hamish_todd
Joined 9 years ago
Joined 9 years ago
But note that Geometric Algebra is significantly a tool for graphics/game developers, who tend to prefer videos (even the older generation I think)
> in some cases
What cases do you have in mind?
> why are these your operators in the first place?
This is a perfectly reasonable question but I want to point out that it's a bit philosophical and not the kind of thing physics undergrads tend to enjoy hearing about. For example Clifford algebras like matrix algebras are associative algebras over commutative fields (real or complex numbers) - why? Why does the universe like that? I can hazard guesses but it's mostly above my paygrade, possibly above anyone's paygrade. But if it's to be asked of GA it should be asked of matrices too, I'm sure you can agree.
There's something that distinguishes Clifford algebras from matrix algebras. They start from the assumption that vectors anticommute when they're orthogonal. That's easy to explain. It says that if A and B are orthogonal vectors then A->B is the opposite (negation) of B->A.
Aside from those the last thing is that you say your basis vectors have a certain "metric" on them. There's deep philosophical questions about why the universe cares so much about metrics, but they're not at all specific to Clifford Algebra.
Personally I find that very intuitive, much more intuitive than any other tensor algebra I'm aware of.
Leading up to classical mechanics, you have the sibgraphi tutorials: https://youtube.com/playlist?list=PLsSPBzvBkYjxrsTOr0KLDilkZ... (I also recommend the bivector discord if you want a community)
And from there, sudgy's videos are good, and the tome "geometric algebra for physicists" packs in a huge amount of stuff.
For example Cl(4,2) can represent the spacetime conformal group and Cl(3,0,1) can represent the Euclidean group. If A and B are elements of those groups represented by multivectors then AB will be their composition.
That is an extremely fundamental operation. Almost as, if not more, fundamental than inner and wedge.
I mention this every time this article is posted on hacker news and nobody wants to talk about it :`(
(Apologies to folks who have seen me repeat this a million times; but it's very important folks be aware of it)
TRANSFORM COMPOSITION!
(sorry, it's not your fault or even his that you didn't know this - GA textbooks should have it as the first thing they teach but they don't)
https://m.twitch.tv/videos/2282548167
TLDR it is quite a bad article. One of the closest thing he has to a real argument is "I don't like it when geometric objects are identified with operators, I want those to be separate things". But this is both anti-GA and anti-Lie-Theory. As he says, he is critical of mathematics as conventionally practiced. So be warned that if you find yourself disliking GA for anything like the reasons he dislikes GA, there's a lot of other (mainstream/prestigious) fields you dislike too.
On the other hand, from what you've posted you're clearly experienced with computer graphics - it sounds like you have at some point interpolated with dual quaternions?
This hackernews thread may not be sustainable, so perhaps join the bivector discord? https://discord.gg/bBvkuTrM I would be very interested to find out the precise things you care about, on the off chance that there is some not-yet-known-to-you way that GA can help you.
So it is like matrix multiplication, but for transforms represented as multivectors. Multivectors are nicer than matrices because they are made out of the separate (exterior algebra) objects so you can geometrically interpret them. For example, a rotation-reflection (rotoreflection/improper rotation) will have a grade 1 part and a grade 3 part. One of them is the plane you reflect in, one is the point you rotate around.