marcus
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Yes! It's great to have the Julcab animated diagrams! It's an immediate "like", for me. I'm embarrassed to say I haven't even learned how to make still (non-animated) online diagrams. Jimster, what you say about getting a better understanding of the 2+1d case makes much sense. I looked back at Cortes Smolin July paper and realized they do a really good job of explaining Pachner moves, even just in words without their diagrams. They say it better than I did so I want to quote from their page 4, to have it in front of us.Jimster41 said:Those are really cool...
==quote Cortes Smolin page 4==
2+1d Spin Networks
- Causally evolving spin networks are constructed from evolving states by one of a set of local evolution moves. In 2+1d a state is represented by a triangulation of a space-like surface. An evolution move is a discrete time step called Pachner move. Each Pachner move performed on the spatial slicing corresponds to an event.
- Each triangle in the spatial triangulation represents a locally flat piece of 2d space. The triangulation is dual to a three-valent spin network Γi embedded in a topologi- cal two manifold Σ. The center of each triangle is dual to a node in the spin network, and labeled by intertwiners. The sides of each triangle are dual to edges in the spin network and labeled by SU(2) spins.
- From this triangulation we evolve to the next state by adding tetrahedra on top of it. There are different kids of moves, each represented by a way to cover one, two or three adjacent triangles with the faces of the tetrahedra. For example, a so called 1 → 3 move is made by adding one more point to the future of a given triangle, which creates a tetrahedron. The initial triangle makes up the bottom (i.e. past) side of the tetrahedra. This triangle is now replaced by the three new triangles making up the top, or future, side of the tetrahedron. This tetrahedron represents the Pachner move and so generates the time step.
The tetrahedron is formed by 4 glued triangles, part of these in the current spatial slice, the past, and part of these in the new spatial slice, the future. Splitting the 4 triangles in the tetrahedron between the past and future slices gives origin to different Pachner moves, and in 2+1d there are different 3 possibilities - In 2+1d the available Pachner moves are 1 → 3 triangles, 2 → 2, and 3 → 1. If the tetrahedron is placed on top of one triangle in the current triangulation then that triangle is in the past slice and the three remaining triangles become part of the future triangulation, forming a 1 → 3 move, which we show in Figure 1 in the dual spin foam/ dynamical triangulation representation. If it’s placed on top of two adjacent triangles in the current triangulation, then the two complimentary triangles in the tetrahedron become part of the new representation, forming a 2 → 2 move, shown in Figure 2. Finally, if it’s placed on top of three adjacent triangles in the existing triangulation, the remaining triangle becomes part of the new triangulation forming a 3 → 1 move. This is just the reverse of the 1 → 3 of Figure 1.
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=====endquote====
Understanding the Pachner moves by which the triangulation of a surface can evolve into a different triangulation won't solve all our problems!
: ^) Life isn't ever that simple. But it is a good first step. The idea of COVERING one two or three triangles with a Tet is good. Placing a Tet is the same as performing a move.
The moment you place even one Tet you have covered up one or more old triangles and you have now a new surface with one or more new triangles replacing the old.
We can imagine that the surface is curved in a discrete humpy bumpy way so there are grooves, pits and crevasses where one can place a Tet that covers two or three triangles. And we can imagine the Tets are made of some elastic material so we can squash them to cover two or three triangles even if the surface isn't all that crinkly and crumpled.
But even if you start with a flat surface triangulated with equilateral triangles all the same size, and your Tets are all the same shape, and you start placing Tets down, you can see how it would evolve into a highly irregular surface. Your first moves are all going to be 1-->3 because the surface is so flat that's the only way the Tets will go down, just covering a single triangle.
But as soon as you have placed two Tets side by side next to each other you have created a canyon where you can make a 2-->2 move by placing a Tet with its edge down in the canyon, covering two triangles. So the more you play this covering game the more complicated the surface gets and the more opportunities you have to make different moves.
So we can say that the geometry evolves. The 2d surface acquires geometric character and is no longer merely flat.
I think what these people (Cortes Smolin Wieland, maybe others) are saying first of all is "Let's look at this in two different ways."
Let's look at it as a story about a MILLING CROWD OF TRIANGLES that are constantly being destroyed and created as they interact, as they join and divide. Let's make the triangles the protagonists, and the Tets are merely a record of their INTERACTIONS. So 2d geometry evolves, wrinkling and unwrinkling every which way.
Or alternatively let's think of 3d SPACETIME AS MADE OF INTERACTIONS. Spacetime (this 3d toy version of our real 4d spacetime) exists and it is made of Tets, and it GROWS as the Tets pile up and get covered by other Tets as you play the game.