Charts on SO(3): Difference between revisions

From formulasearchengine
Jump to navigation Jump to search
en>Randallbritten
m Applications: Link to article on demonstrations of simple connectedness of SU(2).
en>Wavelength
inserting 2 hyphens: —> "four-dimensional" [2 instances]—wikt:four-dimensional
Line 1: Line 1:
{| class=wikitable align=right
Formerly a association struggle begins, you will see The specific particular War Map, a map of this conflict area area association competitions booty place. Welcoming territories will consistently becoming on the left, while having the adversary association just in the right. Every last boondocks anteroom on all war map represents some sort of war base.<br><br>Go online for help.  If you are you looking for more info regarding [http://prometeu.net clash of clans cheats deutsch] review the web site. Virtually every game has its actually own legion of devoted devotees, lots of which spare countless hours crafting effective maps and guides. Additionally there are newsgroups where you are qualified to speak one on one particular particular with other players. Benefit from this lottery jackpot and it is easy to eventually get past that level of cla you have been trapped in on forever.<br><br>Many people which play clash of clans desire ways of getting costless gems. The gemstone are very important they give the player characteristics and the power increase their gaming experience. As opposed to next equivalent games in mobile phones websites, especially those even [http://Data.gov.uk/data/search?q=individuals individuals] use various holes in buy to get these practical information on free, the nature of farmville and its layout does not enable all of the varieties of hacks that an individual can put to the mission. Everyone is always looking for ways on how to get free gems in clash of clans even so most important thing to do is to employ a great venue to earn these consumers for free, save these businesses suitably and use guilt-ridden after gorging where necessary.<br><br>In the first instance clash of clans hack into tool no survey encourages believe in among some people. Society definitely is definitely powered by professional pressure, one of the particular most powerful forces about the planet. Like long as peer demands utilizes its power for many good, clash of clans hack tool no survey will have its place in community.<br><br>You should definitely may not let on-line computer games take over your occurrence. Game titles can be quite additive, time also have to make assured you moderate the time that you investing enjoying such games. Merchandise in your articles invest an excessive level of time playing video game, your actual life could actually begin to falter.<br><br>When borer on a boondocks anteroom you possibly can appearance added advice  that play, scout, entente troops, or attack. Of course, these achievements will rely on all that appearance of the competition you might be in.<br><br>Programs are some of the specific finest kinds of pleasure around. They tend to be also probably the the vast majority pricey types of entertainment, with console games which often range from $50 at $60, and consoles on their own inside a person's 100s. It will be possible to spend considerably on clash of clans hack and console purchases, and you can locate out about them present in the following paragraphs.
| valign=top width=120|[[Image:ProjectivePlaneAsSquare.svg|120px]]<BR>The [[fundamental polygon]] of the projective plane.
| valign=top width=120|[[Image:MöbiusStripAsSquare.svg|120px]]<BR>The [[Möbius strip]] with a single edge, can be closed into a projective plane by gluing opposite open edges together.
| valign=top width=120|[[Image:KleinBottleAsSquare.svg|120px]]<BR>In comparison the [[Klein bottle]] is a Möbius strip closed into a cylinder.
|}
In [[mathematics]], the '''real [[projective plane]]''' is an example of a compact non-[[Orientability|orientable]] two-dimensional [[manifold]], that is, a one-sided [[surface]].  It cannot be [[embedding|embedded]] in standard three-dimensional space without intersecting itself. It has basic applications to [[geometry]], since the common construction of the real projective plane is as the space of lines in '''R'''<sup>3</sup> passing through the origin.
 
The plane is also often described topologically, in terms of a construction based on the [[Möbius strip]]: if one could glue the (single) edge of the Möbius strip to itself in the correct direction, one would obtain the projective plane. (This cannot be done in three-dimensional space.) Equivalently, gluing a disk along the boundary of the Möbius strip gives the projective plane. Topologically, it has [[Euler characteristic]] 1, hence a [[Genus (mathematics)|demigenus]] (non-orientable genus, Euler genus) of 1.
 
