000

Index Labels

Matrices, Rotation, Scale and Drifting

.

If you are using Matrix4x4s to store your node transforms and want to support scaling you are facing an annoying numerical problem: rotating a node causes its scale to drift from the original value.

The cause of drifting

Drifting happens because in a Matrix4x4 the rotation and the scale are stored together in the upper left 3x3 part of the matrix:

This means that if we want to change the rotation of a Matrix4x4 without affecting the scale we must extract the scale and reapply it:

void set_rotation(Matrix4x4 &pose, const Quaternion &rot)
{
Vector3 s = scale(pose);
Matrix3x3 rotm = matrix3x3(rot);
scale(rotm, s);
set_3x3(pose, rotm);
}

The problem here is that since floating point computation is imprecise, scale(pose) is not guaranteed to be exactly the same before this operation as after. Numerical errors will cause a very small difference. So even though we only intended to rotate the node we have inadvertently made it ever so slightly bigger (or smaller).

Does it matter? Sure, it is annoying that an object that we didn't want to have any scaling at all suddenly has a scale of 1.0000001, but surely such a small change would be impercievable and couldn't affect gameplay.

True, if we only rotated the object once. However, if we are dealing with an animated or spinning object we will be changing its rotation every frame. So if the error is 0.0000001 the first frame, it might be 0.0000002 the second frame and 0.0000003 the third frame.

Note that the error growth is linear rather than geometric because the error in each iteration is proportional to the current scale, not to the current error. I. e., to (1 + e) rather than e. We can assume that 1 >> e, because otherwise we already have a clearly visible error.

I ran a test using our existing math code. Rotating a transform using the method described above yields the following result:

Error Frames Time (at 60 Hz)
0.000001 202 3 s
0.000002 437 7 s
0.000005 897 15 s
0.000010 1654 28 s
0.000020 3511 58 s
0.000050 8823 2 min
0.000100 14393 4 min
0.000200 24605 7 min
0.000500 52203 15 min
0.001000 100575 28 min

As you can see, after 28 minutes we have an error of 0.1 %. At this point, it starts to get noticeable.

You could debate if this is something that needs fixing. Maybe you can live with the fact that objects grow by 0.1 % every half hour, because your game sessions are short and the small scale differences will never be noted. However, since Bitsquid is a general purpose engine, we need a better solution to the problem.

At this point, you might be asking yourself why this problem only happens when we introduce scaling. Don't we have the same issue with just translation and rotation? No, because translation and rotation are stored in completely separate parts of the matrix:

Setting the rotation doesn't touch any of the position elements and can't introduce errors in them, and vice versa.

Solutions to scale drifting

I can think of four possible solutions to this problem:

  • Store rotation and scale separately

  • Always set rotation and scale together

  • Quantize the scale values

  • Prevent systematic errors

Solution 1: Store rotation and scale separately

The root cause of the problem is that rotation and scale are jumbled together in the Matrix4x4. We can fix that by separating them. So instead of using a Matrix4x4 we would store our pose as:

struct Pose {
Vector3 translation;
Matrix3x3 rotation;
Vector3 scale;
};

With the pose stored like this, changing the rotation does not touch the scale values, so we have eliminated the problem of drifting.

Note that this representation is actually using slightly less memory than a Matrix4x4 -- 15 floats instead of 16. (We could reduce the storage space even further by storing the rotation as a quaternion, but then it would be more expensive to convert it to matrix form.)

However, the representation is not as convenient as a Matrix4x4. We can't compose it or compute its inverse with regular matrix operations, as we can do for a Matrix4x4. We could write custom operations for that, or we could just convert this representation to a temporary Matrix4x4 whenever we needed those operations.

Converting to a Matrix4x4 requires initializing the 16 floats (some with values from the pose) and 9 floating point multiplications (to apply the scale). What kind of a performance impact would this have?

I would guess that the part of the codebase that would be most affected would be the scene graph local-to-world transformation. With this solution, you would want to store the local transform as a Pose and the world transform as a Matrix4x4. The local-to-world transform requires about 36 multiplications and 36 additions (says my quick estimate). So adding a temp Matrix4x4 conversion would take you from 72 to 81 FLOPS.

