Introduction to the symmetry of polyhedra
Regular polyhedra exhibit the property that they appear identical after
some rotation. For example, the cube can be rotated by
90° or multiple of 90° around an axis passing through the
middle of two parrallel square faces. In this transformation (also
called a displacement), the
cube before the rotation and after the rotation can not be
distinguished. In other words the cube is invariant relative to a rotation of
90°. The set of all the transformations which leave a cube or any
other object invariant are called the symmetry
operations of an object. One particular aspect of these
symmetry operations is that at least one point remains invariant.
Therefore the group is called the point
symmetry group of the object.
In addition to rotation, they are other types of transformations which
leave an object invariant, for example inversion, reflection or a
combination of them. Fortunately they are only two types of
transformation to consider, either a rotation
or an improper rotation. We
shall see that the inversion,
the reflection or more
generally the roto-inversion
are all improper rotations.
The purpose of this applet is to learn about proper and improper
rotations. We shall
simulate the rotation of objects directly on the screen by selecting
first an object, second the axis of rotation an use a cursor to define
the magnitude of the rotation. We shall see that the object will
recover itself after a specific rotation. We shall also see that the
objects presented here exhibit more than one rotation axis (this is not
always the case). In order to generate an improper rotation,
we shall combine
two displacements, a rotation and an inversion (or an inversion
and a rotation). The inversion is the operation which transforms any
point (xyz) to (-x-y-z) through the origin. The
inversion is an operation which can be simulated on virtual object but
not on real object without recreating a new object.
As an example of an improper rotation,
let us consider the tetragonal bisphenoïd. A rotation of
90°about the -4 (4 bar) axis followed by an inversion will leave
the object invariant. However, neither the inversion alone nor the
90° rotation alone will leave the object invariant. Such an
operation is called a roto-inversion
of 90° and is characterised by the symbol -4.
The reader will wonder if we can generate a mirror operation based on
rotation (proper or improper) only. This is indeed the case and can be
nicely illustrated with the trigonal bipyramid. The combination of a
rotation by 180° and the inversion yields precisely the reflection
perpendicular to the rotation axis. The reader can convince himself by
rotating the bipyramid along the three-fold axis by 180° followed by an
inversion. In the particular case, the rotation of 180° is equivalent to
a rotation of 60° owing to the threefold axis.
Practical details to perform the operations on the objects
- Use the mouse to navigate in the scene.
- To zoom in/out : hold ALT key while dragging the mouse. You can
also use the wheel of your mouse.
- To rotate the scene : hold SHIFT key while dragging the mouse.