![]() Each view is a different 2D representation of the 4D object. Instead of taking 2D snapshots of the same 3D scene, 4D Hologram changes the 3D scene for each render based on the camera’s position in relation to the hypercube. It combines many 2D views together to make a 3D scene. It’s only through the use of two viewpoints (eyes) together that the Looking Glass’ primary depth effect, stereoscopy, works. ![]() If an eye-patch wearing pirate were to stare at the Looking Glass, they would only see one* of those rendered views. When the Holoplay camera creates a volumetric view of a 3D scene, it makes 45 unique renders (that is, 2D snapshots of the same 3D scene) along a single axis, stores the images in a grid-like “quilt”, then interlaces them together. It takes advantage of the Holoplay Unity SDK’s intermediary quilt step. That’s why we use the particular qualities of a holographic display to more accurately render a 4D object and open the door (pun intended) to a whole new dimension of content. You lose SO much information it’s almost impossible to make out what you’re looking at. ![]() (When you remove two dimensions from a 3D object you get a one dimensional scene, or a line). Viewing a 4D object on a 2D screen is a bit like trying to identify a 3D object by viewing it through a slit in a door. Why is that hypercube just a bunch of lines? Even with explanation, it’s very difficult to discern the relative depths of different edges! PART TWO: FOURTH DIMENSION IN PRACTICE Woah.įrom this overview, you may be able to identify the issues with illustrating a 4D object on flat paper. Continuing, the hypothetical “hypercube” must be a four dimensional space (hypervolume?) bounded by three dimensional spaces (cubes, or hypersurface cells). Similarly, a cube is a three dimensional space (volume) bounded by two dimensional spaces (squares, or faces). It’s a two dimensional space (area) bounded by one dimensional spaces (lines, or edges). What does this look like in the real world? We don’t know! We can’t actually build a fourth dimension object, but we can imagine it!Ĭonsider a square. Using this, we can theoretically add another axis (let’s call it “w”), one that is orthogonal to the other three, and define a 4th dimensional point as something that requires four values to perfectly represent it. The relationship between these three axes is described as orthogonal (there is a 90-degree right angle between each pair), which means you can represent a point in a three dimensional Euclidean space perfectly using three values, each one a certain distance in a different spatial dimension. It’s an abstraction of reality, but a common and helpful one. Greek mathematician Euclid famously defined the logical rules that govern this framework, so we refer to it as Euclidean geometry. ![]() It’s often useful to compartmentalize space in this way, from giving directions (turn left, go up the stairs) to performing physics calculations (the vertical velocity of a projectile motion depends on gravity). We typically think about the world in terms of three axes: x (left/right), y (up/down), and z (forwards/back). What’s a theoretical extrapolation of our abstract understanding of space according to Euclidean geometry? ![]() It’s a theoretical extrapolation of our abstract understanding of space according to Euclidean geometry. Welcome to holo-school! Class is in session. I, Nolan, am here today to explain some of the fourth dimensional logic that went into making the fantastical-yet-formulaic mathemagic you can see for free in a Looking Glass. Let me guess: you like holograms, you saw the 4D Hologram blog post, and you’re too afraid to ask what any of it means? ![]()
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