So a very rough estimate is that this change would make your scene graph transforms about 12 % more expensive. Likely, the real value is less than that since you probably have additional overhead costs that are the same for both methods. And of course, the scene graph transforms are just one small (and parallelizable) part of what your engine does. We rarely spend more than 2 % of our frame time there, meaning the total performance hit is something like 0.2 %.

I think that is a quite reasonable price to pay for a neat solution to the problem of drifting, but you may disagree of course. Also, perhaps the use of Matrix4x4s is so ingrained in your code base that it is simply not possible to change it. So let's look at the other possible solutions.

Solution 2: Always set rotation and scale together

The fundamental problem with set_rotation() is that we try to change just the orientation of the node without affecting the scale. Extracting the scale and reapplying it is what causes the drifting.

If we don't allow the user to just change the rotation, but force him to always set the scale and the rotation together, the problem disappears:

void set_rotation_and_scale(Matrix4x4 &pose, const Quaternion &rot, const Vector3 &s)
{
Matrix3x3 rotm = matrix3x3(rot);
scale(rotm, s);
set_3x3(pose, rotm);
}

Since we have eliminated the step where we extract the scale and feed it back, we have rid ourselves of the feedback loop that caused runaway drifting. Of course, we haven't completely eliminated the problem, because nothing prevents the user from emulating what we did in set_rotation() and recreating the feedback loop:

Vector3 s = scale(pose);
set_rotation_and_scale(pose, new_rotation, s);

Now the drifting problem is back with a vengeance, reintroduced by the user.

To prevent drifting the user must take care not to create such feedback loops. I.e., she can never extract the scale from the matrix. Instead she must store the scale at some other place (separate from the matrix) so that she can always feed the matrix with the correct scale value.

What we have done is essentially to move the burden of keeping track of the scale of objects from the transform (the Matrix4x4) to the user of the transform. This prevents drifting and doesn't have any performance costs, but it is pretty inconvenient for the user to have to track the scale of objects manually. Also, it is error prone, since the user who is not 100 % certain of what she is doing can accidentally recreate the feedback loop that causes drifting.

Solution 3: Quantize the scale values

If none of the two options presented so far seem palpable to you, there is actually a third possibility.

Consider what would happen if we changed the Vector3 scale(const Matrix4x4 &) function so that it always returned integer values.

Calling set_rotation() as before would introduce an error to the scale and set it to, say 1.0000001. But the next time we ran set_rotation() and asked for the scale it would be rounded to the nearest integer value, so it would be returned as 1 -- the correct value. Applying the new rotation would again introduce an error and change the value to 1.0000001, but then again, the next time the function ran, the value returned would be snapped back to 1.

So by rounding the returned scale to fixed discrete values we prevent the feedback loop. We still get small errors in the scale, but without the runaway effect they are unnoticeable. (Small errors occur everywhere, for example in the scene graph transforms. That's the nature of floating point computation. It is not the small errors that are the problem but the mechanisms that can cause them to result in visible effects.)

Of course, if we round to integer values we can only scale an object by 1, 2, 3, etc. Not by 0.5, for instance. But we can fix that by using some other set of discrete numbers for the scale. For example, we could round to the nearest 0.0001. This would let us have scales of 0.9998, 0.9999, 1.0000, 1.0001, 1.0002, … Hopefully that is enough precision to cover all the different scales that our artists might want to use.

Drifting won't happen in this scheme, because the floating point errors will never be big enough to change the number to the next discrete value. (Unless you used really large scale values. If you want to support that -- typically not interesting, because things like texture and vertex resolution start to look wonky -- you could use a geometric quantization scheme instead of an arithmetic one.)

Snapping the scale values in this way might be OK for static scaling. But what if you want to smoothly change the scaling with an animation? Won't the discrete steps cause visible jerks in the movement?

Actually not. Remember that it is only the value returned by scale() that is quantized, the user is still free to set_scale() to any non-quantized value. When the scale is driven by an animation, it is fed from an outside source. We don't need to read it from the matrix and reapply it. So the quantization that happens in scale() never comes into play.

So amazingly enough, this hacky solution of snapping the scale to a fixed set of discrete values actually seems to work for most real world problems. There might be situations where it would cause trouble, but I can't really come up with any.

