Geometric Algebra
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The realization was that it went the other way around! Clifford Algebras are an interesting linear algebra formulation. As it turns out, by appropriately defining the e^2=0, e^2=1, and e^2=-1 axes of the general Clifford Algebra framework, a bunch of these engineering problems map into the algebra and then adopt a super compact notation for solving them.
For example, if I am trying to describe a art piece in the museum, I need concepts and words that connect what I am seeing to reality. In the same way in electromagnetism, proper time is part of the reality and it is an experimental fact, so it must be included in the algebra. Another example is a functional programming language where you identify high-level functions as the building concepts of many computer science problems.
Defining an algebra tailored for the problem you're working with actually highly constrain the space, and this is what makes many problems trivial.
https://en.wikipedia.org/wiki/The_Unreasonable_Effectiveness...
http://projectivegeometricalgebra.org/
and for a more grounded approach, the book series from Make:
- Geometry: https://www.goodreads.com/book/show/58059196-make
- Trigonometry: https://www.goodreads.com/book/show/123127774-make
- Calculus: https://www.goodreads.com/book/show/61739368-make
TLDR:
- GA tends to attract a lot of crackpot. In fact most mathematicians avoid the name Geoemtric algebra and call it Clifford algebra to disassociate with them.
- Most of the usefulness of GA comes from just exterior algebra and exterior product/wedge product is more important than geometric product.
- It shows up in spinor field in physics but this does not concern most people that do not work in quantum physics.
My rudimentary view towards GA:
- It is useful in game physics since rotors can represent n-dimensional rotation in 2^{n-1} numbers instead of n^2 numbers as 2^{n-1} < n^2 when n <= 6. You can use PGA if you want to add translation as well. It is also better in interpolation.
- Outside of this you should just probably just learn exterior algebra instead.
Come on. You know what else attracted a lot of crackpots? The internet. If you are criticizing math, criticize the math, not the people.
// just learn exterior algebra instead of//
YMMV, but I like to know where the mathematical concepts came from. GA gives a nice origin story, see below:
// Most of the usefulness of GA comes from just exterior algebra //
Dot products come from the geometric product. If e1 & e2 are two basis vectors such that e1*e1 = 1, and e1e2 = -e2*e1, then if you multiply two vectors:
(a1*e1 + a2*e2)(b1*e1 + b2*e2) =
a1*b1*e1*e1 + a1\b2*e1*e2 a2*b1*e2*e1+ a2*b2*e2*e2 =
a1*b1 + a2*b2 + (a1*b2 - b2*a1)*e1*e2 =
(a . b) + (a ^ b)
The first is the dot product. The second is the exterior product that everybody agrees is so useful. Now you know where both concepts came from. They are just from multiplying polynomials. The geometric product is a *a product*, it's the product of two polynomials.
Yes, sometimes you just need the dot product, and sometimes you just need the exterior product. If you are coding, or giving the final form of some formula, you don't have to always put both of them in your code or paper. But neither the dot product nor the wedge product are investable by themselves. Having an investable product on vectors is endlessly useful while you are *deriving* the formulas.*
In my experience 99% of the time you just want the dot product or the exterior product. Even when you want both it is rare that you want to combine them linearly except in some niche physics/mathematics.
> But neither the dot product nor the wedge product are investable by themselves. Having an investable product on vectors is endlessly useful while you are deriving the formulas.
Do you mean invertible? Why is invertibility is so useful?
Why? Well, solving equations sounds somewhat useful, right?
As to which is more fundamental, I don't think it matters. You could argue that the dot and exterior products are more fundamental because the geometric product is their sum (for vectors). You could also argue that the geometric product is more fundamental because it is simply the Cartesian product of two multivectors, and you derive the dot, exterior and commutator products by filtering that product by grade. Both definitions are true, and "fundamental" is both a matter of perspective and irrelevant to any practical concern.
Of course by definition every versor has an inverse. The invertibility of k-vector gets hairier for higher dimensions though. Even in 3D GA, some mixed-grade elements are not invertible.
> As to which is more fundamental, I don't think it matters.
It doesn't matter mathematically but it matters pedagogically. GA enthusiasts seem to advocate teaching GA to anyone that has learnt linear algebra. I believe it is more appropriate to stick to teaching tensor algebra and its quotient exterior algebra. Then it is up to you to learn Clifford algebra as a generalization of exterior algebra; especially if you are a game dev, a physicist, or a topological K-theorist.
This paper [1] claims to have inverses for general multivectors up to a certain dimension, but I've never needed them and haven't dived into it. I'm curious what the applications would be for general multivectors, I've never come across them in practice.
