| 3 | | There are existing free software libraries that implement dual quaternions in their representation of rigid transformations; however, they are incompatible with the physics layers of the Open Dynamics Engine (ODE), which is currently used in the PySoy project. |
| 4 | | |
| 5 | | Thus, in order to achieve an animated 3D figure that can walk and move, or bend and smile (features which are necessary in the creation of a 3D game) in the PySoy project, an existing algorithm which uses dual quaternions, from a free software library, will adapted so that it is compatible with the ODE. |
| 6 | | |
| 7 | | A potential add-on to this implementation would be to update the Blender exporter in order to handle this new implementation. |
| 8 | | |
| 9 | | Timeline: |
| 10 | | |
| 11 | | Prior to the May 28th start - Research |
| 12 | | |
| 13 | | July 9th: Have a functional demo of the adapted algorithm for the PySoy project |
| 14 | | |
| 15 | | August 20th: Completion of the debugging and optimization processes, and produce an improved demo (also, complete the updated Blender exporter, if time warrants). |
| 16 | | |
| 17 | | Statement of Availability: I have no summer job; however, I will be taking one math course over the summer (from May 30th until June 28th), but its a course that I already have a decent amount of experience in (meaning that I've been attending lectures), and I should still be able to work 25-30 hours per week during this time. |
| 18 | | |
| 19 | | Experience: Object Oriented programming, as well as with Ubuntu and Slackware linux |
| 20 | | |
| 21 | | Reference on classic quaternions, interpolation, and animation: |
| 22 | | http://www.itu.dk/people/erikdam/DOWNLOAD/98-5.pdf |
| | 3 | Depends on #238 and #239 |