1 00:00:03,255 --> 00:00:05,840 PROFESSOR: We have a lot of fun material to cover today, 2 00:00:05,840 --> 00:00:07,610 so let's get started. 3 00:00:07,610 --> 00:00:11,400 We start with a few basic questions about-- well, 4 00:00:11,400 --> 00:00:13,110 first is a topology question. 5 00:00:13,110 --> 00:00:15,580 What is a handle? 6 00:00:15,580 --> 00:00:19,470 In general, a handle is really a transformation on a surface. 7 00:00:19,470 --> 00:00:22,190 I thought I will demonstrate in the context of glass blowing. 8 00:00:22,190 --> 00:00:24,860 So this is what it looks like if you're making a cup. 9 00:00:24,860 --> 00:00:26,800 You take some hot glass. 10 00:00:26,800 --> 00:00:29,470 You attach it to your surface. 11 00:00:29,470 --> 00:00:32,430 You cut it off your hot pipe. 12 00:00:32,430 --> 00:00:39,100 And then you bring it around and attach it to another point, 13 00:00:39,100 --> 00:00:41,100 and so that's a handle. 14 00:00:41,100 --> 00:00:45,490 You've probably used handles before in real life. 15 00:00:45,490 --> 00:00:48,790 In general, or in the mathematical setting, 16 00:00:48,790 --> 00:00:52,120 it's the same thing but on a 2D surface. 17 00:00:52,120 --> 00:00:55,700 So imagine you have some 2D surface. 18 00:00:55,700 --> 00:01:00,420 You take two disk-like regions on the surface 19 00:01:00,420 --> 00:01:08,660 and then you attach on a handle-- something like that. 20 00:01:08,660 --> 00:01:11,470 So it's an operation you can do to a surface. 21 00:01:11,470 --> 00:01:14,330 And you can keep adding handles. 22 00:01:14,330 --> 00:01:16,100 I don't think there's a clear way to say, 23 00:01:16,100 --> 00:01:18,840 oh, this is clearly a handle, except to have added it 24 00:01:18,840 --> 00:01:20,850 as a handle. 25 00:01:20,850 --> 00:01:25,230 In general, the nice theorem for two dimensional surfaces-- 26 00:01:25,230 --> 00:01:28,910 so here's a coffee cup being converted into a torus, 27 00:01:28,910 --> 00:01:30,790 because it has genus 1, meaning it 28 00:01:30,790 --> 00:01:33,120 has essentially one handle in it. 29 00:01:33,120 --> 00:01:35,410 In general, you take any orientable surface 30 00:01:35,410 --> 00:01:39,260 without boundary-- this is locally two dimensional-- then 31 00:01:39,260 --> 00:01:45,820 it will be a sphere plus some non-negative number of handles. 32 00:01:45,820 --> 00:01:48,970 And that's a classification theorem 33 00:01:48,970 --> 00:01:50,570 for orientable surfaces. 34 00:01:50,570 --> 00:01:52,390 It's only slightly more complicated 35 00:01:52,390 --> 00:01:53,700 for non-orientable surfaces. 36 00:01:53,700 --> 00:01:58,840 And then 3D surfaces are even harder 37 00:01:58,840 --> 00:02:00,410 and was only recently solved. 38 00:02:00,410 --> 00:02:03,950 But this is two dimensional surfaces, 39 00:02:03,950 --> 00:02:07,730 which is easy and clean. 40 00:02:07,730 --> 00:02:09,919 There is a way to compute genus and in some sense 41 00:02:09,919 --> 00:02:12,130 learn how many handles are there. 42 00:02:12,130 --> 00:02:15,000 But there isn't a unique thing of, oh, this part 43 00:02:15,000 --> 00:02:16,360 is clearly a handle. 44 00:02:16,360 --> 00:02:18,179 But when you draw it this way, it kind of 45 00:02:18,179 --> 00:02:19,470 becomes clear this is a handle. 46 00:02:19,470 --> 00:02:20,178 This is a handle. 47 00:02:20,178 --> 00:02:22,710 But there isn't a formal sense in which-- 48 00:02:22,710 --> 00:02:29,170 I don't know-- this thing is not a handle or some weird thing. 49 00:02:29,170 --> 00:02:32,561 I think that's all about handles. 50 00:02:32,561 --> 00:02:33,810 Hopefully that answers things. 51 00:02:33,810 --> 00:02:35,420 Of course, things get more complicated 52 00:02:35,420 --> 00:02:38,630 when you have a boundary, which we usually call holes. 53 00:02:38,630 --> 00:02:43,620 But the next question is about holes in the unfoldings. 54 00:02:43,620 --> 00:02:46,250 So I claim that convex polyhedron, when 55 00:02:46,250 --> 00:02:50,490 you unfold them, never have holes in the unfolded form. 56 00:02:50,490 --> 00:02:53,760 And this is to contrast this example, which is not convex. 57 00:02:53,760 --> 00:02:56,642 But you can unfold it by cutting these two edges. 58 00:02:56,642 --> 00:02:57,850 And you've got a little hole. 59 00:02:57,850 --> 00:02:59,620 So I showed this in lecture. 60 00:02:59,620 --> 00:03:01,560 And natural question is, why isn't this 61 00:03:01,560 --> 00:03:05,290 possible for convex polyhedron? 62 00:03:05,290 --> 00:03:06,900 So I thought I would prove that. 63 00:03:06,900 --> 00:03:09,870 And the proof uses a cool theorem, which we'll probably 64 00:03:09,870 --> 00:03:12,650 be seeing again, called the Gauss-Bonnet theorem. 65 00:03:15,270 --> 00:03:21,360 And it says that if you have some surface, which 66 00:03:21,360 --> 00:03:24,770 is homeomorphic to a sphere-- so I don't 67 00:03:24,770 --> 00:03:27,430 want any handles for this theorem. 68 00:03:27,430 --> 00:03:30,080 And of course, convex polyhedra our sphere-like. 69 00:03:30,080 --> 00:03:32,310 They don't have handles. 70 00:03:32,310 --> 00:03:36,770 And I take a-- let me take a better color-- 71 00:03:36,770 --> 00:03:40,310 I take a closed curve non-self-intersecting closed 72 00:03:40,310 --> 00:03:45,130 curve on that surface-- that defines 73 00:03:45,130 --> 00:03:49,290 an interior and an exterior. 74 00:03:49,290 --> 00:03:52,590 Then what the Gauss-Bonnet theorem 75 00:03:52,590 --> 00:03:56,850 says is that if you look at the curvature that's 76 00:03:56,850 --> 00:04:09,950 enclosed by the curve-- the total curvature by this closed 77 00:04:09,950 --> 00:04:17,140 curve on the surface-- and you add on the total turn 78 00:04:17,140 --> 00:04:29,400 angle along the curve-- so here, the curve is turning right. 79 00:04:29,400 --> 00:04:32,150 Here, it's turning left, right, left. 80 00:04:32,150 --> 00:04:33,440 Left is positive. 81 00:04:33,440 --> 00:04:34,930 Right is negative. 82 00:04:34,930 --> 00:04:38,757 Then these always add up to 360 degrees. 83 00:04:38,757 --> 00:04:40,340 We're not going to prove this theorem, 84 00:04:40,340 --> 00:04:42,290 but we're going to use it. 85 00:04:42,290 --> 00:04:45,820 So this is a nice invariant for sphere-like things. 86 00:04:45,820 --> 00:04:47,810 When you have handles, this number changes. 87 00:04:47,810 --> 00:04:50,566 I think it's 0 for a torus. 88 00:04:50,566 --> 00:04:53,490 Well, I won't try to guess it, because it's a little bit 89 00:04:53,490 --> 00:04:55,150 subtle to get right. 