Tag Archives: 2D

Comparing nearest edges between Split Real Even (SRE) E8

I have been intrigued with Richter’s arXiv 0704.3091 “Triacontagonal Coordinates for the E8 root system” paper.

Comparing nearest edges between Split Real Even (SRE) E8 and Richter’s Complex 4D Golden Ratio Petrie Projection Model:

Please note, the vertex numbers are reordered from Richter’s paper in order to be consistent with ArXiv quant-ph 1502.04350 “Parity Proofs of Kochen-Specker theorem based on the Lie Algebra E8” by Aravind and Waegell. This paper uses the beautiful symmetries of E8 as a basis for proof sets related to the Bell inequalities of quantum mechanics. Below is a graphic showing that vertex number ordering:

Richter’s model with 74 nearest edges per vertex (Complex 4D Norm’d length Sqrt[2], with 8880 total):

Richter’s model with only 26 nearest edges per vertex (Complex 4D Norm’d length 1, 3120 total):

The above unity length edge pattern has is more consistent with the SRE E8 below.

The SRE E8 Petrie Projection (with 56 Norm’d edge length Sqrt[2] for each vertex, 6720 total). This is equivalent to folding E8 to H4 with an 8×8 rotation matrix which creates a 4D-left H4+H4*Phi and a 4D-right H4+H4*Phi.

Please note, the vertex number is that of the E8 vertices rotated (or “folded”) to H4 in 2D Petrie projection. The vertex numbers are in canonical binary order from E8’s 1:1 correspondence with the 9th row of the Pascal Triangle (eliminating the 16 generator/anti-generator vertices of E8 found in the 2nd and 8th column of the Pascal Triangle). The graphic below shows the vertex number ordering:

Here we take the 4D-left half and project to two concentric rings of H4 and H4 Phi (Golden Ratio) with 56 nearest edges per vertex (Norm’d length of unity or Phi for each vertex):

The animation frames are sorted by the ArcTan[y/x] of the vertex position in each ring (sorted H4*Phi outer to inner, then H4 outer to inner).

E8 in E6 Petrie Projection

An article (interview) with John Baez used an E8 projection which I introduced to Wikipedia in Feb of 2010 here. Technically, it is E8 projected to the E6 Coxeter plane.

E8 in E6 Petrie

The projection uses X Y basis vectors of:
X = {-Sqrt[3] + 1, 0, 1, 1, 0, 0, 0, 0};
Y = {0, Sqrt[3] – 1, -1, 1, 0, 0, 0, 0};

Resulting in vertex overlaps of:
24 Yellow with 1 overlap
24 Dark Blue each with 8 overlaps (192 vertices)
1 Light Blue with 24 overlaps (24 vertices)

After doing this for a few example symmetries, Tom took my idea of projecting higher dimensional objects to the 2D (and 3D) symmetries of lower dimensional subgroups – and ran with it in 2D – producing a ton of visualizations across WP. 🙂

It was one of those that was subsequently used that article from the 4_21 E8 WP page.

Here is a representation of E6 in the E6 Coxeter plane:
E6inE6

Resulting in vertex overlaps of:
24 Yellow with 1 overlap
24 Orange each with 2 overlaps (48 vertices)

QuasiCrystals and Geometry

I found a 1995 book (PDF online) “QuasiCrystals and Geometry” by Marjorie Senechal. There were some very nice diffraction patterns that match rectified 4_21 E8 Polytope 12,18, and 30-gon projections. See my overlays below:

12-gon Rectified E8
quasi-Rect421-12gon0b
Diffraction
quasi-Rect421-12gon1b
Overlay
quasi-Rect421-12gon2b

18-gon Rectified E8
quasi-Rect421-18gon0b
Diffraction
quasi-Rect421-18gon1b
Overlay
quasi-Rect421-18gon2b

30-gon Rectified E8
quasi-Rect421-30gon0b
Diffraction
quasi-Rect421-30gon1b
Overlay
quasi-Rect421-30gon2b

and another 12-gon rectified E8 pattern overlay from M. & N. Koca’s in “12-fold Symmetric Quasicrystallography from affine E6, B6, and F4”:
koca0b

koca1b

koca2b

My E8 F4 projection and so called "Sacred Geometry"

Please note, this is about the GEOMETRY used in what has come to be called “Sacred Geometry”. Upon further investigation, along with the Kabbalah’s “Tree of Life”, it seems even the Jewish “Star of David” (Solomon) is medieval and not sourced in authentic ancient Abrahamic theology.

As it stands, the so-called “sacred” origin of these, including the pentagon that shows up in the icosahedral/dodecahedral Platonic solids due to the Sqrt(5) Golden Ratio (Phi) relationship within my E8 to H4 folding, is medieval and mostly pagan. I am merely pointing out that E8 contains the geometry that many find “interesting” for whatever reason, and am not promoting the underlying cults that use them.

