# New TheoryOfEverything Visualizer Features

I cleaned up some of the N-Body physics screens, and created a few animation sequences showing the simulation runs available (if you have Mathematica and source code (available upon request and appropriate use-case)).

This is a video of a preliminary Galaxy formation in N-Body gravitational physics.

This is a video of the solar system (not yet using the OpenCL N-Body code for GPU parallelism).

This is a video of the Compton Effect in 3D, which I plan on using to show how Big Bang Inflationary Quantum effects are explained.

I’ve also improved the capabilities of the other demonstrations.

# An improved 4D Periodic Table arranged by quantum numbers

This has color coded 3D cut-away views of the spherical Schroedinger electron probability densities (making it 4D with 3D objects). The color is based on the l (angular momentum) quantum number. The X-Y-Z position is based n,m,s(pin) quantum numbers.

# E8 to 4D (3D+T)

E8 8D to 4D (3D+T) Animation

Shown in this animation are the 240 vertices of E8 with shape, size, and color assigned based on theoretical physics of an extended Standard Model (eSM). It is made up of three sets of 120 frames, each with a different algorithm for calculating perspective and orthogonal, rotational and translational 8D flight paths. It is interesting to note that it is the 8D camera that is moving through 8D space and the vertices remain in their same 8D position.

The 30 blue triangles represent E8 triality relationships using an 8D rotation matrix based on 2Pi/3 (or 120 degrees). Each vertex in a blue triangle is transformed into an adjacent one by the dot product with the matrix. A second transformation transforms it to the next, while the third recovers the original vertex.

The 28 red and green triangles are created from a subset of the 6720 (shortest) edges of 8D norm’d length Sqrt(2). These are filtered to represent the particle sums (linked by a red line) for a common (clicked) vertex (linked by 2 green lines). It is interesting to note that all sums for a given vertex are only found in adjacent vertices.

Higher definition (2 sets 60 frames each):

# The 3rd (Z) basis vector for Bathsheba & Wizzy’s 600 Cell

While the 3D model I used to create the 2D Van Oss projection isomorphic to E8 Petrie (and a beautiful pentagonal view), it was not the same as what was being used by Richter in his 3D “pre-Van-Oss” construction. Given my H (or x) and V (or y), the 3rd basis vector for this projections is most likely:
Z={0, -0.0801064, 0, 0.236818, 0, 0.0801064, 0, -0.236818}
which reproduces the Richter, Bathsheba and Wizzy’s 3D models. Interestingly, it produces one face (shown above) that is the same as all the orthonormal faces of 2 concentric 600 Cells (at the Golden Ratio). The 3rd unique face is:

I replaced the 3D spin movie of this on my main page with this new projection.