90 00:04:55,150 --> 00:04:58,420 One fun consequence of this-- let's just get warmed up-- 91 00:04:58,420 --> 00:05:01,640 suppose you take a sphere like object 92 00:05:01,640 --> 00:05:04,185 and you take a closed curve-- this 93 00:05:04,185 --> 00:05:07,400 is going to be pretty abstract-- in this direction, 94 00:05:07,400 --> 00:05:11,850 then it says, OK, the total amount of curvature 95 00:05:11,850 --> 00:05:16,840 in here plus the total turn angle equals 360. 96 00:05:16,840 --> 00:05:19,710 Now suppose that I turn the curve around. 97 00:05:19,710 --> 00:05:28,660 So I just reverse the direction-- like this. 98 00:05:28,660 --> 00:05:32,190 And so now, the interior is this stuff out here. 99 00:05:32,190 --> 00:05:35,950 And then we get that the total curvature outside the curve, 100 00:05:35,950 --> 00:05:40,120 plus the total turn angle of the blue thing, equals 360. 101 00:05:40,120 --> 00:05:42,410 If I add those two equations together, 102 00:05:42,410 --> 00:05:43,950 the total turn angle cancels. 103 00:05:43,950 --> 00:05:46,990 Because wherever red turns, left blue turns right. 104 00:05:46,990 --> 00:05:49,280 And so this term disappears. 105 00:05:49,280 --> 00:05:51,200 And so what we get is that the total curvature 106 00:05:51,200 --> 00:05:53,741 inside the curve, plus the total curvature outside the curve, 107 00:05:53,741 --> 00:05:55,260 equals 720. 108 00:05:55,260 --> 00:05:57,170 So this is a nice topological invariant 109 00:05:57,170 --> 00:06:01,750 of sphere-like polyhedra. 110 00:06:01,750 --> 00:06:04,230 You add up the total curvature everywhere-- 111 00:06:04,230 --> 00:06:08,150 it didn't really matter what the curve was-- you always get 720. 112 00:06:08,150 --> 00:06:09,670 And so this is kind of neat. 113 00:06:09,670 --> 00:06:11,170 For convex polyhedra, this means you 114 00:06:11,170 --> 00:06:13,061 have to somehow divvy up this curvature. 115 00:06:13,061 --> 00:06:14,560 Because all curvatures are positive. 116 00:06:14,560 --> 00:06:17,400 So 720 is, somehow, spread around. 117 00:06:17,400 --> 00:06:19,889 But you have to have exactly that much. 118 00:06:19,889 --> 00:06:22,430 For non-convex things, you could have some negative curvature 119 00:06:22,430 --> 00:06:24,570 that balances out a lot of positive curvature. 120 00:06:24,570 --> 00:06:26,180 So you can have a lot of both. 121 00:06:26,180 --> 00:06:28,490 But you have almost the same amount of each. 122 00:06:28,490 --> 00:06:31,262 Just you have exactly 720 excess. 123 00:06:31,262 --> 00:06:32,220 that's just a fun fact. 124 00:06:32,220 --> 00:06:34,011 We'll be using that in the future, I think. 125 00:06:38,370 --> 00:06:40,670 OK, that was Gauss-Bonnet. 126 00:06:40,670 --> 00:06:42,380 Now let's use it to prove that this 127 00:06:42,380 --> 00:06:46,610 can't happen for convex polyhedron. 128 00:06:46,610 --> 00:06:52,920 So the idea is, suppose you have an unfolding with a hole in it. 129 00:06:52,920 --> 00:06:54,670 So this is the surface out here. 130 00:06:58,100 --> 00:07:00,580 Then I'm going to take a closed curve that 131 00:07:00,580 --> 00:07:06,151 walks around the hole but stays inside the unfolding. 132 00:07:06,151 --> 00:07:08,150 And then, of course, I'm visualizing that really 133 00:07:08,150 --> 00:07:10,420 on the polyhedron. 134 00:07:10,420 --> 00:07:13,440 So I want the interior of the curve 135 00:07:13,440 --> 00:07:16,850 to enclose the hole-- or what becomes the hole. 136 00:07:16,850 --> 00:07:18,790 Now, what we learned from Gauss-Bonnet 137 00:07:18,790 --> 00:07:21,160 is that the curvature enclosed by this thing, 138 00:07:21,160 --> 00:07:24,630 plus the total turn angle of the curve, equals 360. 139 00:07:24,630 --> 00:07:28,670 The total turn angle of the curve is 360. 140 00:07:28,670 --> 00:07:31,330 It's a planar walk here. 141 00:07:31,330 --> 00:07:38,150 So turn angle-- total turn here is 360 degrees. 142 00:07:38,150 --> 00:07:40,380 Now, if we have a convex polyhedron, 143 00:07:40,380 --> 00:07:42,505 then this curvature has to be non-negative. 144 00:07:45,280 --> 00:07:46,610 Well, I mean, sorry. 145 00:07:46,610 --> 00:07:49,580 In any case here, this curvature better equal 0. 146 00:07:49,580 --> 00:07:53,320 For convex polyhedra, this is a sum of vertex curvatures. 147 00:07:53,320 --> 00:07:55,550 For convex polyhedra, every vertex 148 00:07:55,550 --> 00:07:58,160 has strictly positive curvature actually. 149 00:07:58,160 --> 00:08:01,690 I mean the zero curvature vertices aren't vertices. 150 00:08:01,690 --> 00:08:04,530 They're just points on the surface. 151 00:08:04,530 --> 00:08:07,230 So for convex polyhedron, if you're 152 00:08:07,230 --> 00:08:08,690 going to have zero total curvature, 153 00:08:08,690 --> 00:08:11,160 that means you actually have no curvature. 154 00:08:11,160 --> 00:08:13,839 So you have no vertices enclosed in here, 155 00:08:13,839 --> 00:08:14,880 which is a contradiction. 156 00:08:14,880 --> 00:08:17,640 That means there wasn't a hole to open up. 157 00:08:17,640 --> 00:08:20,020 Technically, you could do something weird 158 00:08:20,020 --> 00:08:25,350 like-- I don't know, let's take a cube. 159 00:08:25,350 --> 00:08:29,920 You could say, OK, I'm going to make a couple cuts here 160 00:08:29,920 --> 00:08:32,140 that do nothing. 161 00:08:32,140 --> 00:08:35,333 This is kind of a weird situation. 162 00:08:35,333 --> 00:08:36,966 We're going to add those cuts. 163 00:08:36,966 --> 00:08:39,299 And then, of course, you could draw this curve around it 164 00:08:39,299 --> 00:08:40,260 and say, oh yeah, look. 165 00:08:40,260 --> 00:08:42,851 I've got lots of zero curvature vertices inside here. 166 00:08:42,851 --> 00:08:45,100 In general, whenever you have zero curvature vertices, 167 00:08:45,100 --> 00:08:47,780 you could always just suture them back up-- uncut them-- 168 00:08:47,780 --> 00:08:50,040 and there'd be no difference in the unfolding. 169 00:08:50,040 --> 00:08:52,270 So you have to assume that you've already 170 00:08:52,270 --> 00:08:55,370 removed pointless cuts. 171 00:08:55,370 --> 00:08:57,840 Then there'll be no vertices in there. 172 00:08:57,840 --> 00:09:02,580 And so then, in fact, there was no hole for convex polyhedra. 173 00:09:02,580 --> 00:09:05,960 For non-convex polyhedra, you can have a negative curvature 174 00:09:05,960 --> 00:09:09,500 vertex that balances out some positive curvature vertices. 175 00:09:09,500 --> 00:09:12,320 And so the total curvature here equals zero. 176 00:09:12,320 --> 00:09:13,530 But you have three vertices. 177 00:09:13,530 --> 00:09:15,113 And that just can't happen for convex. 178 00:09:19,650 --> 00:09:23,650 Next quick question is, when we're 179 00:09:23,650 --> 00:09:26,980 talking about the cut locus and the ridge tree, 180 00:09:26,980 --> 00:09:28,654 we drew some pictures. 