Real Hamilton-product rotation · Numerically-verified gimbal lock · Real SLERP
This is a genuine 2D companion to the 3D quaternion simulation: every rotation on screen comes
from real quaternion algebra — q = w + xi + yj + zk, real Hamilton-product
multiplication, real conjugate/inverse, and real vector rotation via
q·v·q⁻¹ — applied to actual 3D points that are then flattened with a fixed
oblique orthographic projection for 2D display. The left cube instead uses a
classic yaw-pitch-roll Euler sequence built from three literal rotation matrices, and the panel
below it runs a live numerical proof of gimbal lock: at pitch = 90°, two
different (yaw, roll) pairs are shown to produce the exact same rotation matrix, so one
rotational degree of freedom is provably gone. The same Δ-test applied to the quaternion's
axis-angle parameters produces a non-zero difference at every angle, including 90°, because
axis-angle/quaternion parameterisation has no equivalent singularity. A separate SLERP mode
interpolates smoothly between two independently-chosen quaternions along the shortest arc on
the 4D unit hypersphere.
For the Euler sequence used here (yaw about Z, then pitch about Y, then roll about X), the
combined rotation matrix at pitch = 90° reduces algebraically to a function of yaw − roll
alone — the two angles become mathematically interchangeable, which is exactly what the live
difference readout confirms at zero. Quaternions built directly from an axis and an angle never
pass through an equivalent step, which is why every modern 3D engine stores orientation as a
quaternion internally even though artists and animators still author it with Euler-style
controls.