Path: utzoo!attcan!uunet!mailrus!husc6!m2c!wpi!fenn From: fenn@wpi.wpi.edu (Brian Fennell) Newsgroups: comp.graphics Subject: Re: 4-Space Basis Rotation Matrices Message-ID: <14503@wpi.wpi.edu> Date: 14 Aug 90 13:58:10 GMT References: <2498@ryn.esg.dec.com> <1538@seti.inria.fr> <140587@sun.Eng.Sun.COM> Reply-To: fenn@wpi.wpi.edu (Brian Fennell) Organization: Worcester Polytechnic Institute, Worcester ,MA Lines: 23 In article <140587@sun.Eng.Sun.COM> falk@peregrine.Sun.COM (Ed Falk) writes: ... >I think a simpler way to think of it is this: the idea that rotations >are around an *axis* is incorrect. It just happens to work in >three dimensions. In fact, rotations occur within a *plane*. In >4D, there are six planes (XY, XZ, XW, YZ, YW, ZW) and the rotations >through those various planes are ... > -ed falk, sun microsystems -- sun!falk, falk@sun.com .... Granted that the idea of rotation in 4D seems to best apply to manipulating points in (or around) a plane, but that brings up the question: are there any 4D manipulations that are not the aforementioned rotation, and still maintain the integrity of the object? By maintaining integrity" I mean that any given point A maintains its distance from any other 5 non-co-spatial (not in the same 3-space) points B, C, D, E, and F. Hmmm, this seems to be getting out of the "graphics" arena. What other news groups would tailored to this discussion? Brian Fennell == fenn@wpi.wpi.edu