Since the Möbius strip, in turn, can be constructed from a [[Square (geometry)|square]] by gluing two of its sides together, the real projective plane can thus be represented as a unit square (that is, [0,1] [[Cartesian product|&times;]] [0,1] ) with its sides identified by the following [[equivalence relation]]s:
 
:(0, ''y'') ~ (1, 1 &minus; ''y'') &nbsp; for 0&nbsp;&le;&nbsp;''y''&nbsp;&le;&nbsp;1
 
and 
 
:(''x'', 0) ~ (1 &minus; ''x'', 1) &nbsp; for 0&nbsp;&le;&nbsp;''x''&nbsp;&le;&nbsp;1,
 
as in the leftmost diagram on the right.
 
== Examples ==
Projective geometry is not necessarily concerned with curvature and the real projective plane may be twisted up and placed in the Euclidean plane or 3-space in many different ways.<ref name="apery">Ap&eacute;ry, F.; ''Models of the real projective plane'', Vieweg (1987)</ref> Some of the more important examples are described below.
 
The projective plane cannot be [[embedding|embedded]] (that is without intersection) in three-dimensional [[Euclidean space]]. The proof that the projective plane does not embed in three-dimensional Euclidean space goes like this: Assuming that it does embed, it would bound a compact region in three-dimensional Euclidean space by the [[Jordan curve theorem|generalized Jordan curve theorem]]. The outward-pointing unit normal vector field would then give an [[Orientation (mathematics)|orientation]] of the boundary manifold, but the boundary manifold would be [[the projective plane]], which is not orientable. This is a contradiction, and so our assumption that it does embed must have been false.
 
===The projective sphere===
Consider a [[sphere]], and let the [[great circle]]s of the sphere be "lines", and let pairs of [[antipodal point]]s be "points". It is easy to check that this system obeys the axioms required of a [[projective plane]]:
 
*any pair of distinct great circles meet at a pair of antipodal points; and
*any two distinct pairs of antipodal points lie on a single great circle.
 
If we identify each point on the sphere with its antipodal point, then we get a representation of the real projective plane in which the "points" of the projective plane really are points.  This means that the projective plane is the quotient space of the sphere obtained by partitioning the sphere into equivalence classes under the equivalence relation ~,  where x ~ y [[Conditional clause|if]] y = &minus;x. This quotient space of the sphere is homeomorphic with the collection of all lines passing through the origin in '''R'''<sup>3</sup>.
 
The quotient map from the sphere onto the real projective plane is in fact a two sheeted (i.e. two-to-one) [[covering map]]. It follows that the [[fundamental group]] of the real projective plane is the cyclic group of order 2, i.e. integers modulo 2. One can take the loop ''AB'' from the figure above to be the generator.
 
===The projective hemisphere===
Because the sphere covers the real projective plane twice, the plane may be represented as a closed hemisphere around whose rim opposite points are similarly identified.<ref>Weeks, J.; ''The shape of space'', CRC (2002), p 59</ref>
 
===Boy's surface – an immersion===
The projective plane can be [[Immersion (mathematics)|immersed]] (local neighbourhoods of the source space do not have self-intersections) in 3-space. [[Boy's surface]] is an example of an immersion.
 
Polyhedral examples must have at least nine faces.<ref>Brehm, U.; "How to build minimal polyhedral models of the Boy surface", ''The mathematical intelligencer'' '''12''', No. 4 (1990), pp 51-56.</ref>
 
===Roman surface===
[[Image:Steiner%27s_Roman_Surface.gif|thumb|An animation of the Roman Surface]]
Steiner's [[Roman surface]] is a more degenerate map of the projective plane into 3-space, containing a [[cross-cap]].
 
[[File:Tetrahemihexahedron.png|thumb|The [[tetrahemihexahedron]] is a polyhedral representation of the real projective plane.]]
A [[Polyhedron|polyhedral]] representation is the [[tetrahemihexahedron]],<ref name="richter">{{Harv|Richter}}</ref> which has the same general form as Steiner's Roman Surface, shown to the right.
 
