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Two-dimensional space

Two-dimensional space

Search complete. 132 mentions across 30 episodes found for "Two-dimensional space".

Oct 30, 2026

Hannah FryHOST
5:34
What? You can do it in more dimensions than that.
Hannah FryHOST
5:37
I mean, maybe for the purposes of today, we'll keep it to 2D.
Dara Ó BriainHOST
5:40
But
Hannah FryHOST
5:40
you can, you know, you can think of it in more dimensions than that.
Hannah FryHOST
6:26
What's tessellation? I guess it's
Katie StecklesGUEST
6:28
essentially just anything where you cover a whole two-dimensional space.
Katie StecklesGUEST
6:34
I don't want to say flat space because it doesn't have to be flat, but anything that's 2D with shapes so that there aren't any gaps.
Hannah FryHOST
6:41
Does it have to be 2D? We were having this argument earlier.

Unknown podcast

Lighting in Unreal Engine 5: Creating Mood, Emotion & Atmosphere

Oct 30 · 6 Mentions

speaker_1HOST
2:34
Which, you know, brings up a profoundly interesting paradox.
speaker_1HOST
2:37
If virtual lighting is just this collection of clever mathematical hacks and like 2D textures pretending to be 3D, how does it consistently trigger such deep, authentic emotional responses from us?
speaker_0HOST
2:50
I mean, a fake digital sunset, meet a pixels on a flat monitor, can actually make a human being feel biological calm.
speaker_0HOST
2:58
It's wild.

17 MINS LATER

speaker_1HOST
19:59
When designers need acute, localized control, they drop down to the second tier, fog cards.
speaker_0HOST
20:05
Fog cards are the most elegant cheat in the entire industry.
speaker_0HOST
20:08
It is literally just a flat 2D rectangular plane, like a pane of glass, with a translucent, cloudy noise texture painted onto it.
speaker_1HOST
20:15
That's it.
Matt O'DowdHOST
3:38
Guitar strings are one-dimensional, but we can expand the analogy to any number of dimensions.
Matt O'DowdHOST
3:44
In 2D, we have a membrane, like a drum skin.
Matt O'DowdHOST
3:48
Everywhere on the surface of a vibrating drum skin, there's a displacement from the flat equilibrium state in the up-down direction.
Matt O'DowdHOST
3:55
The 3D analogy is harder to imagine.
Tyler KiwalaHOST
26:01
it comes from your phone now when you're living your world inside this phone you're living in that tron 2d reality right and that flat earth information is literally devolving people.
Tyler KiwalaHOST
26:14
It's the devolution into the lower dimensions, which is the exact opposite way of the ascension.
Tyler KiwalaHOST
26:21
And if you liken it to a video game, like I like to do, a 2D video game that we remember playing as kids, the side scrolling games, like let's just say there's a moon on the screen.
Tyler KiwalaHOST
26:32
That moon is a flat disc on the 2D video game.
Tyler KiwalaHOST
26:35
And just through the evolution of the graphics, the games became 3D.
Tyler KiwalaHOST
26:40
And what happened? That flat disk became a sphere in the 3D video game.
Tyler KiwalaHOST
26:44
The same thing happens in our reality.
Tyler KiwalaHOST
26:46
If you go from a 2D reality to a 3D reality, just by the nature of physics alone, it's a spherical planet.
Matt O'DowdHOST
7:10
However, probability amplitudes are what we call complex numbers.
Matt O'DowdHOST
7:15
We can think of each path's probability amplitude as a vector or an arrow of a certain length and direction in an imaginary 2D space.
Matt O'DowdHOST
7:26
The total length of each arrow gives the probability of that path being taken.
Matt O'DowdHOST
7:31
But to get the total probability that a particle travels from A to B, you connect the probability amplitude arrows for all possible paths end to end.
Grant SandersonNARRATOR
56:17
Rigorously justifying this would go beyond the scope of an already long lesson, but it's not too hard a fact to believe.
Grant SandersonNARRATOR
56:24
What we're basically saying is that if you have some function that you know satisfies whatever equations light must obey, namely the object wave O, and you have another function describing a steady state wave where you know that O shows up as a component along a 2D boundary like this, then in the free space beyond that boundary, the wave must also include as a component O in its entirety.
Grant SandersonNARRATOR
56:47
This actually has a nice connection to the key mystery from the very beginning of the lesson of how a three-dimensional scene could possibly be stored on 2D film.
Grant SandersonNARRATOR
56:57
Part of what's required for this to be possible is that light obeys laws regular enough that the state of a light wave in 3D space is sufficiently constrained by its value on a 2D boundary.
speaker_10ADVERTISER
57:30
Finding a doctor is hard enough.
speaker_10ADVERTISER
57:32
Finding the right doctor, even harder.
speaker_0NARRATOR
8:42
A circle viewed from an angle is an ellipse.
speaker_0NARRATOR
8:46
How does the brain work backward from these impoverished 2D patterns to construct the stable, vivid 3D world of our experience? This is what vision scientists call the inverse problem.
speaker_0NARRATOR
8:59
Solving it is an act of unconscious intelligent inference.
speaker_0NARRATOR
9:03
The visual system is a master reverse engineer, packed with sophisticated algorithms that make shrewd bets about the nature of the world.
Grant SandersonNARRATOR
1:41
everyone, I've got another quick footnote for you between chapters today.
Grant SandersonNARRATOR
1:45
When I've talked about linear transformation so far, I've only really talked about transformations from 2D vectors to other 2D vectors, represented with 2x2 matrices, or from 3D vectors to other 3D vectors, represented with 3x3 matrices.
Grant SandersonNARRATOR
1:59
But several commenters have asked about non-square matrices, so I thought I'd take a moment to just show what those mean geometrically.
Grant SandersonNARRATOR
2:05
By now in the series, you actually have most of the background you need to start pondering a question like this on your own, but I'll start talking through it just to give a little mental momentum.
Grant SandersonNARRATOR
2:14
It's perfectly reasonable to talk about transformations between dimensions, such as one that takes 2D vectors to 3D vectors.
Grant SandersonNARRATOR
2:22
Again, what makes one of these linear is that grid lines remain parallel and evenly spaced, and that the origin maps to the origin.
Grant SandersonNARRATOR
2:30
What I have pictured here is the input space on the left, which is just 2D space, and the output of the transformation shown on the right.
Grant SandersonNARRATOR
2:37
The reason I'm not showing the inputs move over to the outputs like I usually do is not just animation laziness.
Grant SandersonNARRATOR
3:59
Even if you did see it, but it was a while ago, I'd recommend taking another look just to make sure those ideas are fresh in your mind.
Grant SandersonNARRATOR
4:07
For the 2D cross product, v cross w, what you do is you write the coordinates of v as the first column of a matrix, and you take the coordinates of w and make them the second column, then you just compute the determinant.
Grant SandersonNARRATOR
4:21
This is because a matrix whose columns represent v and w corresponds with a linear transformation that moves the basis vectors i hat and j hat to v and
Grant SandersonNARRATOR
4:31
w.
Grant SandersonNARRATOR
15:05
So composing sliding actions is another way to think about what adding complex numbers actually means.
Grant SandersonNARRATOR
15:13
This collection of all sliding actions on the 2D complex plane goes by the name the additive group of complex numbers.
Grant SandersonNARRATOR
15:21
Again, the upshot here is that numbers, even complex numbers, are just one example of a group, and the idea of addition can be thought of in terms of successively applying actions.
Grant SandersonNARRATOR
15:33
But numbers, schizophrenic as they are, also lead a completely different life as a completely different kind of group.

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