181 00:09:28,654 --> 00:09:30,320 The claim is that it was a spanning tree 182 00:09:30,320 --> 00:09:31,020 of the polyhedron. 183 00:09:31,020 --> 00:09:32,811 And in particular, the leaves of the tree-- 184 00:09:32,811 --> 00:09:35,060 the degree 1 vertices-- are exactly 185 00:09:35,060 --> 00:09:38,260 the vertices of the polyhedron. 186 00:09:38,260 --> 00:09:40,490 And I hadn't actually realized this, 187 00:09:40,490 --> 00:09:45,690 but in fact, it's not really literally true. 188 00:09:45,690 --> 00:09:48,380 It's kind of spiritually true. 189 00:09:48,380 --> 00:09:51,960 The vertices, in fact, have unique shortest paths to x. 190 00:09:51,960 --> 00:09:55,150 So remember, we have some point, x, on the surface. 191 00:09:55,150 --> 00:09:57,860 And we're looking at points, like this one, 192 00:09:57,860 --> 00:09:59,795 they have non-unique shortest paths to x. 193 00:09:59,795 --> 00:10:02,580 This is, if you grow the fire around x, 194 00:10:02,580 --> 00:10:04,060 where does the fire meet itself. 195 00:10:04,060 --> 00:10:06,250 And it will meet itself along this edge, 196 00:10:06,250 --> 00:10:07,750 because you could go around this way 197 00:10:07,750 --> 00:10:11,060 or go around this way and it's equal length path. 198 00:10:11,060 --> 00:10:12,559 But at the vertex, there's actually 199 00:10:12,559 --> 00:10:13,600 a unique way to go there. 200 00:10:13,600 --> 00:10:15,490 That's the black line. 201 00:10:15,490 --> 00:10:18,150 So technically, this point is not on the ridge tree. 202 00:10:18,150 --> 00:10:20,040 But all of these points are. 203 00:10:20,040 --> 00:10:21,890 So this is kind of like a limiting point 204 00:10:21,890 --> 00:10:25,006 of the ridge tree points. 205 00:10:25,006 --> 00:10:26,880 So we think of it as being on the ridge tree. 206 00:10:26,880 --> 00:10:28,520 I mean, you could think of as cut are not cut. 207 00:10:28,520 --> 00:10:29,710 It doesn't really matter. 208 00:10:29,710 --> 00:10:34,122 But you cut right next to it, so effectively the same thing. 209 00:10:34,122 --> 00:10:35,830 But it is a neat point-- a subtle point-- 210 00:10:35,830 --> 00:10:39,750 that these guys have unique shortest paths. 211 00:10:39,750 --> 00:10:41,030 Whereas, these do not. 212 00:10:41,030 --> 00:10:45,420 Still we cut all the way up to corner. 213 00:10:45,420 --> 00:10:49,290 All right, that is that. 214 00:10:49,290 --> 00:10:52,560 So now we have a bunch of newer and more exciting 215 00:10:52,560 --> 00:10:58,010 things-- or updates that you haven't heard of. 216 00:10:58,010 --> 00:11:01,030 One question that we mentioned was generalizing the star 217 00:11:01,030 --> 00:11:02,130 and source unfoldings. 218 00:11:02,130 --> 00:11:05,395 And there's a new paper about this. 219 00:11:05,395 --> 00:11:10,610 This is with my PhD advisor, Anna Lubiw, 220 00:11:10,610 --> 00:11:15,260 and this is just a warm up to get started. 221 00:11:15,260 --> 00:11:18,710 So here, we have a box, if we take a point x. 222 00:11:18,710 --> 00:11:21,830 And let's see, here we have the source unfolding from x. 223 00:11:21,830 --> 00:11:25,062 And here, we have the star unfolding, just for comparison. 224 00:11:25,062 --> 00:11:27,020 It's also kind of fun to see them side by side. 225 00:11:27,020 --> 00:11:28,290 They're color coded. 226 00:11:28,290 --> 00:11:31,870 So where you cut is the ridge tree, in this case. 227 00:11:31,870 --> 00:11:34,514 And you end up gluing along the ridge tree 228 00:11:34,514 --> 00:11:35,430 in the star unfolding. 229 00:11:38,090 --> 00:11:39,710 Now, we're going to generalize things 230 00:11:39,710 --> 00:11:42,390 a little bit in that we're going to generalize the source 231 00:11:42,390 --> 00:11:44,020 unfolding, specifically. 232 00:11:44,020 --> 00:11:46,560 So source unfolding, you have a point x. 233 00:11:46,560 --> 00:11:49,120 And you just sort of shoot shortest paths all 234 00:11:49,120 --> 00:11:51,097 from x, and that's what you keep. 235 00:11:51,097 --> 00:11:53,180 And you end up cutting along the ridge tree, which 236 00:11:53,180 --> 00:11:55,100 is the void in our diagram at this point. 237 00:11:55,100 --> 00:11:57,420 So I'm going to generalize that a little bit 238 00:11:57,420 --> 00:12:00,370 and think of this as a tiny little circle. 239 00:12:00,370 --> 00:12:02,290 And in general, what I'm going to do 240 00:12:02,290 --> 00:12:04,731 is the source unfolding outside the circle. 241 00:12:04,731 --> 00:12:07,230 And so when the circle is really tiny, it is just the source 242 00:12:07,230 --> 00:12:08,560 unfolding. 243 00:12:08,560 --> 00:12:11,650 But in general, I'm going to do the star unfolding 244 00:12:11,650 --> 00:12:14,240 inside the circle. 245 00:12:14,240 --> 00:12:15,180 OK. 246 00:12:15,180 --> 00:12:17,250 So in this case, nothing changes. 247 00:12:17,250 --> 00:12:19,860 But next example is going to be more general. 248 00:12:19,860 --> 00:12:21,770 Instead of being a single point here, 249 00:12:21,770 --> 00:12:23,780 I'm going to take a geodesic arc-- 250 00:12:23,780 --> 00:12:26,030 a straight line on the surface. 251 00:12:26,030 --> 00:12:28,310 So here's an example of that. 252 00:12:28,310 --> 00:12:31,350 We have a square-based pyramid. 253 00:12:31,350 --> 00:12:34,470 We drew a straight line on the surface. 254 00:12:34,470 --> 00:12:37,210 If you unfolded it, it would be straight. 255 00:12:37,210 --> 00:12:40,296 We're thinking of having a little-- 256 00:12:40,296 --> 00:12:43,630 I think it's called a racetrack curve in mathematics-- 257 00:12:43,630 --> 00:12:46,229 around that straight line. 258 00:12:46,229 --> 00:12:48,270 And I'm going to do star unfolding on the inside. 259 00:12:48,270 --> 00:12:49,940 In this case, there's no vertices on the inside, 260 00:12:49,940 --> 00:12:51,002 so nothing happens. 261 00:12:51,002 --> 00:12:52,960 And then we do source unfolding on the outside. 262 00:12:52,960 --> 00:12:54,334 This is actually previously known 263 00:12:54,334 --> 00:12:57,290 to unfold by O'Rourke and others. 264 00:12:57,290 --> 00:13:00,890 But we have a simpler proof, essentially. 265 00:13:00,890 --> 00:13:03,000 And we're going to generalize it more. 266 00:13:03,000 --> 00:13:05,490 But what we do is the source unfolding on the outside. 267 00:13:05,490 --> 00:13:07,520 So you take shortest paths-- from every point, 268 00:13:07,520 --> 00:13:12,300 you take its shortest path to this geodesic. 269 00:13:12,300 --> 00:13:15,130 That's, some of these blue lines show various shortest paths. 270 00:13:15,130 --> 00:13:16,810 That's what you keep. 271 00:13:16,810 --> 00:13:20,240 The ridge tree is if you light fire simultaneously 272 00:13:20,240 --> 00:13:22,630 along this entire segment, where does it burn out? 273 00:13:22,630 --> 00:13:24,520 And that's the purple stuff. 