Quaternion Interpolation
LERP and SLERP - Linear and spherical interpolation of quaternions
Quaternion Interpolation Calculator
Quaternion Interpolation
Interpolates between two quaternions q₁ and q₂ using linear (LERP) or spherical linear (SLERP) interpolation
Interpolation methods
LERP: Simple linear interpolation - fast but not constant speed
SLERP: Spherical interpolation - constant speed on the unit sphere
Interpolation Info
Types of interpolation
LERP: Linear interpolation - simple
SLERP: Spherical interpolation - uniform
LERP: Fast, simple to compute
SLERP: Constant speed, smoother
Weight parameter
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Formulas for Quaternion Interpolation
Interpolation parameter
Weight parameter between 0 and 1
LERP - Linear interpolation
Simple weighted sum
SLERP - Spherical interpolation
Constant speed on the unit sphere
SLERP angle computation
Angle between the quaternions
LERP vs SLERP
Speed vs. quality
Examples for Quaternion Interpolation
Example 1: LERP interpolation
q = 2 + 2.5i + 4.5j + 1.5k
Example 2: SLERP vs LERP
SLERP preserves unit length
Use cases
Interpolation enables smooth orientation transitions without jumps
Step-by-step guide
LERP procedure
- Enter both quaternions
- Choose weight t (0.0 to 1.0)
- Formula: (1-t)·q₁ + t·q₂
- Compute components individually
SLERP procedure
- Compute dot product: q₁·q₂
- Angle θ = arccos(q₁·q₂)
- Compute sine weights
- Form weighted sum
Applications of Quaternion Interpolation
Quaternion interpolation is essential for smooth animations and transitions:
Animation & 3D Graphics
- Character animation: bone rotation
- Camera moves: smooth pans
- Object rotation: uniform turns
- Morphing: pose transitions
Robotics & Control
- Path planning: smooth motion profiles
- Joint control: jerk-free movements
- Orientation control: smooth transitions
- Calibration: interpolated corrections
Gaming & VR/AR
- Character control: realistic motion
- Camera systems: cinematic shots
- VR tracking: natural head movement
- Physics engines: time-integrated rotation
Key properties
- LERP: Fast, but variable speed
- SLERP: Constant speed, but more expensive
- Normalization often required after LERP
- SLERP may be numerically unstable for small angles
Quaternion Interpolation: the key to natural animations
Quaternion interpolation is fundamental for producing smooth, natural movements in 3D applications. While linear interpolation (LERP) is simple and fast, spherical linear interpolation (SLERP) provides constant rotational speed and avoids unnatural acceleration. SLERP operates on the 4D unit sphere and ensures interpolated quaternions remain normalized. These properties make SLERP the preferred method for high-quality animations, while LERP suits real-time scenarios with performance requirements.
Summary
The choice between LERP and SLERP depends on requirements: LERP for performance, SLERP for quality. In practice hybrid approaches are common—SLERP for visible animations and LERP for internal calculations. Modern game engines and animation tools use optimizations such as NLERP (normalized LERP) as a compromise between speed and quality. Quaternion interpolation enables representing complex 3D rotations in natural motion sequences and is indispensable for modern 3D applications.