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Comment by the__alchemist

4 days ago

Ok, this is very interesting, as after pondering my code and the article's main pt, I independently came to the same conclusion that angles are what introduces trig. I agree that maybe people might be using angles as intermediates, but IMO there are cases where they're the most realistic abstraction. For example, how can I map a user's mouse movements, or button presses to a change in rotation without a scalar value? Without trig?

User moves cursor or stick a number of pixels/units. User holds key for a number of ms. This is a scalar: An integer or floating point. I pose this to the trig-avoiders: How do I introduce a scalar value into a system of vectors and matrices or quaternions?

My take as a graphics programmer is that angles are perfectly fine as inputs. Bring 'em! And we'll use the trig to turn those into matrices/quaternions/whatever to do the linear algebra. Not a problem.

I'm a trig-avoider too, but see it more as about not wiggling back and forth. You don't want to be computing angle -> linear algebra -> angle -> linear algebra... (I.e., once you've computed derived values from angles, you can usually stay in the derived values realm.)

Pro-tip I once learned from Eric Haines (https://erich.realtimerendering.com/) at a conference: angles should be represented in degrees until you have to convert them to radians to do the trig. That way, user-friendly angles like 90, 45, 30, 60, 180 are all exact and you can add and subtract and multiply them without floating-point drift. I.e., 90.0f is exactly representable in FP32, pi/2 is not. 1000 full revolutions of 360.0f degrees is exact, 1000 full revolutions of float(2*pi) is not.

  • Then why restrict to arbitrary degrees, might as well use 1/2**31sts of the circle. Or a larger higly composite number if you want your 3's and 5's.

  • Hah. I think we're and the author of both articles on the same page about this. (I had to review my implementations to be sure). I'm a fan of all angles are radians for consistency, and it's more intuitive to me. I.e. a full rot is τ. 1/2 rot is 1/2 τ etc. Pi is standard but makes me do extra mental math, and degrees has the risk of mixing up units, and doesn't have that neat rotation mapping.

    Very good tip about the degrees mapping neatly to fp... I had not considered that in my reasoning.

    • If you want consistency, you should measure all angles in cycles, not in radians.

      Degrees are better than radians, but usually they lead to more complications than using consistently only cycles as the unit of measure for angles (i.e. to plenty of unnecessary multiplications or divisions, the only advantage of degrees of being able to express exactly the angle of 30 degrees and its multiples is not worth in comparison with the disadvantages).

      The use of radians introduces additional rounding errors that can be great at each trigonometric function evaluation, and it also wastes time. When the angles are measured in cycles, the reduction of the input range for the function arguments is done exactly and very fast (by just taking the fractional part), unlike with the case when angles are measured in radians.

      The use of radians is useful only for certain problems that are solved symbolically with pen on paper, because the use of radians removes the proportionality constant from the integration and derivation formulae for trigonometric function. However this is a mistake, because those formulae are applied seldom, while the use of radians does not eliminate the proportionality constant (2*Pi), but it moves the constant into each function evaluation, with much worse overhead.

      Because of this, even in the 19th century, when the use of radians became widespread for symbolic computations, whenever they did numeric computations, not symbolic, the same authors used sexagesimal degrees, not radians.

      The use of radians with digital computers has always been a mistake, caused by people who have been taught in school to use radians, because there they were doing mostly symbolic computations, not numeric, and they have passed this habit to computer programs, without ever questioning whether this is the appropriate method for numeric computations.

      4 replies →

There are many applications where instead of angles it is more convenient to use the Y to X ratio (also the Z to X ratio in 3D), i.e. to use the tangent of the angle as a scalar that encodes the direction.

In 2D, using either the angle or its tangent needs a single number. The third alternative is, as others have mentioned, to use a complex number (i.e. the cos and sin couple).

Any of these 3 (angle, tangent of angle and complex number) may be the best choice for a given problem, but for 2D graphics applications I think that using a complex number is more frequently the best. For 3D problems there are 3 corresponding alternatives, using a pair of angles, using a pair of tangents (i.e. coordinate ratios) or using a quaternion.

Specifying directions by the ratio between increments in orthogonal directions, instead of using angular measures, has always been frequent in engineering, since the Antiquity until today.

For something like cursor movement, the ratio between Y pixels and X pixels clearly seems as the most convenient means to describe the direction of movement.

  • That's right. However, one disadvantage of using the tan value (the y/x ratio) over that of (cos,sin) tuple is that the former loses information on whether the y coordinates or the x coordinate was negative.

    So, if you use the tan representation you have to carry that information separately. Furthermore, the code needs to correctly handle zero and infinity.

    Tan of the half angle takes care of the first problem and is related to the stereographic transform. This works modulo one full rotation.

    • It is also revealing that in Fourier series, the phase angle is represented as a sin, cos tuple and not as a scalar.

The article answers to this near the very beginning.

> Now, don't get me wrong. Trigonometry is convenient and necessary for data input and for feeding the larger algorithm. What's wrong is when angles and trigonometry suddenly emerge deep in the internals of a 3D engine or algorithm out of nowhere.

In most cases it is perfectly fine to store and clamp your first person view camera angles as angles (unless you are working on 6dof game). That's surface level input data not deep internals of 3d engine. You process your input, convert it to relevant vectors/matrices and only then you forget about angles. You will have at most few dozen such interactive inputs from user with well defined ranges and behavior. It's neither a problem from edge case handling perspective nor performance.

The point isn't to avoid trig for the sake of avoiding it at all cost. It's about not introducing it in situations where it's unnecessary and redundant.