Combining bracketopes and toratopes

Discussion of shapes with curves and holes in various dimensions.

Combining bracketopes and toratopes

Postby Plasmath » Tue Jun 14, 2022 8:17 pm

Recently, I came across a new class of shapes that merge together the ideas of bracketopes and toratopes which I call bracketoratopes (if anyone can think of a better name, I'd be happy to hear it). To show you what some of these shapes look like, here's one of my favorites: the orthotiger.
Image
To start, let's take a step back and look at the definitions for bracketopes and toratopes. The bracketopes are constructed from three products:

    max(|x|,|y|) : creates hypercubes; Cartesian product
    sqrt(x^2+y^2) : creates hyperspheres
    |x|+|y| : creates tegums
Toratopes are defined (or equivalent to) the use of three products:

    Cartesian product
    sqrt(x^2+y^2) : creates hyperspheres
    sqrt(x^2+y^2)-r : creates tori
For example, the tiger has an equation of (sqrt(x^2+y^2)-r1)^2 + (sqrt(z^2+w^2)-r2)^2 - r3 = 0.
You may see some connections between the two groups under this definition. What if we generalize the use of sqrt(x^2+y^2)-r to any of the three bracketopic products? We can simplify this to get 4 different products:

    max(|x|,|y|) : creates hypercubes; Cartesian product
    sqrt(x^2+y^2) : creates hyperspheres
    |x|+|y| : creates tegums
    x - r : creates tori
I call the collection of polytopes formed from finding the roots of equations formed by these operations "bracketoratotopes".
It turns out that this generalization works pretty well to merge the ideas of toratopes and bracketopes together in a mathematically precise way.

Notation
Extending the notation used for bracketopes is usually more helpful for bracketoratopes than attempting it with toratopes. Like usual, an I represents a free variable in an equation, [] represents the Cartesian product, () represents the circular product, <> represents the tegmal product, and redundant brackets are removed because of associativity (e.g. [[(II)I]I] = [(II)[II]] = [(II)II] ). The additional operator we add is the torus operation, which simply subtracts a constant. I represent it with an asterisk *. Because every shape needs at least 1 value for a radius at its outermost brackets, we remove the asterisk from our representation. For example, the torus is represented as ((II)*I) in our notation, because it has an equation of sqrt( sqrt(x^2+y^2) - r1 + z^2 ) - r2 = 0. Note that because <II> and [II] are both squares, we can always default to [II] in our notation.

Bracketopes look the same in this notation as they did in their original notation, but toratopes look different and can take some time to get used to. I've compiled a short list of some small closed toratopes and their new representations:
(III) : Sphere
((II)*I) : Torus
[((II)*I)I] : Torinder
(IIII) : Glome
((II)*II) : Spheritorus
((III)*I) : Torisphere
((II)*(II)*) : Tiger
(((II)*I)*I) : Ditorus
(((II)*(II)*)*I) : Toratiger
(((II)*I)*(II)*) : Cyltorintigroid
((((II)*I)*I)*I) : Tritorus
Generally, we can add an asterisk to any pair of brackets within brackets and use square brackets for a Cartesian product.

Finding toratope types
Look at this list of bracketoratopes:
[[III]*I] , ((III)*I) , <<[II]I>*I> , <<(II)I>*I> , <[III]*I> , [[(II)I]*I] , (([II]I)*I) , <[(II)I]*I> , [([II]I)*I] , [(III)*I] , [<III>*I] , [<(II)I>*I] , ([III]*I) , ([(II)I]*I) , (<III>*I) , (<(II)I>*I) , <[(II)I]*I> , <([II]I)*I> , <(III)*I>
Although they are all different shapes, they are similar in a way to the torisphere ((III)*I). They have different products applied to them, but the location of the torus operation remains the same and the brackets themselves stay in the same location. Because of this, these bracketoratopes are all part of the same toratope type, that of the torisphere. Toratope types can be helpful to fit bracketoratopes into categories, and every closed toratope has one.