1 - https://www.sciencedirect.com/science/article/abs/pii/S00963...
we first establish algebraic product formulas for the direct computation of the Clifford product inverses of multivectors in Clifford algebras Cl(p, q), n = p + q \le 5, excluding the case of divisors of zero.
I have been telling people for more than a decade now to use the exterior product (and e.g. get rid of the clutter of strange Minus-Signs and div, grad and rot in Electrodynamics).
And I was really happy to see that people finally start doing that.
But when I saw the Geometric Product, it didn't look like anything I want. If someone says that it looks like a thing that the cat brought in, I'll think about it and will probably agree.
So it is like matrix multiplication, but for transforms represented as multivectors. Multivectors are nicer than matrices because they are made out of the separate (exterior algebra) objects so you can geometrically interpret them. For example, a rotation-reflection (rotoreflection/improper rotation) will have a grade 1 part and a grade 3 part. One of them is the plane you reflect in, one is the point you rotate around.
I don't know what sort of crackpots he's talking about, personally i haven't heard of them, only the accusations. If the author can't separate the math from the people who developed and/or popularized it, too bad. Does GA magically give intuitive explanations for all sorts of weird things? no. Can you formulate a lot of stuff much more efficiently and concisely, and does it help gain new perspective on some things? yes, absolutely. It provides a wonderful framework for expressing geometric ideas.
Can you elaborate on what stuff does it help to formulate much more efficiently and concisely?
(A.B)/B
Projects any A onto any B, in any number of dimensions and with any signature (eg hyperbolic/Euclidean/elliptic). A and B can be lines, planes, points, and with a conformal or anti de Sitter metric a sphere or hyperboloid etc ("blades").
It works because A.B is dimension independently the object "orthogonal to A and containing B or vice versa". And division by B will intersect that orthogonal object with B.
Concise, intuitive, and powerful. What's the linear algebra formula you'd consider to be comparable?
On its own that is not a very strong argument. What you can do in linear algebra can be done by scalar add multiply and divide. That additions can be done with logical gates does not mean that programming an accounting application with logical gates as primitives is a good idea.
> It is neither more concise nor more intuitive to understand than normal linear algebra.
The real contention is this one. I have met people who hold opposite views on this
https://alexkritchevsky.com/2024/02/28/geometric-algebra.htm...
(it's very long so I plan to edit the two streams into a digestible 10-15m or something. His fault not mine I'd say!)
Probably other commenters have already said, but the biggest giveaway is how he says we should move away from quaternions, and then demonstrates little to no awareness of why quaternions are used in engineering (vital in gamedev for example, your animations will look awful without quaternions). Yes, quaternions are hard if you are completely married to the idea that everything in geometry is ""vectors"". But the games industry put on its big-boy pants and learned to use them - they wouldn't do that if the things weren't useful for something, so it's bit silly to write an article like this if you haven't figured out why that happened.
I'm sorry I must have missed that part. Can you point me to where did he say this?
It's also implicit in the thing he says throughout: "bivectors and trivectors are good, but there's no reason to add a scalar to a bivector or a trivector to a 1-vector, nor is there a reason to multiply such objects". A quaternion is a scalar and a bivector added together!
> I have given a lot of reasons why I think GA is problematic: the Geometric Product is a bad operation for most purposes. It really implements operator composition and is not a very fundamental or intuitive thing. Using a Clifford Algebra to implement geometry is an implementation detail, appropriate for some problems but not for general understandings of vector algebra and all of geometry. Giving it first-class status and then bizarrely acting like that is not weird is weird and alienating to people who can see through this trick.
If I understand him correctly, he means Clifford algebra is "appropriate for some problems" but we should "move away" from "giving it first-class status" as it is not more fundamental and often does not help students understand geometry better. I also readily admitted that it has some use cases in game physics in my comment.
On the other hand, from what you've posted you're clearly experienced with computer graphics - it sounds like you have at some point interpolated with dual quaternions?
This hackernews thread may not be sustainable, so perhaps join the bivector discord? https://discord.gg/bBvkuTrM I would be very interested to find out the precise things you care about, on the off chance that there is some not-yet-known-to-you way that GA can help you.
My stance on quaternions is that they are an opaque representation of what they are trying to do, which makes them unnecessarily-difficult and annoying. Not to mention hard to learn to visualize. But GA isn't much less opaque either. The "actual" representation which I find to be most agreeable is the stuff I mentioned about viewing them as operators. Given a bivector B which describes a rotation, you can treat it as an operator on vectors via contraction R(v) = B⋅v. Then exponentiating e^(Rθ)(v) (either the one-sided rotations or two-sided rotors) gives the same rotation formalism as quaternions and GA, but without any of the weird unpedagogical stuff. The notion of an exponential map and exponentiating generators is, IMO, much more "natural" and intuitively straightforward than the alternatives. Perhaps I should update the article to make this more clear.