Video (Best in HD):

My E8 F4 projection w/blue triality edges and physics particle assignments:
StarOfDavid1

My E8 F4 projection with 6720 edge lines:
E8-F4mox1-black

My E8 F4 projection rectified:
F4Rect-Sacred-1a-StarOfDavid

Star Of David Overlay:
F4Rect-Sacred-1b-StarOfDavid

Metatron’s Cube Overlay:
F4Rect-Sacred-1a-Metatron

Flower of Life Overlay:
F4Rect-Sacred-1a-Flower

Kabbalah Tree of Life Overlay:
F4Rect-Sacred-1a-Tree

Copyright J Gregory Moxness 2015
Rectified E8 and F4 Triality (Original Work)

WikiMedia Commons source images:
Metatron’s Cube (User:Barfly2001)
Flower of Life (User:Life_of_Riley)
Tree of Life (User:AnonMoos)

A new Lisi Arxiv paper along with a new E8 projection

For Lisi’s latest ideas on a “Lie Group Cosmology (LGC)” ToE, see http://arxiv.org/abs/1506.08073.
Be warned, it is over 40 heavy pages.

He also posted a new projection on FB.
LatestLisiProjection

He uses the (H)orizontal and (V)ertical projection vectors of:
H = {.12, -.02, .02, .08, .33, -.49, -.49, .63};
V = {-.04, .03, .13, .05, .20, .83, -.45, .19};

Here it is rendered with H and V reordered to match in VisibLie_E8 tool:
H/V order is {2, 3, 4, 7, 1, 6, 5, 8};
Note: the particle assignments in my VisibLie_E8 tool (as in the Interactive visualizations on this website) are not the same and have different triality rotation matrices.
newLisi

The pic below has a slightly altered projection that creates a bit more hexagonal symmetry and integer projections (without deviating more than .05 off his coordinates):
Note: vertex colors indicate the number of overlapping vertices.
This uses H/V projection vectors (reverse ordered back to his coordinate system).
Symbolic:
H={3 Sqrt[3]/40, 0, 0, 3 Sqrt[3]/40, 1/3, 1/2, 1/2, -2/3};
V={-3/40, 0, 3/20, 3/40, 3/20, -4/5, 1/2, -3/20}};
Numeric:
H={.13, 0., 0.,.13,.33,.5, .5,-.66`};
V={-.075, 0., .15, .075, .15,-.8, .5,-.15};
LisiNewNormed

Here is Lisi’s version with my coordinates:
LisiNew2

Here is a version of the full hexagonal (Star of David) triality representation using coordinates I found with the same process used above. Particle color, shape and size are based on the assigned particle quantum numbers (spin, color, generation). There are 86 trialities indicated by blue triangles.
Projection vectors (in my “physics” coordinate system) are:
H={2-4/Sqrt[3],0,0,-Sqrt[(2/3)]+Sqrt[2],0,0,Sqrt[2],0};
V={0,-2+4/Sqrt[3],Sqrt[2/3]-Sqrt[2],0,0,0,0,-Sqrt[2]};

StarOfDavid1

See also a rectified version of this, where the particle overlaps show the inner beauty of E8!!
F4Rect-Sacred-1b-StarOfDavid
The underlying quantum symmetry patterns within this coordinate system are:
Slide4

Slide9

Slide11

Slide10

7 Perfect Sri Yantras in 2D and 3D

Based on an excellent 1998 paper by C.S. Rao I’ve modeled the Sri Yantra in Mathematica and incorporated it into the VisibLie_E8 demonstrations (I will upload that soon).

This is a reference figure to verify the model is correct for concurrency (intersecting lines) and concentricity (inner triangles and Bindu point are centered). There are 4 of 18 other constraints used in the diagrams below numerically and/or symbolically solved within the Mathematica code.

SriYantra-Refernce

Here are 7 of many possible solutions using the 20 constraint rules to produce optimal spherical and plane forms of the Sri Yantra.

Solution 1: Solving constraints (* 1,2,3,4,8 *)
SriYantra1

Solution 2: Solving constraints (* 1,2,3,10,15 *)
SriYantra2

Solution 3: Solving constraints(* 1,2,4,5,10 *)
SriYantra3

Solution 4: Solving constraints (* 1,2,5,6,19 *)
SriYantra4

Solution 5: Solving constraints (* 1,2,6,14,19 *)
SriYantra5

Solution 6: Solving constraints (* 1,2,8,9,20 *)
SriYantra6

Solution 7: Optimum planar
SriYantra7

3D using pyramids and new clipping and slicing functions to take off the front (and back) portions of the symmetric 3D object.
I will produce a version option with conical shapes just for fun (soon).
SriYantra3D1

This is a list of the details behind each constraint function Fn
ConstraintFunctions