However, it's not just the closed toratopes that have types. Take these two bracketoratopes:
    <[II]*(II)> , (<[II]*I>I)
At first, it seems like these should be the same toratope type, however look at the underlying bracket structures of these two shapes: {{II}*{II}} versus {{{II}*I}I}. If we only use closed toratopes, we cannot distinguish the two because ((II)*(II)) = (((II)*I)I).
However, we can distinguish between these two if we allow certain open toratopes. Take the torinder [((II)*I)I]. It has the same structure as our second shape {{{II}*I}I}, but unlike before [((II)*I)I] ≠ [(II)*[II]], and so this toratope does distinguish the two. Because of this, (<[II]*I>I)'s type is the torinder, and <[II]*(II)>'s type is the spheritorus. Toratopes that we use to distinguish different shapes that we otherwise wouldn't also have their own types. If a toratope t has a type, then we call the set of bracketoratopes with type t t-like. We give the convex shapes a single type for simplicity, because these are just the bracketopes.

Naming scheme
We name the bracketoratopes in the following way:
Convex bracketoratopes are already named, they're just the bracketopes.
Non-convex bracketoratopes are either a toratope and already have a name, or are part of a toratope type. If the latter is true, we remove all torus operations from the bracketoratope, and then take the resulting bracketope and combine it with its type.
For example, the previously mentioned (<[II]*I>I)'s name is the octahedral crind torinder, because (<[II]I>I) is the octahedral crind and (<[II]*I>I)'s toratope type is the torinder.

3D bracketoratopes
Here is an enumeration of all 12 3D bracketorapes. These are a lot easier to understand with some images, so here they are:

Convex:
[III] : Cube
Image

<III> : Octahedron
Image

(III) : Sphere
Image

[(II)I] : Cylinder
Image

([II]I) : Crind
Image

<(II)I> : Bicone
Image

Torus-like:
((II)*I) : Torus
Image

[[II]*I] : Cubic torus
Image

<[II]*I> : Octahedral torus
Image

([II]*I): Crindal torus
Image

<(II)*I> : Biconic torus
Image

[(II)*I] : Cylindrical torus
Image

4D bracketoratopes
There are too many 4D bracketoratopes for me to render them all here. However, to showcase the similarities of toratope types and to give an idea of what 4D bracketopes actually look like, I created a video for the tiger-like bracketoratopes here.

Convex:
[IIII] : Tesseract
(IIII) : Glome
<IIII> : Hexadecachoron
[(II)II] : Cubinder
([II]II) : Dicrind
<(II)II> : Dibicone
[(II)(II)] : Duocylinder
([II][II]) : Duocrind
<(II)(II)> : Duocircular tegum
[([II]I)I] : Crindal prism
[(III)I] : Spherinder
[<III>I] : Octahedral prism
[<(II)I>I] : Biconic prism
([III]I) : Cubic crind
([(II)I]I) : Cylindrical crind
(<III>I) : Octahedral crind
(<(II)I>I) : Biconic crind
<[(II)I]I> : Bicylindrone
<([II]I)I> : Crindal bipyramid
<[III]I> : Cubic bipyramid
<(III)I> : Bisphone

Torinder-like:
[((II)*I)I] : Torinder
[([II]*I)I] : Crindal prism torinder
[<[II]*I>I] : Octahedral prism torinder
[<(II)*I>I] : Biconic prism torinder
([[II]*I]I) : Cubic crind torinder
([(II)*I]I) : Cylindrical crind torinder
(<[II]*I>I) : Octahedral crind torinder
(<(II)*I>I) : Biconic crind torinder
<[(II)*I]I> : Bicylindrone torinder
<([II]*I)I> : Crindal bipyramid torinder
<((II)*I)I> : Bisphone torinder
<[[II]*I]I> : Cubic bipyramid torinder

Torisphere-like:
[[III]*I] : Tesseract torisphere
((III)*I) : Torisphere
<<[II]I>*I> : Hexadecachoron torisphere
<<(II)I>*I> : Dibicone torisphere
<[III]*I> : Cubic bipyramid torisphere
[[(II)I]*I] : Cubinder torisphere
(([II]I)*I) : Dicrind torisphere
<[(II)I]*I> : Bicylindrone torisphere
[([II]I)*I] : Crindal prism torisphere
[(III)*I] : Spherinder torisphere
[<III>*I] : Octahedron prism torisphere
[<(II)I>*I] : Biconic prism torisphere
([III]*I) : Cubic crind torisphere
([(II)I]*I) : Cylindrical crind torisphere
(<III>*I) : Octahedral crind torisphere
(<(II)I>*I) : Biconic crind torisphere
<[(II)I]*I> : Bicylindrone torisphere
<([II]I)*I> : Crindal bipyramid torisphere
<(III)*I> : Bisphone torisphere

