ICN5D wrote:I acknowledge that there are other ways to spin things. Diagonally, what have you. But, those methods and motions are currently outside of this notation's ability, for now. Perhaps I will incorporate it at some point. They are all still real and valid ways to spin something. But, rotating something by 45 degrees cannot be described in the current notation.
[...]
quickfur wrote:
This diagram represents two intersecting hyperplanes. The green and red parallelopipeds represent sections of two hyperplanes in some orientation. It just so happens that they intersect at 90°, but the additional degree of freedom in 4D means that even then, they still can vary in lateral orientation. The yellow square represents a square section of their 2D intersection (note that hyperplanes in 4D, in general, will intersect in a 2D plane).
Hopefully, the analogy with the previous diagram of intersecting planes in 3D is clear.
quickfur wrote:
And perhaps now, we're prepared to understand how things can rotate "around" a plane in 4D. Take the middle cube, for example. Imagine a horizontal plane that bisects it. This particular animation is a bit tricky to work with because I didn't put in any frame of reference in the images, but hopefully it's clear that the cross-section of this horizontal plane with the cube is actually a static square of constant area. Well, except for the one frame where the cube is inverting itself inside-out -- but actually, even in that frame, the actual intersection is still the same square, because the corners of the cube at that point are actually far out along the W axis (the frame where the cube appears as a flat square is when it is exactly 90° to our 3D space). This horizontal plane, therefore, represents the stationary plane of the rotation: points that lie on this plane don't move as the cube rotates. Furthermore, notice how the top/bottom faces of the cube expand and contract as it rotates: the expansion simply means it's moving towards the 4D viewpoint, and the contraction means it's moving away from the 4D viewpoint (remember, this is perspective projection: nearer things appear bigger, and farther things appear smaller). When the top face crosses the horizontal plane in the projection image (but not in 4D space!), it is nearest to the 4D viewpoint, that is, it is displaced by -k units away from the center of the cube, and appears at its largest. Then as it shrinks again, it crosses the horizontal a second time, this time in the smallest appearance -- now it's +k units away from the center of the cube. If you thus trace its motion, you'll see that it's actually moving around the horizontal plane! Remember that the apparent crossing of the horizontal plane does not actually intersect it, because the horizontal plane lies in the 3D space where the stationary center of the cube is, that is, 0 units along the 4th axis, whereas at the apparent crossings, the cube's square face is displaced ±k units along the 4th axis.
ICN5D wrote:You're welcome! I felt the same way, when I saw the notation. It seemed impossibly complicated. Then, I don't know, it sort of "clicked" in my head, and I went crazy with it! I started with linear ops, since it was probably the easiest way to generalize into 4D. Then, I took a 5 year hiatus away from this forum, for no particular reason. During that time, I began to create a notation around linear ops, to better understand it. Then, finding more and more ways to create the same shape, I kept adding to the notation, refining it, and I came back to this forum. I think I wanted to finally understand the tiger! And, I did. In the process, I adapted a new kind of operation, the cartesian product, to the existing system. That's why my notation looks horrendously complex. It combines four notations, that I use in four algorithms, to create and define shapes.
[...]
I have spent better part of 6 years developing an algorithm to connect shapes in this manner. I call it the " Perspective Product", and it works on every shape of every dimension.
ICN5D wrote:Just to go beyond 4 and 5D, I want to show you a frightening 6D shape, as created and expressed in my notation. I understand that this is not very elementary! But, I want to show you that 6D isn't that impossible to see. Since you picked up the notation better than you expected, ac2000, let's push the limits a little bit.
ICN5D wrote:Here is the Conindric Trianglinder: it is a cartesian product of two 3D shapes. These will multiply together, and make a 6D shape. You can think of it as an entire cone branching off of every point, on and within a triangle prism. This is pretty much what cartesian products do. At each corner of this 6D triangle-prism structure, there is an entire cone. Along each edge, there is a cone-prism ( coninder ). Spread out along each 2-D panel, is a cone-diprismic space, if we remove the edges and corners. Connecting all of the curved surfaces together will create a single torus, the rolling surface of this crazy thing.
ac2000 wrote:quickfur wrote:
This diagram represents two intersecting hyperplanes. The green and red parallelopipeds represent sections of two hyperplanes in some orientation. It just so happens that they intersect at 90°, but the additional degree of freedom in 4D means that even then, they still can vary in lateral orientation. The yellow square represents a square section of their 2D intersection (note that hyperplanes in 4D, in general, will intersect in a 2D plane).
