gonegahgah wrote:[...]One of the things intriguing me at the moment is this idea of having an in2side as well as insides.
It's actually nice that we call it the in-'side'. That's probably an accident but its probably what a 4Der would call it as to them it is a side; of which they can see two whereas we conceive it as one.
The same goes for the poor 2Der who can only conceive of their objects having a single inside whereas we perceive their objects as have two sides.
It is a little difficult for the 2Der to understand how we can see their objects from two sides; which they think of as inside.
But, I guess we don't think of a line as having a side so perhaps 4Ders won't consider our planes as sides at all. Wonder what they would call them.
So, just as a 2Der struggles to depict their objects as having 2 insides; I wonder how we go about depicting our 3D objects as having two insides?
4Dspace wrote:Interesting discussion. A bit over my head though. I have a question:
As I am looking at 3d object from 4D, I see how the 3 faces of a cube seen vertex first, merge into a plane. Yes, a perfect 2D plane, delivered to my eyes by parallel rays of light (and parallel rays are interpreted as 2D surfaces).
I wonder how difficult it would be to make a visualization of a cube with its faces colored differently: say, green, yellow, red, orange, purple and blue. Then, seen from 4D, you see how 3 faces merge into a plane divided into 3 segments. So, essentially, seeing a 3D object from 4D is actually very easy, because 3 faces become a plane, 3D->2D, putting us back to our familiar, homy, 3D (4D - 1D = 3D easy!)
From 4D POV you can see this divided into 3 colored segments plane sort of wobble into a segment of a cube as you approach it or cross to another direction. You can see 3D faces proper only from 3D. From 4D again they merge into a plane, making sort of 2d->3d->2d->3d..
I wonder how it would look, how the colors on the wobbling plane would change as you go around the cube looking at it from all 8 directions -?
Another question I have: to me it looks as if Abbott made a mistake in Flatland when said that one can see "insides" of a 3D object from 4D. I don't see how it is possible.
Here is what I see when I look at a 3D object from 4D:
Imagine a cube made up of 27 stacked balls (3 per edge). Imagine that the balls are projected onto each face (so the ball in the very center of this cube is obscured by its neighbors on all sides). Now, looking at the vertex of the cube from 4D, the 3 faces seen, orthogonal in 3D, collapse into a 2d plane divided into 3 segments.
Notice that the ball at the vertex is represented 3 times on this divided into 3 segments plane. The balls at the edges, are seen twice (on each side of the edge). The balls that lie in the center of the face are seen once each.
The central ball is not seen no matter how you look at this cube from 4D (just like you'd not see it from 3D either).
And this is clear from a primitive example of "matter" that is made up of 27 atoms. Only 26 of them can be seen from 4D, and only after looking at the cube from all 8 directions. Only a cube made up of 8 atoms shows all of them (not at once, just like in 3D).
And so, from 4D we are also limited by seeing surfaces only. And because of that, we cannot see inside a 3D object from 4D no more than we can see inside it from 3D. In fact, from either number of dimensions we can see the only the faces and not insides.
To me looks like Abbott made a wrong analogy here. Only because from 3D you can see the whole of 2D lined up does not mean that you can do the same for a 3D object in 4D. You need to look at 3D from 5D for that trick to work.-?
is that right?
4Dspace wrote:[...]quickfur, I don't know what magical powers in viewing things a 4D-er may have.
When I, the 3D-er, get into the 4D, my basic visual apparatus remains, and it is conditioned to interpret parallel rays of light that bounce off orthogonally from 3 faces of a cube in 4D as if coming from a 2-dimensional plane.
And so when I see a 3d cube in 4D, looking at its vertex, the 3 faces around the vertex are all orthogonal to the 4th dimension. This fact is interpreted by my 3D eyes by a "loss" of a dimension: the 3d-surface appears to me flat like a 2d-plane.
If the cube had all its faces colored differently, then this apparent 2d-plane would be divided into 3 segments of different color.
Loss of a dimension in 4D makes it appear similar to the familiar 3D. The extra dimension is there though. As I look at the 3d cube from different angles, this extra dimension appears to "wobble" in and out of existence. At times, to me, the 3 faces of a cube seem to lie on a same plane, which looks to my eyes sometime as 2d and sometime as 3d.
And so as a 3D-er in 4D, I don't see inside this cube. It's basically the same cube it was in 3D, its shape sort of shifts though, appearing to me flat like a pancake at certain angles..
4Dspace wrote:Thank you quickfur for your explanation of 4D vision.
I sort of understand the concept of how a 4D-er would see the world, but I am a 3D-er who wants to understand 4D. So to me it would be very, very instructive to see the animations that do just that. That's what I meant with my badly worded idea of looking at a normal cube with differently colored faces from various angles in 4D.
And so as I walk around the cube in 4D, looking at it from different angles, it does sort of "wobble", especially when the change in colors (=faces) happens. I see this 2d apparent plane (apparent to my eyes only) divided into 3 colored-segments, and one of the segments is getting smaller (while another one is growing), and then, just before it disappears and another color appears, the real 3D nature of the cube shines through in this wobble into its inherent 3D-ness and wham! it's gone again and where just a sec ago was a cube now lies something flattened, not a thing in itself but an attribute to something else, a decoration on a surface.
