Let's remove quaternions from every 3D engine (2018)
To represent 3D rotations graphics programmers use Quaternions . However, Quaternions are taught at face value . We just accept their odd multiplication tables and other arcane definitions and use them as black boxes that rotate vectors in the ways we want. Why does $\mathbf{i}^2=\mathbf{j}^2=\mathbf{k}^2=-1$ and…