Re: Hyper-spacial ray-tracer

2013-10-05 Thread 88888 Dihedral
On Saturday, October 5, 2013 8:17:52 AM UTC+8, Rouslan Korneychuk wrote:
 On 10/04/2013 04:23 PM, Tony the Tiger wrote:
 
  On Wed, 02 Oct 2013 17:05:32 -0400, Rouslan Korneychuk wrote:
 
 
 
  game
 
 
 
  Sorry, but that sounds awful. I hate games.
 
 
 
 
 
 This... isn't a game or even related to gaming. Is it because of the use 
 
 of Pygame that you thought it was. I use Pygame because it's a wrapper 
 
 for SDL, which gives you cross-platform graphics, input and even thread 
 
 support, and because the additional drawing and font modules are useful 
 
 for prototyping and implementing user-interfaces for navigating 
 
 higher-dimensional space.
 
 
 
 The point of this was to explore the concept of hyperspace, which is a 
 
 mathematical curiosity and also has relevance in theoretical physics.
 
 
 
 One idea I had for this was to simulate some sort of 3D scene involving 
 
 physics (probably in another program, such as Blender), take the 
 
 resulting coordinates of the geometry at every time interval and plot it 
 
 as one 4D static scene. Every pair of connected vertexes would be 
 
 extruded from one instant in time, to the next, so each object is a 
 
 continuous 4D extrusion. When viewing with your local XYZ axes aligned 
 
 with the global XYZ axes, you would see one instant of the scene as 
 
 normal. Moving along the fourth axis, which I'll call T, will let you 
 
 see the same, earlier or later in time, but if you rotate parallel to 
 
 the T axis, you will effectively replace one of X, Y or Z with T. In 
 
 essence you will turn the time axis into a spacial axis and the spacial 
 
 axis into a time axis.
 
 
 
 Looking at a scene with space and time lumped into one 4D space might 
 
 help in trying to better understand time, why it's different, and its 
 
 relationship with space.
 
 
 
 I was also wondering about general relativity. I'm not going to go into 
 
 too much detail, but basically: if an object with synchronized clocks on 
 
 either end of it, passes by a static observer while traveling near the 
 
 speed of light, to the outside observer, the object will appear shorter 
 
 and the clocks will appear desynchronized, and from the object's 
 
 perspective, it is the outside observer that becomes distorted this way. 
 
 I was wondering if this seemingly strange effect is actually the natural 
 
 consequence of a simple geometric transformation, such as rotation into 
 
 the time axis.

Use the synchronous digital logics 
with a globbal clock by iterators of 
various actions for this kind of
projects in Python.

Please check myHDL and Python.
auto-
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[OT] Re: Hyper-spacial ray-tracer

2013-10-05 Thread Peter Pearson
On Fri, 04 Oct 2013 20:17:52 -0400, Rouslan Korneychuk rousl...@msn.com wrote:
[snip]
 I was also wondering about general relativity. I'm not going to go into 
 too much detail, but basically: if an object with synchronized clocks on 
 either end of it, passes by a static observer while traveling near the 
 speed of light, to the outside observer, the object will appear shorter 
[snip]

That's special relativity, not general relativity.  Python is
very sensitive to that distinction.

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Re: [OT] Re: Hyper-spacial ray-tracer

2013-10-05 Thread Rouslan Korneychuk

On 10/05/2013 11:26 AM, Peter Pearson wrote:

On Fri, 04 Oct 2013 20:17:52 -0400, Rouslan Korneychuk rousl...@msn.com wrote:
[snip]

I was also wondering about general relativity. I'm not going to go into
too much detail, but basically: if an object with synchronized clocks on
either end of it, passes by a static observer while traveling near the
speed of light, to the outside observer, the object will appear shorter

[snip]

That's special relativity, not general relativity.  Python is
very sensitive to that distinction.



whoops
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Re: Hyper-spacial ray-tracer

2013-10-04 Thread Rouslan Korneychuk

On 10/04/2013 04:23 PM, Tony the Tiger wrote:

On Wed, 02 Oct 2013 17:05:32 -0400, Rouslan Korneychuk wrote:


game


Sorry, but that sounds awful. I hate games.



