Why can't you multiply vectors?

Freya Holmér · 524K views · 2023 · 51:16

Open on YouTube

Pure mathematicsRecreational & visual mathGame programming & enginestalk

Why Hacker News recommends it

HN treats it as the best entry point to geometric algebra and an intuitive route to understanding quaternions.

What it is

Freya Holmer's Dutch Game Day 2023 talk asking why vectors can't be multiplied, building from complex numbers to a single axiom and arriving at geometric algebra, quaternions and multivectors.

Recommended by 9 HN commenters across 5 different months, 2023 to 2025.

What Hacker News said

Strong rec mkaic · 2023-10 · on “Exploring Quaternions (2018)”

Freya Holmer, of The Continuity of Splines [0] fame, recently gave a great conference talk about how quaternions naturally arise from the desire to define the multiplication of two vectors if you just agree to one new axiom : v^2 = ||v||^2, or "the square of a vector is equal to the square of its norm". It was fascinating and entertaining and I highly recommend anyone who finds this stuff interesting but confusing (like I do) to check it out: [this video] [0] [LINK]

Strong rec Syntonicles · 2023-10 · on “Linear Algebra Done Right – 4th Edition”

I know people have jumped here to try to explain it to you as a comment, but I highly recommend a recent talk by Freya Holmer. It's a fun little exploration of a seemingly simply question about vectors that motivates the answer you asked. It also culminates with an introduction to Clifford Algebras, which you may or may not want to learn about after the talk. [this video]

Strong rec zoogeny · 2024-02 · on “Look, ma, no matrices”

One of my favorite math/graphics YouTube creators Freya Holmér did an excellent intro to Geometric Algebra not that long ago [1]. If you have any interest in 3d graphics (especially but no limited to splines/Bezier curves) then be sure to check out all of their videos. I personally have always struggled with linear algebra and I tend to find these Clifford Algebra approaches much more intuitive. 1. [this video]

Strong rec simpaticoder · 2024-02 · on “Look, ma, no matrices”

In another comment, they pointed out [this video] in which Freya did an excellent job reducing the number of axioms to 1: If you define multiplying a vector by itself to be equal to the length of the vector, squared, then everything else falls out of simple polynomial multiplication. It's quite lovely.

Strong rec gowld · 2024-08 · on “Poor Foundations in Geometric Algebra”

The absolute first video to watch should be the (ironically titled) Why can't you multiply vectors? [this video]

Recommends conradludgate · 2023-10 · on “Exploring Quaternions (2018)”

Coincidentally, this conference talk[1] released yesterday regarding vector multiplication. In it, it describes how quaternions can be seen as an extension of 3d vector spaces, like how complex numbers can be seen as an extension to 2d vector spaces. More specifically, quaternions are a 4d vector with the basis of {1,yz,xz,xy} where those "bivectors" result from 3d vector multiplication, e.g. (ax+by+cz)(dx+ey+fz) [1]: [this video]

Recommends infogulch · 2024-02 · on “Rapier is a set of 2D and 3D physics engines written in Rust”

I got sucked down a Geometric Algebra rabbit hole a few months ago, which seems like a remarkably concise and intuitive way to work in a very wide variety of geometries, including 2D, 3D, 4D+, non-euclidean etc. I've wondered if GA would make a good foundation for a physics engine... There are a few small rust libraries that look interesting [1][2], but none with a lot of traction. Has anyone looked into this? [1]: [LINK] [2]: [LINK] If you dare, a good place to jump in might be Freya Holmér's Why can't you multiply vectors? - [this video] - Then [LINK]

Recommends GuB-42 · 2024-04 · on “Quaternion Knowledge Graph Embeddings (2019)”

If you are still interested, try this: [LINK] The idea is that quaternions are the wrong way to look at the problem and that a better approach would be to use geometric algebra, bivectors and rotors. The formulas are essentially the same as with quaternions, but at least for me, this approach make more intuitive sense. It also work in dimensions other than 3, which matter to the author as he is the author of "4D toys" and hopefully, Miegakure. Here is another talk on the subject, by a different author: [this video] It is not specifically about quaternions, it is about multiplying vectors and what you get from that, and it includes quaternions.