Euler angle to Multivector












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What’s the formula to go from euler angles over to Multivector, and are they the same as rotors?



I have some familiarity with quaternions but I don’t like that they have to divide the angles by 2 prior to taking a cosine and sine given the potential rounding errors that can ensue on computers, especially since if you’re going to get the results back and try to convert it back to a readable Euler angle you have to guess at one of two possible orientations of the pitch angle. So I am looking out for a better system of rotation for my apps.










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    0












    $begingroup$


    What’s the formula to go from euler angles over to Multivector, and are they the same as rotors?



    I have some familiarity with quaternions but I don’t like that they have to divide the angles by 2 prior to taking a cosine and sine given the potential rounding errors that can ensue on computers, especially since if you’re going to get the results back and try to convert it back to a readable Euler angle you have to guess at one of two possible orientations of the pitch angle. So I am looking out for a better system of rotation for my apps.










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      0












      0








      0





      $begingroup$


      What’s the formula to go from euler angles over to Multivector, and are they the same as rotors?



      I have some familiarity with quaternions but I don’t like that they have to divide the angles by 2 prior to taking a cosine and sine given the potential rounding errors that can ensue on computers, especially since if you’re going to get the results back and try to convert it back to a readable Euler angle you have to guess at one of two possible orientations of the pitch angle. So I am looking out for a better system of rotation for my apps.










      share|cite|improve this question









      $endgroup$




      What’s the formula to go from euler angles over to Multivector, and are they the same as rotors?



      I have some familiarity with quaternions but I don’t like that they have to divide the angles by 2 prior to taking a cosine and sine given the potential rounding errors that can ensue on computers, especially since if you’re going to get the results back and try to convert it back to a readable Euler angle you have to guess at one of two possible orientations of the pitch angle. So I am looking out for a better system of rotation for my apps.







      linear-algebra






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      share|cite|improve this question










      asked Dec 9 '18 at 6:53









      John ErnestJohn Ernest

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