Ditorus-like:
[[[II]*I]*I] : Tesseract ditorus
(((II)*I)*I) : Ditorus
<<[II]*I>*I> : Hexadecachoron ditorus
<<(II)*I>*I> : Dibicone ditorus
<[[II]*I]*I> : Cubic bipyramid ditorus
[[(II)*I]*I] : Cubinder ditorus
(([II]*I)*I) : Dicrind ditorus
<[(II)*I]*I> : Bicylindrone ditorus
[([II]*I)*I] : Crindal prism ditorus
[((II)*I)*I] : Spherinder ditorus
[<[II]*I>*I] : Octahedron prism ditorus
[<(II)*I>*I] : Biconic prism ditorus
([[II]*I]*I) : Cubic crind ditorus
([(II)*I]*I) : Cylindrical crind ditorus
(<[II]*I>*I) : Octahedral crind ditorus
(<(II)*I>*I) : Biconic crind ditorus
<[(II)*I]*I> : Bicylindrone ditorus
<([II]*I)*I> : Crindal bipyramid ditorus
<((II)*I)*I> : Bisphone ditorus

Spheritorus-like:
[[II]*II] : Tesseract spheritorus
((II)*II) : Spheritorus
<[II]*II> : Hexadecachoron spheritorus
[(II)*II] : Cubinder spheritorus
[[II]*(II)] : Cubinder antispheritorus
([II]*II) : Dicrind spheritorus
((II)*[II]) : Dicrind antispheritorus
<(II)*II> : Dibicone spheritorus
<[II]*(II)> : Dibicone antispheritorus
[(II)*(II)] : Duocylinder spheritorus
([II]*[II]) : Duocrind spheritorus
<(II)*(II)> : Duocircular tegum spheritorus

Tiger-like:
Here's a video for the cross-sections of the tiger-likes.
The tesseract tiger and hexadecachoron tiger both are interesting enough that I thought they deserved their own names, the tigeract and orthotiger.
((II)*(II)*) : Tiger
([II]*(II)*) : Dicrind tiger
([II]*[II]*) : Duocrind tiger
[(II)*(II)*] : Duocylinder tiger
[[II]*(II)*] : Cubinder tiger
[[II]*[II]*] : Tesseract tiger (Tigeract)
<(II)*(II)*> : Duocircular tegum tiger
<[II]*(II)*> : Dibicone tiger
<[II]*[II]*> : Hexadecachoron tiger (Orthotiger)

Generalizations
In bracketoratopes, we have three products for three shapes: circles, squares, and diamonds. Can we generalize this to other shapes, like triangles, hexagons, and octagons? It turns out we can! Here's a way to create an equation for any polygon:
Let L((a,b),(c,d)) be the equation of the line Ax+By=0 that passes through the points (a-c,b-d) , (0,0).
Then if p1, p2, p3, ... , pn-1, pn are the points of our polygon, our final equation for our polygon will be
    max(L(p1,p2), L(p2,p3), ... L(pn-1,pn), L(pn,p1)).
A nice property about these equations is that subtracting a radius r will scale like normal, where a radius of 1 aligns with the points of the polygon, a radius of 2 is double the size of radius 1, a radius of 3 is triple that of radius 1, etc.
For example, we can create a triangle product using the vertices for an equilateral triangle. Simplifying this out we get tri(x,y) = max(-2y , y-x*sqrt(3) , y+x*sqrt(3)). Here's a desmos link where you can see the equations for any triangle.

More generally, if we have any function F(x,y) from reals to reals, it creates a product. The only problem with this is that you can never be sure if adjusting a radius will scale the function or not.

In particular, further investigation into the regular triangle, hexagon, and octagon products could be interesting.