===Hemi polyhedra===
Looking in the opposite direction, certain [[abstract regular polytope]]s — [[Hemicube (geometry)|hemi-cube]], [[hemi-dodecahedron]], and [[hemi-icosahedron]] — can be constructed as regular figures in the ''projective plane;'' see also [[projective polyhedra]].
 
===Planar projections===
Various planar (flat) projections or mappings of the projective plane have been described. In 1874 Klein described the mapping <math>k (x, y) = (1 + x^2 + y^2)^{1/2} . (x, y)</math> <ref name="apery" />
 
Central projection of the projective hemisphere onto a plane yields the usual infinite projective plane, described below.
 
===Cross-capped disk===
A closed surface is obtained by gluing a [[disk]] to a [[cross-cap]]. This surface can be represented parametrically by the following equations:
:<math> X(u,v) = r \, (1 + \cos v) \, \cos u, </math>
:<math> Y(u,v) = r \, (1 + \cos v) \, \sin u, </math>
:<math> Z(u,v) = - \hbox{tanh} \left(u - \pi \right) \, r \, \sin v,</math>
where both ''u'' and ''v'' range from 0 to 2''&pi;''.
These equations are similar to those of a [[torus]].  Figure 1 shows a closed cross-capped disk.
 
{|
| [[Image:CrossCapTwoViews.PNG|500px]]
|-
| align=center | ''Figure 1. Two views of a cross-capped disk.''
|}
 
A cross-capped disk has a [[plane of symmetry]] which passes through its line segment of double points.  In Figure 1 the cross-capped disk is seen from above its plane of symmetry ''z'' = 0, but it would look the same if seen from below.
 
A cross-capped disk can be sliced open along its plane of symmetry, while making sure not to cut along any of its double points. The result is shown in Figure 2.
 
{|
| [[Image:CrossCapSlicedOpen.PNG|500px]]
|-
| align=center | ''Figure 2. Two views of a cross-capped disk which has been sliced open.''
|}
 
Once this exception is made, it will be seen that the sliced cross-capped disk is [[homeomorphism|homeomorphic]] to a self-intersecting disk, as shown in Figure 3.
 
{|
| [[Image:SelfIntersectingDisk.PNG|500px]]
|-
| align=center | ''Figure 3. Two alternative views of a self-intersecting disk.''
|}
 
The self-intersecting disk is homeomorphic to an ordinary disk.  The parametric equations of the self-intersecting disk are:
:<math> X(u,v) = r \, v \, \cos 2 u, </math>
:<math> Y(u,v) = r \, v \, \sin 2 u, </math>
:<math> Z(u,v) = r \, v \, \cos u, </math>
where ''u'' ranges from 0 to 2''&pi;'' and ''v'' ranges from 0 to 1.
 
Projecting the self-intersecting disk onto the plane of symmetry (''z'' = 0 in the parametrization given earlier) which passes only through the double points, the result is an ordinary disk which repeats itself (doubles up on itself).
 
The plane ''z'' = 0 cuts the self-intersecting disk into a pair of disks which are mirror [[Reflection (mathematics)|reflection]]s of each other.  The disks have centers at the [[Origin (mathematics)|origin]].
 
Now consider the rims of the disks (with ''v'' = 1).  The points on the rim of the self-intersecting disk come in pairs which are reflections of each other with respect to the plane ''z'' = 0.
 
A cross-capped disk is formed by identifying these pairs of points, making them equivalent to each other.  This means that a point with parameters (''u'',1) and coordinates <math> (r \, \cos 2 u, r \, \sin 2 u, r \, \cos u) </math> is identified with the point (''u'' + &pi;,1) whose coordinates are <math> (r \, \cos 2 u, r \, \sin 2 u, - r \, \cos u) </math>.  But this means that pairs of opposite points on the rim of the (equivalent) ordinary disk are identified with each other; this is how a real projective plane is formed out of a disk. Therefore the surface shown in Figure 1 (cross-cap with disk) is topologically equivalent to the real projective plane ''RP''<sup>2</sup>.
 
