OK, I gave a quick look into it on the other thread. I'm going to do a post now actually showing the equivalence of the two methods (algebraic and hyperbolic trigonometric Lorentz transform); I'll draw on a post I did a while back for material. There probably will be no surprised here for Yllanes, but others might find it interesting.
Some asked me, "Why must a vector, of how ever many components, be seen in terms of rotation? (not "how can it" but "why must it"!)"
I responded:
The best way to explain this is to start with the equations for converting from rectangular to polar notation. And of course, before I do that, I'll have to explain what those two notations are.
Rectangular notation is just the normal notation for a graph or chart: horizontal and vertical (and you just add depth for 3D, or color, or something like that). It's also called "Cartesian coordinates," because Rene Descartes invented it. You learned all about this in school, and I know you know how it works because you understood Feynman diagrams. So the horizontal axis (and here I will note that this terminology perpetuates your bias that a rotational axis is the same as a dimension, when they are not the same! The correct terminology would be "horizontal dimension") is "x," and the vertical is "y." The place where they cross is "x=0, y=0," and is called the "origin of the coordinate system." The x value increases to the right, and the y value increases upward; negative numbers are permitted. You can now specify any point on the plane by its x value and its y value. The x value is sometimes also called the "ordinate," and the y value the "abscissa," although I have to say that in many years' playing with math, I have only come across this terminology ever being actually used, as opposed to pointed out, once or twice.
Now, it turns out that there are all sorts of fancy uses for this; everything from population studies on the effects of various environmental conditions to calculations of the phase-shift in a radio oscillator tank circuit uses this type of math. It is worth stopping to note that instead of having two real number lines, if you're only dealing with two dimensions, you can make the ordinate be real numbers and the abscissa be imaginary numbers (which are just a real number times the square root of minus one). In this case, you can represent the number as what is known as a "complex number," which is simply the sum of the real and imaginary parts. The coordinate system is then known as the "complex plane." This is done a great deal in electronics, and it is very convenient when dealing with coils and capacitors in AC circuits. It turns out that there are all sorts of links between complex numbers and the equations that govern various shapes that are described on charts and graphs; and when you really get into it, calculus lets you do some really important things with data plotted on a graph. There are also some interesting things you can do with complex numbers in relativity, and we'll get there soon. In any case, that is what rectangular coordinates are all about.
There is another way of specifying something's position on a plane, and that is to start with an origin just like in rectangular coordinates, but instead of specifying x and y, you specify some particular direction (and traditionally it's horizontally extending to the right, because that makes the numbers come out nice) as "the angle zero," and then you just give the angle of the position you want to describe from "zero" and the distance from the origin. You assign some value to the angle, and traditionally the symbol for the angle is the Greek lower-case letter theta (θ), and some value to the distance, and there you have it. Various symbols are used for the distance; d, r, and others. We'll stick with r for now, for "radius," since without the angle, the distance from the origin specifies a circle.
It turns out that this is a much easier way to describe things when you deal with vectors. That's because you can then reduce the velocity vector to a length, and all you have to specify is that length and the angle, and you've got all the information you need to derive the position at any time you care to name. And what's even cooler than that is that you can add two velocities together with a very simple equation when you describe them this way. So this "polar" coordinate system, as it's called, is very much easier than fooling about with the position-based system Descartes came up with. But eventually the time comes when you want to deal with position, and do the neat stuff you can do with the mathematics based on the Cartesian coordinate system; and the polar coordinate system turns into a three-headed firebreathing monster; you don't even want to have nightmares about the math you have to do. So you can't use these nice convenient vector descriptions any more; you have to convert them into rectangular coordinates.
Some bright soul came up with a way to do this. As it turns out, from trig we know that we can describe a right triangle whose hypotenuse (the longest side) is the distance; and then we can just drop a vertical to the horizontal axis of the Cartesian coordinate system and do some nice trigonometry, and out the other side come the x and y values. And the equations to do this are:
System 1
x = r(cos θ)
y = r(sin θ)
The reason for this is because of the trigonometric relationships between the lengths of the sides and the sizes of the angles in a triangle.
Now, this leads us to the conclusion that there must also be a means of converting from one coordinate system into another that is at an angle to the first, and there is; and of course, this conversion involves two polar-to-rectangular conversions, one for each of the two axes (again, remember, I'm using this terminology because it is traditional, not because it is right- the correct terminology would actually be "dimensions," not "axes"). And this pair of equations is, of course, the basis of the Galilei transform, that transforms one motionless frame of reference into another, provided they have the same origin. (To account for the origin, you just add the difference between the two origins after the equations below are done; we can safely ignore that for the purposes of this discussion.) And here are the equations to do this transform:
System 2
t' = t
x' = x(cos θ) + y(sin θ)
y' = y(cos θ) - x(sin θ)
z' = z
You can also add terms for z in there if you want to, and for two or three angles (one for each axis, and this time it is the right term), but the math gets a little complex, and what you see here is sufficient for my purpose, so I'm not going to take this particular example any further. I figure you can see how you would be able to derive the new x and y at the new angle.