Code used
In case anyone wants to try creating some visualizations themselves, I used a slightly modified version of this code to create these images and animations, with the addition of three functions:
Code: Select all
#declare T = function { sqrt(pow(x,2)+pow(y,2)) - z }
#declare O = function { abs(x)+abs(y) - z } 
#declare H = function { max(abs(x),abs(y)) - z }

These have the torus operation built into them, so you just need to set the third input to zero when rendering. I should note that the max function is pretty slow in POV-Ray, so rendering bracketoratopes containing Cartesian products will take a longer amount of time (also just a reminder to set a .ini file before rendering!).
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Re: Combining bracketopes and toratopes

Postby wendy » Wed Jun 15, 2022 11:05 am

It looks pretty good. I invented the bracketope notation.

The essential difference between <ii> and [ii], is that the first is presented vertex first, while the second is presented edge first. This allows for (<ii>*i) which is a diamond-shape torus, against ([ii]*i) the stone-wheel shape or anular prism. For example, your 'octahedral torus' would be <<ii>*i>.

In 4d, the bipyramid and bicone can variously mean an X-point-point pyramid, or an X-line tegum. This is why 'bipyramid' and kindred terms are depreciated in that space and higher. There is as you will probably notice, a good deal of problem, in that the various products can nest, and there is no good way of telling them apart, unless one decides on some RPN logic, and giving the composite products names which indicate the number of elements therein.

One of the problems with the comb product is that something like decagon-dodecahedron torus and dodecahedron-decagon torus are different shapes, and these can not be rendered into each other topologically. The torotope notation was invented largely to investigate the effects of the different products. The tiger, for example, has two holes, each torus-shaped, but this can be rendered into four holes, two internal and two external handles.

Of course, this notation does no justice to non-product torii, some of which are quite easy to construct. For example, one can convert {5,3,3} into a hollow sphere, and twelve interlocked holes, each one running the length of the circles of ten dodecahedra. Such things are 'clifford torii', these can have any number of mutually interlocking holes.
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Re: Combining bracketopes and toratopes

Postby ICN5D » Mon Jul 04, 2022 10:05 pm

This is neat, right on man. You use the [] brackets in a similar way as I did a while back. If ((II)(II)) is the tiger, then (II)(II) is the clifford torus, and [(II)(II)] would be the duocylinder.



Plasmath wrote: I should note that the max function is pretty slow in POV-Ray, so rendering bracketoratopes containing Cartesian products will take a longer amount of time (also just a reminder to set a .ini file before rendering!).


You can convert the max function into the implicit form, if that makes POVray render any quicker:

---For cartesian product with f(x,y,...) and an interval along z-axis (prism-making function):

|f(x,y,...) -a*z| + |f(x,y,...) +a*z| = 10

a = some constant, changes the height of the prism along z-axis



---For cart. product of two ortho 2d shapes f(x,y) and g(z,w) :

|f(x,y) - g(z,w)| + |f(x,y) + g(z,w)| = 10



You can extend this to f(x,y,z,w,...) and use the same equation as above for ANY 2 shapes.


Also, there is a workaround for slow POVray rendering and making animations. I found a very useful trick while making the music videos. You do have to sign up and buy the license for Adobe products, which is ab $53 a month. If you soon cancel the subscription after buying, they will counteroffer you with a 50% off email. Take it, that's a pretty good deal.

If you're interested, you will need to use Photoshop, After Effects, and Media Encoder, along with POVray.



Step 1: In POVray: render a very small image, like 320x240 output. It will shell these thumbnail pics out super fast, with no crashes. This part is key.

Step 2: Load up your frames into Photoshop, make an mp4, or quicktime movie to use the alpha channel (transparency). This is a quick 3-step process, which I can detail if serious.

Step 3: Load up the animation(s) into After Effects. When all is set, you want to use what's called the "Detail Preserving Upscale" transformation. It re-sizes animations back up to whatever you want. Does a fantastic job at putting all of the detail back into a full-size moving image. You can't even tell it was a 320x240. That's what I did for tiger and ditorus.

Step 4: Use adobe Media Encoder to render after effects file into mp4.

DONE!


The time you save in POVray is made up waiting for media encoder, but it's barely anything. Especially if you make single animations at a time. It's super efficient, a little labor intensive, but eliminates all the waiting and crashing that povray loves to do with realistic image sizes.
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