A Unified Mathematical Language for Physics and Engineering (1996) [pdf]
mrao.cam.ac.uk
mrao.cam.ac.uk
Also recommended is all of Hestenes’s work (e.g. A New Foundation for Classical Mechanics, his Oersted Medal lecture, various papers), as well as the book Geometric Algebra for Computer Science by Dorst, Fontijne, & Mann. The latter is a bit light on the mathematical formalities but gives a good introduction that could get someone started using geometric algebra in practice in e.g. robotics, computer graphics, etc.
dF = μJ
d*F = 0
where μ is the magnetic permeability of the vacuum and J is the electromagnetic 4-current. The operator 'd' is the differential operator from exterior algebra, and the '*' is the Hodge dual.Using the bivector field F = E + iB from geometric algebra, they become
DF = μJ
where μ and J are as before, and D is the covector derivative.For comparison, using the traditional Gibbs/Heaviside notation Maxwell's equations are
∇ . E = ρ/ε
∇ . B = 0
∇ x E = -∂B/∂t
∇ x B = μ(J + ε ∂E/∂t)Spinor calculus is a bit like geometric algebra; there is a mention to them in the paper (more precisely, to "twistors"). The central idea of spinor calculus relates like this: take your 4-vector (v^0, v^1, v^2, v^3) and form a 2x2 Hermitian matrix by:
V = v^0 I + v^1 s_1 + v^2 s_2 + v^3 s_3
where s_1, x_2, and s_3 are the Pauli matrices. Then it turns out that det V is the 4-norm of v^\mu: det V = v^0 v^0 − v^1 v^1 − v^2 v^2 − v^3 v^3.
The Lorentz transforms must preserve the 4-norm and hence det V, but they must also be linear and map Hermitian matrices to Hermitian matrices, so that given a lorentz transform t, there is a Lorentz matrix L such that: matrix (t v) = L (matrix v) L†
(that's not 100% accurate because it can't do PT flips; I think P is something like V → V^-1 while a 4-flip is V → -V; combine them together to get T). The Lorentz transforms are just the group det L = 1 -- the Möbius transformations SL(2, C).The elegance of this comes when you look at null vectors, where det V = 0, making V a projection -- so V = u ⊗ u† for some u. The action of a Lorentz transform on u is then just u → L u, where L is the Lorentz matrix. Moreover when you work out what the ratio of the components of u are, tracing back through the mathematics, you get varios stereographic projections (x + i y) / (R - z), depending whether it's future-pointing or past-pointing.
So all the light that is coming in towards you is a bunch of null vectors that you can paint on a celestial sphere, projected to the complex plane by a stereographic projection, with Lorentz boosts as Möbius transformations of those points.
Immediate freebies: when a marble is speeding past you it still "looks like" a marble to you; it just seems "rotated" in a strange way, because Möbius transformations map circles to circles. Yes if you try to "work backwards" in your coordinates you'll construct a warped model of the system which is Lorentz-contracted, but that's not what you'll see.
Another freebie: as you accelerate faster and faster, the stars all "tilt" in the direction that you're going, crowding around the point you're travelling to. This is in sharp contrast to all those spacey TV shows where the stars "streak away." One can imagine that for a photon's timeless life, the event of its origin is the only thing behind it; and the entire rest of the universe is in front of it.
It actually gets even better; it turns out that you get to unify the spinor equations for the massless neutrino ∇_{AA'} u^A = 0; the photon ∇_{AA'} u^{AB} = 0, and the weak-field limit for gravity is something like ∇_{AA'} u^{ABCD} = 0 for the graviton. (That may not be 100% correct; I am working from memory here.)
All of that comes from something which is basically a quaternion/geometric algebra application to spacetime.
Geometric algebra/calculus has a more direct way to deal with metrical information using the dot product. Forms only use the wedge product: in problems where the dot product would be useful, forms simulate it by applying the hodge dual twice, which is a less intuitive and less direct way to get the job done.
[1] The Shape of Differential Geometry in Geometric Calculus, see section 19.4 for the bit about forms http://geocalc.clas.asu.edu/pdf/Shape%20in%20GC-2012.pdf
Here are some old comments where I used the concept:
https://news.ycombinator.com/item?id=2457581
http://www.reddit.com/r/programming/comments/e429d/best_expl...
Thanks :-)
Edit: If you want a more detailed explanation, the Wikipedia entry on Quaternions might be helpful (specifically the multiplication table at the top).
Their demos were quite impressive and they sparked a lot of interest in GA in the graphics programming community.
EDIT: actually, I just realized that the founder of Geomerics ( Chris Doran ) is quoted as one of authors in this paper.
Edit: With regard for dang's call for substantive comments (are koans not substantive?):
In physics, we emerged from a forest of units to a standardization on CGS units, then we changed gears to SI. CGS remains no less elegant than the day it was invented; electrodynamics is beautiful when viewed through the lens of CGS.
Languages are tools, we shouldn't expect one of them to suit all situations.
When I first learned special relativity, I remember struggling with my intuition and having to rely on unfamiliar formula to find the answer to even simple problems. The farther one goes in physics the more one has to trust the equations (electo-magnetics, special and general relativity, quantum physics, etc.) and the math itself starts to obscure whats happening. Having simpler representations and more powerful abstracts is an exciting possibility. I saw this again when trying to solve some simply stated problems (e.g. a particle falling off of a frictionless sphere), mathematics like Lagrangians which I didn't know when I first attempted this problem make the solution so much easier.
As an analogy for those that aren't really interested in the mathematics, these ideas are a bit like the jump from algebra and infinite series math to integral calculus. Although, in theory, one could solve many problems of physics without calculus (see for example [1]), the use of calculus immediately opens up a better understanding and the ability to describe and solve more realistic problems (like cars that don't travel at a constant speed).
[1] "Feynman's Lost Lecture: The Motion of Planets Around the Sun" by David Goodstein