Plato's Cave: Fully Spatial Computation

Computational Issues in the Fully Spatial Representation

There are two alternative ways to represent space, which can be called the vector and the matrix representations. In a vector representation, objects in space are located by their coordinates, for example x, y, z vectors. Every object must have it's own vector entry, and empty spaces between objects are not represented. In the matrix representation the space is represented explicitly by a matrix of cells, and objects in that space are encoded by a change in state of those cells. In a matrix representation, the whole space is represented at all times, whether or not there is anything in that space.

The dichotomy between these two alternatives is fundamental to the nature of spatial representation, and can be reduced more generally to a choice between representing the space itself versus representing the objects in that space. All spatial representations must consist of one or another of these two alternatives, or some combination of them.

It is the nature of the reification operations of boundary completion and surface filling-in that dictate the choice of a matrix representation, because these operations perform their filling-in in empty space, between visual features, and therefore they require an explicit representation of that empty space. An equivalent non-spatial algorithm, while theoretically possible, would be computationally implausible.

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