• Townie
    AI
  • Blog
  • Docs
  • Pricing
  • We’re hiring!
Log inSign up
spooky

spooky

AIDA

4d geometry
Public
Like
AIDA
Home
Code
6
backend
2
frontend
6
shared
3
FEATURES_SUMMARY.md
MATHEMATICAL_CONCEPTS.md
README.md
Branches
2
Pull requests
Remixes
History
Environment variables
Val Town is a collaborative website to build and scale JavaScript apps.
Deploy APIs, crons, & store data – all from the browser, and deployed in milliseconds.
Sign up now
Code
/
MATHEMATICAL_CONCEPTS.md
Code
/
MATHEMATICAL_CONCEPTS.md
Search
7/5/2025
MATHEMATICAL_CONCEPTS.md

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:

  1. Tesseract (4D Cube)

    • 16 vertices
    • 32 edges
    • 24 square faces
    • 8 cubic cells
    • Construction: Two 3D cubes connected through the 4th dimension
  2. 16-Cell (4D Cross-polytope)

    • 8 vertices (±1 on each axis)
    • 24 edges
    • 32 triangular faces
    • 16 tetrahedral cells
    • Dual of the tesseract
  3. 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:

  1. Penteract (5D Cube)

    • 32 vertices
    • 80 edges
    • 80 square faces
    • 40 cubic cells
    • 10 tesseract hypercells
  2. 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):

  1. Project 5D to 4D using the v-coordinate
  2. 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:

  • XY plane: rotates x and y coordinates
  • XZ plane: rotates x and z coordinates
  • XW plane: rotates x and w coordinates
  • YZ plane: rotates y and z coordinates
  • YW plane: rotates y and w coordinates
  • ZW plane: rotates z and w coordinates

Rotation matrix for plane XY with angle θ:

[cos θ  -sin θ   0      0   ]
[sin θ   cos θ   0      0   ]
[  0       0     1      0   ]
[  0       0     0      1   ]

5D Rotations

5D has 10 possible rotation planes: XY, XZ, XW, XV, YZ, YW, YV, ZW, ZV, WV

Scaling and Translation

Applied uniformly across all dimensions:

  • Scaling: multiply all coordinates by scale factor
  • Translation: add translation vector to position vector

Cross-Sections

A cross-section is created by intersecting a higher-dimensional object with a hyperplane.

4D Cross-Sections

Intersecting a 4D object with a 3D hyperplane (e.g., w = constant) produces a 3D shape that reveals the "interior" structure.

Algorithm:

  1. For each edge in the 4D shape
  2. Check if the edge crosses the hyperplane
  3. Calculate intersection point using linear interpolation
  4. Connect intersection points to form the cross-section

Mathematical Formula

For an edge from point A to point B, intersection with hyperplane w = c:

t = (c - A.w) / (B.w - A.w)
intersection = A + t * (B - A)

Geometric Properties

Euler Characteristic

For regular polytopes, the Euler characteristic χ relates vertices (V), edges (E), faces (F), etc.:

4D: χ = V - E + F - C = 0 (where C = cells) 5D: χ = V - E + F - C + H = 0 (where H = hypercells)

Symmetry Groups

  • Tesseract: BC₄ symmetry (384 symmetries)
  • 16-cell: BC₄ symmetry (384 symmetries)
  • 600-cell: H₄ symmetry (14,400 symmetries)
  • 120-cell: H₄ symmetry (14,400 symmetries)

Visualization Challenges

Depth Perception

Higher-dimensional projections can create overlapping elements that are difficult to interpret. Solutions:

  • Use transparency and opacity
  • Color coding by dimension
  • Animation to show different perspectives

Occlusion

Parts of the object may be hidden behind other parts. Solutions:

  • Wireframe rendering
  • Cross-sections to see interior
  • Interactive rotation

Scale

Higher-dimensional objects can have vastly different scales in different projections. Solutions:

  • Adaptive scaling
  • Multiple projection methods
  • User-controlled zoom and perspective

Performance Considerations

Computational Complexity

  • Vertex transformations: O(n) where n = number of vertices
  • Projection calculations: O(n)
  • Cross-section calculations: O(e) where e = number of edges
  • Rendering: O(v + e + f) for vertices, edges, and faces

Optimization Strategies

  1. Level of Detail (LOD): Reduce complexity for distant objects
  2. Frustum Culling: Don't render objects outside view
  3. Occlusion Culling: Don't render hidden objects
  4. Instancing: Reuse geometry for repeated elements
  5. Web Workers: Offload calculations to background threads

Applications

Scientific Visualization

  • Quantum mechanics (wave functions in higher dimensions)
  • String theory (extra spatial dimensions)
  • Data visualization (high-dimensional datasets)

Mathematical Education

  • Understanding geometric concepts
  • Visualizing abstract mathematical objects
  • Developing spatial reasoning skills

Computer Graphics

  • Advanced animation techniques
  • Procedural generation
  • Novel rendering methods

Further Reading

  1. "The Fourth Dimension" by Charles Howard Hinton
  2. "Geometry of Four Dimensions" by Henry Parker Manning
  3. "Regular Polytopes" by H.S.M. Coxeter
  4. "Visualizing Quaternions" by Andrew J. Hanson
  5. "Higher-Dimensional Geometry" by Branko Grünbaum

Implementation Notes

This visualizer implements:

  • Real-time 4D and 5D transformations
  • Multiple projection methods
  • Interactive cross-section analysis
  • Performance-optimized rendering
  • Educational interface with mathematical explanations

The mathematical calculations are performed using custom libraries that handle:

  • Vector and matrix operations in 4D and 5D
  • Geometric primitive generation
  • Projection algorithms
  • Intersection calculations for cross-sections
FeaturesVersion controlCode intelligenceCLI
Use cases
TeamsAI agentsSlackGTM
ExploreDocsShowcaseTemplatesNewestTrendingAPI examplesNPM packages
PricingNewsletterBlogAboutCareers
We’re hiring!
Brandhi@val.townStatus
X (Twitter)
Discord community
GitHub discussions
YouTube channel
Bluesky
Terms of usePrivacy policyAbuse contact
© 2025 Val Town, Inc.