POV-Ray : Newsgroups : povray.advanced-users : 4D geometry : Re: 4D geometry Server Time
28 Jul 2024 18:22:50 EDT (-0400)
  Re: 4D geometry  
From: Christopher James Huff
Date: 2 May 2004 14:42:58
Message: <cjameshuff-4E44F5.14420802052004@news.povray.org>
In article <4094d5e8$1@news.povray.org>,
 Andrew C on Mozilla <voi### [at] devnull> wrote:

> Firstly, has anyone looked into it? (4D geometry in POV-Ray that is.)

Other than Julia fractals and crackle offset, not that I know of. You 
should be able to render a 3D "slice" pretty easily with isosurfaces. 
Something like this:

#declare Box4DFn = function {max(abs(x), abs(y), abs(z), abs(t))}

Then you just have to come up with a rotation to compute the xyzt 
coordinates...a box with an axis aligned to the t axis isn't very 
interesting. It's either an ordinary box, or nothing. This page seems to 
have some info: http://www.geocities.com/igorelik/4rotat.html

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tagpovrayorg>
http://tag.povray.org/


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