QuatE | Pytorch implementation of Quaternion Knowledge Graph | Machine Learning library
kandi X-RAY | QuatE Summary
kandi X-RAY | QuatE Summary
Hyper-parameters for reproducing the reported results are provided in the train_QuatE_dataset.py.
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Top functions reviewed by kandi - BETA
- 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
QuatE Key Features
QuatE Examples and Code Snippets
Community Discussions
Trending Discussions on QuatE
QUESTION
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 22:36I figured it out. BoneTransforms needed to be moved within the for loop. The same instance was getting over-written each loop cycle.
QUESTION
I have this code for my linear acceleration and deceleration.
...ANSWER
Answered 2021-Mar-09 at 18:51Some 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:
QUESTION
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 21:32I 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
QUESTION
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 21:32While 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):
QUESTION
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 09:30Nice description of usage of equation rotation about axis set as quaterion can be found here:
http://wiki.alioth.net/index.php/Quaternion
quote
QUESTION
We can do a slerp interpolation between two quaternions like this:
...ANSWER
Answered 2020-Dec-12 at 15:09The 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).
QUESTION
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 09:21You can apply the following code to get the specific joint and then apply the quaternion as so:
QUESTION
I have a time series of 3D vectors in a Python numpy array similar to the following:
...ANSWER
Answered 2020-Nov-24 at 18:38One "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.
QUESTION
I have a LookAt function (taken from here) which calculate a Quaternion :
...ANSWER
Answered 2020-Sep-16 at 16:57You 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.
QUESTION
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 16:19That 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) )
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Install QuatE
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.
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