274 00:13:24,520 --> 00:13:27,740 And this is the complementary diagram, 275 00:13:27,740 --> 00:13:32,100 where you do the reverse, which would be the star unfolding 276 00:13:32,100 --> 00:13:34,230 on the outside, source unfolding on the inside. 277 00:13:34,230 --> 00:13:36,400 So you glue along the purple stuff 278 00:13:36,400 --> 00:13:39,870 instead of cutting along the purple stuff. 279 00:13:39,870 --> 00:13:42,390 And this, we conjecture, doesn't overlap but we don't know. 280 00:13:44,990 --> 00:13:46,750 All right, so fine. 281 00:13:46,750 --> 00:13:47,627 That looks easy. 282 00:13:47,627 --> 00:13:49,460 And you can prove that this doesn't overlap. 283 00:13:49,460 --> 00:13:51,370 Before you proved it, because you just 284 00:13:51,370 --> 00:13:54,630 had shortest paths emanating in all directions around x. 285 00:13:54,630 --> 00:13:58,600 Now, you have shortest paths emanating 286 00:13:58,600 --> 00:14:01,950 in 180 degrees of directions around this endpoint. 287 00:14:01,950 --> 00:14:03,590 Then they are all just straight. 288 00:14:03,590 --> 00:14:05,660 And then they rotate around 180 degrees here. 289 00:14:05,660 --> 00:14:07,140 And then they're all just straight. 290 00:14:07,140 --> 00:14:08,700 And so there can't be anything overlapping, 291 00:14:08,700 --> 00:14:10,300 because you're just taking a continuum 292 00:14:10,300 --> 00:14:12,470 of these segments of varying lengths. 293 00:14:12,470 --> 00:14:14,130 They don't overlap. 294 00:14:14,130 --> 00:14:15,540 Here, they're all parallel. 295 00:14:15,540 --> 00:14:16,660 Here, they sweep nicely. 296 00:14:16,660 --> 00:14:19,110 In general, if they always turn clockwise 297 00:14:19,110 --> 00:14:22,471 as you walk along the curve, you're fine. 298 00:14:22,471 --> 00:14:24,197 OK, here's a more general one. 299 00:14:24,197 --> 00:14:26,030 In general, what we can prove is that if you 300 00:14:26,030 --> 00:14:29,820 have a convex curve on the surface-- 301 00:14:29,820 --> 00:14:33,172 so it always turns to the left, I think technically. 302 00:14:33,172 --> 00:14:34,880 The angle on the left hand side is always 303 00:14:34,880 --> 00:14:37,071 less than or equal to 180 degrees. 304 00:14:37,071 --> 00:14:38,570 You have to be a little careful what 305 00:14:38,570 --> 00:14:39,370 it means to turn to the left. 306 00:14:39,370 --> 00:14:41,660 When you hit a vertex, you've got less than 360 total. 307 00:14:41,660 --> 00:14:43,120 So what does to the left mean? 308 00:14:43,120 --> 00:14:45,890 It just means you've got less than 180 degrees of material 309 00:14:45,890 --> 00:14:47,430 on your left side. 310 00:14:47,430 --> 00:14:49,320 So this is an example of a convex curve. 311 00:14:49,320 --> 00:14:50,840 It's got some circular arcs. 312 00:14:50,840 --> 00:14:53,442 We're no longer tracking along some-- 313 00:14:53,442 --> 00:14:55,400 we're no longer just doubling along some curve. 314 00:14:55,400 --> 00:14:57,060 Here, we enclose a vertex, which makes 315 00:14:57,060 --> 00:14:59,380 it a little more exciting, because now what we're 316 00:14:59,380 --> 00:15:02,150 going to do star unfolding on the inside, which remember 317 00:15:02,150 --> 00:15:05,760 was cutting along shortest paths from every vertex 318 00:15:05,760 --> 00:15:06,610 to your thing. 319 00:15:06,610 --> 00:15:08,730 In this case, your thing is no longer a point, x. 320 00:15:08,730 --> 00:15:10,690 It is now this convex curve. 321 00:15:10,690 --> 00:15:13,895 So let's say this is the shortest path here. 322 00:15:13,895 --> 00:15:18,777 It might be than one choice, but we're going to-- actually, no. 323 00:15:18,777 --> 00:15:19,860 This is the shortest path. 324 00:15:19,860 --> 00:15:21,050 This is a root 2 diagonal. 325 00:15:21,050 --> 00:15:22,896 This is length 1. 326 00:15:22,896 --> 00:15:24,270 So we're going to come along here 327 00:15:24,270 --> 00:15:26,190 and that's this dashed line. 328 00:15:26,190 --> 00:15:29,140 So it got opened up here, because we 329 00:15:29,140 --> 00:15:30,620 had too little material here. 330 00:15:30,620 --> 00:15:31,910 We open it up. 331 00:15:31,910 --> 00:15:33,410 But otherwise, it acts the same. 332 00:15:33,410 --> 00:15:36,050 In particular, outside this red curve, 333 00:15:36,050 --> 00:15:37,290 it's just source unfolding. 334 00:15:37,290 --> 00:15:38,907 You've got all these shortest paths. 335 00:15:38,907 --> 00:15:41,115 And again, what we argue-- and I'm not going to prove 336 00:15:41,115 --> 00:15:43,520 it here-- is that all of these shortest paths 337 00:15:43,520 --> 00:15:47,800 keep turning clockwise and do so exactly 360 degrees. 338 00:15:47,800 --> 00:15:49,950 There's some jumps when you hit these gaps. 339 00:15:49,950 --> 00:15:51,770 And you have to kind of jump over them. 340 00:15:51,770 --> 00:15:55,610 But still, you have no collision. 341 00:15:55,610 --> 00:15:58,240 And drawn over here is the reverse, 342 00:15:58,240 --> 00:16:03,616 where we would star unfold the outside of a convex curve-- 343 00:16:03,616 --> 00:16:05,740 because it's a convex curve, the inside and outside 344 00:16:05,740 --> 00:16:08,930 are different-- and source unfold on the inside. 345 00:16:08,930 --> 00:16:10,790 And this, we conjecture, doesn't overlap. 346 00:16:10,790 --> 00:16:13,390 But we don't know how to prove it. 347 00:16:13,390 --> 00:16:15,900 This thing is a generalization of the source unfolding. 348 00:16:15,900 --> 00:16:18,590 Because when this curve is super tiny, it is a source unfolding. 349 00:16:18,590 --> 00:16:20,090 This thing would be a generalization 350 00:16:20,090 --> 00:16:23,641 of the star unfolding, but we don't know whether works. 351 00:16:23,641 --> 00:16:25,840 I think one more example here. 352 00:16:25,840 --> 00:16:29,070 This is a way to generate convex curves. 353 00:16:29,070 --> 00:16:31,320 You start from some point, x. 354 00:16:31,320 --> 00:16:34,130 And you design it-- you choose a direction so 355 00:16:34,130 --> 00:16:36,980 that if you go straight-- so this curve goes straight 356 00:16:36,980 --> 00:16:38,230 everywhere except x. 357 00:16:38,230 --> 00:16:40,940 If you set it up right, you come back to x. 358 00:16:40,940 --> 00:16:42,690 So this, in particular, is a convex curve, 359 00:16:42,690 --> 00:16:44,440 because it's straight everywhere except x. 360 00:16:44,440 --> 00:16:46,290 And at x, it's convex. 361 00:16:46,290 --> 00:16:49,730 And so, in this case, we enclose a few vertices. 362 00:16:49,730 --> 00:16:53,440 On the inside, we've got V3, V7, V6. 363 00:16:53,440 --> 00:16:59,950 So each of those ends up getting cut here in these green lines. 