POV-Ray : Newsgroups : povray.advanced-users : 4D geometry : Re: 4D geometry Server Time
28 Jul 2024 18:14:44 EDT (-0400)
  Re: 4D geometry  
From: Andrew C on Mozilla
Date: 3 May 2004 14:02:35
Message: <4096893b$1@news.povray.org>
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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