4D Visualization


Enhancing 4D Projection Images

Hidden Surface Removal

Let's take a look at two images of a 3D cube projected to 2D:

Vertex-first projections of
  cube, one without HSR and one with HSR

Which of the above images do you more readily identify as the projection of a cube? Probably the image on the right. Why? Because although the left image is more accurate (it contains the edges at the back of the cube which are omitted from the right image), it has too much detail, which becomes distracting. Three of the edges in it correspond with edges on the back side of the cube, which should currently be obscured from our view.

In this particular case, the confusion is minimal because only a small number of edges are involved. But compare the following images:

Projections of dodecahedra,
	one with HSR, and without

Which of these images help you see the shape of the dodecahedron better? Obviously the right one, because even though the left image contains all 12 faces of the dodecahedron and is therefore more accurate, the faces at the back visually clash with those in front, causing a tangle of lines that obscures the whole image. The left image, on the other hand, does not suffer from this problem, because hidden surfaces have been removed from it.

These examples make it clear why hidden surface removal (HSR) is important in projections. Although we often think more information is better, sometimes clarity is more important.

Removing hidden surfaces also helps us tell what is in front and what is behind. For example, consider the following oblique projection of the 3D cube, also known as the tumbling cube illusion:

Tumbling cube illusion

It is hard to say whether it is the lower left face or the upper right face that is the front of the cube, because this image doesn't tell us what is in front and what is behind. If we applied hidden surface removal, however, it would remove all doubt:

Oblique projection of cube
with HSR

Hidden Surface Cueing

There is a middle ground between leaving all edges in the image and risking visual confusion, and completely removing hidden edges, thereby losing some information about the original object. Instead of completely removing obscured edges, we can indicate that they are obscured by using visual cues such as dotted lines.

For example, the following image of the dodecahedron uses dotted lines to indicate which edges are hidden:

Projection of dodecahedron
with dotted lines for hidden edges

Now we can see all the edges of the dodecahedron, without being confused about which ones are in front and which ones are behind.

Enhancing a 4D Projection

When we project a 4D object, we are actually doing two projections:

  1. Projection from 4D to 3D, to form a 3D image that a 4D being would see;
  2. Projection from 3D to 2D so that it can be shown on the computer screen.

Now, projections of 4D objects are usually very complex. If we simply apply these steps without any enhancements, we will often get a large mass of tangled lines that leaves the viewer totally confused. We need to apply some enhancements to the images, such as HSR (hidden surface removal), in order to make any sense of it.

However, as we have seen in the previous chapter, the internal structure of the 3D image produced by the first step is also very important; so we cannot blindly apply HSR to both steps. In particular, if we apply HSR to the second step, only half of the projection envelope is left of the 3D image. The result would not be very insightful at all.

Instead, we apply HSR to the first step so that the resulting 3D image is not cluttered, and then we apply HSC (hidden surface cueing) to the second step, so that the internal structure of the 3D image is retained, while making it easier to discern the 3D shape from the resulting 2D image.

Let's apply these image-enhancing processes to an example. Consider the following projection of the 4D hypercube, without HSR:

Vertex-first projection of
hypercube without HSR

Confusing, isn't it? Now let's apply HSR by removing edges hidden from the 4D viewpoint:

Vertex-first projection of
hypercube with HSR

Better, but it is still difficult to discern the 3D shape of this projection because we're projecting the 3D shape into 2D. To help with this, we color the edges that lie inside the 3D envelope blue, so that we can tell which edges form the envelope and which are internal:

Vertex-first projection of
hypercube with HSR, with blue for internal edges

Finally, we use dotted lines for those edges that are obscured from our 3D viewpoint. (Note that this should not be confused with being obscured from the 4D viewpoint: all these edges are simultaneously visible from the 4D viewpoint.)

Vertex-first projection of
hypercube with HSR, with blue for internal edges and dotted lines for far
edges in the 3D viewpoint

Now the image is much easier to understand. We can now see that it has a rhombic dodecahedral envelope, with three internal edges (the blue edges) that meet at a vertex inside the envelope. It is similar to the rhombic dodecahedral projection of the hypercube that we saw in the previous chapter.


Last updated 26 Jan 2006.

Valid CSS Valid XHTML 1.0!