So, the conclusion I made regarding higher-D visualizations (for us 3D-ers only, of course) is that an addition of a dimension makes and object actually appear flatter -- quite paradoxically, because I expected the opposite effect. So, if I draw an angle on a 2d plane, say L. Looked at from the 2D perspective, that is "the real corner". Something significant for a 2D-er. Move into 3D and, even though the same lines are seen drawn on the same 2d plane, their "corner-ness" is overshadowed by the linearity of the surface that emerges.
Similarly, what I noticed during my sojourn into 4D is that a cube has volume only in 3D, because in 4D the voluminous corner is substituted by a smooth surface (to my eyes only). To see that volume again, I have to move my POV into the same 3d subspace where the cube lives. From the other 3 3d subspaces, the cube looks flattened, and only the wobble reminds of its volume when I walk through the subspaces around it.
So, now, when I look at the corner of my room, I realize that it will appear to me flat from a certain 4D perspective. Actually, from most 4D perspectives. I suspect that this loss of dimension trick works similarly in n+1 D to infinity,
which to me means (I'm still chewing on it, since it's very new to me) that what we got here, the 3D is the ultimate, the best, the most universal, the...
For example, you, the expert on higher dimensions and topology, why do you think there are exactly 3 dimensions? What's so special about them? As opposed to 4, 5, 7, etc? In other words, what do you know about 3D that makes it special?
4Dspace wrote:Thank you , quickfur, for your explanation. Regarding your site, I am sorry if came across as if I did not benefit from it in my understanding of 4D. I did immensely. I told you, your hypercube is the best I've ever seen. And the colors, the text, the shapes -- it's the top of the line. Thank you very much for it.
Simply, in addition to seeing 4D as a 4Der, I'd like to experience 4D as if I am there personally. With my own eyes. Wouldn't that be fun too? And so I have questions regarding that. I am sorry if this appears to you like such a waste, looking at 4D with 3Der eyes, but that's what I want too. I hope you don't mind
Regarding a cube flattening out in 4D, I did as you suggested, with [1,1,1,0] [-1-1-1,0] looking at it from [0,0,0,5] and... What I noticed is a very important feature, which no one mentions, and that is, what SIDES of the faces do I see? Inside or out?
Say, I hang a clock on each face of the cube, facing outwards. It's like you were saying about the dividing plane. In 3D it's a 2d plane, and if I draw a clock on it, its hands will run clockwise. If I look at the same plane from below, the hands of the clock will run counterclockwise.
So, similarly, in 4D looking at this cube with clocks on its 6 sides facing outward, when this cube flattens from 4D POV, how do I see the clock on each face? running clockwise or counterclockwise?
To me it seemed that the top face I see clockwise, the bottom face counterclockwise and the 4 side faces shift, i.e. they flip their... chirality? as I walk past the cube, changing my POV ever so slightly.
Is that right?
I would love to see an animation that shows that. If the inside of the cube is colored differently than outside, that would be very instructive.
Re "Why 3D", it's not an ontological question. The science of topology certainly has an answer to this. I was hoping you would know.
quickfur wrote:trying to visuailze 4D with 3D vision is of limited utility, and is furthermore prone to error, because a 2D retina is inadequate for capturing the full field of vision in 4D.
quickfur wrote:In the 3D->4D case, a similar thing happens. What is to us a clear distinction between clockwise and anticlockwise, is to a 4Der merely two opposite directions from a 360° circle of possibilities. So the answer to your question is also simultaneously, both and neither. Both, because if we orient the cube appropriately, two opposite clocks will have opposite orientations. Neither, because there is no longer a binary choice between clockwise and anticlockwise in 4D; you have a full 360° range of possibilities. So the remaining 4 clocks will be "neither clockwise nor anticlockwise". Furthermore, depending on which side of 4D you look at the cube from, the orientations of the clocks will flip, but their relative orientations to each other remains unchanged. [emphasis by 4Dspace]
quickfur wrote:You may say they flip their chirality, but it would be more accurate to say that they "rotate" between the two chiralities. Just as the left-to-right and right-to-left distinction in 2D becomes a full 360° range of directions in 3D, so the clockwise/anticlockwise distinction in 3D becomes a 360° range of chiralities in 4D.
quickfur wrote:(In fact, this is why you can "flip" a 3D object into its mirror image if you rotate it through 4D. What to us is a clear left-handed or right-handed distinction in 3D, is merely a matter of orientation in 4D. Just rotate it and the orientation flips. Or, more accurately, in the intermediate stages of the rotation you traverse a 180° range of chiralities, ending up with the opposite chirality when you're done.)
quickfur wrote:I don't see what topology has to do with why 3D is singled out among all other possibilities. The constraint is laid not by the mathematics of it, but the physics. In fact, topology regularly treats spaces in the general sense of allowing any integral dimension (or even non-integral dimension, if you're into exotic spaces).