364 00:16:59,950 --> 00:17:02,250 And so, like this one is a very tiny cut. 365 00:17:02,250 --> 00:17:04,160 We just cut there at V3. 366 00:17:04,160 --> 00:17:05,960 The other ones are little bigger. 367 00:17:05,960 --> 00:17:07,800 But they open up. 368 00:17:07,800 --> 00:17:12,359 And yeah, I guess, this is the-- well, 369 00:17:12,359 --> 00:17:15,520 it's a few different versions of the picture here. 370 00:17:15,520 --> 00:17:17,790 But again, you look at the shortest paths. 371 00:17:17,790 --> 00:17:19,099 Here, they're all parallel. 372 00:17:19,099 --> 00:17:20,300 Here, they sweep. 373 00:17:20,300 --> 00:17:21,670 Here, they're all parallel. 374 00:17:21,670 --> 00:17:24,110 Here, we jump, but it's just the same 375 00:17:24,110 --> 00:17:26,339 as sweeping-- it doesn't hurt you. 376 00:17:26,339 --> 00:17:28,300 Then they're all parallel. 377 00:17:28,300 --> 00:17:28,890 Then we jump. 378 00:17:28,890 --> 00:17:31,139 Then they're all parallel, in this particular example. 379 00:17:31,139 --> 00:17:33,030 But they will always proceed clockwise 380 00:17:33,030 --> 00:17:37,600 around the curve, which here is drawn red. 381 00:17:37,600 --> 00:17:39,390 Gets split up a little bit, but you 382 00:17:39,390 --> 00:17:41,150 can show because of that sweeping, 383 00:17:41,150 --> 00:17:42,640 they won't hit each other. 384 00:17:42,640 --> 00:17:46,290 And you have non-overlapping unfolding. 385 00:17:46,290 --> 00:17:51,000 So we call this sun unfolding, because of the rays 386 00:17:51,000 --> 00:17:52,642 that sweep around. 387 00:17:52,642 --> 00:17:54,100 And because we have a convex curve, 388 00:17:54,100 --> 00:17:56,820 it's kind of like the sun. 389 00:17:56,820 --> 00:18:00,150 So that's a new unfolding. 390 00:18:00,150 --> 00:18:02,950 The obvious open question is the reverse, 391 00:18:02,950 --> 00:18:04,600 when you glue around the purple sides 392 00:18:04,600 --> 00:18:10,585 instead of the-- It's essentially, 393 00:18:10,585 --> 00:18:11,960 instead of having a convex curve, 394 00:18:11,960 --> 00:18:14,780 you have a reflex curve, exactly the opposite. 395 00:18:14,780 --> 00:18:16,106 What happens, we don't know. 396 00:18:16,106 --> 00:18:17,230 It's a lot harder to prove. 397 00:18:17,230 --> 00:18:18,490 Because in particular, it's a lot harder 398 00:18:18,490 --> 00:18:20,531 to prove that the star unfolding doesn't overlap. 399 00:18:20,531 --> 00:18:22,670 And you've got to include at least that proof 400 00:18:22,670 --> 00:18:24,090 in any generalization of it. 401 00:18:26,610 --> 00:18:30,070 Next topic of unfolding kind of related 402 00:18:30,070 --> 00:18:32,130 we call zipper unfolding. 403 00:18:32,130 --> 00:18:36,960 So these are some examples of real felt models with a zipper. 404 00:18:36,960 --> 00:18:41,190 The goal is, I want an unfolding that has a single zipper. 405 00:18:41,190 --> 00:18:44,410 And you just pull the zipper, and it makes your polyhedron. 406 00:18:44,410 --> 00:18:46,340 So this is an example of an octahedron. 407 00:18:46,340 --> 00:18:48,730 This one is actually not even a polyhedron. 408 00:18:48,730 --> 00:18:51,650 It has two pyramidal pockets in it. 409 00:18:51,650 --> 00:18:54,140 And it's actually closed off in the middle. 410 00:18:54,140 --> 00:18:56,220 I think we have a little video here 411 00:18:56,220 --> 00:19:00,180 of what it looks like to open that octahedron. 412 00:19:00,180 --> 00:19:03,180 So what does it take to have a single zipper 413 00:19:03,180 --> 00:19:08,445 line, that connects everything together? 414 00:19:08,445 --> 00:19:09,820 Well, if you think about it, that 415 00:19:09,820 --> 00:19:14,160 means that the cuts that you make must follow a single path. 416 00:19:14,160 --> 00:19:18,380 So in general, the cuts form a tree on a convex polyhedron. 417 00:19:18,380 --> 00:19:21,000 We want that tree to be just a path. 418 00:19:21,000 --> 00:19:23,000 So it's like a Hamiltonian path. 419 00:19:23,000 --> 00:19:26,430 It's got to visit all the vertices in some order. 420 00:19:26,430 --> 00:19:28,975 And you'd like it to unfold without overlap. 421 00:19:28,975 --> 00:19:30,100 So is this always possible? 422 00:19:34,280 --> 00:19:39,780 This is a father, son, mother, son, son paper. 423 00:19:39,780 --> 00:19:41,790 So this is my advisor again and her two sons. 424 00:19:41,790 --> 00:19:44,164 Although we like to say this a paper with her three sons, 425 00:19:44,164 --> 00:19:47,900 because I'm her academic son-- or four, if you count 426 00:19:47,900 --> 00:19:48,560 Marty too. 427 00:19:48,560 --> 00:19:51,350 She was his advisor as well. 428 00:19:51,350 --> 00:19:53,800 So here are some examples of good unfolding. 429 00:19:53,800 --> 00:19:55,200 So we have the platonic solids. 430 00:19:55,200 --> 00:19:57,170 These are just typical unfoldings. 431 00:19:57,170 --> 00:19:59,220 These are all zipper unfoldings. 432 00:19:59,220 --> 00:20:02,425 So we're cutting along edges, along a Hamiltonian path 433 00:20:02,425 --> 00:20:03,300 that doesn't overlap. 434 00:20:03,300 --> 00:20:06,210 They all have this kind of nice snake like shape. 435 00:20:06,210 --> 00:20:07,640 And so all platonic solids can be 436 00:20:07,640 --> 00:20:10,210 made by zipper edge unfoldings. 437 00:20:10,210 --> 00:20:11,740 Next, we did Archimedean solids. 438 00:20:11,740 --> 00:20:13,480 This is a lot more work. 439 00:20:13,480 --> 00:20:17,800 But again, you get these nice S-like curves. 440 00:20:17,800 --> 00:20:19,224 And they're all zipper unfolding, 441 00:20:19,224 --> 00:20:20,890 because they're all possible and they'll 442 00:20:20,890 --> 00:20:27,060 have these Hamiltonian paths, cuts, and avoid overlap. 443 00:20:27,060 --> 00:20:28,850 But you may notice, there's one missing up 444 00:20:28,850 --> 00:20:30,890 there-- the great Rhombi-Cosi-Dodecahedron, 445 00:20:30,890 --> 00:20:32,870 my favorite Archimedean solid. 446 00:20:32,870 --> 00:20:37,000 And it has a rather different looking unfolding. 447 00:20:37,000 --> 00:20:39,430 As far as we can tell, there's no S-shaped one-- 448 00:20:39,430 --> 00:20:40,350 whatever that means. 449 00:20:40,350 --> 00:20:42,580 But you have to have a tree. 450 00:20:42,580 --> 00:20:45,310 These examples all had path-like-- 451 00:20:45,310 --> 00:20:47,470 The dual graph was roughly a path. 452 00:20:47,470 --> 00:20:49,970 I guess it branches a little bit here. 453 00:20:49,970 --> 00:20:53,810 Here, it's very tree like, I guess. 454 00:20:53,810 --> 00:20:57,260 So all Archimedean solids can be done. 455 00:20:57,260 --> 00:20:59,560 One open question, next category up, 456 00:20:59,560 --> 00:21:01,890 is Johnson solids, which are all polyhedron made 457 00:21:01,890 --> 00:21:04,570 with regular polygon faces-- convex polyhedron made 458 00:21:04,570 --> 00:21:06,484 by regular polygonal faces. 