Thread: "Spherical distortion on 4D to 3D cameras"

From: programagor@gmail.com
Date: 05 Aug 2019 01:22:45 -0700
Subject: Spherical distortion on 4D to 3D cameras




From: programagor@gmail.com
Date: 05 Aug 2019 03:38:54 -0700
Subject: Spherical distortion on 4D to 3D cameras




From: programagor@gmail.com
Date: Mon, 5 Aug 2019 15:21:51 -0700
Subject: Re: Spherical distortion on 4D to 3D cameras



As Yahoo groups handles images in strange and mysterious ways, here is a direct link to the image he tried to share:
http://superliminal.com/cube/misc/fisheye.jpg
I like it a lot, though I wonder why the central cube does not share in the distortion.

-Melinda




From: Melinda Green <melinda@superliminal.com>
Date: 05 Aug 2019 23:49:34 +0000
Subject: Re: [MC4D] Spherical distortion on 4D to 3D cameras




From: mananself@gmail.com
Date: Mon, 5 Aug 2019 20:24:15 -0700
Subject: Re: [MC4D] Spherical distortion on 4D to 3D cameras



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On 8/5/2019 4:49 PM, mananself@gmail.com [4D_Cubing] wrote:
> [...] Somehow the rendering of the image has a cartoon-ish style. I think it has to do with the curvy surfaces. Is there anything special about the colors? What did you use to rendered after getting the coordinates?

It looks to me like the squares are subdivided into 11x11 grids and lit individually. Part of the effect might simply be self-shadows which we're not used to seeing.

-Melinda

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On 8/5/2019 4:49 PM, mananself@gmail.com [4D_Cubing] wrote:




[...] Somehow the
rendering of the image has a cartoon-ish style. I think it has to
do with the curvy surfaces. Is there anything special about the
colors? What did you use to rendered after getting the
coordinates?




It looks to me like the squares are subdivided into 11x11 grids and
lit individually. Part of the effect might simply be self-shadows
which we're not used to seeing.



-Melinda




--------------146E87523A7CABBB8E9B26C9--




From: Marnix le Noble <marnix.lenoble@gmail.com>
Date: Tue, 6 Aug 2019 09:55:08 +0200
Subject: Re: [MC4D] Spherical distortion on 4D to 3D cameras



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I love this representation! Would be nice to have it in the software as
well.

On Tue, 6 Aug 2019, 09:50 Melinda Green melinda@superliminal.com
[4D_Cubing], <4D_Cubing@yahoogroups.com> wrote:

>
>
> On 8/5/2019 4:49 PM, mananself@gmail.com [4D_Cubing] wrote:
>
> [...] Somehow the rendering of the image has a cartoon-ish style. I think
> it has to do with the curvy surfaces. Is there anything special about the
> colors? What did you use to rendered after getting the coordinates?
>
>
> It looks to me like the squares are subdivided into 11x11 grids and lit
> individually. Part of the effect might simply be self-shadows which we're
> not used to seeing.
>
> -Melinda
>
>=20
>

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I love this representation! Would be nice to have it=
in the software as well.=C2=A0

=3D"ltr" class=3D"gmail_attr">On Tue, 6 Aug 2019, 09:50 Melinda Green ef=3D"mailto:melinda@superliminal.com">melinda@superliminal.com [4D_Cub=
ing], <4D_Cubing@yahoogroup=
s.com
> wrote:
rgin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">












=20

=C2=A0







=20=20=20=20=20=20
=20=20=20=20=20=20


=20=20
=20=20
On 8/5/2019 4:49 PM, eviated" href=3D"mailto:mananself@gmail.com" target=3D"_blank" rel=3D"noref=
errer">mananself@gmail.com
[4D_Cubing] wrote:


=20=20=20=20=20=20
=20=20=20=20=20=20
[...] Somehow the
rendering of the image has a cartoon-ish style. I think it has to
do with the curvy surfaces. Is there anything special about the
colors? What did you use to rendered after getting the
coordinates?




It looks to me like the squares are subdivided into 11x11 grids and
lit individually. Part of the effect might simply be self-shadows
which we're not used to seeing.



-Melinda

=20=20




=20=20=20=20=20

=20=20=20=20







=20=20








--0000000000006f2164058f6e2560--




From: programagor@gmail.com
Date: 07 Aug 2019 15:54:50 -0700
Subject: Re: [MC4D] Spherical distortion on 4D to 3D cameras




From: programagor@gmail.com
Date: Wed, 7 Aug 2019 18:34:02 -0500
Subject: Re: [MC4D] Spherical distortion on 4D to 3D cameras



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Cool! I've wanted to see MC4D on the hypersphere for a long time :)

I had a couple thoughts catching up on this thread...

- Perhaps the simplest way to map points (from a square, cube,
hypercube, or any shape really) to a sphere is simply to normalize the
points. This makes them unit length, i.e. radially projects them to the
sphere. I'm not sure how your functions compare to radial projection.