==Homogeneous coordinates==
The points in the plane can be represented by [[homogeneous coordinates]]. A point has homogeneous coordinates [''x''&nbsp;:&nbsp;''y''&nbsp;:&nbsp;''z''], where the coordinates [''x''&nbsp;:&nbsp;''y''&nbsp;:&nbsp;''z''] and [''tx''&nbsp;:&nbsp;''ty''&nbsp;:&nbsp;''tz''] are considered to represent the same point, for all nonzero values of ''t''.  The points with coordinates [''x''&nbsp;:&nbsp;''y''&nbsp;:&nbsp;1] are the usual [[real plane]], called the '''finite part''' of the projective plane, and points with coordinates [''x''&nbsp;:&nbsp;''y''&nbsp;:&nbsp;0], called '''points at infinity''' or '''ideal points''', constitute a line called the '''[[line at infinity]]'''.  (The homogeneous coordinates [0&nbsp;:&nbsp;0&nbsp;:&nbsp;0] do not represent any point.)
 
The lines in the plane can also be represented by homogeneous coordinates. A projective line corresponding to the plane ''ax'' + ''by'' + ''cz'' = 0 in '''R'''<sup>3</sup> has the homogeneous coordinates (''a''&nbsp;:&nbsp;''b''&nbsp;:&nbsp;''c''). Thus, these coordinates have the equivalence relation (''a''&nbsp;:&nbsp;''b''&nbsp;:&nbsp;''c'') = (''da''&nbsp;:&nbsp;''db''&nbsp;:&nbsp;''dc'') for all nonzero values of ''d''. Hence a different equation of the same line ''dax''&nbsp;+&nbsp;''dby''&nbsp;+&nbsp;''dcz''&nbsp;=&nbsp;0 gives the same homogeneous coordinates.
A point [''x''&nbsp;:&nbsp;''y''&nbsp;:&nbsp;''z''] lies on a line (''a''&nbsp;:&nbsp;''b''&nbsp;:&nbsp;''c'') if ''ax''&nbsp;+&nbsp;''by''&nbsp;+&nbsp;''cz''&nbsp;=&nbsp;0. 
Therefore, lines with coordinates (''a''&nbsp;:&nbsp;''b''&nbsp;:&nbsp;''c'') where ''a'',&nbsp;''b'' are not both 0 correspond to the lines in the usual [[real plane]], because they contain points that are not at infinity. The line with coordinates (0&nbsp;:&nbsp;0&nbsp;:&nbsp;1) is the line at infinity, since the only points on it are those with&nbsp;''z''&nbsp;=&nbsp;0.
 
 
===Points, lines, and planes===
[[Image:Proj geom1.PNG|right]]
A line in '''P'''<sup>2</sup> can be represented by the equation ''ax'' + ''by'' + ''cz'' = 0. If we treat ''a'', ''b'', and ''c'' as the column vector '''ℓ''' and ''x'', ''y'', ''z'' as the column vector '''x''' then the equation above can be written in matrix form as:
 
:'''x'''<sup>T</sup>'''ℓ''' = 0 or '''ℓ'''<sup>T</sup>'''x''' = 0.
 
Using vector notation we may instead write
 
:'''x''' &sdot; '''ℓ''' = 0 or '''ℓ''' &sdot; '''x''' = 0.
 
The equation ''k''('''x'''<sup>T</sup>'''ℓ''') = 0 (which k is a non-zero scalar) sweeps out a plane that goes through zero in '''R'''<sup>3</sup> and ''k''(''x'') sweeps out a line, again going through zero. The plane and line are [[linear subspace]]s in [[real coordinate space|'''R'''<sup>3</sup>]], which always go through zero.
{{-}}
 
===Ideal points===
[[Image:prj geom.svg|right]]
 
In '''P'''<sup>2</sup> the equation of a line is ''ax'' + ''by'' + c = 0 and this equation can represent a line on any plane parallel to the ''x'', ''y'' plane by multiplying the equation by ''k''.
 