Solution 4: Prevent systematic errors

A final approach is to try to address how the numbers are drifting instead of stopping them from drifting. If you look at the table above you see that the errors are growing linearly. That is not what you would expect if the errors were completely random.

If the errors in each iteration were completely random, you would get a random walk process where the total error would be e * sqrt(N) rather than e * N, where e is the error from one iteration and N the number of iterations. The fact that the error grows linearly tells us that our computation has a systematic bias -- the error is always pushed in one particular direction.

If we could get rid of this systematic bias and get a truly random error, the accumulated error would grow much more slowly, the square root makes all the difference. For example, for the error to grow to 0.1 % it would take 5.2 years rather than 28 minutes. At that point, we might be ok with the drifting.

I haven't thought that much about what would be needed to get rid of the systematic bias in the set_rotation() function. It's a pretty tricky problem that requires a deep understanding of what happens to all the floating point numbers as they travel through the equations.

Conclusion

In the Bitsquid engine we have so far gone with #2, as a make-shift until we decided on the best permanent solution to this problem. After reviewing the options in this article I think we will most likely go with #1. #3 is an interesting hack and I think it would work almost everywhere, but I'm willing to pay the slight performance price for the cleaner and clearer solution of #1.

Blog Archive

Labels

.NET Programming 2D Drafting 3D Animation 3D Art 3D Artist 3D design 3D effects 3D Engineering 3D Materials 3D Modeling 3D models 3D presentation 3D Printing 3D rendering 3D scanning 3D scene 3D simulation 3D Sketch Inventor 3D Texturing 3D visualization 3D Web App 3ds Max 4D Simulation ACC Adaptive Clearing adaptive components Add-in Development Additive Manufacturing Advanced CAD features Advanced Modeling AEC Technology AEC Tools affordable Autodesk tools AI AI animation AI Assistance AI collaboration AI Design AI Design Tools AI Experts AI for Revit AI Guide AI in CAD AI in CNC AI in design AI in Manufacturing AI in Revit AI insights AI lighting AI rigging AI Tips AI Tools AI troubleshooting AI workflow AI-assisted AI-assisted rendering AI-enhanced Animation animation pipeline animation tips Animation workflow annotation AR architectural design architectural modeling architectural preservation architectural visualization Architecture architecture design Architecture Engineering Architecture Firm Architecture Productivity architecture software architecture technology Architecture Workflow Arnold Renderer Arnold Shader Artificial Intelligence As-Built Model Asset Management augmented reality AutoCAD AutoCAD advice AutoCAD API AutoCAD Basics AutoCAD Beginner AutoCAD Beginners AutoCAD Civil 3D AutoCAD Civil3D AutoCAD commands AutoCAD efficiency AutoCAD Expert Advice AutoCAD features AutoCAD File Management AutoCAD Layer AutoCAD Layers AutoCAD learning AutoCAD print settings AutoCAD productivity AutoCAD Teaching AutoCAD Techniques AutoCAD tips AutoCAD tools AutoCAD training. AutoCAD tricks AutoCAD Tutorial AutoCAD workflow AutoCAD Xref Autodesk Autodesk 2025 Autodesk 2026 Autodesk 3ds Max Autodesk AI Autodesk AI Tools Autodesk Alias Autodesk AutoCAD Autodesk BIM Autodesk BIM 360 Autodesk Certification Autodesk Civil 3D Autodesk Cloud Autodesk community forums Autodesk Construction Cloud Autodesk Docs Autodesk Dynamo Autodesk features Autodesk for Education Autodesk Forge Autodesk FormIt Autodesk Fusion Autodesk Fusion 360 Autodesk help Autodesk InfraWorks Autodesk Inventor Autodesk Inventor Frame Generator Autodesk Inventor iLogic Autodesk Knowledge Network Autodesk License Autodesk Maya Autodesk mistakes Autodesk Navisworks Autodesk news Autodesk plugins Autodesk productivity Autodesk Recap Autodesk resources Autodesk Revit Autodesk Software Autodesk support ecosystem Autodesk Takeoff Autodesk Tips Autodesk training Autodesk tutorials Autodesk update Autodesk Upgrade Autodesk Vault Autodesk Video Autodesk Viewer Automated Design Automation Automation Tutorial automotive design automotive visualization