Hopefully, the analogy with the previous diagram of intersecting planes in 3D is clear.
Thank you, quickfur, that you're so patient with me and provide this additional example and illustration to make things clear.
I now have understood that the other example with intersecting planes (the purple & brown one) was to show the fallibility of one's tendency to interpret everything in 3D. That makes perfect sense to me now in theory.
However, when I look at this illustration of intersecting hyperplanes, I just can't help it: I still see them as two intersecting 3D parallelopipeds, although I know that's the wrong way to look at them, because they're meant to be hyperplanes. Obviously I look at them in a different way then you do. I'm pretty sure that you rather see their hyperplane nature.
Where do you look at exactly, when you want to see these as 4D hyperplanes?
I mean, do you focus your attention rather to the outline/perimeter and try to ignore the shading of the sides, so that the brain doesn't interpret them in a 3D way? Or do you focus your attention more on the yellow intersection?
ac2000 wrote:quickfur wrote:
And perhaps now, we're prepared to understand how things can rotate "around" a plane in 4D. Take the middle cube, for example. Imagine a horizontal plane that bisects it. This particular animation is a bit tricky to work with because I didn't put in any frame of reference in the images, but hopefully it's clear that the cross-section of this horizontal plane with the cube is actually a static square of constant area. Well, except for the one frame where the cube is inverting itself inside-out -- but actually, even in that frame, the actual intersection is still the same square, because the corners of the cube at that point are actually far out along the W axis (the frame where the cube appears as a flat square is when it is exactly 90° to our 3D space). This horizontal plane, therefore, represents the stationary plane of the rotation: points that lie on this plane don't move as the cube rotates. Furthermore, notice how the top/bottom faces of the cube expand and contract as it rotates: the expansion simply means it's moving towards the 4D viewpoint, and the contraction means it's moving away from the 4D viewpoint (remember, this is perspective projection: nearer things appear bigger, and farther things appear smaller). When the top face crosses the horizontal plane in the projection image (but not in 4D space!), it is nearest to the 4D viewpoint, that is, it is displaced by -k units away from the center of the cube, and appears at its largest. Then as it shrinks again, it crosses the horizontal a second time, this time in the smallest appearance -- now it's +k units away from the center of the cube. If you thus trace its motion, you'll see that it's actually moving around the horizontal plane! Remember that the apparent crossing of the horizontal plane does not actually intersect it, because the horizontal plane lies in the 3D space where the stationary center of the cube is, that is, 0 units along the 4th axis, whereas at the apparent crossings, the cube's square face is displaced ±k units along the 4th axis.
Thanks again, quickfur, for spending so much effort and time to exemplify everything so thoroughly. I wish I could say that I'd "grokked" how these projection images work, but I haven't yet.
The first part of your explanations are quite clear I hope, but I'm still struggling with the above paragraph.
Did I understand this right that the assumed horizontal "bisecting" plane is identical with one plane of our 3D space (e.g. the xz plane, when y runs upwards)?
And then the cube rotates around the xz-plane in such a way that it protrudes into ana/kata space alternatingly?
I don't understand, where I, as the observer, would be located, when watching this animation. I guess, I would see it somewhere from a 4D viewpoint, but where? Which coordinates could that be?
Where do you look at, when watching this animation? Do you look at the whole outline or follow one of the the vertices/planes/edges with your eyes as they're moving? Or is it best to focus on the assumed horizontal "bisecting" plane?
I tried to sum up the differences between the rotational behaviours to understenad them better, but I'm not sure if they're correct:
in 2D:
it's possible to rotate around a 0D-point
it's possible to rotate in a 2D-plane
in 3D:
it's possible to rotate around a 1D-axis
it's possible to rotate in a 2D-plane
in 4D:
it's possible to rotate around a 2D-plane
it's possible to rotate in a hyperplane (which would be similar to rotating somehow in a 3D solid??)
ac2000 wrote:To be honest, I can't really imagine this strange thing. From your description it sounds a bit like a cactus that somehow got out of control . But I'm sure it's an object of intricate beauty, if one knows how to visualize it adequately. The name itself "Conindric Trianglinder" sounds pretty cool too. Did you name it that way on the basis of the parts it is build from? Because it's the only "Conindric Trianglinder" that is on google. Does that mean, this object didn't exist before and you discovered it, or is it a known object, and other people name it differently?
