Wilco wrote:I think the difficulty lies in the problem that it's impossible to see a 3D object in whole at one time because every object always has a "back" side which you can't see no matter from which direction you look at it. This problem doesn't exists with 2D.
Wilco wrote:And still remains the question if the 4th dimension exists and more importantly if a human can see/experience it and comprehense it.
trill wrote:(...) With that in mind, I don't think an adult who had grown up in a three-dimensional world would be able to perceive four dimensions.
Regardless, I don't think that even a pesron (speaking of a human like us, not a non-human four-dimensional being) who had grown up in a four-dimensional world from birth would be able to see or perceive four dimensions visually because with our three-dimensional visual system, we would only be able to see a three-dimensional slice of a four dimensional universe.
trill wrote:interesting idea...I come with a background of neurology and I honestly wonder whether our brains would be capable of perceiving more than three dimensions. Maybe so? It's interesting to think about! I personally have looked at two-dimensional depictions of a hypercube (such as in applets where you can rotate it) and tried to perceive what it would look like--haven't had much success
RQ wrote:Anything can happen in natural selection.
Perhaps a species could have evolved into seeing 4D objects, but died out of course. Perhaps our brains could be "trained" to see 4D, but I guess it depends on whether it is possible without electronic technology inserted in our brains.
A Drug Against War wrote:Visualising 4-d is one of the hardest things for the brain to imagine, I only started an interest in the 4th spatial dimension a few weeks ago. I try to think your experience would be like this: {...}
quickfur wrote:(Now if you've ever seen those 4D wireframe Java applets, you might wonder how on earth that could help you visualize 4D... part of the problem IMHO is that they don't have hidden surface removal. It's like living in a world where everything is transparent... very confusing. Worse if you don't have direct physical access to the world. Now if somebody would only write an applet that does hidden-surface clipping...)
pat wrote:So, do you mean 4-D hidden line removal or hidden line removal on the 3-D rendition?
By my estimation, hidden line removal in the 4-D sense would leave a cube looking still pretty confusing:
And, hidden line removal in the 3-D rendition would obliterate things you really should be able to see.
quickfur wrote:Um, are you sure the correct lines are removed? According to my derivations you should see the wireframe of 3 attached distorted cubes.
pat wrote:{...} Well, it depends on exactly what overlaps happen in the 4-D direction. But, I'm still confused as to what exactly you think the best process would be for doing things. Here's my best guess (but I have others):
{...}
quickfur wrote:(3) Given two projected volumes W<sub>i</sub> and W<sub>j</sub>, if V<sub>i</sub> is closer along the line of projection than V<sub>j</sub>, do a CSG subtraction of W<sub>i</sub> from W<sub>j</sub>.
pat wrote:quickfur wrote:(3) Given two projected volumes W<sub>i</sub> and W<sub>j</sub>, if V<sub>i</sub> is closer along the line of projection than V<sub>j</sub>, do a CSG subtraction of W<sub>i</sub> from W<sub>j</sub>.
When you say "closer along the line of projection", that's where I think you're doing some flattening that you don't mean to do. It is very possible that one could view a hypercube from such an angle that the cubical facet that is closest along the line of projection has points that are farther away along the line of projection than some (but not all) of the points in the cubical facet opposite this one. So, it's vague... do you mean the facet with the "closer facet-center" or the facet with the "closest vertex" or ...?
Let me describe another way to go about this, and see what you think.
Pick a point interior to a convex polytope and call it the origin. Now, for every facet on the polytope, think about all of the rays which originate at the origin and go through the facet. For many facets (at least 1/2 of them if the polytope is regular), none of those rays will ever intersect the viewer's retina (even if we pretend the viewer's retina is an infinite hyperplane). It is my contention, that those are entirely hidden facets and should not be drawn at all. Any possible way one could view those facets would have to go through a different facet before getting to the facet in question. With any facets that one has left, project those facets down to 3-d and render the CSG union of those facets.
But, of course, I think this should actually be done from a point outside of the facet... from the viewpoint. Take a ray from the viewpoint to each vertex of the polytope. Discard any vertexes if the ray had to pass through a facet to get to the vertex. Render the remaining vertexes connected in the way they are connected. I believe, for convex polytopes, only checking the rays to the vertexes will be enough. Consider, there is no way to orient a cube such that it obscures part-of, but not all-of, any edge. The same goes for any 3-d, convex polyhedron. The same also goes for any 2-d, convex polygon. The same goes for n-d, convex polytopes.
Of course, you're probably going to want to see more than one polytope at a time, aren't you.
pat wrote:Okay, here's an applet that displays a hypercube with hidden line removal. I am fairly confident (though I will have to do some further checking to be proof-positive) that every line shown would be simultaneously visible to someone with a realmar retina. The caveat is that they wouldn't see things scrunched down to overlapping like we have to.
Unsurprisingly, the phpBB won't let me include an applet directly, so you'll have to look here: http://www.nklein.com/product/hsr.
Hopefully, I'll get the source code up there sometime soon and get some more polytopes into the applet.
pat wrote:Oops... I got the URL wrong. I fixed it above. But, for completeness, it's: http://www.nklein.com/products/hsr.
quickfur wrote:Cool!! That's awesome. There seems to be some odd boundary condition where I somehow managed to get a concave projection, but it seems to have something to do with clipping to some volume (when I use the 3rd mouse button to move the hypercube closer).
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