4Dspace wrote:Thank you quickfur for your replyquickfur wrote:trying to visuailze 4D with 3D vision is of limited utility, and is furthermore prone to error, because a 2D retina is inadequate for capturing the full field of vision in 4D.
Yeah, I was wondering about the nature of the "visual" apparatus of this 4Der of yours and... it's not visual in the sense that info is delivered to it by light rays to a specific POV. Instead, in order to "see in volumes" as you call it, it appears, the 4Der is sort of omnipresent in the 4D space, which makes her POV sort of irrelevant.
Here is why:
1. If I divide 4D space into 2 sides with a giant cube whose 3 faces extend into infinity, a 4Der can see only the 3 bounding faces of this cube. Together with the vertex, they form the summit of a pyramid. The clocks on all 3 bounding faces of this cube appear to her to run clockwise. All 3 of them.
2. The other interesting feature of this giant cube, dividing the 4D space into 2, is that no matter in what direction and how far the 4Der moves along this great divide, trying to find an embrasure to get to the other side of the 4D space, the summit of the pyramid formed by the 3 bounding faces of this cube is always beneath her feet (or in front of her <-- this detail is irrelevant). And the 3 clocks continue to run clockwise.
Now, to help her out, we shrink this immense cube, so that the 4Der can walk around it. What does she see? According to what you said above, she can see simultaneously both inside and outside the cube. But this implies that she is "looking" at it simultaneously from both sides of "the great divide" spoken of above.
This appears self-contradictory: on one hand, a 4Der cannot get to the other side of the divide, on the other hand her vision is such that it affords her the view of the cube from both sides. -?
[...] But. The 4Der cannot see the far side of the cube, because you said it yourself, a 4Der cannot cross to the other side of the "divide". This "divide" marks the direction from which you look at the cube and, you can see only one side of it at any given time ---OR--- the "great 3d divide" that separates the 4D space into two halves is not a real barrier for a 4Der, since it's not the impediment to her "omnipresent vision". See? something does not compute here. The place ain't logical.
[...]quickfur wrote:(In fact, this is why you can "flip" a 3D object into its mirror image if you rotate it through 4D. What to us is a clear left-handed or right-handed distinction in 3D, is merely a matter of orientation in 4D. Just rotate it and the orientation flips. Or, more accurately, in the intermediate stages of the rotation you traverse a 180° range of chiralities, ending up with the opposite chirality when you're done.)
Yeah... except that I thought that chirality is a fundamental thing in topology. Chirality that traverses a 180° range is something else altogether.
quickfur wrote:I don't see what topology has to do with why 3D is singled out among all other possibilities. The constraint is laid not by the mathematics of it, but the physics. In fact, topology regularly treats spaces in the general sense of allowing any integral dimension (or even non-integral dimension, if you're into exotic spaces).
No, each space has its own properties, limitations and advantages. The "great divide" that divides any space greater than 2d into 2 unequal sides (unequal, because chirality differs) is what.... somehow here I feel lack of terms... but in primitive language ...and one always has to start somewhere... somehow, in this simple fact the... inescapability? from the basic 3D setup is what makes the 3D "special". I can't word it yet, but I feel it.
4Dspace wrote:About that cube with corners at (±1, ±1, ±1, 0), looked at from (0,0,0,5). If we paint the inside of the cube blue and outside, yellow, what colors the 4Der sees?
quickfur wrote:4Dspace wrote:About that cube with corners at (±1, ±1, ±1, 0), looked at from (0,0,0,5). If we paint the inside of the cube blue and outside, yellow, what colors the 4Der sees?
If you have a hexagon painted blue with yellow edges, what would you, a 3Der, see? You'd see both blue and yellow.
So the 4Der would see both blue and yellow.
quickfur wrote:Of course, there's another aspect to this that should be cleared up: a 2Der looking at our painted hexagon can only ever see the edges of the hexagon, since a filled hexagon occupies area, and in 2D, area fills up space. From our 3D point of view, the hexagon has two sides (like the two sides of a coin), but these two sides are inaccessible to the 2Der. In fact, the very concept is foreign to them, because to see these two sides requires the 3rd dimension, which the 2Der cannot access. So the idea that the two sides of the hexagon can be painted with two different colors is a completely strange concept to them -- they wouldn't be able to wrap their mind around the idea that what to them is a single area (the area inside the hexagon) having two elusive "sides".
quickfur wrote:...From a 4D perspective, the volume inside the cube has two sides --and just as the hexagon's two sides have nothing to do with its edges, so the two "sides" of the cube from the 4Der's point of view have nothing to do with the cube's faces. It's the volume itself that has two sides -- and unsurprisingly, this is a completely foreign concept to us 3Ders, because to perceive these two sides we have to see it from 4D, but we can't.
4Dspace wrote:quickfur wrote:4Dspace wrote:About that cube with corners at (±1, ±1, ±1, 0), looked at from (0,0,0,5). If we paint the inside of the cube blue and outside, yellow, what colors the 4Der sees?