- A natural choice for the 4D camera point 'c' is the north pole of the
sphere <0,0,0,1>, which makes the projection of the sphere "stereographi=
c
projection ".
This projection has the nice property that it is "bijection" with Euclid=
ean
space plus a "point at infinity" (meaning it is both one-to-one and onto=
-
in short, no projected points can crash into each other). Stereographic
projection has many other nice properties as well. I would like to see o=
ne
of your Blender images with the camera placed at the north pole. It look=
s
like you might have picked a 4D projection point off the sphere (?)

Cheers,
Roice


On Wed, Aug 7, 2019 at 6:04 PM programagor@gmail.com [4D_Cubing] <
4D_Cubing@yahoogroups.com> wrote:

>
>
> Greetings again
>
> The whole thing is done in Blender 2.80, which has excellent Python
> integration. The rendering is done using a real-time approximating
> raytracer Eevee, which works really smoothly, but the shadows are not ver=
y
> realistic. The bloom is also turned on, which in combination with the
> highlighted outlines made for the cartoon look, I think.
>
> The W- face does experience a little bit of distortion as well, just not
> as much since it is further from the surface of the unit sphere.
>
> Also, I uploaded all related files here:
> https://git.mckay-bednar.net/jiri/mc4d-hw
>
> And if anyone wants to help out with an electronic version of the MC4D,
> here's a little challenge::
> https://math.stackexchange.com/questions/3316660/how-to-reliably-lay-out-=
continuous-unfolded-diagrams-of-3d-shapes
>
>
> ---In 4D_Cubing@yahoogroups.com, wrote :
>
> I love this representation! Would be nice to have it in the software as
> well.
>
> On Tue, 6 Aug 2019, 09:50 Melinda Green melinda@... [4D_Cubing], <
> 4D_Cubing@yahoogroups.com> wrote:
>
>
>
> On 8/5/2019 4:49 PM, mananself@... [4D_Cubing] wrote:
>
> [...] Somehow the rendering of the image has a cartoon-ish style. I think
> it has to do with the curvy surfaces. Is there anything special about the
> colors? What did you use to rendered after getting the coordinates?
>
>
> It looks to me like the squares are subdivided into 11x11 grids and lit
> individually. Part of the effect might simply be self-shadows which we're
> not used to seeing.
>
> -Melinda
>
>
>
>=20

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Cool! I've wanted to see MC4D on the hypersphere for a=
long time :)

I had a couple thoughts catching up on thi=
s thread...
>Cheers,
Roice


gmail_quote">
On Wed, Aug 7, 2019 at 6=
:04 PM programagor@gmail.com [=
4D_Cubing] <4D_Cubing@yahoo=
groups.com
> wrote:
=3D"margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding=
-left:1ex">






=20=20=20=20=20=20=20=20

















Greetings again

The whole thing is done in Blender 2.80, which has e=
xcellent Python integration. The rendering is done using a real-time approx=
imating raytracer Eevee, which works really smoothly, but the shadows are n=
ot very realistic. The bloom is also turned on, which in combination with t=
he highlighted outlines made for the cartoon look, I think.

The W- f=
ace does experience a little bit of distortion as well, just not as much si=
nce it is further from the surface of the unit sphere.

Also, I uploa=
ded all related files here: ednar.net/jiri/mc4d-hw" target=3D"_blank">https://git.mckay-bednar.net/jiri=
/mc4d-hw


And if anyone wants to help out with an electronic vers=
ion of the MC4D, here's a little challenge:: =3D"https://math.stackexchange.com/questions/3316660/how-to-reliably-lay-ou=
t-continuous-unfolded-diagrams-of-3d-shapes" target=3D"_blank">https://math=
.stackexchange.com/questions/3316660/how-to-reliably-lay-out-continuous-unf=
olded-diagrams-of-3d-shapes

-cursor">


=
---In 4D_Cub=
ing@yahoogroups.com
, <marnix.lenoble@...> wrote :

=3D"gmail-m_-1054255463882388350ygrps-yiv-607984312">
I love this =
representation! Would be nice to have it in the software as well.=C2=A0
=

07984312gmail_quote">=
uote" style=3D"margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,2=
04);padding-left:1ex">
)">
=C2=A0
12m_9076049957515615902ygrp-mlmsg">
grps-yiv-607984312m_9076049957515615902ygrp-msg">
5463882388350ygrps-yiv-607984312m_9076049957515615902ygrp-text">


On 8/5/2019 4:49 PM, 350ygrps-yiv-607984312m_9076049957515615902moz-txt-link-abbreviated" href=
=3D"mailto:mananself@..." target=3D"_blank">mananself@...
[4D_Cubing] w=
rote:


[...] Somehow the
rendering of the image has a cartoon-ish style. I think it has to
do with the curvy surfaces. Is there anything special about the
colors? What did you use to rendered after getting the
coordinates?



It looks to me like the squares are subdivided into 11x11 grids and
lit individually. Part of the effect might simply be self-shadows
which we're not used to seeing.