Backup Basic Commands Basics Batch Plot Beginner Beginner Tips beginner tutorial beginners guide Big Data BIM BIM 360 BIM Challenges BIM collaboration BIM Compliance BIM Coordination BIM Data BIM Design BIM Efficiency BIM for Infrastructure BIM Implementation BIM Library BIM Management BIM modeling BIM software BIM Standards BIM technology BIM tools BIM Trends BIM workflow Block Editor Block Management Block Organization Building Design Software Building Maintenance building modeling Building Systems Building Technology ByLayer CAD CAD API CAD assembly CAD Automation CAD Blocks CAD CAM CAD commands CAD comparison CAD Customization CAD Data Management CAD Design CAD errors CAD Evolution CAD File Size Reduction CAD Integration CAD Learning CAD line thickness CAD management CAD Migration CAD mistakes CAD modeling CAD Optimization CAD plugins CAD Productivity CAD Rendering CAD Security CAD Skills CAD software CAD software 2026 CAD software training CAD standards CAD technology CAD Tips CAD Tools CAD tricks CAD Tutorial CAD workflow CAM car design software Case Study CEO Guide CGI design Character Rig cinematic lighting Civil 3D Civil 3D hidden gems Civil 3D productivity Civil 3D tips civil design software civil engineering Civil engineering software Clash Detection Class-A surfacing clean CAD file cleaning command client engagement Cloud CAD Cloud Collaboration Cloud design platform Cloud Engineering Cloud Management Cloud Storage Cloud-First CNC CNC machining collaboration command abbreviations Complex Renovation concept car conceptual workflow Connected Design construction Construction Analytics Construction Automation Construction BIM Construction Cloud Construction Planning Construction Scheduling Construction Technology contractor tools Contractor Workflow Contraints corridor design Cost Effective Design cost estimation Create resizable blocks Creative Teams CTB STB Custom visual styles Cutting Parameters Cybersecurity Data Backup data management Data Protection Data Reference Data Security Data Shortcut Design Automation Design Career Design Collaboration Design Comparison Design Coordination design efficiency Design Engineering Design Hacks Design Innovation design optimization Design Options design productivity design review Design Rules design software design software tips Design Technology design tips Design Tools Design Workflow design-to-construction Designer Designer Tools Digital Art Digital Assets Digital Construction Digital Construction Technology Digital Content Digital Design Digital engineering digital fabrication Digital Manufacturing digital marketing digital takeoff Digital Thread Digital Tools Digital Transformation Digital Twin Digital Twins digital workflow dimension dimensioning Disaster Recovery drafting Drafting Efficiency Drafting Shortcuts Drafting Standards Drafting Tips Drawing Drawing Automation drawing tips Dref Dynamic Block Dynamic Block AutoCAD Dynamic Blocks Dynamic doors Dynamic windows Dynamo Dynamo automation early stage design eco design editing commands Electrical Systems Emerging Features Energy Analysis energy efficiency Engineering Engineering Automation engineering data Engineering Design Engineering Innovation Engineering Productivity Engineering Skills engineering software Engineering Technology engineering tools Engineering Tools 2025 Engineering Workflow Excel Export Workflow Express Tools External Reference facial animation Facial Rigging Facility Management Families Fast Structural Design Field Documentation File Optimization File Recovery Flame flange tips flat pattern Forge Development Forge Viewer FreeCAD Fusion 360 Fusion 360 API Fusion 360 tutorial Future of Design Future Skills Game Development Gamification Generative Design Geospatial Data GIS Global design teams global illumination grading optimization green building Green Technology Grips Handoff HDRI health check Healthcare Facilities heavy CAD file Heavy CAD Files heritage building conservation hidden commands Hospital Design HVAC HVAC Design Tools HVAC Engineering Hydraulic Modeling IK/FK iLogic Import Workflow Industry 4.0 Infrastructure infrastructure design Infrastructure Monitoring Infrastructure Planning Infrastructure Technology InfraWorks innovation Insight intelligent modeling Interactive Design interactive presentation Interior