Join us at:
https://www.youtube.com/watch?v=60z_hpEAtD8
https://enkimute.github.io/ganja.js/examples/coffeeshop.html...
Join us at:
https://www.youtube.com/watch?v=60z_hpEAtD8
https://enkimute.github.io/ganja.js/examples/coffeeshop.html...
Can you explain what "geometric algebra" is supposed to be? Or just link to written explanations? I'm a mathematician (algebraic topology), so don't be afraid to get technical. How is this different from linear algebra? The only things I can see are some tensor products and exterior products, and a few couple of division algebra structures. Can you enlighten me? Is there any actually new math behind all this?
> Clifford's Geometric Algebra enables a unified, intuitive and fresh perspective on vector spaces, giving elements of arbitrary dimensionality a natural home.
2 points by ngcc_hk 2 days ago | parent | context | prev | next [–] | on: Visualizing quaternions (2018)
Once you accept that imaginary number is not about a straight real number but a number about rotation. And you have two number that is not the same, living in different dimensions. One about straight line and one about rotation I.e.
X0 ops X1(another number system ) where X0, X1 is real
You then have complex number or a+ bi where i^2 = -1 And you can have split complex number a+bj where j^2 = 1 etc
The next move is not only the usual quaternions which one can, but to Clifford algebra
x0 ops x1n1 ops x2n2 ops …
xi is all real but ni is a different number system represent things not on the real number but a different and higher dimension object.
For example, the Clifford Geometry define the 2nd not a i or j but a plane, so you have
x0 + x1<plane> … and so on
with more high dimensional object (especially if one may say x0 is x0<line>).
Like complex number it simplify a lot of things. Spinsor would be easier to define this way say.
The first one that it is not that useful just different way of grouping. IaAware of this taking by both physics and computer people. But it is a total different way of looking and should have been taught in high school or at least undergrad. A bad cycle here. It has a lot of use to understand physics for normal people whilst the tensor …
Also her struggle with thinking about shift to another game engine. Unreal … too complex and Godot … to engineering … her remark basically said she may have to go back to game programming (to get a living).
Both honest comments and reflect hard reality.
Geometric algebra then blends all of this together, and I'm still not entirely convinced that this improves things. Is it actually ever handy to have to deal with mixed degree multivectors?
Before all these concepts were unified by geometric algebra, the system of physical quantities as taught in most places was a huge mess of many different kinds of quantities, scalars, polar vectors, axial vectors, pseudoscalars, tensors, pseudotensors, complex numbers, quaternions, spinors and so on.
It was not at all obvious why there are so many kinds of quantities, which are the relationships between them, are there any other kinds of quantities besides those already studied, etc.
Geometric algebra has brought order in this chaos and it has enabled a much deeper and more complete understanding of physics, by reducing a long list of seemingly arbitrary rules to a much smaller set of axioms, and by deriving all the many kinds of physical quantities from the vectors in the strict sense, i.e. from the translations of the space, which are themselves derived from the points of the affine space (as equivalence classes of point pairs).
(Both logically and historically, in physics the vectors are more fundamental than the scalars. The scalars are obtained by dividing collinear vectors, i.e. they are equivalence classes of pairs of collinear vectors. This division operation is a.k.a. measurement and what are now named as "real numbers" were named as "measures" in the past, for more than two millennia. For any Archimedean group it is possible to define a division operation using the Axiom of Archimedes, generating a set of scalars over which the original group is a vector space).
dF = 0
d * F = J
Expressed in GA: ∇F = J
The eyeball-difference of which (dF = 0) would be your "how GA then blends all of this together", if I understand correctly. I'd guesstimate that dF = 0 to be akin to Gauss' law; and that maybe GA somewhat incorporates that the curl of a gradient is the zero field.[1] https://en.wikipedia.org/wiki/Mathematical_descriptions_of_t...
> They seem like they would provide a nice way of unifying spatial rotations and Lorentz boosts
Yes and no: the right way to unify rotations and boosts is to consider them as the orientation-preserving elements of the Lorentz group (sometimes called the proper Lorentz group). You can construct this from the corresponding Clifford algebra, but it's somewhat technical and not physically well-motivated until you start dealing with spinors. It's also the group of symmetries of spacetime that leave the origin unchanged, which is far, far more natural.
Torque and magnetism, for example, make much more sense as bivectors.
And never having to do the right-hand rule is a nice plus.