Quaternions, although not well known, provide a fundamental and solid base to describe the orientation of an object or a vector. They are efficient and well suited to solve rotation and orientation problems in computer graphics and animation. This paper describes two new methods for splining quaternions so that they can be used within a keyframe animation system. We also show that quaternions, although up to now solely used for animation purposes, can be used successfully in the field of modelling and rendering and we prove that we can speed up the rendering algorithm by using quaternions.
<p>This paper focuses on virtual archaeology as a scientific activity, that complies with the London Charter, as a sustainable activity, that complies with the UNESCO Charter on the Preservation of Digital Heritage, and as an integration activity to structure and preserve all related information.</p>
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