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Spherical Linear Interpolation

Interpolation along a selected great-circle arc whose angular distance from the starting point varies linearly with the interpolation parameter.

Version
v1 · 2026-09-28 · History
Domain-specific #
12210
Domain group
Applied Sciences & Engineering
Origin domain
Computer Science & Software Engineering
Subdomains
Computer Graphics, Computer Animation → Computer Science & Software Engineering
Aliases
Slerp, Circular interpolation, Quaternion slerp

Core Idea

Spherical linear interpolation, or slerp, is the geodesic analogue of linear interpolation on a unit sphere. Given two non-antipodal endpoints and an arc choice, it uses sine-weighted endpoint vectors so parameter t advances a fraction t of the total spherical angle.

Applied to unit quaternions, the path represents constant-angular-velocity change between 3D orientations. Because q and −q denote the same rotation, sign and branch choices decide whether interpolation takes a short or long path; degenerate endpoints require explicit handling.

Scope of Application

  • Computer animation. Interpolates orientation keyframes smoothly.
  • Robotics and navigation. Produces geodesic attitude transitions.
  • Geometry. Interpolates unit vectors on spheres of any dimension.
  • Signal and shape processing. Blends normalized directional or rotational states when branch conditions are controlled.

Clarity

State endpoint normalization, dot product and angle, arc branch, quaternion sign convention if used, parameter range, and treatment of coincident and antipodal cases. Distinguish uniform parameter speed from uniform angular speed. Inclusion test: Require normalized sphere endpoints, a declared great-circle branch, and interpolation whose geodesic distance from the start is t times the endpoint distance. Exclusion test: Exclude linear interpolation in ambient coordinates, normalized lerp with nonuniform angular speed, arbitrary spherical curves, and quaternion interpolation that ignores sign and branch choice. Nearest boundary: Normalized linear interpolation stays on the sphere after renormalization but generally does not move at constant angular speed. Exit condition: The construction leaves the class when it departs from the selected great-circle geodesic or angular distance is not linear in t. Common misclassifications: It is not ordinary linear interpolation in the ambient vector space. It is not normalized lerp, which generally has nonuniform angular speed. It is not unique for antipodal endpoints without an additional arc choice. Quaternion slerp does not identify q and minus q automatically unless the implementation handles the double cover. Nearest named distinctions: Linear interpolation: Traverses the chord rather than the spherical arc. Normalized lerp: Renormalizes chord interpolation but usually varies angular speed. Quaternion lerp: Does not intrinsically preserve constant angular velocity. Geodesic interpolation on a general manifold: Requires a different metric and construction.

Manages Complexity

Slerp converts curved-state interpolation into endpoint, angle, branch, and one parameter. It preserves spherical norm and constant angular progress while making explicit the degeneracies that Euclidean interpolation hides.

Abstract Reasoning

  1. Normalize and type the endpoints.
  2. Compute their dot product and angular separation.
  3. Choose the intended great-circle branch and quaternion lift.
  4. Apply sine-weighted interpolation or a stable limiting formula.
  5. Verify unit norm and endpoint recovery.
  6. Check angular distance versus t and handle zero or antipodal limits.

Knowledge Transfer

Slerp transfers literally to any unit-sphere state where geodesic distance and branch are defined. Interpolation on a general manifold requires its own geodesics and exponential map; visual smoothness alone does not make a curve slerp.

Relationships to Other Abstractions

Local relationship map for Spherical Linear InterpolationParents appear above the current abstraction, mutual partners to the right, and children below. Node labels state whether each abstraction is prime or domain-specific; colors identify relation types.Spherical LinearInterpolationDOMAINPrime abstraction: Continuity — presupposesContinuityPRIME

Current abstraction Spherical Linear Interpolation Domain-specific

Parents (1) — more general patterns this builds on

  • Spherical Linear Interpolation presupposes Continuity Prime

    Spherical Linear Interpolation presupposes Continuity because the interpolation traverses a selected great-circle arc continuously with linearly varying angle.

Hierarchy paths (2) — routes to 2 parentless roots

Neighborhood in Abstraction Space

Spherical Linear Interpolation sits in a crowded region of the domain-specific corpus (36th percentile for distinctiveness): several abstractions share nearly its structure, so a description that fits it tends to fit its neighbors too.

Family — Coordinate Systems & Spatial Measures (29 abstractions)

Nearest neighbors

Computed from structural-signature embeddings · 2026-10-08