Design Inventor Inventor API Inventor Drawing Template Inventor Frame Generator Inventor Graphics Issues Inventor IDW Inventor Tips Inventor Tutorial IoT ISO 19650 joints Keyboard Shortcuts keyframe animation Keyframe generation Landscape Design Large Projects Laser Scan Layer Management Layer Organization Learn AutoCAD Legacy CAD Licensing light techniques Lighting and shading Lighting Techniques Linked Models Machine Learning Machine Learning in CAD Machine Optimization Machining Efficiency maintenance command Management manufacturing Manufacturing Innovation Manufacturing Technology Mapping Technology marketing visuals Material Creation Maya Maya character animation Maya lighting Maya Shader Maya Tips Maya tutorial measurement Mechanical Design Mechanical Engineering Media & Entertainment MEP Modeling Mesh-to-BIM Metal Structure modal analysis Model Management Model Optimization Modeling Secrets Modular Housing Motion capture motion graphics motion simulation MotionBuilder Multi Office Workflow Multi-User Environment multileader Navisworks Navisworks Best Practices Net Zero Design ObjectARX .NET API Open Source CAD Organization OVERKILL OVERKILL AutoCAD Page Setup Palette Parametric Components parametric design parametric family Parametric Modeling particle effects particle systems PDF PDM system Personal Brand Phasing PlanGrid Plot Settings Plot Style Plot Style AutoCAD Plotting Plugin Tutorial Plumbing Design point cloud Portfolio Post Construction Post-Processing Practice Drawing preconstruction workflow predictive analysis predictive animation Predictive Maintenance Predictive rigging Prefabrication Presentation-ready visuals Printing Printing Quality Procedural animation procedural motion Procedural Rig Procedural Textures Product Design Product Development product lifecycle product rendering Productivity productivity tools Professional 3D design Professional CAD Professional Drawings professional printing Professional Tips Project Documentation project efficiency project management Project Management Tools Project Visualization PTC Creo PURGE PURGE AutoCAD Rail Transit Rapid Prototyping realistic rendering ReCap Redshift Shader reduce CAD file size Render Render Passes Render Quality Render Settings Rendering rendering engine Rendering Engines Rendering Optimization rendering software Rendering Tips Rendering Workflow RenderMan Renewable Energy Renovation Project Renovation Workflow Reports Resizable Block restoration workflow Revit Revit add-ins Revit API Revit automation Revit Best Practices Revit Collaboration Revit Documentation Revit Family Revit integration Revit MEP Revit Performance Revit Phasing Revit Plugins Revit Scripting Revit skills Revit Standards Revit Template Revit Tips Revit tutorial Revit Workflow Ribbon Rigging robotics ROI Scale Autodesk Schedules screen Sculpting Secure Collaboration Sensor Data Shader Networks Sheet Metal Design Sheet Metal Tricks Sheet Set Manager shortcut keys Shortcuts Siemens NX Simulation simulation tools Sketch Sketching Tricks Small Firms Smart Architecture Smart Block Smart Building Design Smart City Smart Design Smart Engineering Smart Factory Smart Infrastructur Software Compliance software ecosystem Software Management Software Trends software troubleshooting Software Update Solar Energy Solar Panels SolidWorks Startup Design static stress Steel Structure Design Structural Optimization subscription model Subscription Value Surface Modeling sustainability sustainable design Sustainable Manufacturing system performance T-Spline team training guide Technical Drawing technical support Template Setup text style Texture Mapping Texturing thermal analysis Time Management time saving tools Title Blocks toolbar Toolpath Optimization Toolpaths Topography Troubleshooting Tutorial Tutorials urban planning User Interface (UI) UV Mapping UV Unwrap V-Ray Vault Best Practices Vault Lifecycle Vault Mistakes Vector Plotting vehicle modeling VFX Viewport configuration Virtual Environments virtual reality visual effects visualization workflow VR VR Tools VRED Water Infrastructure Water Management Weight Painting What’s New in Autodesk Wind Energy Wind Turbines Workbook workflow Workflow Automation workflow efficiency Workflow Optimization Workflow Tips Worksets Worksharing Workspace XLS Xref Xrefs เขียนแบบ