论文标题

虚拟现实中非欧国人几何形状的插图

Illustrations of non-Euclidean geometry in virtual reality

论文作者

Skrodzki, Martin

论文摘要

数学对象通常是抽象的,不是很容易。插图和交互式可视化可以帮助学生和专业人员理解数学材料并与之合作。这种方法特别适合几何物体。这类数学对象的一个​​示例是双曲几何空间。当欧几里得放下数学基础时,他的几何形状的表述反映了周围的空间,就像人类所感知的那样。在大约两千年的时间里,尚不清楚是否有替代的几何空间具有自己独特的数学特性,并且不会反映每日观念的人类。最后,在19世纪初期,几位数学家描述了这种几何形状,这些几何形状不遵循欧几里得的规则,而起初仅从纯粹的数学角度出发就很有趣。这些描述不是很容易访问,因为数学家通过复杂的公式收集来接近几何形状。在接下来的几十年中,可视化有助于这些插图的新概念和二维版本,甚至出现在艺术作品中。此外,爱因斯坦相对论的某些方面为非欧国人的几何空间提供了应用。随着计算机图形在20世纪末的兴起,可以使用三维插图来探索这些几何形状及其非直觉属性。但是,就像画布限制了二维描述一样,计算机监视器也限制了这些三维可视化。最近,只有虚拟现实才有可能展示非欧国人几何形状的沉浸式体验。在虚拟现实中,用户有全新的机会来遇到周围欧几里得世界中不存在的几何特性和效果。

Mathematical objects are generally abstract and not very approachable. Illustrations and interactive visualizations help both students and professionals to comprehend mathematical material and to work with it. This approach lends itself particularly well to geometrical objects. An example for this category of mathematical objects are hyperbolic geometric spaces. When Euclid lay down the foundations of mathematics, his formulation of geometry reflected the surrounding space, as humans perceive it. For about two millennia, it remained unclear whether there are alternative geometric spaces that carry their own, unique mathematical properties and that do not reflect human every-day perceptions. Finally, in the early 19th century, several mathematicians described such geometries, which do not follow Euclid's rules and which were at first interesting solely from a pure mathematical point of view. These descriptions were not very accessible as mathematicians approached the geometries via complicated collections of formulae. Within the following decades, visualization aided the new concepts and two-dimensional versions of these illustrations even appeared in artistic works. Furthermore, certain aspects of Einstein's theory of relativity provided applications for non-Euclidean geometric spaces. With the rise of computer graphics towards the end of the twentieth century, three-dimensional illustrations became available to explore these geometries and their non-intuitive properties. However, just as the canvas confines the two-dimensional depictions, the computer monitor confines these three-dimensional visualizations. Only virtual reality recently made it possible to present immersive experiences of non-Euclidean geometries. In virtual reality, users have completely new opportunities to encounter geometric properties and effects that are not present in their surrounding Euclidean world.

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