If you have a hexagon painted blue with yellow edges, what would you, a 3Der, see? You'd see both blue and yellow.
So the 4Der would see both blue and yellow.
Let's label the XY plane Z, XZ Y and YZ, X, so we have 6 faces: -X,+X,-Y,+Z,+Y,-Z
Could you please assign the colors to these planes as seen from (0,0,0,5) POV?
Thanks
quickfur wrote:Of course, there's another aspect to this that should be cleared up: a 2Der looking at our painted hexagon can only ever see the edges of the hexagon, since a filled hexagon occupies area, and in 2D, area fills up space. From our 3D point of view, the hexagon has two sides (like the two sides of a coin), but these two sides are inaccessible to the 2Der. In fact, the very concept is foreign to them, because to see these two sides requires the 3rd dimension, which the 2Der cannot access. So the idea that the two sides of the hexagon can be painted with two different colors is a completely strange concept to them -- they wouldn't be able to wrap their mind around the idea that what to them is a single area (the area inside the hexagon) having two elusive "sides".
I disagree. 2Ders have a good grasp on a concept of clockwise and counterclockwise direction, because it is accessible to their experience on the plane. So, they should understand that one side of a plane differs from its other side and that this difference can be represented by different colors.
quickfur wrote:...From a 4D perspective, the volume inside the cube has two sides --and just as the hexagon's two sides have nothing to do with its edges, so the two "sides" of the cube from the 4Der's point of view have nothing to do with the cube's faces. It's the volume itself that has two sides -- and unsurprisingly, this is a completely foreign concept to us 3Ders, because to perceive these two sides we have to see it from 4D, but we can't.
In 4D space, as 3Ders, yes we can and do see the two sides. There is always 2 sides that mark 2 opposite directions. The descriptions of 4Der vision which you give appear to violate the very basic principle, and that is: you cannot look in two opposite directions at once.
But for 4Ders --the way you describe it-- this constitutes "seeing in volumes". I think you too would benefit greatly from seeing animations that show surfaces in 4D. Seeing transparent objects obscures these important details
quickfur wrote:4Dspace wrote:About that cube with corners at (±1, ±1, ±1, 0), looked at from (0,0,0,5). If we paint the inside of the cube blue and outside, yellow, what colors the 4Der sees?
Let's label the XY plane Z, XZ Y and YZ, X, so we have 6 faces: -X,+X,-Y,+Z,+Y,-Z
Could you please assign the colors to these planes as seen from (0,0,0,5) POV?
Thanks
Let's label the faces of a square (±1,±1,0) with 4 labels, according to the direction they face: -X, +X, -Y, +Y. Now color the outside of the square red and the inside blue. So what colors should be assigned to each of these planes, when you look at this square from the 3D viewpoint (0,0,5)?
quickfur wrote:No. They understand the difference between clockwise and anticlockwise, but that is a property of the edges, not of the area inside the hexagon. So tell me, how many areas are inside the hexagon? Clearly only one. From the 2D point of view, this is the inside of the hexagon, and its boundary, consisting of 6 edges, is the outside. So are you saying that 3D space is divided by the inside and outside of the hexagon?
quickfur wrote:From the 2Der's point of view, the plane is the universe, there is no "two sides".
quickfur wrote:Remember, they have no experience with 3D, and no way to access the 3rd direction. As far as they can tell, the 2D plane comprises the entirety of the universe. Therefore, saying that the plane has two sides is completely meaningless to them. How would you explain where those two sides are? If you were a 2Der, can you point to where those two sides are? If you can't, then how can such a thing be real? -- you need access to the 3rd dimension for this to make any sense.
quickfur wrote:The 4Der does not see in opposite directions at once. It's merely looking from a direction at 90° angle to the 3D hyperplane.
quickfur wrote:Again, you're confusing yourself by the ambiguous meaning of "surface". A surface to us 3Ders is a 2D construct. A cube's surface consists of squares. An icosahedron's surface consists of triangles. A sphere's surface consist of a curved 2D sheet. But you have to understand that in 4D, these things are not surfaces at all. They are mere ridges.
quickfur wrote:A "surface" to a 4Der is a 3D construct. A tesseract's surface consists of 8 cubes.
quickfur wrote: NOT merely the surface of the cubes, each of which consists of 6 squares, but the cubes' volumes. Take any of the 8 cubes that lie on the surface of a tesseract. Every point of the interior of the cube lies on the surface of the tesseract, not the inside. The inside of the tesseract is a hypervolume, whose boundary consists of 8 cubical volumes.
Find this confusing or strange?
4Dspace wrote:quickfur wrote:4Dspace wrote:About that cube with corners at (±1, ±1, ±1, 0), looked at from (0,0,0,5). If we paint the inside of the cube blue and outside, yellow, what colors the 4Der sees?
Let's label the XY plane Z, XZ Y and YZ, X, so we have 6 faces: -X,+X,-Y,+Z,+Y,-Z
Could you please assign the colors to these planes as seen from (0,0,0,5) POV?
