Pardesco · Randall Morgan · Cincinnati

Projections from a Higher Space

Real four-dimensional polytopes — cast down into our world as crystal, and set slowly turning.


4D → 3D projectionGPU path-traced crystalseamless loop

The Work

Three shadows, turning

Each is an actual four-dimensional solid, projected into three dimensions and rendered as refractive crystal. Real-time 4D rotation · GPU path-traced · seamless loop · 2026.

The 600-Cell hexacosichoron · 720 edges · XW rotation The most intricate of the regular polychora — six hundred tetrahedral cells, seen from below.
The 120-Cell hecatonicosachoron · 120 cells · compound rotation A dodecahedron of dodecahedra, tumbling through three planes of four-space at once.
The Grand Antiprism 500 edges · non-Wythoffian · XW rotation One of only two uniform polychora that no mirror symmetry can construct — a genuine mathematical rarity.

The Instrument

Nothing here is modeled

Each form is a real four-dimensional solid — a uniform polychoron whose vertices are exact coordinates in four-space. You cannot sculpt such a thing. The only honest way to see it is to build the machine that projects it — so I did.

Working with an agentic-AI engineering partner, I coded a four-dimensional viewer from the mathematics up: it turns the polytope through a plane of four-space, projects it into three dimensions, and carries each point's depth in the fourth dimension forward as the thickness of the light that draws it. The rotation is exact linear algebra — validated to one part in a quadrillion — and every loop closes on itself perfectly, repeating without a seam.

The hard part is what no tutorial covers: projection singularities where points race to infinity, a stable point-count as edges sweep the pole, a turn that must return exactly to its origin. That geometry flows through Universal Scene Description into Blender, where geometry nodes grow crystal along the curves and a GPU path-tracer renders it as refractive glass, lit from a single point at the form's own center.

To my knowledge, no one has rendered these four-dimensional solids at this fidelity — not the wireframes the fourth dimension is usually drawn with, but physically path-traced crystal: hundreds of self-intersecting edges bending light like a cut gem.

Here the three things I have always chased stop being separate: the mathematics is the truth, the technology the instrument, the agentic AI the leverage that lets one person hold an entire studio. The AI is not the artist — it is what turns a lifetime's fascination with higher dimensions into something you can hold in your hand, and behold.

The Artist

Randall Morgan

  • PracticeDimensional art · computational geometry
  • TrainingArchitecture, UC · DAAP
  • Bridges GalleryHalifax, 2023
  • JMM Art ExhibitionBoston '23 · D.C. '26
  • NFT.NYC2024
  • Claire Silver AIFinalist, 2023
  • Collections27 countries
  • Active since2018

Randall Morgan works as Pardesco — a dimensional artist and computational geometer in Cincinnati, Ohio.

Trained in architecture at the University of Cincinnati (DAAP), he translates higher mathematics into contemplative form: across laser-cut copper and gold leaf, CNC-carved wood, and real-time render. His research centers on four-dimensional polytopes, stereographic projection, and sacred geometry.

His work has shown at the Bridges Mathematical Art Gallery, the Joint Mathematical Meetings Art Exhibition, and NFT.NYC, and is held in private collections across twenty-seven countries. Active since 2018, he builds and directs agentic-AI pipelines as a one-person studio — human art direction, machine leverage.


We only ever see the shadow of the higher thing. The straight is made curved in its descent; the eternal form is known only as it turns. I only built the window.
Pardesco