If ''z'' = 1 we have a normalized homogeneous coordinate. All points that have ''z'' = 1 create a plane. Let's pretend we are looking at that plane (from a position further out along the ''z'' axis and looking back towards the origin) and there are two parallel lines drawn on the plane. From where we are standing (given our visual capabilities) we can see only so much of the plane, which we represent as the area outlined in red in the diagram. If we walk away from the plane along the ''z'' axis, (still looking backwards towards the origin), we can see more of the plane. In our field of view original points have moved. We can reflect this movement by dividing the homogeneous coordinate by a constant. In the image to the right we have divided by 2 so the ''z'' value now becomes 0.5. If we walk far enough away what we are looking at becomes a point in the distance. As we walk away we see more and more of the parallel lines. The lines will meet at a line at infinity (a line that goes through zero on the plane at ''z'' = 0). Lines on the plane when ''z'' = 0 are ideal points. The plane at ''z'' = 0 is the line at infinity.
 
The homogeneous point (0, 0, 0) is where all the real points go when you're looking at the plane from an infinite distance, a line on the ''z'' = 0 plane is where parallel lines intersect.
{{-}}
 
===Duality===
[[Image:Projective geometry diagram 2.svg|200px|right]]
In the equation '''x'''<sup>''T''</sup>'''ℓ''' = 0 there are two [[column vector]]s. You can keep either constant and vary the other. If we keep the point constant '''x''' and vary the coefficients '''ℓ''' we create new lines that go through the point. If we keep the coefficients constant and vary the points that satisfy the equation we create a line. We look upon ''x'' as a point because the axes we are using are ''x'', ''y'', and ''z''. If we instead plotted the coefficients using axis marked ''a'', ''b'', ''c'' points would become lines and lines would become points. If you prove something with the [[data plot]]ted on axis marked ''x'', ''y'', and ''z'' the same argument can be used for the data plotted on axis marked ''a'', ''b'', and ''c''. That is duality.
{{-}}
 
====Lines joining points and intersection of lines (using duality)====
The equation '''x'''<sup>''T''</sup>'''ℓ''' = 0 calculates the [[dot product|inner product]] of two column vectors. The inner product of two vectors is zero if the vectors are [[orthogonal]]. To find the line between the points '''x'''<sub>1</sub> and '''x'''<sub>2</sub> you must find the column vector '''ℓ''' that satisfies the equations '''x'''<sub>1</sub><sup>''T''</sup>'''ℓ''' = 0 and '''x'''<sub>2</sub><sup>''T''</sup>'''ℓ''' = 0, that is we must find a column vector '''ℓ''' that is orthogonal to '''x'''<sub>1</sub> and '''x'''<sub>2</sub>. In the case of '''P'''<sup>2</sup>, the [[cross product]] will find such a vector. The line joining two points is given by the equation '''x'''<sub>1</sub> &times; '''x'''<sub>2</sub>. To find the intersection of two lines you look to duality. If you plot '''ℓ''' in the coefficient space you get rays. To find the point  '''x''' that is orthogonal to the two rays you find the cross product. That is '''ℓ'''<sub>1</sub> &times; '''ℓ'''<sub>2</sub>.
 
While the cross product works in '''P'''<sup>2</sup>, it is not well-defined in arbitrary dimensions. However, this pair of equations is satisfied by
:<math>\mathbf{x}_1^\mathrm{T} \ell - \lambda \mathbf{x}_2^\mathrm{T} \ell = 0</math>  {{Citation needed|date=August 2009}}
 
==Embedding into 4-dimensional space==
The projective plane embeds into 4-dimensional Euclidean space.  The real projective plane '''P'''<sup>2</sup>('''R''') is the [[quotient space|quotient]] of the two-sphere
 
:'''S'''<sup>2</sup> = {(''x'', ''y'', ''z'') ∈ '''R'''<sup>3</sup> : ''x''<sup>2</sup>+''y''<sup>2</sup>+''z''<sup>2</sup> = 1}
 
by the antipodal relation (''x'', ''y'', ''z'') ~ (−''x'', −''y'', −''z'').  Consider the function '''R'''<sup>3</sup> → '''R'''<sup>4</sup> given by (''x'', ''y'', ''z'') ↦  (''xy'', ''xz'', ''y''<sup>2</sup>−''z''<sup>2</sup>, 2''yz'').  This map restricts to a map whose domain is '''S'''<sup>2</sup> and, since each component is a homogeneous polynomial of even degree, it takes the same values in '''R'''<sup>4</sup> on each of any two antipodal points on '''S'''<sup>2</sup>.  This yields a map '''P'''<sup>2</sup>('''R''') → '''R'''<sup>4</sup>. Moreover, this map is an embedding. Notice that this embedding admits a projection into '''R'''<sup>3</sup> which is the [[Roman surface]].
 