Thanks
Let's label the faces of a square (±1,±1,0) with 4 labels, according to the direction they face: -X, +X, -Y, +Y. Now color the outside of the square red and the inside blue. So what colors should be assigned to each of these planes, when you look at this square from the 3D viewpoint (0,0,5)?
That's not fair. I posited a concrete question. You reply with another question. Forgot, what that technique is called?
The point of my question was: fundamental property of a 2d plane is preserved, no matter how high in number of dimensions you go. 4Der can NOT see both sides of a 2d plane simultaneously. He can see only one side at a time. Just like us the 3Ders.
For you, once you get into 4D the fundamental properties of 2d seem to disappear and are replaced by other concepts, only because that would seem to make sense to you in a progression you're making from 1d -> 2d -> 3d -> 4d. But each higher in number of dimensions space can be deconstructed to its constituent subspaces. And they better hold their properties no matter in how high a space they end up.
quickfur wrote:No. They understand the difference between clockwise and anticlockwise, but that is a property of the edges, not of the area inside the hexagon. So tell me, how many areas are inside the hexagon? Clearly only one. From the 2D point of view, this is the inside of the hexagon, and its boundary, consisting of 6 edges, is the outside. So are you saying that 3D space is divided by the inside and outside of the hexagon?
clockwise being a property of an edge? I disagree.
That's direction of a vector orthogonal to a plane, I'm pretty sure about that.
[...] The animations and projections on your site are done in the traditional and the only correct way: they are formed by projections onto planes and display one side of an object at a time.
I thought it would be interesting to go a step further and see how real solid objects would look in 4D, but to you, for whatever reason, this means going backwards, not up.
quickfur wrote:From the 2Der's point of view, the plane is the universe, there is no "two sides".
You're mistaken. only a point does not have 2 sides. Absolutely everything else does.
quickfur wrote:Remember, they have no experience with 3D, and no way to access the 3rd direction. As far as they can tell, the 2D plane comprises the entirety of the universe. Therefore, saying that the plane has two sides is completely meaningless to them. How would you explain where those two sides are? If you were a 2Der, can you point to where those two sides are? If you can't, then how can such a thing be real? -- you need access to the 3rd dimension for this to make any sense.
Again you lapse into the Flatland, when asked a concrete question about 4D space. Your argument above sounds very much like when people thought that Earth was flat. The argument against its roundness was that the antipodes would certainly fall off, not to mention that oceans would drain in no time. But I'm pretty sure that Flatlanders form a map of their world in their head, just like we do of ours. Why, I can hold the whole Universe in my head, and not only its present, but also its past and future. So, I am pretty sure a Flatlander has a very good grasp of what a plane is and that a circle on it can be drawn, going in 2 opposite directions (which constitute chirality).
[...]quickfur wrote:Again, you're confusing yourself by the ambiguous meaning of "surface". A surface to us 3Ders is a 2D construct. A cube's surface consists of squares. An icosahedron's surface consists of triangles. A sphere's surface consist of a curved 2D sheet. But you have to understand that in 4D, these things are not surfaces at all. They are mere ridges.
I'm afraid, confusion lies with you. I am very clear on what a surface is. And one of the things about any surface is that you can see only one side of it at a time. When you look at ridges, you seem to forget that they are made of bona fide planes. Those building blocks of which spaces are made seem to turn to mush in your 4Der eyes.
quickfur wrote:A "surface" to a 4Der is a 3D construct. A tesseract's surface consists of 8 cubes.
A "surface" to a 4Der is a 3d ridge, which is very easy to visualize exactly like the term implies: the outlines of mountains as seen from the airplane. And all 8 cubes of a tesseract's surface can be seen from only one direction, and any view will show only a half the object.
quickfur wrote: NOT merely the surface of the cubes, each of which consists of 6 squares, but the cubes' volumes. Take any of the 8 cubes that lie on the surface of a tesseract. Every point of the interior of the cube lies on the surface of the tesseract, not the inside. The inside of the tesseract is a hypervolume, whose boundary consists of 8 cubical volumes.
Find this confusing or strange?
No, I rather think that you made a wrong analogy in your transition from 3D to 4D, but, as I said, it lies in words only. The action, and it is judged by your excellent site, shows the projections to a POV. Yes, all objects you show are transparent, and this is because you want to emphasize the volumes. However, seeing transparent objects could be confusing even in 3D. So I thought that having both ways of seeing things in 4D could be even better. For one thing, it would stop this sort of arguments between us. Seeing is believing
quickfur wrote:The point of my question was: fundamental property of a 2d plane is preserved, no matter how high in number of dimensions you go. 4Der can NOT see both sides of a 2d plane simultaneously. He can see only one side at a time. Just like us the 3Ders.
