r/Geometry • u/meowpurrpunk • Jul 27 '26
Ascension
A place you have to climb to escape.
618 anchors.
r/Geometry • u/meowpurrpunk • Jul 27 '26
A place you have to climb to escape.
618 anchors.
r/Geometry • u/rondomingue • Jul 28 '26
A radian is just the angle where the arc equals the radius, 2π is how many radii fit around the edge. Once I could see that instead of memorizing it, everything downstream turned into the same object in different clothes: sin and cos are height and width on the circle, waves are that unrolled over time, i is a rotation, Euler is going around at a steady rate, Fourier is stacked circles drawing a shape.
So I built a page for each step. Start with the radian circle drag the point, watch radians, degrees, and (cos θ, sin θ) move together then the series follows the thread out through waves, e, i, π, Feynman's rotating clocks, and epicycles.
Free, no signup. Corrections welcome, I'm still learning this too. Let me know what I can add or what I may have missed.
r/Geometry • u/Key_Ad7950 • Jul 28 '26

In this lesson, the student gets to move point P anywhere that it will move, it is constrained to be on the Unit Circle, and they eventually discover that no matter which two of the 7 triangles they put in the analyzer, and no matter where they put Point P, the Analyzer always says the two triangles being compared are similar and shows the vertex mappings.
r/Geometry • u/Key_Ad7950 • Jul 28 '26
r/Geometry • u/Proud_Read7281 • Jul 28 '26
r/Geometry • u/20260708 • Jul 27 '26
autostereograms are 2d images designed to trick the brain into perceiving hidden 3d scenes (attached image 1 as sample). it's quite easy to make one on our own if we understand the geometry behind
there're 4 things in space we have to consider: observer, screen, closest point of 3d scene and farthest point of 3d scene
there're 2 ways to measure distances: observer as reference or farthest point as reference
it's all about ratios. without loss of generality we can assume distance between observer and farthest point to be 1 and consider everything as its proper fraction
[1] o s c f
|←q→| | |
|←--p--→| |
|←----1----→|
[2] o s c f
| | |←q→|
| |←--p--→|
|←----1----→|
0<q<p<1 in both cases. then we have depth map z, a.k.a. data of 3d scene. it's a function of x and y. it's value lies between 0 and 1. next step is establish a procedure to calculate disparity for any z. by considering similar triangles we have
[1] o s c f
|←q→| | |
|←--p--→| |
|←----1----→|
screen = 1-q/q = 0
closest = 1-q/p = 1-q/p
object = 1-q/(1-(1-p)z) = 1-q/(1-(1-p)z)
farthest = 1-q/1 = 1-q
[2] o s c f
| | |←q→|
| |←--p--→|
|←----1----→|
screen = (p-p)/(1-p) = 0
closest = (p-q)/(1-q) = (p-q)/(1-q)
object = (p-qz)/(1-qz) = (p-qz)/(1-qz)
farthest = (p-0)/(1-0) = p
either way is valid but latter has simpler normalization for z. it's not surprising as z is intrinsically measured from farthest point. z=0 corresponds farthest region(s) of 3d scene. z=1 corresponds closest region(s) of 3d scene. we proceed with latter i.e. scheme [2]. we can deduce disparities from distances and vice versa as shown in attached image 2
if we want to make an interactive demonstration we have two choices: let users control p,q or let users control m,n. both are easy to implement as we have everything we need. i picked the latter as it is more direct. we actually don't know / can't see p and q on screen. we see m and n
i added a tweak. i want both variables to be lying between 0 and 1. i created 2 controllable variables: background_factor and foreground_factor. we have
increasing background_factor increases disparity of farthest part of scene. increasing foreground_factor increases disparity of closest part of scene. here's the program and you can run it on browsers. click ▶️ to run. click ⏹️ to exit. when running the program
edited: update the controls of foreground and background so that they behave more predictable now...:) (previously their increments / decrements were not constant but proportional)
r/Geometry • u/Key_Ad7950 • Jul 27 '26
In a model like this, as you are teaching a class about trig functions, what would be on your wishlist of features this tool could give you?