-Melinda

<=
/div>
<=
/div>






















--0000000000002a3e2a058f8f61d5--




From: programagor@gmail.com
Date: 13 Aug 2019 18:09:15 +0000
Subject: Re: Spherical distortion on 4D to 3D cameras




From: programagor@gmail.com
Date: 07 Sep 2019 12:46:41 +0000
Subject: Re: Spherical distortion on 4D to 3D cameras




From: programagor@gmail.com
Date: 08 Oct 2019 23:18:14 +0000
Subject: Re: Spherical distortion on 4D to 3D cameras




From: programagor@gmail.com
Date: Fri, 11 Oct 2019 12:15:47 +0000
Subject: Re: Spherical distortion on 4D to 3D cameras



--=_26abb7666e22fe47ca52b336ed4acd57
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In case you missed this: [1]https://arxiv.org/abs/1106.5736 [2]

"In this paper, we show that the Rubik's Cube also has a rich
underlying algorithmic structure. Specifically, we show that the n x n
x n Rubik's Cube, as well as the n x n x 1 variant, has a "God's
Number" (diameter of the configuration space) of Theta(n^2/log n)."

When I passed this along to Melinda Green, I thought "n" included
higher dimensionality. It only refers to the number of cublets along
any edge but all in 3 dimensions.

In any case, I would think God's Number could be easily found by
establishing how many twists would be needed to reach any cube
configuration. Reverse that an that should be God's Number.

Regards

John Bailey

-----------------------------------------From: "Melinda Green"=20
To: "John Bailey"
Cc:=20
Sent: Thursday October 10 2019 6:46:30PM
Subject: Re: Shortest solution for any dimension Rubik's Cube.

Dear John,

I skimmed the article and it's very interesting. Please consider
posting it to the mailing list where I'm sure several people will
really enjoy it and help the rest of us to understand it.

Best,
-Melinda

On 10/4/2019 11:35 AM, John Bailey wrote:
In case you missed this: [3]https://arxiv.org/abs/1106.5736 [4]=20

"In this paper, we show that the Rubik's Cube also has a rich
underlying algorithmic structure. Specifically, we show that the n x n
x n Rubik's Cube, as well as the n x n x 1 variant, has a "God's
Number" (diameter of the configuration space) of Theta(n^2/log n)."=20

Regards=20

John=20

=20

Links:
------
[1] https://arxiv.org/abs/1106.5736
[2] https://arxiv.org/abs/1106.5736
[3] https://arxiv.org/abs/1106.5736
[4] https://arxiv.org/abs/1106.5736


--=_26abb7666e22fe47ca52b336ed4acd57
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8aa9509924f073b@webmail">In case you missed this: rxiv.org/abs/1106.5736" moz-do-not-send=3D"true">iv.org/abs/1106.5736" target=3D"_blank">https://arxiv.org/abs/1106.5736=

verdana, sans-serif; font-size: 13.608px;">"In this paper, we show that th=
e Rubik's Cube also has a rich underlying algorithmic structure. Specifical=
ly, we show that the n x n x n Rubik's Cube, as well as the n x n x 1 varia=
nt, has a "God's Number" (diameter of the configuration space) of Theta(n^2=
/log n)."

;, helvetica, arial, verdana, sans-serif; font-size: 13.608px;">When I pass=
ed this along to Melinda Green, I thought "n" included higher dimensionalit=
y.  It only refers to the number of cublets along any edge but all in =
3 dimensions.

quot;, helvetica, arial, verdana, sans-serif; font-size: 13.608px;">In any =
case, I would think God's Number could be easily found by establishing how =
many twists would be needed to reach any cube configuration.  Reverse =
that an that should be God's Number.

y: "Lucida Grande", helvetica, arial, verdana, sans-serif; font-s=
ize: 13.608px;">Regards

da Grande", helvetica, arial, verdana, sans-serif; font-size: 13.608px=
;">John Bailey


">

-----------------------------------------

From: "Melinda Gree=
n"
To: "John Bailey"
Cc:
Sent: Thursda=
y October 10 2019 6:46:30PM
Subject: Re: Shortest solution for any dimen=
sion Rubik's Cube.


">
=20=20
Dear John,



I skimmed the article and it's very interesting. Please consider
posting it to the mailing list where I'm sure several people will
really enjoy it and help the rest of us to understand it.



Best,

-Melinda



On 10/4/2019 11:35 AM, John Bailey
wrote:


24f073b@webmail">
-8">
In case you missed this: 736" moz-do-not-send=3D"true">6" target=3D"_blank">https://arxiv.org/abs/1106.5736

arial, verdana, sans-serif; font-size: 13.608px;
background-color: rgb(255, 255, 255);">"In this paper, we show
that the Rubik's Cube also has a rich underlying algorithmic
structure. Specifically, we show that the n x n x n Rubik's
Cube, as well as the n x n x 1 variant, has a "God's Number"
(diameter of the configuration space) of Theta(n^2/log n).">


Regards


John










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