Quaternions are arguably an appropriate choice for representing object rotations internally. They are simple and efficient to interpolate and represent a single orientation unambiguously.
However, presenting quaternions in the user interface is generally inappropriate - Euler angles are generally much more familiar to users, and their values are a little more intuitive and predictable.
Euler angles suffer from being complicated at the code level - they require that an order of rotation is stored, and composing a practical orientation (be it matrix or quaternion) using this order and associated angles is cumbersome, to say the least.
Reliable interpolations are most conveniently performed using quaternion representation - so does this mean we must convert constantly between an Euler representation and a quaternion representation? Is this feasible in terms of performance?
Can we store the orientations as quaternions and convert them only for displayed to the user? This may not be possible because for any given orientation there is exactly one quaternion representation but many Euler representations. How do we 'pick' the Euler representation that corresponds to the one that originally defined that orientation? It seems like an impossible task - we've effectively lost information when converting to a quaternion.
Could we store as Euler angles and then convert to quaternions as needed? This probably isn't scalable - conversion from an Euler angle to a quaternion, interpolation, and then conversion back again is likely to be relatively expensive code.
Could we simply store both representations and use the most appropriate for any given situation? A large cost in terms of memory (imagine animation curves for a skeleton with around sixty bones) and keeping these values synchronised could be expensive, or at least cumbersome.
Has anybody seen, used or though up any clever solution to this problem? Surely the three options above aren't out only ones? Are there any other problem domains similar to this that have been solved?
I am an aerospace engineer; I have been using quaternions for spacecraft attitude control and navigation for going on three decades. Here are some thoughts on your situation:
I have algorithms for all these operations and many more: quaternions to/from Euler angles of any rotation sequence to/from rotation matrices (direction cosine matrices), quaternion interpolation matching position, rate, etc. at end or intermediate points, rigid and flexible body dynamics and kinematics using quaternions.
Please contact me if I can be of assistance at nhughes1ster@gmail.com
Why not use Quarternions in code and convert the Q to angles when needed for display ?
I don't think it makes sense to use Euler angles internally - you'll want to use quaternions for all your calculations and usually won't be able to afford the conversions going on everywhere. As for the converting it back to Euler angles for the UI - would it be that bad if the user only gets an angle that is equivalent to the original input but is represented differently? If you do the conversion right, you should end up with the "simplest" Euler angles for any given quaternion.
You can represent the rotation as axis + rotation angle, which is essentially the same as quaternion (up to a sign)
How many conversions are we talking about. It looks like you're paying for about two transcendental operations per conversion, which on modern hardware is available in the order of 100millions per second. I'd store both, Quaternions for accuracy and aesthetics and euler rotations for preserving user info. Maybe add a flag to indicate which is preferred for any given object. On top of that, you only have to perform the conversion once per rotated member. Once you've computed a transformation matrix, its multiply-adds until you run out of vertexes.
I am a fan of quaternions. In order to make them work, could you reconsider your presentation to the user? Instead of presenting the rotation to the user as a series of Euler angles in text form, you might instead pick some simple 3D object and apply the quaternion rotation to the object to display visually the rotation in effect.