For Marvyn
The animation, stated precisely
Everything below is what the code actually computes, written for someone who
speaks Lie groups. Coordinates are on ℝ⁴.
1 · The regular 4-simplex
Five vertices ,…, ∈ ℝ⁴, the rows of
The first four span a regular tetrahedron in the hyperplane ; the fifth is the apex on the -axis. Centre on the barycentre and set :
The result is regular: all ten pairwise distances agree, and every vertex is equidistant from the centre,
matching the general regular -simplex relation at .
2 · The motion lives in SO(4)
A simple rotation acts in a coordinate 2-plane , the identity elsewhere. For the -plane,
with generator . The frame orientation is the ordered product
acting on column vectors, so is applied first. Because these generators do not pairwise commute, is a product of one-parameter subgroups, not itself one.
Structurally and . Every element is a double rotation with two invariant orthogonal planes; equivalently splits under into self- and anti-self-dual parts.
3 · Golden frequencies ⇒ quasiperiodicity
With the defining relation gives
The angle vector is a straight line on the torus,
Naively four frequencies — but collapses them:
So has exactly two rationally independent frequencies, . By Kronecker–Weyl its orbit closure is a 2-torus on which it equidistributes: the configuration is quasiperiodic, and since it is never periodic.
4 · Projection to the screen
Kill the fourth coordinate — orthogonal projection along — then take an orthographic three-quarter view (optionally after a user tilt ):
Each drawn vertex and its painter-sort depth are
The shadow map is a time-varying contraction with singular values in . The apparent morphing is their oscillation: as a principal axis swings toward some small and the image degenerates — the rigid 4-motion read off a non-rigid 3-shadow.
5 · What gets drawn
The boundary complex has face vector and Euler characteristic
- f₀=5 vertices
- f₁=10 edges
- f₂=10 triangles
- f₃=5 cells
The renderer draws the 2-skeleton: all =10 triangular faces, translucent and depth-sorted, with the 1-skeleton and vertices layered on top.