Four-dimensional (4D) space
In mathematics, four-dimensional space ("4D") is an abstract concept derived by generalizing the rules of three-dimensional space. It has been studied by mathematicians and philosophers for over two centuries, both for its own interest and for the insights it offered into mathematics and related fields.
Algebraically it is generated by applying the rules of vectors and coordinate geometry to a space with four dimensions. In particular a vector with four elements (a 4-tuple) can be used to represent a position in four-dimensional space. The space is a Euclidean space, so has a metric and norm, and so all directions are treated as the same: the additional dimension is indistinguishable from the other three.
In modern physics, space and time are unified in a four-dimensional Minkowski continuum called spacetime, whose metric treats the time dimension differently from the three spatial dimensions
. Spacetime is thus not a Euclidean space.
Vectors
Mathematically four-dimensional space is simply a space with four spatial dimensions, that is a space that needs four parameters to specify a point in it. For example, a general point might have position vector a, equal toThe dot product of Euclidean three-dimensional space generalizes to four dimensions as
The cross product is not defined in four dimensions. Instead the exterior product is used for some applications, and is defined as follows:
Orthogonality and vocabulary
In the familiar 3-dimensional space that we live in there are three coordinate axes — usually labeled x, y, and z — with each axis orthogonal (i.e. perpendicular) to the other two. The six cardinal directions in this space can be called up, down, east, west, north, and south. Positions along these axes can be called altitude, longitude, and latitude. Lengths measured along these axes can be called height, width, and depth.Comparatively, 4-dimensional space has an extra coordinate axis, orthogonal to the other three, which is usually labeled w. To describe the two additional cardinal directions, Charles Howard Hinton coined the terms ana and kata, from the Greek words meaning "up toward" and "down from", respectively. A length measured along the w axis can be called spissitude, as coined by Henry More.
Geometry
See also: Rotations in 4-dimensional Euclidean space
The geometry of 4-dimensional space is much more complex than that of 3-dimensional space, due to the extra degree of freedom.Just as in 3 dimensions there are polyhedra made of two dimensional polygons, in 4 dimensions there are polychora (4-polytopes) made of polyhedra. In 3 dimensions there are 5 regular polyhedra known as the Platonic solids. In 4 dimensions there are 6 convex regular polychora, the analogues of the Platonic solids. Relaxing the conditions for regularity generates a further 58 convex uniform polychora, analogous to the 13 semi-regular Archimedean solids in three dimensions.
A4 | BC4 | F4 | H4 | ||
---|---|---|---|---|---|
5-cell |
tesseract |
16-cell |
24-cell |
120-cell |
600-cell |
In 3 dimensions, curves can form knots but surfaces cannot (unless they are self-intersecting). In 4 dimensions, however, knots made using curves can be trivially untied by displacing them in the fourth direction, but 2-dimensional surfaces can form non-trivial, non-self-intersecting knots in 4-dimensional space. Because these surfaces are 2-dimensional, they can form much more complex knots than strings in 3-dimensional space can. The Klein bottle is an example of such a knotted surface. Another such surface is the real projective plane
Hypersphere
The set of points in Euclidean 4-space having the same distance R from a fixed point P0 forms a hypersurface known as a 3-sphere. The hyper-volume of the enclosed space is:This is part of the Friedmann–Lemaître–Robertson–Walker metric in General relativity where R is substituted by function R(t) with t meaning the cosmological age of the universe. Growing or shrinking R with time means expanding or collapsing universe, depending on the mass density inside.
Cognition
Dimensional analogy
Dimensional analogy was used by Edwin Abbott Abbott in the book Flatland, which narrates a story about a square that lives in a two-dimensional world, like the surface of a piece of paper. From the perspective of this square, a three-dimensional being has seemingly god-like powers, such as ability to remove objects from a safe without breaking it open (by moving them across the third dimension), to see everything that from the two-dimensional perspective is enclosed behind walls, and to remain completely invisible by standing a few inches away in the third dimension.
By applying dimensional analogy, one can infer that a four-dimensional being would be capable of similar feats from our three-dimensional perspective. Rudy Rucker illustrates this in his novel Spaceland, in which the protagonist encounters four-dimensional beings who demonstrate such powers.