ICN5D wrote:But, I still believe that these three:
*** If the spin follows an extrude, |O , we treat this spin as the " Prismic Spin", where the last constructed axis is in motion.
*** If the spin follows a taper, >O , we treat this spin as the " Triangular Spin", where the second-last constructed axis is in motion.
*** If the spin is paired with sequence of spins, OOOO we treat this spin as the "Spherical Spin", where the moving axis is ambiguous. However, this does not hold up when we add a spin op to the cylinder form of ||O. If there is another extrude ( other than the "starting line"), the rule changes into a special case.
Actually, in using the spin op, the cyltrianglinder is [...] non-commuting
But it does not apply to |...>>O, so!
*** If the spin is paired with sequence of spins, OOOO we treat this spin as the "Spherical Spin", where the moving axis is ambiguous. However, this does not hold up when we add a spin op to the cylinder form of ||O. If there is another extrude ( other than the "starting line"), the rule changes into a special case.
That one I do not understand, sorry.
Then the triangle becomes kind a torus with triangular cross-section (instead of the minor radius), whereas the former 3 lacing squares would all spin into cylinders. Thus the sides of the cross-secting triangles of the torus then become the lacing lines at the surface of the cylinders.
Klitzing wrote:Accordingly you'd get (with at least one ">" symbol)
2D:
"|>" = triangle = "ooo&#x" = "ox&#x" = x3o"
3D:
"||>" = squippy (Bowers acronym ["OBSA" = official Bowers style acronym] for 'square pyramid') = "oxx&#x" = "ox4oo&#x"
"|>>" = tet (OBSA for 'tetrahedron') = "oooo&#x" = "oox&#x" = "ox3oo&#x" = "x3o3o"
"|>|" = trip (OBSA for 'triangle prism') = "xxx&#x" = "ox xx&#x" (line atop square) = "xx3oo&#x" = "x x3o"
4D:
"|||>" = cubpy (OBSA for 'cube pyramid') = "oxx oxx&#x" = "oxx4ooo&#x" = "ox4oo3oo&#x"
"||>|" = squippyp (OBSA for 'square pyramid prism') = "oxx xxx&#x" = "xx ox4oo&#x" (line atop cube)
"||>>" = squippypy (OBSA for 'square pyramid pyramid') = "oox oox&#x" = "oox4ooo&#x" = "xo ox4oo&#x" (line atop perp square)
"|>||" = tisdip (OBSA for 'triangle,square-duoprism') "xxx4ooo&#x" = "ox xx4oo&#x" (square atop cube) = "xx xx3oo&#x" = "x3o x4o" = "x3o x x"
"|>|>" = trippy (OBSA for 'triangle prism pyramid') = "oxxx&#x" = "oox oxx&#x" = "oxx3ooo&#x" = "ox ox3oo&#x"
"|>>|" = tepe (OBSA for 'tetrahedron prism') = "xxxx&#x" = "xxx oox&#x" = "xx xo ox&#x" (square atop ortho square) = "xx ox3oo&#x" (line atop axial trip) = "xx3oo3oo&#x" = "x x3o3o"
"|>>>" = pen (OBSA for 'pentachoron') = "ooooo&#x" = "ooox&#x" = "oox3ooo&#x" = "ox3oo3oo&#x" = "x3o3o3o"
ICN5D wrote:[...]But it does not apply to |...>>O, so!
Sure it does! Rotating a tetrahedron around a plane, in a certain way, can create the dicone : |>>O = |>O> = |O>>. By addressing the "second-last constructed axis" as the one in motion, which ends up being the y-axis for |>>, the two triangle-faces that lie skewered by the y-axis join into a torus, the triangle-torus surcell of a dicone. Then, the base-triangle will rotate stationary, and the x-axis triangle as well, to make two cones. Since the vertex is 0-D, its rotation will still make a vertex, giving us the cone + cone + triangle-torus surface of a dicone. But, of course, it's possible that I'm wrong about this one. This notation is in a perpetual experimental phase, where I'm always finding the nuances and patterns in it.
quickfur wrote:This particular construction requires a very specific rotation though, and I think that's the issue here. How do you define the O operator such that it always selects the "most ideal" rotation among the many possibilities? It is very non-obvious to me, for example, why that particular rotation would be chosen for the tetrahedron, as opposed to many other possibilities that are arguably more "intuitive" or more "symmetrical". I mean, if I didn't know beforehand that I'm supposed to get a dicone out of a tetrahedron, I wouldn't know to pick that particular rotation out of the other more obvious ones that would come to mind first. If you give me some arbitrary shape X to rotate, what is the procedure by which I can decide what the rotation plane should be, without consulting a list of explicit selections? Either such a procedure exists, and consistently selects a single rotation out of many, or we should admit the fact that multiple possible rotations exist, and focus our attention on how to go about specifying the particular rotation we have in mind.
