TESSERACT
4D HYPERCUBE VISUALIZATION SYSTEM
KEYBOARD MAP
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4D HYPERCUBE
ℝ⁴ → ℝ³ STEREOGRAPHIC PROJECTION
LIVE
16V · 32E · 24F · 8C
W-AXIS PROJECTION
STEREO RADIUS 2.000
ANGULAR VELOCITY (rad·s⁻¹)
COLOR THEME
RENDERING PARAMETERS
EDGE OPACITY0.85
GLOW LAYER0.22
VERTEX SIZE0.080
FACE OPACITY0.040
FOG DENSITY0.080
PROJ. SCALE2.00
SCENE ELEMENTS
Grid Plane
XYZ Axes
Cell Faces
W-Depth Color
Starfield
Scan Line FX
NAMED ROTATION SEQUENCES
TOPOLOGICAL PROPERTIES
VERTICES
16
2⁴ = 16
EDGES
32
4 · 2³ = 32
SQUARE FACES
24
C(4,2) · 4 = 24
CUBIC CELLS
8
4D bounding cubes
PROJECTION FORMULA

Each 4D vertex {x,y,z,w} is stereographically projected to 3D using the perspective division:

w' = 1 / (d − w)
x₃ = x · w' · s
y₃ = y · w' · s
z₃ = z · w' · s

Where d is the stereographic radius (W-distance slider) and s is the projection scale factor.

ROTATION PLANES IN ℝ⁴

In 4-dimensional space, rotation occurs in bivector planes, not around axes. There are C(4,2) = 6 such planes:

XY · XZ · XW
YZ · YW · ZW

Rotations in the XW, YW, ZW planes involve the 4th dimension W and produce the characteristic "folding" of the tesseract invisible to 3D observers.

W-DEPTH COLORING

Edge colors are mapped from the projected W-coordinate of each vertex — primary color at w=+1 (near projection eye) to secondary color at w=−1 (far).

SYS.NOMINAL
T+00:00:00
FPS: —
FRAME RATE
ω MAGNITUDES
LIVE TELEMETRY — ROTATION ANGLES (RAD / DEG)