + ( x + 0.5 ) / r;
}
Gives:
x: 0 r_true: 50.000000 r_approx: 50.000000 error: 0.000000%
x: 1 r_true: 50.010000 r_approx: 50.009999 error: 0.000002%
....
x: 29 r_true: 57.825065 r_approx: 57.801384 error: 0.040953%
x: 30 r_true: 58.335225 r_approx: 58.309519 error: 0.044065%
which seems to meet the requirement of 0.1% error, so I didn't bother coding the next one, as it would require quite a bit more calculation steps.
Truncated Series
The taylor series for sqrt ( 1 + x ) for x near zero is
sqrt ( 1 + x ) = 1 + 1/2 x - 1/8 x2 ... + ( - 1 / 2 )n+1 xn
Using r = y sqrt ( 1 + (x/y)2 ) then you're looking for a term t = ( - 1 / 2 )n+1 0.36n with magnitude less that a 0.001, log ( 0.002 ) > n log ( 0.18 ) or n > 3.6, so taking terms to x^4 should be Ok.
Y=10000
Y2=Y*Y
for x=0..Y2 do
D[x]=sqrt(Y2+x*x)
norm(x,y)=
if (y==0) x
else if (x>y) norm(y,x)
else {
s=Y/y
D[round(x*s)]/s
}
If your coordinates are smooth, then the idea can be extended with linear interpolation. For more precision, increase Y.
The idea is that s*(x,y) is on the line y=Y, which you've precomputed distances for. Get the distance, then divide it by s.
I assume you really do need the distance and not its square.
You may also be able to find a general sqrt implementation that sacrifices some accuracy for speed, but I have a hard time imagining that beating what the FPU can do.
By linear interpolation, I mean to change D[round(x)] to:
f=floor(x)
a=x-f
D[f]*(1-a)+D[f+1]*a
This doesn't really answer your question, but may help...
The first questions I would ask would be:
"do I need the sqrt at all?".
"If not, how can I reduce the number of sqrts?"
then yours: "Can I replace the remaining sqrts with a clever calculation?"
So I'd start with:
Do you need the exact radius, or would radius-squared be acceptable? There are fast approximatiosn to sqrt, but probably not accurate enough for your spec.
Can you process the image using mirrored quadrants or eighths? By processing all pixels at the same radius value in a batch, you can reduce the number of calculations by 8x.
Can you precalculate the radius values? You only need a table that is a quarter (or possibly an eighth) of the size of the image you are processing, and the table would only need to be precalculated once and then re-used for many runs of the algorithm.
So clever maths may not be the fastest solution.
Well there's always trying optimize your sqrt, the fastest one I've seen is the old carmack quake 3 sqrt:
http://betterexplained.com/articles/understanding-quakes-fast-inverse-square-root/
That said, since sqrt is non-linear, you're not going to be able to do simple linear interpolation along your line to get your result. The best idea is to use a table lookup since that will give you blazing fast access to the data. And, since you appear to be iterating by whole integers, a table lookup should be exceedingly accurate.
Well, you can mirror around x=0 to start with (you need only compute n>=0, and the dupe those results to corresponding n<0). After that, I'd take a look at using the derivative on sqrt(a^2+b^2) (or the corresponding sin) to take advantage of the constant dx.
If that's not accurate enough, may I point out that this is a pretty good job for SIMD, which will provide you with a reciprocal square root op on both SSE and VMX (and shader model 2).
This is sort of related to a HAKMEM item:
ITEM 149 (Minsky): CIRCLE ALGORITHM
Here is an elegant way to draw almost
circles on a point-plotting display:
NEW X = OLD X - epsilon * OLD Y
NEW Y = OLD Y + epsilon * NEW(!) X
This makes a very round ellipse
centered at the origin with its size
determined by the initial point.
epsilon determines the angular
velocity of the circulating point, and
slightly affects the eccentricity. If
epsilon is a power of 2, then we don't
even need multiplication, let alone
square roots, sines, and cosines! The
"circle" will be perfectly stable
because the points soon become
periodic.
The circle algorithm was invented by
mistake when I tried to save one
register in a display hack! Ben Gurley
had an amazing display hack using only
about six or seven instructions, and
it was a great wonder. But it was
basically line-oriented. It occurred
to me that it would be exciting to
have curves, and I was trying to get a
curve display hack with minimal
instructions.