Cross-sections
As a three-dimensional object passes through a two-dimensional plane,
a two-dimensional being would only see a cross-section of the
three-dimensional object. For example, if a balloon passed through a
sheet of paper, a being on the paper would see a circle gradually grow
larger, then smaller again. Similarly, if a four-dimensional object
passed through three-dimensions, we would see a three-dimensional
cross-section of the four-dimensional object–for example, a sphere.
Similarly, objects in the fourth dimension can be mathematically projected to the familiar 3 dimensions, where they can be more conveniently examined. In this case, the 'retina' of the four-dimensional eye is a three-dimensional array of receptors. A hypothetical being with such an eye would perceive the nature of four-dimensional objects by inferring four-dimensional depth from indirect information in the three-dimensional images in its retina.
The perspective projection of three-dimensional objects into the retina of the eye introduces artifacts such as foreshortening, which the brain interprets as depth in the third dimension. In the same way, perspective projection from four dimensions produces similar foreshortening effects. By applying dimensional analogy, one may infer four-dimensional "depth" from these effects.
As an illustration of this principle, the following sequence of images compares various views of the 3-dimensional cube with analogous projections of the 4-dimensional tesseract into three-dimensional space.
Projections
A useful application of dimensional analogy in visualizing the fourth dimension is in projection. A projection is a way for representing an n-dimensional object in n − 1 dimensions. For instance, computer screens are two-dimensional, and all the photographs of three-dimensional people, places and things are represented in two dimensions by projecting the objects onto a flat surface. When this is done, depth is removed and replaced with indirect information. The retina of the eye is also a two-dimensional array of receptors but the brain is able to perceive the nature of three-dimensional objects by inference from indirect information (such as shading, foreshortening, binocular vision, etc.). Artists often use perspective to give an illusion of three-dimensional depth to two-dimensional pictures.Similarly, objects in the fourth dimension can be mathematically projected to the familiar 3 dimensions, where they can be more conveniently examined. In this case, the 'retina' of the four-dimensional eye is a three-dimensional array of receptors. A hypothetical being with such an eye would perceive the nature of four-dimensional objects by inferring four-dimensional depth from indirect information in the three-dimensional images in its retina.
The perspective projection of three-dimensional objects into the retina of the eye introduces artifacts such as foreshortening, which the brain interprets as depth in the third dimension. In the same way, perspective projection from four dimensions produces similar foreshortening effects. By applying dimensional analogy, one may infer four-dimensional "depth" from these effects.
As an illustration of this principle, the following sequence of images compares various views of the 3-dimensional cube with analogous projections of the 4-dimensional tesseract into three-dimensional space.
Shadows
A concept closely related to projection is the casting of shadows.
If a light is shone on a three dimensional object, a two-dimensional shadow is cast. By dimensional analogy, light shone on a two-dimensional object in a two-dimensional world would cast a one-dimensional shadow, and light on a one-dimensional object in a one-dimensional world would cast a zero-dimensional shadow, that is, a point of non-light. Going the other way, one may infer that light shone on a four-dimensional object in a four-dimensional world would cast a three-dimensional shadow.
If the wireframe of a cube is lit from above, the resulting shadow is a square within a square with the corresponding corners connected. Similarly, if the wireframe of a tesseract were lit from “above” (in the fourth direction), its shadow would be that of a three-dimensional cube within another three-dimensional cube. (Note that, technically, the visual representation shown here is actually a two-dimensional shadow of the three-dimensional shadow of the four-dimensional wireframe figure.)
If a light is shone on a three dimensional object, a two-dimensional shadow is cast. By dimensional analogy, light shone on a two-dimensional object in a two-dimensional world would cast a one-dimensional shadow, and light on a one-dimensional object in a one-dimensional world would cast a zero-dimensional shadow, that is, a point of non-light. Going the other way, one may infer that light shone on a four-dimensional object in a four-dimensional world would cast a three-dimensional shadow.
If the wireframe of a cube is lit from above, the resulting shadow is a square within a square with the corresponding corners connected. Similarly, if the wireframe of a tesseract were lit from “above” (in the fourth direction), its shadow would be that of a three-dimensional cube within another three-dimensional cube. (Note that, technically, the visual representation shown here is actually a two-dimensional shadow of the three-dimensional shadow of the four-dimensional wireframe figure.)
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