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Mark Weyer wrote:
>>> I always prefered perspective projection.
>>
>>
>> Yeah, I know what you mean... Only trouble is working out which
>> effects are due to the 4D->3D perspective, and which ones are the
>> 3D->2D perspective! ;-)
>
>
> I never had problems with that, but the red/green glasses might have
> helped a lot on that one. The problems I had were with too many lines
> when having many 4D objects in the same "scene". I'm talking about 4D
> tetris here.
??!?! :-| ?!/"\@_~??!
Four *&$^ dimensional *@$^%# tetris *@*@#?!?! :-|
OK, my head hurts... lol!
>>> 1. Do a wireframe model using spheres and cylinders -- or one large
>>> spheresweep (after all the graph of the hypercube does have a
>>> Eulerian
>>> cycle). Vertcies and edges will be clearly visible, faces and
>>> hyperfaces
>>> sort of.
>>
>>
>> I was planning to do this too. But working out where the hell the
>> edges are seems like a harder problem then just telling POV-Ray to
>> take the intersection of some simple planes.
>
>
> You have 16 vertices. It is best to think of them as 4-bit words. The
> bit i controls wether the coordnate i is -1 or 1. Then you have a line
> between vertex n and vertex m if and only if n and m differ by exactly
> one bit (or have 3 bits in common). A face consists of 4 vertices that
> have 2 bits in common and a hyperface consists of 8 vertices that have
> 1 bit in common.
I just spent about 2 hours figuring that out. POV-Ray is running an
animation as we speak.
Thanks.
Andrew @ home.
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