If you have two Möbius transformations represented as:
$f(z) = \frac{az + b}{cz + d}$
$g(z) = \frac{pz + q}{rz + s}$
where $a, b, c, d, p, q, r, s, z \in \mathbb{C}$
Is it possible to derive a third function $h(z, t)$, where $t \in \mathbb{R}$ and $0 \leq t \leq 1$, which "smoothly" interpolates between the transformations represented by $f(z)$ and $g(z)$?
Let me try to clarify the meaning of "smoothly". I'm working in a the Poincaré Disc model of Hyperbolic geometry. The functions $f$ & $g$ represent transformations which preserve congruence within the model, i.e. a Poincaré line segment $PQ$ will have the same Poincaré distance as $P'Q'$, where $P' = f(P)$ & $Q' = f(Q)$. I would like the interpolated transform to preserve this property as well.
Clarification:
The answers involving diagonalization of the matrix "almost" work. Let me be clearer about how these mobius transformations are used, so that I can give some more context.
$f$ represents the position and orientation of a tile on the Poincare disc. I use this to transform a tile centered at the origin. $g$ represents a neighboring tile. I'd like to "animate" the $f$ tile moving it smoothly on top of the $g$ tile. While animating, the center of $f$ should travel along the poincare line connecting the two tiles at rest position.
The problem with the diagonalization approach is that the centers of the two tiles will travel about a corner of one of the tiles, sometimes the "long" way around.
Of course it could just be a bug in my code...
P.S. This is for an iphone game I'm developing called Circull