QuatE | Pytorch implementation of Quaternion Knowledge Graph | Machine Learning library

 by   cheungdaven Python Version: Current License: No License

kandi X-RAY | QuatE Summary

kandi X-RAY | QuatE Summary

QuatE is a Python library typically used in Artificial Intelligence, Machine Learning, Deep Learning, Tensorflow applications. QuatE has no bugs, it has no vulnerabilities and it has low support. However QuatE build file is not available. You can download it from GitHub.

Hyper-parameters for reproducing the reported results are provided in the train_QuatE_dataset.py.
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            kandi-support Support

              QuatE has a low active ecosystem.
              It has 75 star(s) with 13 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              QuatE has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of QuatE is current.

            kandi-Quality Quality

              QuatE has no bugs reported.

            kandi-Security Security

              QuatE has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              QuatE does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
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              Without a license, all rights are reserved, and you cannot use the library in your applications.

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              QuatE releases are not available. You will need to build from source code and install.
              QuatE has no build file. You will be need to create the build yourself to build the component from source.
              Installation instructions are not available. Examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed QuatE and discovered the below as its top functions. This is intended to give you an instant insight into QuatE implemented functionality, and help decide if they suit your requirements.
            • Forward computation
            • Calculate the polynomials
            • Compute qmultipy
            • Permultiple decomposition
            • Train the model
            • Saves the model to a JSON file
            • Saves a checkpoint to a given epoch
            • Send a sampling operation
            • Set the trained model
            • Predict for the model
            • Calculate the prediction
            • Compute the similarity score
            • Set the dimension of the model
            Get all kandi verified functions for this library.

            QuatE Key Features

            No Key Features are available at this moment for QuatE.

            QuatE Examples and Code Snippets

            No Code Snippets are available at this moment for QuatE.

            Community Discussions

            QUESTION

            Skeletal animation is skewed
            Asked 2021-Mar-11 at 22:36

            I followed the popular tutorials on skeletal animation by Thin Matrix and another code sample on GitHub

            The mesh renders find without any animations. But as soon as animations are applied it gets skewed.

            If I pass identity matrices as bonetransforms, it works. Works as in it still renders properly just without any animation.

            Also I noticed that the collada file I use uses Z as up and I use Y as up. But I export all data without changing a thing to make sure all transforms and vertex data work as intended. I later on plan on adjusting this as I export so that the data uses Y as up as well.

            Here's my code for Skeletal Animation:

            Header:

            ...

            ANSWER

            Answered 2021-Mar-11 at 22:36

            I figured it out. BoneTransforms needed to be moved within the for loop. The same instance was getting over-written each loop cycle.

            Source https://stackoverflow.com/questions/66575919

            QUESTION

            Rotating quaternion smoothly with acceleration and deceleration. Equivalent of max/min for quaternion?
            Asked 2021-Mar-10 at 14:38

            I have this code for my linear acceleration and deceleration.

            ...

            ANSWER

            Answered 2021-Mar-09 at 18:51

            Some of the more practical ways of clamping a quaternion can easily done once it is broken down to angle/axis form, then clamping those as desired:

            Source https://stackoverflow.com/questions/66546884

            QUESTION

            How to rotate and move object in bevy
            Asked 2021-Jan-23 at 21:37

            I want to rotate my object by a given amount and translate it forward to create a steerable tank.

            I couldn't find out how to do it, all the matrices, vectors, and quaternions make it difficult for me to find a solution.

            This is the Unity equivalent of what i want to do:

            ...

            ANSWER

            Answered 2021-Jan-23 at 21:32

            I found the answer thanks to @Sleepyhead on discord. It's close to the Unity code but 3 lines because you can't read and update on the same line.

            Bevy only has transform.forward() (suggested by @Sleepyhead) which goes into the Z direction: https://docs.rs/bevy/0.4.0/bevy/prelude/struct.Transform.html#method.forward

            Source https://stackoverflow.com/questions/65864409

            QUESTION

            Bullet physics and OpenGL convert Orientation to Front, Up and Right
            Asked 2021-Jan-01 at 21:32

            I am using bullet physics and OpenGL to create a 3D space shooter game. I am having a bit of a trouble converting some quaternions retrieved from bullet rigid body to Front, Right and Up vectors. I have managed to retrieve the Front vector as follows :

            ...

            ANSWER

            Answered 2021-Jan-01 at 21:32

            While calculating the front vector, you are applying the orientation to the z axis. The bold part is the vector that is being rotated:

            qlm::quat(0, 0, 0, 1)

            So, to find any other vector like right, left, bottom or top, you just need to rotate the correct axis. Try changing this quaternion to some of the following, and pick the ones you need:

            qlm::quat(0, 1, 0, 0)

            qlm::quat(0, 0, 1, 0)

            qlm::quat(0, -1, 0, 0)

            qlm::quat(0, 0, -1, 0)

            My guess is that y axis is the up direction, so I would try 0, 1, 0 first.

