a brief note on generating random rotations in 3D
show some maps and plots of volume distortion
a brief note on generating uniform floats
a brief follow-up note to the square/disc post
a visualization of area/shape distortions and point distributions
a note on bias introduced by the pigeonhold principle
a brief note on some basic uniform spatial distributions
Given two normals find the rotation from one to the other
two methods of computing an orthonormal basis from a unit (bi)vector.
a method of transforming a (bi)vector into a rotation for an implied representation.