459 00:21:06,484 --> 00:21:08,150 Those we don't know, whether they always 460 00:21:08,150 --> 00:21:10,040 have zipper unfoldings. 461 00:21:10,040 --> 00:21:13,160 But we do know there are some convex polyhedra-- 462 00:21:13,160 --> 00:21:19,970 like this rhombic dodecahedron-- that do not have zipper 463 00:21:19,970 --> 00:21:21,960 unfoldings if you only cut along edges. 464 00:21:21,960 --> 00:21:24,710 Because this graph has no Hamiltonian path. 465 00:21:24,710 --> 00:21:26,674 So never mind avoiding overlap. 466 00:21:26,674 --> 00:21:28,840 There's some polyhedra that just aren't Hamiltonian. 467 00:21:28,840 --> 00:21:31,330 There's no path it visits every vertex exactly 468 00:21:31,330 --> 00:21:33,890 once and only follows edges. 469 00:21:33,890 --> 00:21:36,180 So there's nothing you could even 470 00:21:36,180 --> 00:21:39,100 hope to cut along and avoid overlap. 471 00:21:39,100 --> 00:21:41,590 So that's bad news for edge unfoldings. 472 00:21:41,590 --> 00:21:43,840 The big open question here is for general unfoldings 473 00:21:43,840 --> 00:21:46,420 if you're allowed to cut anywhere on a convex surface 474 00:21:46,420 --> 00:21:48,030 and do things like the sun unfolding. 475 00:21:48,030 --> 00:21:49,676 I mean, edge unfoldings, we don't 476 00:21:49,676 --> 00:21:50,800 know how to do them anyway. 477 00:21:50,800 --> 00:21:53,034 So if you allow general unfoldings, 478 00:21:53,034 --> 00:21:55,450 we've got star unfolding, source unfolding, sun unfolding, 479 00:21:55,450 --> 00:21:57,090 all sorts of things. 480 00:21:57,090 --> 00:21:59,740 But none of them are zipper unfoldings. 481 00:21:59,740 --> 00:22:01,520 They all cut along trees. 482 00:22:01,520 --> 00:22:04,500 Like star unfolding cuts along a star. 483 00:22:04,500 --> 00:22:06,460 The source unfolding cuts along the ridge tree, 484 00:22:06,460 --> 00:22:08,910 which is going to be very tree like thing. 485 00:22:08,910 --> 00:22:13,040 Can you always convert a tree cut into a path cut? 486 00:22:13,040 --> 00:22:14,520 We've tried. 487 00:22:14,520 --> 00:22:17,550 It seems quite challenging. 488 00:22:17,550 --> 00:22:18,680 So that's the open problem. 489 00:22:18,680 --> 00:22:22,640 Does every convex polyhedron have a general zipper 490 00:22:22,640 --> 00:22:26,420 unfolding, because edge unfolding is always too much 491 00:22:26,420 --> 00:22:28,010 to hope for. 492 00:22:28,010 --> 00:22:32,542 So those are some fun problems to think about. 493 00:22:32,542 --> 00:22:34,000 It's kind of like zipper unfolding. 494 00:22:36,760 --> 00:22:38,870 So the next topic-- oh, right. 495 00:22:38,870 --> 00:22:43,240 One more thing to show, this is a very fun talk that we gave. 496 00:22:43,240 --> 00:22:46,530 All five of us gave this talk at Canadian Conference 497 00:22:46,530 --> 00:22:48,110 on Computational Geometry. 498 00:22:48,110 --> 00:22:51,270 And one of the props in the talk was this cardboard box. 499 00:22:51,270 --> 00:22:53,844 And in the middle of the talk, it starts jiggling. 500 00:22:53,844 --> 00:22:56,010 And actually, initially, only four of the co-authors 501 00:22:56,010 --> 00:22:58,750 were giving the talk, because the fifth one 502 00:22:58,750 --> 00:23:01,220 was hiding inside the box. 503 00:23:01,220 --> 00:23:03,170 And then in the middle of the talk, 504 00:23:03,170 --> 00:23:05,750 he just jumps out and then starts 505 00:23:05,750 --> 00:23:08,180 speaking, as if nothing happened. 506 00:23:08,180 --> 00:23:09,720 It was a lot of fun. 507 00:23:09,720 --> 00:23:13,200 At this point, our son, Jonah, is in the box. 508 00:23:13,200 --> 00:23:14,320 He was fairly small. 509 00:23:14,320 --> 00:23:17,090 He's grown up a lot since, but at the time 510 00:23:17,090 --> 00:23:18,520 he fit nicely into this cardboard 511 00:23:18,520 --> 00:23:21,930 box, which was maybe this big. 512 00:23:21,930 --> 00:23:23,870 I think we give him a book and a flashlight 513 00:23:23,870 --> 00:23:26,640 and stuff to do while he was sitting there, waiting 514 00:23:26,640 --> 00:23:30,440 for his slides, waiting for the queue to come out. 515 00:23:30,440 --> 00:23:31,110 There we go. 516 00:23:36,610 --> 00:23:39,050 So those are unfolding of the cube or a box in general. 517 00:23:41,910 --> 00:23:45,851 Next topic is going back to edge unfolding. 518 00:23:45,851 --> 00:23:47,420 I like this comment. 519 00:23:47,420 --> 00:23:49,000 I thought they were pretty obvious, 520 00:23:49,000 --> 00:23:50,820 but now you've convinced me otherwise. 521 00:23:50,820 --> 00:23:54,450 And some of the evidence for edge unfolding being difficult 522 00:23:54,450 --> 00:23:57,720 was this polyhedron, which we proved has no edge unfolding. 523 00:23:57,720 --> 00:24:01,210 I didn't say it in lecture, but we call it edge on unfoldable, 524 00:24:01,210 --> 00:24:04,350 because they cannot be unfolded. 525 00:24:04,350 --> 00:24:06,700 This is actually the first example we came up with. 526 00:24:06,700 --> 00:24:10,092 I mention it only because it has fewer faces. 527 00:24:10,092 --> 00:24:12,175 We usually show this one because it's triangulated 528 00:24:12,175 --> 00:24:13,840 and that's kind of cooler. 529 00:24:13,840 --> 00:24:17,790 This one has convex faces still, so still topologically convex. 530 00:24:17,790 --> 00:24:20,110 I mean, if I pushed these points in, 531 00:24:20,110 --> 00:24:22,950 the polyhedron would be convex but has fewer faces. 532 00:24:22,950 --> 00:24:34,000 It has I guess six faces per hat, times 4 hats, so 24 faces. 533 00:24:34,000 --> 00:24:36,440 This was done in '99. 534 00:24:36,440 --> 00:24:38,740 It turns out at exactly the same time, 535 00:24:38,740 --> 00:24:40,556 there was this paper by Tarasov called, 536 00:24:40,556 --> 00:24:42,180 "Polyhedron with No Natural Unfolding." 537 00:24:42,180 --> 00:24:44,799 The paper has no figures, so I had to draw one 538 00:24:44,799 --> 00:24:46,090 to show you what it looks like. 539 00:24:46,090 --> 00:24:47,580 It's just a cube. 540 00:24:47,580 --> 00:24:50,100 And then at each corner of the cube, you cut off the corner 541 00:24:50,100 --> 00:24:53,450 and then pull the point out. 542 00:24:53,450 --> 00:24:56,690 And they proved, by a pretty similar argument-- I mean, 543 00:24:56,690 --> 00:24:58,730 essentially you treat each of these as a hat. 544 00:24:58,730 --> 00:25:00,350 It's kind of a very simple hat. 545 00:25:00,350 --> 00:25:02,730 They happen to overlap; they share edges. 546 00:25:02,730 --> 00:25:05,170 But again, because of these negative curvature vertices, 547 00:25:05,170 --> 00:25:06,930 you have to cut through the hat. 548 00:25:06,930 --> 00:25:08,860 And that cut has to keep going around. 