Whole body + current cross-section— drag to rotate
w = 0.00 ·
r = 1.00
Direction of the tesseract cut
Corner-first: point → tetrahedron → truncated tetrahedron → octahedron at the middle → back. Edge-first and face-first: constant cross-section (hexahedron) the whole way, just tilted differently.octaedru la mijloc → înapoi. Muchie-întâi și față-întâi: secțiune constantă (hexaedru) tot drumul, doar înclinată diferit.
Second cut — sphere ∩ 2D = circle(same pattern, one level down)
−rw₂+r
w₂ = 0.00 ·
r₂ = 1.00
r₂(w₂) = √(r² − w₂²) — exactly the same formula as the first cut, just applied to the current ball (radius r) instead of the whole hypersphere. Hypersphere∩3D = sphere; now sphere∩2D = circle. Ionuț's recursion, taken one level further.
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Body
S³
Formula
√(R²−w²)
w
0.00
r(w)
1.00
Ball A — hemisphere w ≥ 0— drag (rotates both)
Ball B — hemisphere w ≤ 0
Point on the shared boundary (S²) — appears identically on both balls
pole Aequatorpole B
Ball A = the w≥0 hemisphere of S³ (projected onto (x,y,z), losing w). Ball B = the w≤0 hemisphere, likewise. Their surfaces — each an ordinary S² sphere — are the same shared boundary: exactly the equatorial (w=0) cross-section from the “Cross-section” view, i.e. the sphere of maximum radius R. The yellow point marks a position on this boundary — the same position on both, since it's a single point, seen from both balls.sunt aceeași graniță comună: exact secțiunea de la ecuator (w=0) din vizualizarea „Secțiune", adică sfera de rază maximă R. Punctul galben marchează o poziție pe această graniță — aceeași poziție pe amândouă, pt că e un singur punct, văzut din ambele bile.
Body
S³ = A ∪ B
Boundary
∂A = ∂B = S²
θ
90°
Zone
ecuator
Solid torus A— drag (rotates both)
Solid torus B
Point on the shared boundary (Clifford torus) — appears identically on both tori
φ = 0°around the holeφ = 360°
ψ = 0°around the tubeψ = 360°
A second decomposition of S³, different from “2 glued balls”: two solid tori (filled donuts, D²×S¹), glued along their shared surface — an ordinary torus (the Clifford torus), not a sphere. It's genus 1 of the Heegaard splitting, versus genus 0 (the balls). Each solid torus renders normally, like an ordinary 3D donut — no special projection. The yellow point (φ,ψ) appears identically on both surfaces, because it's the same point of the shared boundary.
Body
S³ = A ∪ B
Boundary
∂A = ∂B = tor
φ
108°
ψ
180°
Current cross-section —2“worms” through the ball— drag to rotate
−Rw+R
Like Bogdan's (double) wormy apple, generalized: each worm is a tunnel (a straight line in 4D) through the solid ball, with 2 ends on the “peel” (the boundary, the sphere of maximum radius R) — all verified exactly on the unit hypersphere. At a fixed cross-section you only see the points where the worms are right now — not the whole tunnel. With mystery mode on, the points become identical in appearance: the more worms there are, the harder it is to reconstruct connectivity just by watching — exactly the tomography problem from the start of the conversation, made worse by every extra worm.acum — nu tunelul întreg. Cu modul mister activat, punctele devin identice ca aspect: cu cât sunt mai mulți viermi, cu atât e mai greu să reconstruiești conectivitatea doar privind — exact problema tomografiei de la începutul conversației, agravată de fiecare vierme în plus.
Worms
2
current w
−0.55
Visible now
1
Mode
normal
Custom duoprism — P×Q
Rotating 4D → 3D → 2D projection— drag to rotate
Speed1.0×
Perspective: the 4th axis (w) has a vanishing point — closer cells look bigger, like ordinary 3D perspective. No 4D→3D projection can preserve distances, angles, AND volumes all at once (same as with 2D maps) — perspective chooses to show “depth” naturally, at the cost of distorting real sizes.
Double rotation (4D), simultaneously in the XW and YZ planes — covers all 4 dimensions with no overlap. Drag with mouse/finger to rotate the 3D viewing angle, independent of the 4D rotation. Brighter points and edges = closer along the 4th axis.XW și YZ — acoperă toate cele 4 dimensiuni fără suprapunere. Trage cu mouse-ul/degetul ca să rotești unghiul de vizualizare 3D, independent de rotația 4D. Puncte și muchii mai strălucitoare = mai aproape pe axa a 4-a.
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Body
8-cell
V·M·F
16·32·24
Hypervolume V₄
1.0000
∠XW
0°
∠YZ
0°
Keys: P or Space = pause/play · ← → = previous/next shape (Polytopes)