That is your own incorrect presumption ... The flaw in your argument is obvious if you apply it to the 2D case. Look at the 2D plane. Draw a line through it. That divides the 2D plane into two sides, no? From the point of view of a 2Der, then, the fundamental property of lines is that they have two sides, and you certainly cannot see both sides at the same time.
quickfur wrote:So look at this picture from your 3D point of view. What do you see? You see the same line, cutting a plane in half. Can you see both sides of the line?
quickfur wrote:The same thing happens when you go from 3D to 4D. Take a 3D hyperplane, and divide it into two with a 2D plane. Well, obviously, then, the plane must have two sides, corresponding with the two halves of the hyperplane. As far as we 3Ders are concerned, that's the end of the story. But a 4Der would say, the plane has two sides only with respect to the hyperplane it's contained in.
quickfur wrote: If you consider the same plane in the context of the entire 4D space, you'll realize there's actually space all around it; there aren't just 2 sides.
quickfur wrote:You probably don't believe me, which is fine. Let the mathematics speak for itself. For the 2D case, say your line corresponds with the X axis, with the equation y=0. So it divides the plane into two halves, y>0 and y<0. Based on this, one could say that this line has two sides, one on the +Y side, one on the -Y side. And if 2D is as far as we go, then this is true.
quickfur wrote:Start with a plane in 3D, say z=0, corresponding with the XY plane. Obviously, this divides 3D space into two parts, the part with z>0, and the part with z<0. So this plane obviously has two sides, corresponding with the +Z direction and the -Z direction. As far as we 3D beings are concerned, this is all there is to it, and there's nothing more to say.
Now let's look at this plane in 4D space. There's now a new axis, W, and the plane is now described by the pair of equations z=0, w=0. As before, the +Z and -Z directions don't disappear; points like (0,0,1,0) and (0,0,-1,0) still lie on two opposite "sides" of the plane. But now there's something new. There's the point (0,0,0,1), which lies in the +W direction from the plane. And there's also its opposite, (0,0,0,-1), in the -W direction from the plane. So the plane must have at least 4 sides, right?
quickfur wrote:Well, what about (0,0,1,1)? Or (0,0,1,-1)? Or (0,0,1/2,3/2)? If you look at all the points where the last two coordinates aren't both zero, you'll see that they don't lie on the plane.
quickfur wrote:Do you see the analogy now? Just as the 1D line, which the 2Der thought had two well-defined sides, acquired a whole lot of space all around it when transplanted into 3D space, so the 2D plane, which we 3Ders thought has two well-defined sides, acquired a whole 360° of "sides". An entire circle of them.
quickfur wrote:For you, once you get into 4D the fundamental properties of 2d seem to disappear and are replaced by other concepts, only because that would seem to make sense to you in a progression you're making from 1d -> 2d -> 3d -> 4d. But each higher in number of dimensions space can be deconstructed to its constituent subspaces. And they better hold their properties no matter in how high a space they end up.
They do not disappear. They merely become irrelevant.
quickfur wrote:[...] The animations and projections on your site are done in the traditional and the only correct way: they are formed by projections onto planes and display one side of an object at a time.
You're wrong. They are projections from 4D into 3D. But since our eyes can't see 3D images directly, I further projected them from 3D to 2D so that they can be displayed on a 2D screen. There are two viewpoints here, a 4D viewpoint which is used for the 4D->3D projection, and a 3D viewpoint used for projecting 3D -> 2D screen.
quickfur wrote:I thought it would be interesting to go a step further and see how real solid objects would look in 4D, but to you, for whatever reason, this means going backwards, not up.
If that's what you want, then all you would see is the projection envelope. Which is fine by me, if you like to think of cubes as hexagonal envelopes, and tesseracts as rhombic dodecahedral envelopes. To each his own. *shrug*
quickfur wrote:You seem to be convinced that 2D planes only ever have a single vector perpendicular to them. As I've shown above, this is only true in 3D. In 4D, there is an entire circle of vectors that are perpendicular to any given plane. In 5D, there's a sphere of them.
quickfur wrote:So you see, your preconception that 2D planes always have a unique perpendicular direction is true only in 3D. It's not even true in 2D, for crying out loud, so why should it be true in any other dimension?
quickfur wrote:Every point in the 3D volume is plainly visible to the 4Der.
quickfur wrote:Anyway, I've already explained everything as clearly as I can. If you still don't get it, then I can't help you.
4Dspace wrote:[...]quickfur wrote:So you see, your preconception that 2D planes always have a unique perpendicular direction is true only in 3D. It's not even true in 2D, for crying out loud, so why should it be true in any other dimension?
I never --EVER!-- said that. I said that any line, from whatever dimension, can cross a plane at a unique angle (even if that angle is 0 or 180 or whatever.
And! I said that, since a line has 2 directions, it will show the plane it crosses from ONE SIDE. That's all I've been saying all along
quickfur wrote:Every point in the 3D volume is plainly visible to the 4Der.
