Gimbal lock is a problem that can occur when using Euler angles to represent rotations in 3D graphics. It happens when two of the three rotational degrees of freedom (e.g., pitch, yaw, and roll) become aligned, causing a loss of one degree of freedom and making it impossible to represent certain rotations.
To understand gimbal lock, imagine a camera with three perpendicular axes that can rotate around each axis. These rotations are typically represented using Euler angles, which describe the rotation around each axis in a particular order (e.g., pitch, yaw, and roll). However, if the pitch angle is close to 90 degrees (i.e., the camera is looking straight up or down), the yaw and roll axes become aligned, and it becomes impossible to rotate the camera around the yaw or roll axis independently. This loss of one degree of freedom is called gimbal lock.
Gimbal lock can cause problems in 3D graphics applications because it can lead to unexpected behavior when rotating objects or cameras. For example, if a camera is looking straight up or down and the user tries to rotate it around the yaw or roll axis, the camera may suddenly "jump" to a different orientation due to the loss of one degree of freedom.
To avoid gimbal lock, many 3D graphics applications use quaternions to represent rotations instead of Euler angles. Quaternions are not subject to gimbal lock and can be smoothly interpolated between orientations, making them a more robust choice for representing rotations in 3D space.