Having interest in 3D computer graphics, I've stumbled upon four dimensional matrices.
After a bit of research, I've found out that this was a trick to represent translations, but no more than a trick, which doesn't seem very satisfaying, because of the fourth components of any vector always being one.
Is there any other more fundamental reason for the use of a 4D matrix in 3D?
I'm not asking particularly in the context of computer graphics since this is a math forum.
Usually you will only need $3 \times §$ matrices in 3D, as they represent linear maps; although using them to describe translations is a neat trick. However, there is also another essentially four-dimensional object that is used to describe 3D-Rotations (apart from orthogonal matrices): The quaternions.
Just as the complex numbers are an extension of the real numbers by an element $i$ fulfilling $i^2=-1$, one can also add two more elements $j^2 = -1$ and $k^2=-1$, fulfilling identities like $ij=-ji=k$ etc. A general quaternion will then have the form $a+bi+cj+dk$; therefore, they form a four-dimensional vector space.
By a lucky coincidence, the set of unit quaterions, i.e. quaternions with $a^2+b^2+c^2+d^2=1$ (which obviously just forms a sphere in 4D-space), with their obvious multiplication (linear over the real numbers), represent the rotations in 3D space, i.e. every unit quaternion can be assigned a rotation, and every rotation can be assigned a quaternion (actually two, since the negative of a quaternion describes the same rotation, but that is a bit more technical). Since I don't know your mathematical backgrounds, I am not quite comportable refering to some further literature for you to read, but as it is quite broad I am sure you'll find something that fits you. Of course, you can also come here with further questions. Greetings,
Markus Zetto