Cubes in all DimensionsFrank Sottile |
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Cubes are among the easiest regular polytopes to describe, and there are cubes of every dimension: The cube in dimension d is simply the Cartesian product of d intervals, [0,1]d. The aim of this activity is to study cubes (e.g. make sense of this definition) and to build a projection of a four-dimensional cube into the 3-dimensional space that we inhabit, both to better understand cubes, and to better understand four and perhaps higher dimensions. |
It is best to start small. | ||||
In dimension d=0, the cube [0,1]0 is simply a point, . | ||||
A cube in dimension d=1 is the interval [0,1]. It has two endpoints (its vertices). Perhaps it is better to discuss how to construct the 1-cube from the 0-cube. Start with the 0-cube, and put a copy of it one unit away from the first (giving two vertices). The join the two vertices to get the interval [0,1]. This is on the left below. | ||||
A two-dimensional cube is a square.
To construct it, begin with a cube in dimension one.
Duplicate it, and move the copy one unit in a new direction. For each vertex in the original, put in an edge between that vertex and its copy (as in the previous step). Also put in a square (a 2-face) between the original edge and its copy. (You might begin to see the recursion in this construction.) This is second from the left below. |
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A three-dimensional cube is a cube.
To construct it, begin with a cube in dimension two.
Duplicate it, and move the copy one unit in a new direction. For each vertex in the original, put in an edge between that vertex and its copy. For each edge in the original, put in a square between that edge and its copy. Also put in a cube (a 3-face) between the original square and its copy. (You surely can now see the recursion in this construction.) This is second from the right above. |
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This becomes a bit harder in higher dimensions, as we are constrained to live in three-dimensions. There is not a new fourth direction to move in, so we must make do with some representation of the four-dimensional cube (and even more so in higher dimensions!) One common representation is a Schlegel diagram of the four-dimensional cube, which is depicted in above on the right. |
Our construction will not be the Schlegel diagram above, but rather a projection of the four-dimensional cube into 3-dimensional
space. To begin, consider the cube above, which is viewed at an angle so that we may appreciate all eight of its vertices and twelve of its edges. Note that the edges come in three sets of four parallel edges. Note also that none of the six square facets of cube appears square (but the square next to it appears square). That is because we are seeing a projection of the cube to two-dimensional space. Because the center of projection is the camera lens rather than a point at infinity, there is some distortion, but there are three pairs of parallel faces, with each pair consisting of isomorphic (congruent) parallelograms. At the left below is a parallelogram, which is determined by the two lengths of the edges and their relative angle. To make a 3-dimensional parallelipiped, you choose three directions for the three edges, then build each pair out to parallelograms, and then complete into the full figure. One is displayed second from the left below. For this, we began with the rightmost zome, choose three edges (yellow, blue, and red struts) coming from it, and then built it out. For the four-dimensional cube, we will pick four directions from a vertex and then similarly "build it out" (but not quite, see the instructions below.) This is the image of each of the four unit intervals (along each of the four coordinate axes) in R4 under the projection map R4-->R3 sending the four-cube to the model. We show this local configuration below at right. When you build your model below, there are three places where you make a choice of a direction for a new strut (blue, yellow, green). Almost every choice is valid, and they each give a slightly different projection. (Your model likely will not look exactly as mine does.) |
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First, empty out your bag of zometools. You should have at least 16 balls, and eight each of red, blue, yellow, and green struts, which is shown at right. I put extra into each bag in case of loss. Because the balls roll and all are choking hazards, keep them in the bag, in a bowl. | ||
Start by examining one of the balls, called a "zome" (at right).
It has 12 pentagonal holes, 20 triangular holes, and 30 rectangular holes.
(Do you recognize these numbers from your platonic solids?)
Were the rectangles squares, this would be perhaps the most
attractive Archimedean solid, the
rhombicosidodecahedron.
The name rolls off the tongue. The struts go into the holes (do not put any in, yet). | ||
Examine one strut of each color.
Blue struts go into the rectangular holes,
yellow struts go into the triangular holes,
red struts go into the pentagonal holes,
which also take green struts (the green struts are subtle, we will discuss them below). Take a red strut and push it into a pentagonal hole. You can pull it out with two hands, but that is dangerous if you are disassembling anything more complicated. Instead, grasp the strut in one hand with your fingers on the zome and squeeze your fingers together, while holding the strut. The zome will pop off, safely. (If you pull with both hands, when the strut comes lose, there is a potentially uncontrollable recoil---try it.) Do this with the other color struts. Blue struts are nearly as robust as red struts, and green are a robust as red---this is due to the size of the peg that fits into the hole. Yellow struts, however, are very delicate, so take care. (They also unfortunately pinch your hand when taking them off in the recommended way.) |
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