Mathematical Concepts in Higher Dimensional Geometry
This document explains the mathematical concepts implemented in the Higher Dimensional Geometry Visualizer.
Higher Dimensional Spaces
4D Space (Tesseract and Related Shapes)
In 4D space, we work with coordinates (x, y, z, w) where w is the fourth spatial dimension. This is different from spacetime where time is often considered the fourth dimension.
Key 4D Shapes:
Tesseract (4D Cube)
16 vertices
32 edges
24 square faces
8 cubic cells
Construction: Two 3D cubes connected through the 4th dimension
16-Cell (4D Cross-polytope)
8 vertices (±1 on each axis)
24 edges
32 triangular faces
16 tetrahedral cells
Dual of the tesseract
600-Cell
120 vertices
720 edges
1200 triangular faces
600 tetrahedral cells
Most complex regular 4D polytope
5D Space (Penteract and Related Shapes)
5D space uses coordinates (x, y, z, w, v) with five spatial dimensions.
Key 5D Shapes:
Penteract (5D Cube)
32 vertices
80 edges
80 square faces
40 cubic cells
10 tesseract hypercells
5-Simplex (5D Tetrahedron)
6 vertices
15 edges
20 triangular faces
15 tetrahedral cells
6 4-simplex hypercells
Projection Methods
Since we can only visualize in 3D, we need projection methods to display higher-dimensional objects.
Perspective Projection
For 4D to 3D projection:
factor = distance / (distance - w)
x' = x * factor
y' = y * factor
z' = z * factor
For 5D to 3D (double projection):
Project 5D to 4D using the v-coordinate
Project the resulting 4D to 3D using the w-coordinate
Orthogonal Projection
Simply drop one or more dimensions:
4D to 3D: (x, y, z, w) → (x, y, z)
5D to 3D: (x, y, z, w, v) → (x, y, z)
Stereographic Projection
Projects from a hypersphere to a hyperplane, useful for avoiding singularities:
factor = radius / (radius - w)
x' = x * factor
y' = y * factor
z' = z * factor
Transformations
4D Rotations
In 4D, rotations occur in planes rather than around axes. There are 6 possible rotation planes: