![]() A Cube is an object with 6 sides which are squares. Who knows what an electric tesseract might do? This model was inspired by the 2D drawing of a hypercube (tesseract). Tesla had not much more than wire to use as electronic parts. ![]() That means a wire that goes to each corner only once, of a square object of any amount of dimensions. 4.It's about time I Make something new on here! A flux conductor or inductor would perhaps be a wire that follows a "hamiltonian circuit path" around the hypercube. 3.Wondering what would happen if I made the items in "why #2". 2.Imagining the possibilities of making (the frame of) a "flux conductor" or a "flux inductor". Not this one! And No, this is not an "impossible object" illusion! Why did I Make this? 1.A sculpture and to see how hard it was. Often tesseracts are illustrated as a small cube inside a big one. I call this a real tesseract because although it's stuck in 3D space, it has all it's edges of equal length, just like a real cube or a real square. It was hard so I don't recommend using popsicle sticks, maybe skewers and super balls. I did it for the first time using popsicle sticks. While they are mainly self-explanatory and just involve dragging values to increase or decrease them, there are some notable features of some transformations.This is easy, like making a real 3D cube out of anything. There are multiple tabs in the transformation window to modify each transformation separately. This is the exact matrix that is sent to the GPU along with the view and projection matrices from the cameras. In the transformation window, the user can specify different types of transformations to be applied to the object - the product of all these transformations can be seen in the matrix at the top of the window. While this project doesn’t include any theories about the meaning of the fourth dimension, one way to think about it is looking at the same object but from a different point in time - it would not move, but simply changing the time of observation can impact an object one is looking at. While moving the 3D camera acts as you’d expect, moving and turning the 4D camera can appear to twist and deform the object without necessarily moving it. Getting all of these steps correct is difficult as they cannot be worked on independently and tested easily - it is the sum of these steps that achieve even the simplest result. Next, a projection matrix is used to project vertices into the third dimension, where it is then perceived by a separate, 3D camera and then finally projected to 2D for rendering on screen. A 4D camera can be used to view the fourth dimension from various positions and angles and is just as useful and important as a 3D camera in any 3D game. For this project, I want to perform projections and other transformations using GPU shaders like you would for an ordinary game. The tesseract is a 4D hypercube and is suitable as the main polytope for this project. In order to see a 4D object, a 4D object needs to be created. Changing the settings of the 4D camera will also change the appearance of the object - as an exercise to the reader, I highly recommend translating the shape and then moving the 4D camera to correct it! How does it work? Perceiving the 4th dimension Pick a polytope from the menubar in the top left and then use the transformation window to manipulate it. Hold down the right-mouse-button and move the mouse to look around the simulation (much like an FPS game). Use WASD to move the camera with space and c to go upwards and downwards. This was really interesting to make as GLSL did not support 5x5 matrices used to manipulate the 4th dimension, and so I had to essentially write matrix mathematics in the shader code in order to get this to work! How do I use it? See report.pdf for a full writeup about what this project is and how it was made. This project is an interactive simulation for visualising 4D geometry. GitHub repository for the viewer can be found here.
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