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clifford_a-_pickover_surfing_through_hyperspacebookfi-org

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102 <strong>surfing</strong> <strong>through</strong> hyperspace<br />

with eight corners. Even though we cannot easily visualize the next step in the<br />

process, we can predict that if we were able to move a cube perpendicular to all<br />

its edges, we would generate a 4-D object: a hypercube. It would have sixteen<br />

corners. The trend in the number of corners is a geometric progression (2, 4, 8,<br />

16 . . .), and we can therefore calculate the number of corners in any dimension<br />

by using the formula 2" where n is the number of dimensions.<br />

We can also consider the number of boundaries for objects in different<br />

dimensions. A line segment has two boundary points. A square is bounded by<br />

four line segments. A cube is bounded by six squares. Following this trend, we<br />

would expect a hypercube to be bounded by eight cubes. This sequence follows<br />

an arithmetic progression (2, 4, 6, 8 . . .).<br />

The area of a square of edge length a is a 2 . The volume of a cube of edge<br />

length a is c?. The hypervolume of an w-cube is a".<br />

Past books typically provide wire-frame diagrams for tesseracts produced by<br />

the "trail" of a cube as it moves in a perpendicular direction, similar to the one<br />

in Figure 4.4. Of course, we can't really move in a perpendicular direction, but<br />

we can move the cube diagonally, in the same way a square is moved diagonally<br />

to represent a cube. Now prepare yourself for some wild trails of higher-dimensional<br />

objects rarely, if ever, seen in popular books. To give you an idea of the<br />

beauty and complexity of higher-dimensional objects, I produced Figures 4.12<br />

to 4.17 using a computer program. Modern graphics computers are ideal tools<br />

for visualizing structures in higher dimensions.<br />

Figure 4.12 A 5-D cube produced by moving a hypercube along the fifth dimension.

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