549 00:25:08,860 --> 00:25:10,070 Eventually, it forms a cycle. 550 00:25:10,070 --> 00:25:15,480 So that's what Tarasov proved in the same year, '99. 551 00:25:15,480 --> 00:25:22,830 And then Grunbaum-- he's a famous geometer in Seattle-- 552 00:25:22,830 --> 00:25:24,230 came up with some more examples. 553 00:25:24,230 --> 00:25:27,780 So he initially wanted to make a star shaped example. 554 00:25:27,780 --> 00:25:30,680 Star shaped means that there's a single point, namely 555 00:25:30,680 --> 00:25:33,250 the center, where you can shine a light in all directions 556 00:25:33,250 --> 00:25:36,949 and the light reaches the entire interior of the polyhedron. 557 00:25:36,949 --> 00:25:38,740 He didn't know about our witch hat example. 558 00:25:38,740 --> 00:25:42,570 So he took the Tarasov example, made it a dodecahedron, 559 00:25:42,570 --> 00:25:44,500 and then it is star shaped. 560 00:25:44,500 --> 00:25:47,200 I think ours are already star shaped. 561 00:25:47,200 --> 00:25:48,130 So that's kind of fun. 562 00:25:48,130 --> 00:25:51,110 It looks like some scary underwater creature. 563 00:25:51,110 --> 00:25:53,000 And then he learned about our paper, 564 00:25:53,000 --> 00:25:54,541 and he said, all right, I want to get 565 00:25:54,541 --> 00:25:56,000 as few faces as possible. 566 00:25:56,000 --> 00:25:59,630 And so we had 26, was it, 24? 567 00:25:59,630 --> 00:26:03,580 This one has only 13 faces. 568 00:26:03,580 --> 00:26:06,540 And it has tetrahedral-- well, that's not actually 569 00:26:06,540 --> 00:26:09,030 tetrahedrally asymmetric, because this bottom spike is 570 00:26:09,030 --> 00:26:10,880 different from the others. 571 00:26:10,880 --> 00:26:13,540 But it's kind of like Tarasov's example down 572 00:26:13,540 --> 00:26:17,780 to its very minimal amounts, also star shaped. 573 00:26:17,780 --> 00:26:21,420 And his conjecture is that, if you have 12 faces or fewer, 574 00:26:21,420 --> 00:26:24,480 there is no un-unfoldable polyhedron. 575 00:26:24,480 --> 00:26:30,130 So he says polyhedra with 12 faces are un-un-unfoldable. 576 00:26:30,130 --> 00:26:33,259 He wanted to one up us. 577 00:26:33,259 --> 00:26:35,175 Open problem is to define un-un-un-unfoldable. 578 00:26:37,934 --> 00:26:38,850 But we're up to three. 579 00:26:42,580 --> 00:26:45,040 So that's some un-unfoldable polyhedra 580 00:26:45,040 --> 00:26:49,330 and some conjectured un-un-unfoldable polyhedra. 581 00:26:49,330 --> 00:26:50,940 This is fun to say. 582 00:26:50,940 --> 00:26:55,430 The next result, which is very recent is that-- this 583 00:26:55,430 --> 00:26:58,750 is with Zach Abel and myself-- that it 584 00:26:58,750 --> 00:27:02,330 is NP-complete to decide, given a polyhedron, 585 00:27:02,330 --> 00:27:05,460 is it unfoldable or un-unfoldable-- by cutting 586 00:27:05,460 --> 00:27:06,250 along edges. 587 00:27:06,250 --> 00:27:07,850 These are all cutting along edges. 588 00:27:07,850 --> 00:27:10,270 And we reduce from this problem, which 589 00:27:10,270 --> 00:27:13,620 comes from parallel computers actually-- 590 00:27:13,620 --> 00:27:16,500 or geometry in general, you want to pack a bunch of squares 591 00:27:16,500 --> 00:27:17,300 into a square. 592 00:27:17,300 --> 00:27:19,930 So you have squares of different sizes. 593 00:27:19,930 --> 00:27:22,910 And you want to pack those squares into a given square. 594 00:27:22,910 --> 00:27:23,640 Is it possible? 595 00:27:23,640 --> 00:27:24,490 Yes or no? 596 00:27:24,490 --> 00:27:27,030 Sometimes it is, sometimes it isn't. 597 00:27:27,030 --> 00:27:32,259 This proof, by many people-- Long, et al.-- 598 00:27:32,259 --> 00:27:34,550 is from three partition, which is a problem we've seen. 599 00:27:34,550 --> 00:27:35,466 I won't go through it. 600 00:27:35,466 --> 00:27:37,980 But essentially, it's kind of like the disk packing 601 00:27:37,980 --> 00:27:40,460 proof, which I showed in lecture some time ago related 602 00:27:40,460 --> 00:27:42,340 to tree maker. 603 00:27:42,340 --> 00:27:44,740 But you set up this tiny space and you end up 604 00:27:44,740 --> 00:27:49,800 having to partition a bunch of your squares into groups, each 605 00:27:49,800 --> 00:27:53,950 with the same sum groups of size 3. 606 00:27:53,950 --> 00:27:57,290 So starting from this problem of square packing, 607 00:27:57,290 --> 00:28:01,220 how do we convert it into an unfolding problem? 608 00:28:01,220 --> 00:28:03,430 This is a rough idea of the construction. 609 00:28:03,430 --> 00:28:05,780 So the big picture-- this is initially 610 00:28:05,780 --> 00:28:07,000 a polyhedron with boundary. 611 00:28:07,000 --> 00:28:08,680 Later on, we'll remove the boundary. 612 00:28:08,680 --> 00:28:12,482 So just imagine a square, and in the square, there's a tower. 613 00:28:12,482 --> 00:28:13,940 Things are not drawn to scale here. 614 00:28:13,940 --> 00:28:17,270 The tower is super tall. 615 00:28:17,270 --> 00:28:22,010 This little pipe thing is very narrow and also very long. 616 00:28:22,010 --> 00:28:27,130 I think even way longer than anything in this picture. 617 00:28:27,130 --> 00:28:30,610 OK, so now along the side of the tower-- 618 00:28:30,610 --> 00:28:33,010 so this is an unfolding. 619 00:28:33,010 --> 00:28:36,510 Like if you cut along these edges, you get a plus sign. 620 00:28:36,510 --> 00:28:38,370 This is the tower. 621 00:28:38,370 --> 00:28:40,770 Now, this grid stuff is something 622 00:28:40,770 --> 00:28:42,100 that I haven't shown you yet. 623 00:28:42,100 --> 00:28:44,870 But basically, think of it as water. 624 00:28:44,870 --> 00:28:45,960 It's very malleable. 625 00:28:45,960 --> 00:28:48,780 It can be cut open in many different ways. 626 00:28:48,780 --> 00:28:51,520 And essentially, you don't have to worry about it being there. 627 00:28:51,520 --> 00:28:54,010 It's like the glue that holds everything together. 628 00:28:54,010 --> 00:28:58,100 But then, there's these square faces, b1 up to bn. 629 00:28:58,100 --> 00:28:59,940 These are the things you need to pack. 630 00:28:59,940 --> 00:29:02,340 So our goal is to set things up that so, when 631 00:29:02,340 --> 00:29:04,550 you take this tower out, you have a square hole. 632 00:29:04,550 --> 00:29:07,174 That is your target square shape. 633 00:29:07,174 --> 00:29:08,590 And then on the side of the tower, 634 00:29:08,590 --> 00:29:10,090 you've got all these squares. 635 00:29:10,090 --> 00:29:12,580 Basically those squares have to fit into that hole. 636 00:29:12,580 --> 00:29:14,230 So it is square packing. 