
366 V 3D Engine Design
Require: Initialize all vertex flags as non-traversed
1: while non-traversed vertex exists do
2: select any non-traverse d vertex as q
3: set q flag as traversed
4: for every non-traversed vertex q
sharing edge with qdo
5: set q
flag as traversed
6: align q
to q
7: repeat recursively from step 4 for q:=q
8: end for
9: end while
Algorithm 1.1.
Quaternion alignment algorithm for UV-mapped meshes.
1.5 Generic Transforms and Instancing
If we compare encoding transformations with quaternions and with matrices,
quaternions will have several advantages. First, a transformation matrix needs
4 × 3 values to encode position, rotation and scale, while ...