This... isn't a game or even related to gaming. Is it because of the use 
of Pygame that you thought it was. I use Pygame because it's a wrapper 
for SDL, which gives you cross-platform graphics, input and even thread 
support, and because the additional drawing and font modules are useful 
for prototyping and implementing user-interfaces for navigating 
higher-dimensional space.


The point of this was to explore the concept of hyperspace, which is a 
mathematical curiosity and also has relevance in theoretical physics.


One idea I had for this was to simulate some sort of 3D scene involving 
physics (probably in another program, such as Blender), take the 
resulting coordinates of the geometry at every time interval and plot it 
as one 4D static scene. Every pair of connected vertexes would be 
extruded from one instant in time, to the next, so each object is a 
continuous 4D extrusion. When viewing with your local XYZ axes aligned 
with the global XYZ axes, you would see one instant of the scene as 
normal. Moving along the fourth axis, which I'll call T, will let you 
see the same, earlier or later in time, but if you rotate parallel to 
the T axis, you will effectively replace one of X, Y or Z with T. In 
essence you will turn the time axis into a spacial axis and the spacial 
axis into a time axis.


Looking at a scene with space and time lumped into one 4D space might 
help in trying to better understand time, why it's different, and its 
relationship with space.


I was also wondering about general relativity. I'm not going to go into 
too much detail, but basically: if an object with synchronized clocks on 
either end of it, passes by a static observer while traveling near the 
speed of light, to the outside observer, the object will appear shorter 
and the clocks will appear desynchronized, and from the object's 
perspective, it is the outside observer that becomes distorted this way. 
I was wondering if this seemingly strange effect is actually the natural 
consequence of a simple geometric transformation, such as rotation into 
the time axis.

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Re: Hyper-spacial ray-tracer

2013-10-04 Thread Chris Angelico
On Sat, Oct 5, 2013 at 10:17 AM, Rouslan Korneychuk rousl...@msn.com wrote:
 The point of this was to explore the concept of hyperspace, which is a
 mathematical curiosity and also has relevance in theoretical physics.

I don't have any actual use-case for what you've done, but it sure
sounds cool! Having worked with 3D ray-tracing (with POV-Ray), I'm
slightly in awe of the possibility of going to ten dimensions... yup,
cool!

ChrisA
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Re: Hyper-spacial ray-tracer

2013-10-04 Thread Rouslan Korneychuk

On 10/04/2013 09:41 PM, Chris Angelico wrote:

On Sat, Oct 5, 2013 at 10:17 AM, Rouslan Korneychuk rousl...@msn.com wrote:

The point of this was to explore the concept of hyperspace, which is a
mathematical curiosity and also has relevance in theoretical physics.


I don't have any actual use-case for what you've done, but it sure
sounds cool! Having worked with 3D ray-tracing (with POV-Ray), I'm
slightly in awe of the possibility of going to ten dimensions... yup,
cool!



Thanks. For a while, I was worried nobody else thought it was interesting.

It's funny that you say that about ten dimensions, considering I was 
thinking I should add scroll bars to the example script so the controls 
don't get cut off when going to 100 dimensions.

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Hyper-spacial ray-tracer

2013-10-02 Thread Rouslan Korneychuk
I have been working on something I thought was interesting and I wanted 
to know what other people think. It's a ray-tracing library than can 
work with any number of spacial dimensions greater than two. It's a 
Python package that uses Pygame.


The project and a screenshot are at: https://github.com/Rouslan/NTracer

For those not familiar with the concept of hyper-space: a simple example 
of a three-dimensional object is a cube. A two-dimensional analogue is a 
square. With one dimension, it would be a line (and with zero 
dimensions, a point). Although our universe only has three spacial 
dimensions (ignore theoretical physics for a moment), there is actually 
no reason why it can't be any other number, and so you can go the other 
way. A four-dimensional analogue of a cube is a tesseract, and when 
generalized for any number of dimensions it's called a hypercube.


Of course, it's really hard to imagine anything with more than three 
dimensions, which is precisely why I wrote this library. The screenshot 
in the link shows a three-dimensional cross-section of a six-dimensional 
hypercube at a particular angle. So far, all the library can draw is a 
scene with one hypercube (although you can position the camera anywhere 
you want), but I'm planning to add support for complex scenes where you 
can put various kinds of shapes with arbitrary transformations and 
materials (color and opacity at least).

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