ICN5D wrote:Klitzing wrote: But it does not apply to |...>>O, so!
Sure it does! Rotating a tetrahedron around a plane, in a certain way, can create the dicone : |>>O = |>O> = |O>>. By addressing the "second-last constructed axis" as the one in motion, ...
ICN5D wrote:Klitzing wrote:*** If the spin is paired with sequence of spins, OOOO we treat this spin as the "Spherical Spin", where the moving axis is ambiguous. However, this does not hold up when we add a spin op to the cylinder form of ||O. If there is another extrude ( other than the "starting line"), the rule changes into a special case.
That one I do not understand, sorry.
In the case of an n-sphere rotation around a bisecting (N-1)-plane, there are no well defined surcell pairs to place on the axes. Only orthogonal, tapertope, and cylindrical shapes have this ability. The surface of an n-sphere will evenly occupy all axes, it has circular symmetry. This means the moving axis can be any axis, the end result will always be an (N+1)-sphere. It is not necessary to identify which axis should be the one in motion, when an n-sphere rotates into N+1 around a bisecting (N-1)-plane. Since n-spheres have circular symmetry on every axis, the addition of another axis, with circular symmetry, will always make an (N+1)-sphere.
|O - circle, 2-sphere
|OO - sphere, 3-sphere
|OOO - glome, 4-sphere
|OOOO - pentasphere, 5-sphere
|OOOOO - hexasphere, 6-sphere
etc.
Klitzing wrote:Remains just the investigation of |...O>>O .
But what I asked to get a definition for, was rather the case |...OO (where the ellipsis could be anything).
(btw, one should be careful with this name: it is not a disc with a tapering at both opposite sides, rather, as your symbol shows, a tapering into 2 perpendicular directions. I.e. that dicone is not an element of 3D, rather of 4D.)
ICN5D wrote:Using the mnemonic " STEMP " that stands for Spin, Taper, Extrude, Manifold, Product, we have:
---------------------------------------------------------------------------------------------------------------------• mO - rotate shape M around N-1 plane into N+1
• m> -taper shape M into N+1
• m| - extrude shape M into N+1
• m(qa) - extrude shape M along surface of shape Q into N+a
• m[q] - cartesian product with shape M and Q, the (m,q)-prism
* Where "a" is number of operators in parentheses
General Shape Families:
-----------------------------• |a = N-Cube
• |>a = N-Simplex
• |Oa = N-Sphere
• |Oa>b = N-Sphone
• ||a>b = N-Pyramid
• |>a|b = N-Pyramid
• |>a|b>c = N-Pyramid
• ||aOb = N-Cylinder
• ||aOb>c = N-Cylindrone ( the Polycylindramids, as I've previously called them)
• |...[|O] = N-Cylinder
• |...[|>] = N-Trianglinder
* Where "a,b,c" is ≥ 1
quickfur wrote:No, in 4D, it's possible to rotate in a 2D-plane. It's still only a 2D plane. Remember what I said about rotation being an inherently 2D phenomenon? That holds in every dimension, which is why that approach to rotation is so much easier to understand. Of course, in 4D (and above) you also have the monkey wrench of Clifford-style double rotations, but even those beasts ultimately decompose into two plane rotations, so the key is really to first grasp plane rotations, which always rotate in a 2D plane, and once you've mastered that you can put them together to make more complicated things.
ac2000 wrote:quickfur wrote:No, in 4D, it's possible to rotate in a 2D-plane. It's still only a 2D plane. Remember what I said about rotation being an inherently 2D phenomenon? That holds in every dimension, which is why that approach to rotation is so much easier to understand. Of course, in 4D (and above) you also have the monkey wrench of Clifford-style double rotations, but even those beasts ultimately decompose into two plane rotations, so the key is really to first grasp plane rotations, which always rotate in a 2D plane, and once you've mastered that you can put them together to make more complicated things.
Thank you, quickfur, for patiently answering all my additional questions.
I'm sure the information will help me to make some progress in developing the necessary mindset to ultimately be able to visualize at least some basic 4D geometry.