            Once you have the up vector, you can also calculate the right vector using a cross-product (or vice versa):

            Source https://stackoverflow.com/questions/65533131

            QUESTION

            Reset quaternion values from IMU to X:0,Y:0,Z:0,W:1
            Asked 2020-Dec-17 at 11:00

            I would like to reset/remove offset quaternion data from real-time IMU sensor recordings. E.g. I get [-0.754, -0.0256, 0.0321, 0.324] (XYZW) when I start recordings. I would like to reset this to be [0, 0, 0, 1] when I start recording, as I am using it to rotate a 3D object which initial quaternion values are [X: 0, Y: 0, Z: 0, W: 1].

            I tried subtracting all quaternion data from the first as so:

            ...

            ANSWER

            Answered 2020-Dec-17 at 09:30

            Nice description of usage of equation rotation about axis set as quaterion can be found here:
            http://wiki.alioth.net/index.php/Quaternion

            quote

            Source https://stackoverflow.com/questions/65337617

            QUESTION

            Interpolate between two quaternions the long way
            Asked 2020-Dec-12 at 15:09

            We can do a slerp interpolation between two quaternions like this:

            ...

            ANSWER

            Answered 2020-Dec-12 at 15:09

            The nature of unit quaternions and the way they map to 3D rotations means they can describe each 3D rotation value in two ways - as q(r, v') and as q(-r, -v') (imagine them as axis-angle rotations - inverting both the axis and the angle leads to the same 3D rotation).

            Quaternions are actually points on a 4D unit spherical surface, and these two values represent anti-podal points on that sphere.

            For a slerp (or nlerp) of two quaternions to follow the shortest path, the corresponding 4D points have to lie on the same hemisphere of the 4D sphere (this is also the reason why a weighted average of more than 2 quaternions doesn't have a unique solution). This maps to a non-negative dot product, and is usually something tested for in the interpolation code.

            Simply negating one of the source quaternions will give you a point "on the opposite side of the 4D sphere", and lead to interpolation "the long way around" (and explains why negating the interpolation parameter leads to the same result).

            Source https://stackoverflow.com/questions/62943083

            QUESTION

            How to rotate skeleton segments in Three JS skinning example?
            Asked 2020-Nov-27 at 09:21

            I would like to use this Three JS example in my project. But I have my own dataset of movements I would like to implement, consisting of quaternion rotations of each segment (hands, arms, trunk...). However, I am new to using Three JS and JavaScript in general. Can I access the skeleton parts in

            ...

            ANSWER

            Answered 2020-Nov-27 at 09:21

            You can apply the following code to get the specific joint and then apply the quaternion as so:

            Source https://stackoverflow.com/questions/65006185

            QUESTION

            Applying quaternion rotation to a vector time series
            Asked 2020-Nov-26 at 04:52

            I have a time series of 3D vectors in a Python numpy array similar to the following:

            ...

            ANSWER

            Answered 2020-Nov-24 at 18:38

            One "fast" way to do the rotation calculation itself would be to turn your quaternion into a 3x3 direction cosine matrix, have your vectors in a single 3xN contiguous matrix, and then call a BLAS library routine (e.g., dgemm) to do a standard matrix multiply. A good BLAS library with large N would do this calculation multi-threaded.

            Source https://stackoverflow.com/questions/64988678

            QUESTION

            glm::quatLookAt Return a NaN quaternion
            Asked 2020-Sep-16 at 17:46

            I have a LookAt function (taken from here) which calculate a Quaternion :

            ...

            ANSWER

            Answered 2020-Sep-16 at 16:57

            You are asking GLM to create a quaternion that will make the Z direction (0, -1, 0) (the direction vector) and the Y direction also (0, 1, 0) (the up vector).

            This is impossible. No amount of rotation will make the Y and Z axes point in opposite directions from each other. You need to specify a different up vector.

            Note that the up vector doesn't have to be perpendicular to the direction vector, because GLM will ignore the part that isn't perpendicular. But it has to be at least a little bit perpendicular.

            Source https://stackoverflow.com/questions/63924558

            QUESTION

            Convert 2 angles (spherical rotation) to single angle (quaternion)
            Asked 2020-Sep-15 at 16:19

            I have 2 angles, phi (left-right rotation) and psi (up-down rotation). I want to convert them to a single angle, which would be the equivalent of a quaternion (=smallest rotation around a unit vector).

            From this post: https://stackoverflow.com/a/47277997/113718 we get that the spherical -> quaternion conversion would give: quat = (cos(phi/2)cos(psi/2), -sin(phi/2)sin(psi/2), cos(phi/2)sin(psi/2), sin(phi/2)cos(psi/2))

            Now, from another post: https://stackoverflow.com/a/3825595/113718 the angle of the quaternion is

            angle = 2 * cos-1(w) = 2 * cos-1( sin(phi/2)cos(psi/2) )

            However this doesn't seem right. I would expect that when

            phi = 0 => angle = psi, and vice versa when psi = 0 => angle = phi

            but this doesn't seem to be the case with the formula above. What am I comprehending wrong?

            ...

            ANSWER

            Answered 2020-Sep-15 at 16:19

            That first link looks like it is a "scalar first" convention (i.e., w is the first element). So you should be looking at the cos(phi/2)*cos(psi/2) term for the angle. Then everything works out for you as expected when phi=0 and when psi=0.

            angle = 2 * cos^-1(w) = 2 * cos^-1( cos(phi/2)cos(psi/2) )

            Source https://stackoverflow.com/questions/63899160

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install QuatE

            You can download it from GitHub.
            You can use QuatE like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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