Well, we already established that some POVs do not allow 4Der to see all points at the same time. [...]
quickfur wrote:So from which side of the plane does the line cross it when the angle is 0?
quickfur wrote:So let's say the plane is defined in 4D by y=0 and z=0 (where 4D coordinates are taken as (w,x,y,z)). The 4D viewpoint is (0,0,0,5). From which side of the plane does the line of sight cross it? What about when viewed from (0,0,5,5)?
quickfur wrote:You keep evading the case where the 4D viewpoint lies outside, which, incidentally, is where the interesting stuff happens, because otherwise you might as well just stick with 3D to begin with.
quickfur wrote:Anyway, since you're so smart,
quickfur wrote:Let's say our cube's vertices are (±1,±1,±1,0), and our 4D viewpoint is (0,0,0,5). Do you agree that every point in the cube (both on its surface and in its interior) has an unobstructed path to the 4D viewpoint? If so, then it follows that every point of the cube is visible from that viewpoint, correct? Therefore, the entirety of the cube is visible to the 4Der. But if not, then please give one example of a point in the cube that does not have an unobstructed path to the viewpoint. Prove me wrong.
4Dspace wrote:[...]quickfur wrote:So let's say the plane is defined in 4D by y=0 and z=0 (where 4D coordinates are taken as (w,x,y,z)). The 4D viewpoint is (0,0,0,5). From which side of the plane does the line of sight cross it? What about when viewed from (0,0,5,5)?
I'm not sure how a plane is defined by y=0 and z=0... what about other points? I'm confused Which side of the plane, i.e. its chirality, is the property of the plane, not POV. POV reveals just one side of it.
quickfur wrote:You keep evading the case where the 4D viewpoint lies outside, which, incidentally, is where the interesting stuff happens, because otherwise you might as well just stick with 3D to begin with.
I do not evade this POV. Agree with you. It is very interesting to view a 3d object from various POV in 4D. I'd love to see the animation walking around a cube in 4D. I keep begging you make one, but you play hard to get
[...]quickfur wrote:Let's say our cube's vertices are (±1,±1,±1,0), and our 4D viewpoint is (0,0,0,5). Do you agree that every point in the cube (both on its surface and in its interior) has an unobstructed path to the 4D viewpoint? If so, then it follows that every point of the cube is visible from that viewpoint, correct? Therefore, the entirety of the cube is visible to the 4Der. But if not, then please give one example of a point in the cube that does not have an unobstructed path to the viewpoint. Prove me wrong.
The way you pose the question, is not quite correct. You're right from conventional point of view. But in topology --the way I understand it-- you do not see points. In this concrete case, you see planes. And you see them from a specific angle.
I thought it would be easier for you to simply plug in the numbers in your software than for me to sit down and try to figure it out.
My first impression of what I see from 0,0,0,5 I described in the post above, but afterward I had doubts. Please do make the animation so that we all could learn.
Then, a very, very interesting variation on this cube colored differently inside/outside (only because this way it is easier to see the chirality of its planes), would be to construct a cube that is made up of, say, 27 cubes, also colored to mark the sides of their planes. This would represent the inside "points" you're talking about above. How will these inner cubes be seen? How the sides of their planes line up? I think that would be phenomenally interesting My guess is that we would see something like a chess board, i.e. the planes sides would alternate -? but I'm not sure.
quickfur wrote:Huh? I already have one on my website:
]
quickfur wrote:So you kept on deriding me for a wrong interpretation of 4D vision, and then when I ask you to show me where I went wrong, you changed your mind and said I'm right "from a conventional point of view"?? What's a "conventional point of view", and what other point of view are we discussing?? And what do you mean by "in topology you do not see points"? I'm baffled by your strange logic here. No wonder we can't seem to agree on the most basic matters. We've been talking at cross purposes. I'm on Mars and you're on Venus, and something isn't quite going through in the communication.
quickfur wrote:My first impression of what I see from 0,0,0,5 I described in the post above, but afterward I had doubts. Please do make the animation so that we all could learn.
The animation has already been made a long time ago, and has been available on my website for a long time now. Some people on this forum found it helpful, but obviously not everybody did, otherwise we wouldn't be having this discussion.
quickfur wrote:OK, are we talking about seeing the cube with 4D eyes, or just 3D eyes?
quickfur wrote:Because if you're talking about just 3D eyes, I'm afraid you'll find the "animation" even more perplexing,..
quickfur wrote: ... because most of the time it would just appear to be an unmoving square (a cross-section of the cube, incidentally), and at exactly two points in the rotation the cube will appear, once in its "normal" orientation, and once flipped into its mirror image -- and then disappear again. (This is because 3D eyes can only see along a single hyperplane at a time, and most of the time the cube --- or the bulk of it except a single square cross section --- is outside this hyperplane.)
4Dspace wrote:quickfur wrote:Huh? I already have one on my website:
]
Yes, thank you, now I remember. This is very interesting, but not that helpful to me. It looks like a cube is turning itself inside out, as seen from a basically fixed POV. I'd like to see how the cube would behave from a POV that keeps changing and sometimes "sees" the cube from its 3d subspace and then leaves it again to 4d POV proper.