What irritates me about GA---well, one of the things---is that it treats bivectors/trivectors as both geometric primitives (oriented areas) and operators (rotations, say), and totally conflates the two and never explains to the student how to detach the two notions from each other (and I doubt most of the writers on the subject even know). IMO it is best viewed as a version of representation theory: rotations are operators which happen to have representations on bivectors of the EA; not all operators will have that property, and then you will want other algebraic structures to do algebra with them, if that's a case you're considering.
You're correct that you can construct a quaternion with the exponential map - but the most common way to make a quaternion is with a pair of vectors. Every game engine will have that function. GA will tell you how that function works - the vectors are planar reflections, you compose those to get a rotation by twice the angle, and you add (average with) the identity rotation to get a rotation by the precise angle.
> how to detach the two notions from each other
Can you say why would you want to do that? A plane always defines a planar reflection, a point always defines a point reflection, a line always defines a line reflection (assuming we're in euclidean space, which engineering is). To me this doesn't seem to be "happen to have" territory, this seems fundamental.
Does this word mean "not the way things mathematicians teach things"? My experience has been that mathematicians teach things that are useful to mathematicians to students who are not going to be mathematicians and would be better served learning other things. I wasted countless hours of my life finding analytical solutions to toy calculus problems in a universe that will never yield to those methods.
>My stance on quaternions is that they are an opaque representation of what they are trying to do, which makes them unnecessarily-difficult and annoying. Not to mention hard to learn to visualize.
I've seen some remarkably confusing attempts to understand and visualize these things. This has always baffled me because the equivalent objects in geometric algebra aren't that hard to understand. I really think this is a problem with your pedagogy. You've hidden the geometric meaning of the bivector components in these imaginary components, i,j,k, and you have to take it on faith that i*j=k and instead of it being just the product of two bivector blades.
>The notion of an exponential map and exponentiating generators is, IMO, much more "natural" and intuitively straightforward than the alternatives.
That's because you learned it that way. Exponentiating an oriented area to generate a rotation is perfectly intuitive to me, and I'm not sure how somebody could be confused by the fact that a bivector can be an oriented area or the logarithm of a rotation because it's a simple matter of context.
By "unpedagogical" I mean: very hard to learn, and even when you learn it, often hard to explain. It's information that doesn't compress well, generalize well, or really convey direct understanding of what's going on. Maybe not the best word for this. Really, I just mean "bad". To me it's incomplete knowledge; it needs to be improved upon so that it makes more sense for people who need to know it. In doing so it will also become easier to learn.
I think quaternions are confusing, GA bivector notations are less confusing but still confusing, and the operator version which I endorse is the least confusing of the three. This is just an aesthetic judgment on my part. IMO if things were taught in the way I prefer, more people could learn them, faster, and come away with a more solid understanding afterwards for less work. (You and I agree that GA's version is better than quaternions for the same reason. I just think that there are better versions still.)
If you want to tell someone that exponentiating an area gives a rotation, you need to basically deal with the fact that that sentence sounds like nonsense. An area's an area, why would exponentiating it... do... anything? My preferred explanation of all this stuff avoids that saying things that sound like nonsense.
(I prefer to think of a bivector not as an oriented area per se but as a type of tensor which happens to represent those things, but also represents other things, including the logarithms of rotations, due to the properties that those two things happen to share. That's a perspective that generalizes very well, compared to the GA version, because it separates the tensor representation from the operators; the two sides end up generalizing in different directions as you go to more complicated objects. When I get around to writing to my own exposition on this I'll go through that perspective very methodically.)
It's not just an area though, it's an area with orientation and magnitude. It's the complex exponential function extended to 3 dimensions.
>By "unpedagogical" I mean: very hard to learn, and even when you learn it, often hard to explain. It's information that doesn't compress well, generalize well, or really convey direct understanding of what's going on. Maybe not the best word for this. Really, I just mean "bad".
I can see where you're coming from on the learning part. There are as many different ways of learning GA as there are teachers, and this does hold it back.
>To me it's incomplete knowledge; it needs to be improved upon so that it makes more sense for people who need to know it. In doing so it will also become easier to learn.
I wish you luck, and I hope that I find it on here someday.
For a glimpse at the power of ganja.js, check out the coffeeshop examples:
https://enkimute.github.io/ganja.js/examples/coffeeshop.html
[0]: Bivector section timestamp: https://www.youtube.com/watch?v=JpxZQxXxMWY&t=479s
[1]: https://marctenbosch.com/ndphysics/
[1]: PDF: https://marctenbosch.com/ndphysics/NDrigidbody.pdf
[2]: https://4dtoys.com/
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