Rotating Objects Using Quaternions (Bobick, Gamasutra) This paper provides a practical explanation of quaternions, how they can be useful in representing rotations, and the mathematics behind quaternions. This paper also provides example source code for performing the described operations. Key Ideas: 1. Quaternions can be used to provide smooth camera motion when moving in a 3-D interactive world. 2. Quaternions provide a compact way of storing orientations as well as an efficient way of composing rotations. Questions: Quaternions seem incredibly useful, but incredibly difficult to visualize. It is very difficult to look at a quaternion and understand the orientation it represents. As a consequence, it's very difficult to use quaternions directly. It would seem the easiest way would be to think of an orientation in terms of Euler angles or angle-axis and convert it to a quaternion for use in the computer. I would be interested in investigating quaternions further to find out if there is any way to get an intuitive sense of what a particular quaternion means.