[...] I was never --ever!-- deriding your interpretation of 4D vision. It's just that our purposes of seeing 4D differ. You are interested in static objects (thus conventional POV) and I am interested in their structure. From the POV of structure of space, which way things "flow" is very important. A vector points to a specific direction; a plane too has a direction.
Thus, if you are looking at the same plane at one POV and see it going clockwise, then if you see the same plane at another POV and see that there it seems to go counterclockwise, this tells you a lot: If your vector POVs are parallel in a give subspace, then this plane is twisted in the same subspace. Or, if you decide that the plane gotta be flat, then the POV vectors in question are themselves sit in a twisted subspace. I'll tell you how I "deconstruct" space on the other thread, if you don't mind.
quickfur wrote:My first impression of what I see from 0,0,0,5 I described in the post above, but afterward I had doubts. Please do make the animation so that we all could learn.
The animation has already been made a long time ago, and has been available on my website for a long time now. Some people on this forum found it helpful, but obviously not everybody did, otherwise we wouldn't be having this discussion.
Yes, it is very good, but I am slow and wish there was a button that would stop its rotation at any given time, so that I could examine it closely. And, as I said above, I wish I could change the POV by, say, lowering it to the level of the cube and then leave that plane again, rather than seeing it rotate in one spot from a fixed POV.
quickfur wrote:OK, are we talking about seeing the cube with 4D eyes, or just 3D eyes?
I thought we already established that there is no "4D eyes". The projections that create the final rendering in 4D work in the same way as in 3D, and in the same way in 2D. So, there is only one way to see, really.
[...]Let it be my problem. I want to be perplexed. I need to see how, in effect, a 3D subspace may appear "deformed" from some 4D POVs. I have a very good grasp of how 3d things look and behave in 3D. Seeing them misbehave in 4D, would do tons for my understanding of the 4D space.
quickfur wrote: ... because most of the time it would just appear to be an unmoving square (a cross-section of the cube, incidentally), and at exactly two points in the rotation the cube will appear, once in its "normal" orientation, and once flipped into its mirror image -- and then disappear again. (This is because 3D eyes can only see along a single hyperplane at a time, and most of the time the cube --- or the bulk of it except a single square cross section --- is outside this hyperplane.)
Would love to see this with my own eyes
quickfur wrote:... let's just be mathematically correct, and say that a plane defines a pair of directions (just pick any two vectors whose span is the plane). To make things simpler, let the two vectors be perpendicular to each other, then impose an ordering on them. So in that way you have a clockwise and anticlockwise "direction", so to speak (you can define clockwise to be the rotation that starts with the first vector and rotates into the second). So far so good.
However, once you start talking about POVs, the clockwise/anticlockwise split only works in 3D. The reason for this is that we 3Ders see in 2D projections, and in 2D, the projected vectors are (almost) always non-parallel, so by following the ordering imposed on them you can assign a clockwise/anticlockwise direction to them. However, this fails in every higher dimension.
quickfur wrote:A 4Der sees in 3D projections -- the two chosen vectors of the plane project into two 3D vectors. The problem is, given two 3D vectors, how do you assign "clockwise" and "anticlockwise".
quickfur wrote:The two projected vectors define an arbitrary plane in 3D, which can be in any orientation relative to the coordinate axis. So how do you assign "clockwise" and "anticlockwise"? ...
quickfur wrote:...You can't, unless you arbitrarily pick a random vector, and do another 3D->2D projection along that vector, and then use the 2D projection to decide between them. (The 4D line-of-sight vector isn't going to help you here, because it projects to the zero vector.) But introducing this extra vector means that you have, in effect, made the decision between clockwise and anticlockwise yourself, because the plane may be "clockwise" if you choose +X as the extra vector, but I could just as easily choose +Y as my extra vector and end up with "anticlockwise". So there's no unique clockwise/anticlockwise assignment unless we both agree on the same arbitrary vector.
quickfur wrote:... In which case, you have the additional problem of, what should this extra vector be when you're talking about space-time, since there is no fixed frame of reference for you to consistently choose it. (Besides the problem that, by introducing that extra vector, you have basically broken the very important assumption in physics that physical laws appear the same from every frame of reference -- which they no longer do since the clockwise/anticlockwise assignment changes depending on where that extra vector points relative to a given frame of reference.)
quickfur wrote:Yes, it is very good, but I am slow and wish there was a button that would stop its rotation at any given time, so that I could examine it closely. And, as I said above, I wish I could change the POV by, say, lowering it to the level of the cube and then leave that plane again, rather than seeing it rotate in one spot from a fixed POV.
Actually, you'd see exactly the same thing if the cube was fixed in place, and the POV was rotating around it. The two are equivalent.
quickfur wrote:You will not see any deformation. The 3D subspace will appear as a 2D plane for every view angle except 0° and 180°, at which point the entire subspace comes into view, once in its normal orientation, and once as its mirror image. That's all. You cannot see any deformation at all, because there is none. The so-called deformation that you see is an artifact of 4D->3D projection, which only happens for 4D eyes.
As you can see, this is very insightful indeed. *shrug*
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