Now, you also need to know how to derive the distance and the angle from the rectangular coordinates; it's simple enough. The distance is, of course, derived from Pythagoras' theorem, so
Equation 1
r² = x² + y²
and, since the tangent is defined as the opposite over the adjacent, and x is the adjacent and the opposite is the same length as the y coordinate, we also know that
Equation 2.1
tan(θ) = y/x
so the angle is simply
Equation 2.2
θ = tan⁻¹(y/x)
tan⁻¹ is also called the arctangent, abbreviated arctan.
So there you have it; equations to move from polar to rectangular, and rectangular to polar coordinates. Plus a system of equations to convert two frames of reference (did you catch that? My "coordinate systems" are now "frames of reference-" they got promoted) into one another.
You might think at this point that we're ready to move to four dimensions, but you'd be wrong. There's something else we have to discuss first, because it changes everything. That something else is the speed-of-light limit on all velocities, or more precisely, the fact that energy travelling at the speed of light (in other words, light) is always observed to be travelling the speed of light. This rather (from a mathematical standpoint) peculiar requirement imposes some very curious conditions on the way that things work in our four dimensional universe, compared to the way they might work if this were not true. And you've encountered those conditions, and seen the peculiarity of the math; that's what you're having trouble with.
So now we come to the Lorentz transform, which attempts to reconcile this observed constancy of the speed of light with how things seem to operate in our spacetime according to our measurements. And this turns out to be relatively complex, as we have seen in previous posts. There is a way to make it simpler, but it traverses some rather esoteric headspace. Stick with me here, and I promise you will understand relativity much better than you do now when I am done.
The esoteric part is a trigonometric function called the hyperbolic tangent, abbreviated tanh. This particular function has a very special property, which is that it can map its range of values between -1 and 1 to its domain of the real numbers, and do so uniquely in both directions. In other words, every tanh of any real number is between -1 and 1, and there is one and only one tanh per real number, and one and only one real number per tanh. A bidirectional mapping of this type is called a bijection.
Now, it turns out that defining the speed of light as 1 makes the Lorentz transform very simple. So this is really a good idea. And if we do this, then we can define a value called the rapidity (symbolized as "s") such that
Equation 3
v = tanh(s)
and because of the bijective mapping of tanh, we can know that we will get a unique value of s between 0 and ∞ for every value of v between 0 and 1, and that we will get a unique value of v for every value of s. (Remember, v=1 is the speed of light.)
OK, so what do we do with s? Well, it turns out that we can use s in a system of equations that are equivalent to the Lorentz transform, but that use "angles" (because this is not trig, it is hyperbolic trig, and the very meaning of the word "angle" is different) instead of coordinates; in other words, we can use polar coordinates! Here are the equations:
System 3
t' = t(cosh(s)) + x(sinh(s))
x' = x(sinh(s)) + t(cosh(s))
y' = y
z' = z
Now, remember, these are equivalent to the original Lorentz transform:
System 4
t' = γ(t-(vx/c²))
x' = γ(x-vt)
y' = y
z' = z
Where,
Equation 4
γ = 1/√(1-v²/c²)
And if you go back and compare the system of equations using the hyperbolic functions, System 3, with the prior system using the trig functions, System 2, you'll see that they're extremely similar. This is why people say that velocity is equivalent to a rotation; it is a rotation, but not the kind of rotation you're used to thinking of. Note that System 2 is the formula for transforming a coordinate system into a rotated coordinate system. And so is System 3; but the two coordinate systems for System 2 are comoving and have the same origin, so they differ only in the angle their axes (and there's that word again, and this time, it's the wrong one again- should be "dimensions") make with one another, whereas in the second case, the angles are the same, but they are non-comoving so there is a velocity difference, and this velocity difference is also a rotation, just like in System 2.
So you're looking at this, going, "Well, so what? That's neat, but what does System 3 have to do with System 4? I know System 4 is right, but I've never even heard of a hyperbolic tangent before." Here's the deal: remember that speed-of-light limit? That's what turns it into hyperbolic geometry.
But there's another important way to look at the relationship between Systems 3 and 4. The only way to make equations that look like System 3, but give the same answers as System 4 (which is the one we know is right), is System 3. There just isn't any other set of functions and definitions of values that will give that- but more importantly, there is a system of equations that is obviously, patently, and without question a description of a rotation- and that system of equations "just happens" to give exactly the same results as another set we came up with by a completely different process? Hey, guess what? That means that they match- and for these two to match, they both have to be describing different features of the same reality. And you know what? They DO!
And as it turns out, that's how our universe is constructed; that is, to quote Einstein exactly as he has been quoted many a time before, "the geometry of spacetime."
That was the end of what I wrote. I have not reviewed it for correctness; I'll try to do so before edit time runs out. Have fun!