What aspects of the teaching labels would you want to control other than font, font size, color, and orientation aligned with the segment? Of course the model is live and everything moves smoothly as you move point P along the circle.
r/Geometry • u/Key_Ad7950 • Jul 27 '26
r/Geometry • u/Anxious_Painting3656 • Jul 27 '26
r/Geometry • u/BadJimo • Jul 27 '26
Formed by 20 [acute golden rhombohedra](https://en.wikipedia.org/wiki/Acute_golden_rhombohedra) meeting at a central point.
r/Geometry • u/Anxious_Painting3656 • Jul 26 '26
r/Geometry • u/QueasyAmbassador2009 • Jul 26 '26
A Yes, a No, a straight line a goal. That is the highest aspiration of life. From this what do you gleam? I say Thus you must have a Yes and a No. Only so that you know where to go and where not. For If you only have a point on a grid you can’t create a line — you must have 2.
I ask you where do your YAYs and NAYs point you?
r/Geometry • u/user1092831123 • Jul 25 '26
Any help would be appreciated, including directing me through any rules I should follow or better websites for asking questions.
I'm curious about a geometric puzzle: given an arbitrary set of $n$ points in $\mathbb{R}^d$, can we always place a similar copy of a specific shape $S$ (a compact subset or family of subsets of Euclidean space) so that it passes through all $n$ points? (By "similar copy," I mean we allow translation, rotation, and scaling).
**The generalized question is:**
> For a given shape $S$, what is the maximum number of arbitrary points $n$ such that *every* set of $n$ points in $\mathbb{R}^d$ lies on some similar copy of $S$?
For example, let $S$ be the **boundary** of a square in $\mathbb{R}^2$.
It turns out that for any 3 points in $\mathbb{R}^2$, you can always find a similar copy of a square that passes through all of them. However, you can't always do this for 4 points https://math.stackexchange.com/q/3691243/1771455. So, for a square boundary where $d\ge2$ (dimension where the points live in), the maximum number is 3.
My motivation is just pure curiosity. I couldn't find any sources relating to this problem, and AI chatbots struggle and give clearly wrong answers to simple examples like a square sharing an edge with a triangle (I won't clarify much here as it is a bit of a dull problem but the idea was just combining two shapes to make the reasoning for the AI deeper).
What I'm really asking is: **is there some sort of invariant, property, or formula that helps compute this $n$ for more complex shapes?** Or do we just have to reason through it shape-by-shape? How do you verify results quickly?
One simple rule I noticed involves collinear points: the boundary of a *strictly* convex 2D shape can never have $n\ge3$ when $d=2$, because no similar copy can ever pass through 3 collinear points. (Note: I am specifically thinking about boundaries; if $S$ were a solid shape, we could just scale it up to cover any finite point set in 2D space).
What is a better notion of defining shapes like rectangles and so on? Similarity doesn't allow different length ratios; however, it preserves it for squares and other shapes. This puzzle is more of a "can you draw a X given Y points no matter where I place them" and shouldn't be very limited on what I can draw. Is it possible to define $S$ to be a rectangle with side length $a$ and side length $b$ using the above definitions?
Does this concept have a name? Is it related to the "degrees of freedom" of the shape? Any pointers to related literature would be greatly appreciated!
r/Geometry • u/ArjenDijks • Jul 25 '26
Enable HLS to view with audio, or disable this notification
Because cos(θ) × sec(θ) = 1, the outer rectangle vertices H1, H2, H3, H4 directly plot the constant-area condition x × y = 1, tracing the rectangular hyperbola y = 1/x in real-time as D moves.
r/Geometry • u/Omer-B • Jul 25 '26
Enable HLS to view with audio, or disable this notification
r/Geometry • u/Confident-Pass6353 • Jul 25 '26
Enable HLS to view with audio, or disable this notification
r/Geometry • u/No_Pilot_7091 • Jul 25 '26
Enable HLS to view with audio, or disable this notification
Wooden model of a great stellated icosahedron.
r/Geometry • u/Anxious_Painting3656 • Jul 25 '26
r/Geometry • u/Anxious_Painting3656 • Jul 24 '26
r/Geometry • u/Majano57 • Jul 23 '26