Klitzing wrote:Thus, besides of |,>,O you like to use further operators too. According to your above mnemonic definitions, those then would both act kind as a cartesian product (or direct sum), just as for duoprisms. |...[|...] then truely is just the duoprism of both ellipis parts. But |...(|...) reuses from the second one the hollow surface only. - For polytopes this most probably is not used too heavily, but you probably would have all sorts of tori shapes in mind here.
The same holds true for Clifford- or double rotations within a 4D space: Again a mere rotation just acts within a 2D subspace. The orthogonal subspace, here being 4 - 2 = 2 dimensional as well, remains pointwise fixed. So you can consider to apply to that subspace an different action meanwhile. In case that one is a rotation too, and that both orthogonal rotations just act around that specific point, which is the common intersection of those 2 orthogonal subspaces, then this total action is what Clifford once had considered.
ICN5D wrote:You are correct, the so called n-pyramids are better named as the tapertopes. There would be infinite combinations as they don't commute. I wanted to throw out a few of the endless examples
As for the degenerate tesseract pyramid, that's interesting. I didn't know about that with using unit edged n-cubes. I guess, in trying to keep the system intact, and having at least some way to symbolize the ||||>, the length of tapering along 5D, the height, would be greater than the edge length of ||||. There is no way to taper a tesseract along the same length as one of its edges? Surely there must be some way! Why does it have to stop in 5D? I cant visualize that one.
ICN5D wrote:Klitzing wrote:[...]The same holds true for Clifford- or double rotations within a 4D space: Again a mere rotation just acts within a 2D subspace. The orthogonal subspace, here being 4 - 2 = 2 dimensional as well, remains pointwise fixed. So you can consider to apply to that subspace an different action meanwhile. In case that one is a rotation too, and that both orthogonal rotations just act around that specific point, which is the common intersection of those 2 orthogonal subspaces, then this total action is what Clifford once had considered.
So, does this mean that rotating a 4D shape into 5D, around a 2-plane will make two moving axes? Leaving two stationary? I see the 3-plane rotation, and leaving one axis left over for the moving, but if a 2-plane is used, it looks like two axes are swirling around, into 5D.
--Philip
quickfur wrote:And since in 5D, the circumradius of the 5-cube is sqrt(5)/2 = 1.11803..., that means any pyramid of the 5-cube cannot possibly have edge length 1, since that would require its height to be the square root of a negative number.
Meaning to say that in sufficiently large n, it takes k times the amount of effort to get from its center to its corners than it takes to get from its center to the centroid of one of its facets,
If you like, you can imagine this counterintuitive situation as the n-cube becoming more and more "star-like" in higher dimensions, such that its corners are the peak of very long "spikes" protruding from a tiny core that contains almost none of its total volume.
One example is that while the volume of the n-cube is concentrated around its corners, the volume of the n-sphere is, on the contrary, concentrated in a narrow band around its equator, such that for sufficiently large n, almost all of the n-sphere's volume is contained in a tiny band within epsilon units of the hyperplane that bisects it, where epsilon is a number that shrinks to 0 as n grows without bound. This strange effect is almost impossible to intuitively visualize, since it's so contrary to our 3D-centric experience; perhaps one way to think of it is that the n-sphere is like a cast-iron disk embedded inside a hollow plastic ball: almost all of the mass is concentrated in the disk, and the rest of the ball contributes almost nothing more.
- The ending of many classes of CRF segmentochora with n-cube symmetry at 19D, after which there are only 3 classes. (Why 19D? Because the equation that determines it is a quadratic polynomial in √2, which crosses 0 at an irrational root between 19 and 20. On the surface, though, it seems really strange for the number 19 to appear seemingly out of nowhere.)
This is a well-known fact. The circumradius of an n-cube (i.e., the radius of the n-sphere that contains its vertices) is proportional to sqrt(n). If we fix edge length at 1, then the circumradius is sqrt(n)/2. So in 4D, the circumradius is equal to the edge length, which is a happy coincidence that makes the 24-cell a regular polytope. However, this same fact also means that in 5D, you can taper a tesseract with equal edge length, but it will be completely flat!
(Not to mention the existence of 5D double rotations that have a stationary linear axis, but the rotation doesn't happen "around" the axis the same way it does in 3D, but there are two simultaneous rotations both sharing that axis, and with two independent rates of rotation. And rotating the axis changes the rotation because these two simultaneous rotations have orientation w.r.t. the "axis". Try wrapping your brain around that one. )
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