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	<title>fixored? &#187; Quaternions</title>
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		<title>Representing Rotations In Quaternion Arithmetic</title>
		<link>http://www.sjbrown.co.uk/2002/05/01/quaternions/</link>
		<comments>http://www.sjbrown.co.uk/2002/05/01/quaternions/#comments</comments>
		<pubDate>Wed, 01 May 2002 19:00:37 +0000</pubDate>
		<dc:creator>Simon Brown</dc:creator>
				<category><![CDATA[Quaternions]]></category>

		<guid isPermaLink="false">http://sjbrown.co.uk/blog/?p=127</guid>
		<description><![CDATA[Quaternions crop up a lot in game development, since they are an efficient way to store rotations in 3-space. This article attempts to serve as a mathematical introduction to quaternions, and explains how and why we choose to use them to represent 3D rotations.

Basic Quaternion Arithmetic
Quaternions form what is called a non-commutative division ring. This [...]]]></description>
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