==Higher non-orientable surfaces==
By gluing together projective planes successively we get non-orientable surfaces of higher [[genus (mathematics)|demigenus]].  The gluing process consists of cutting out a little disk from each surface and identifying (''gluing'') their boundary circles.  Gluing two projective planes creates the [[Klein bottle]]. 
 
The article on the [[fundamental polygon]] describes the higher non-orientable surfaces.
 
==See also==
*[[Real projective space]]
*[[Projective space]]
*[[Pu's inequality|Pu's inequality for real projective plane]]
 
==References==
{{reflist}}
{{refbegin}}
*Coxeter, H.S.M. (1955), ''The Real Projective Plane'', 2nd ed.  Cambridge: At the University Press.
*Reinhold Baer, Linear Algebra and Projective Geometry,, Dover, 2005 (ISBN : 0-486-44565-8 )
 
* {{citation | ref = {{harvid|Richter}} | first = David A. | last = Richter | url = http://homepages.wmich.edu/~drichter/rptwo.htm | title = Two Models of the Real Projective Plane | accessdate = 2010-04-15 }}
{{refend}}
 
== External links ==
* {{MathWorld|urlname=RealProjectivePlane|title=Real Projective Plane}}
* [http://vis.cs.brown.edu/docs/pdf/Demiralp-2009-CLF.pdf Line field coloring using Werner Boy's real projective plane immersion]
[[Category:Surfaces]]
[[Category:Geometric topology]]
* [http://www.youtube.com/watch?v=lDqmaPEjJpk The real projective plane on YouTube]

Revision as of 22:08, 3 March 2014

Formerly a association struggle begins, you will see The specific particular War Map, a map of this conflict area area association competitions booty place. Welcoming territories will consistently becoming on the left, while having the adversary association just in the right. Every last boondocks anteroom on all war map represents some sort of war base.

Go online for help. If you are you looking for more info regarding clash of clans cheats deutsch review the web site. Virtually every game has its actually own legion of devoted devotees, lots of which spare countless hours crafting effective maps and guides. Additionally there are newsgroups where you are qualified to speak one on one particular particular with other players. Benefit from this lottery jackpot and it is easy to eventually get past that level of cla you have been trapped in on forever.

Many people which play clash of clans desire ways of getting costless gems. The gemstone are very important they give the player characteristics and the power increase their gaming experience. As opposed to next equivalent games in mobile phones websites, especially those even individuals use various holes in buy to get these practical information on free, the nature of farmville and its layout does not enable all of the varieties of hacks that an individual can put to the mission. Everyone is always looking for ways on how to get free gems in clash of clans even so most important thing to do is to employ a great venue to earn these consumers for free, save these businesses suitably and use guilt-ridden after gorging where necessary.

In the first instance clash of clans hack into tool no survey encourages believe in among some people. Society definitely is definitely powered by professional pressure, one of the particular most powerful forces about the planet. Like long as peer demands utilizes its power for many good, clash of clans hack tool no survey will have its place in community.

You should definitely may not let on-line computer games take over your occurrence. Game titles can be quite additive, time also have to make assured you moderate the time that you investing enjoying such games. Merchandise in your articles invest an excessive level of time playing video game, your actual life could actually begin to falter.

When borer on a boondocks anteroom you possibly can appearance added advice that play, scout, entente troops, or attack. Of course, these achievements will rely on all that appearance of the competition you might be in.

Programs are some of the specific finest kinds of pleasure around. They tend to be also probably the the vast majority pricey types of entertainment, with console games which often range from $50 at $60, and consoles on their own inside a person's 100s. It will be possible to spend considerably on clash of clans hack and console purchases, and you can locate out about them present in the following paragraphs.