637 00:29:14,230 --> 00:29:15,200 That is our goal. 638 00:29:15,200 --> 00:29:19,560 Now, the challenge for that is to make all of this stuff 639 00:29:19,560 --> 00:29:22,029 get out of the way and also for these squares-- 640 00:29:22,029 --> 00:29:24,070 normally when you unfold, you're very constrained 641 00:29:24,070 --> 00:29:25,312 in how you lay out the faces. 642 00:29:25,312 --> 00:29:27,020 You can cut here or cut here, but there's 643 00:29:27,020 --> 00:29:28,680 a discrete set of choices. 644 00:29:28,680 --> 00:29:31,670 Our goal is to design this stuff so that these squares can just 645 00:29:31,670 --> 00:29:35,230 basically move willy-nilly without hitting each other. 646 00:29:35,230 --> 00:29:37,610 It's not easy to do, but that's the thing. 647 00:29:37,610 --> 00:29:40,949 This is one big face on the outside-- this kind of L shape. 648 00:29:40,949 --> 00:29:43,490 We didn't want to go all the way around for a couple reasons. 649 00:29:43,490 --> 00:29:45,930 One is we need a place for things to get out. 650 00:29:45,930 --> 00:29:49,840 But also, we wanted this to be topologically convex. 651 00:29:49,840 --> 00:29:53,870 So we didn't want to face that is a donut. 652 00:29:53,870 --> 00:29:56,330 OK, so what's the next part of the construction? 653 00:29:56,330 --> 00:29:59,280 Well, if we can arrange for these guys 654 00:29:59,280 --> 00:30:03,150 to move willy-nilly-- that's these very thin lines-- 655 00:30:03,150 --> 00:30:05,510 we can just imagine that if the squares are somehow 656 00:30:05,510 --> 00:30:09,780 packed, instead of having things overlapping like this, 657 00:30:09,780 --> 00:30:14,687 you can route all of those paths to avoid crossings. 658 00:30:14,687 --> 00:30:17,270 So as long as there's tiny gaps between all the squares, which 659 00:30:17,270 --> 00:30:20,010 doesn't turn out to change the square packing problem very 660 00:30:20,010 --> 00:30:24,080 much, you can do this. 661 00:30:24,080 --> 00:30:27,340 And then there's another issue, which is there's a lot of stuff 662 00:30:27,340 --> 00:30:27,840 here. 663 00:30:27,840 --> 00:30:30,130 You've got to put it somewhere, so you end up-- 664 00:30:30,130 --> 00:30:32,620 it's very, very tiny-- so in some cases, 665 00:30:32,620 --> 00:30:34,760 you have to do this kind of wiggling just 666 00:30:34,760 --> 00:30:39,510 to eat up length in certain settings. 667 00:30:39,510 --> 00:30:41,040 It gets complicated. 668 00:30:41,040 --> 00:30:43,140 So how do we do this wiggly stuff? 669 00:30:43,140 --> 00:30:47,980 Well, at the first level, there's 670 00:30:47,980 --> 00:30:50,720 a very fine grid with very small squares here. 671 00:30:53,370 --> 00:30:55,700 And we set it up so that we can follow everything 672 00:30:55,700 --> 00:30:57,150 along a single path. 673 00:30:57,150 --> 00:30:59,960 We can visit all of this great stuff along a single path. 674 00:30:59,960 --> 00:31:03,120 Occasionally, we will encounter squares, 675 00:31:03,120 --> 00:31:05,500 but the path length between any two squares 676 00:31:05,500 --> 00:31:08,640 is so big that these squares have room to kind of stretch 677 00:31:08,640 --> 00:31:13,010 out as far away from each other as they need to go. 678 00:31:13,010 --> 00:31:14,670 Now, these squares are not squares. 679 00:31:14,670 --> 00:31:16,540 They are actually this construction, 680 00:31:16,540 --> 00:31:18,440 which we call atoms. 681 00:31:18,440 --> 00:31:23,420 It looks like a weird set of pyramids, or outside of towers. 682 00:31:23,420 --> 00:31:27,280 But in fact, there's many different ways to unfold this. 683 00:31:27,280 --> 00:31:29,400 There's lots of different ways to cut it open. 684 00:31:29,400 --> 00:31:30,660 And some of them go straight. 685 00:31:30,660 --> 00:31:31,618 Some of them turn left. 686 00:31:31,618 --> 00:31:32,910 Some of them turn right. 687 00:31:32,910 --> 00:31:34,830 These are three of the unfoldings, I forget. 688 00:31:34,830 --> 00:31:37,080 There's a few dozen unfoldings that we 689 00:31:37,080 --> 00:31:39,700 need that all have the right parameters. 690 00:31:39,700 --> 00:31:41,340 This one's clearly turning left. 691 00:31:41,340 --> 00:31:43,677 This one's going straight in a certain sense. 692 00:31:43,677 --> 00:31:46,010 This is coming from a left turn and then going straight. 693 00:31:46,010 --> 00:31:48,060 So there's lots of combinations here, 694 00:31:48,060 --> 00:31:50,350 slightly different parities, and so on. 695 00:31:50,350 --> 00:31:54,410 But the end effect is that if you have a big grid of these 696 00:31:54,410 --> 00:31:58,690 and you're following them in a path, 697 00:31:58,690 --> 00:32:01,870 the path does some turns on the surface. 698 00:32:01,870 --> 00:32:03,670 But you can force it to do whatever 699 00:32:03,670 --> 00:32:05,320 turns you want in the unfolding. 700 00:32:05,320 --> 00:32:08,330 So you have complete freedom to move the squares around. 701 00:32:08,330 --> 00:32:10,450 As I showed you, you can avoid crossings, 702 00:32:10,450 --> 00:32:13,160 and it all works out. 703 00:32:13,160 --> 00:32:15,640 Maybe one detail, which I didn't mention, 704 00:32:15,640 --> 00:32:19,370 is there's going to be a ton of extra stuff. 705 00:32:19,370 --> 00:32:20,350 Where does it go? 706 00:32:25,630 --> 00:32:27,130 It's going to fill the pipe up. 707 00:32:30,240 --> 00:32:32,860 It's going to push these guys up somewhat. 708 00:32:32,860 --> 00:32:34,780 And this thing is so tall that there's 709 00:32:34,780 --> 00:32:39,790 room to put all the excess stuff in here. 710 00:32:39,790 --> 00:32:41,710 And it's also so tall that you can't just 711 00:32:41,710 --> 00:32:44,810 reach all the way out and put all the squares on the outside. 712 00:32:44,810 --> 00:32:48,729 OK, so if you make that super, super tall, none of the squares 713 00:32:48,729 --> 00:32:50,270 fit in here, because it's too narrow. 714 00:32:50,270 --> 00:32:51,686 And none of the squares can get up 715 00:32:51,686 --> 00:32:53,160 to the top, because it's too long. 716 00:32:53,160 --> 00:32:55,880 So that's how it works. 717 00:32:55,880 --> 00:32:58,360 Now, that was a polyhedron with boundary. 718 00:32:58,360 --> 00:33:00,070 Without boundary, the construction 719 00:33:00,070 --> 00:33:01,690 is almost the same. 720 00:33:01,690 --> 00:33:04,930 You just add some extra stuff on the outside 721 00:33:04,930 --> 00:33:08,180 to make it a regular polyhedron homeomorphic to a sphere. 722 00:33:08,180 --> 00:33:10,530 But in the end, you have basically the same construction 723 00:33:10,530 --> 00:33:11,770 of this nice square. 724 00:33:11,770 --> 00:33:14,490 The pipe and some other stuff, you prove basically 725 00:33:14,490 --> 00:33:16,490 doesn't matter. 726 00:33:16,490 --> 00:33:20,940 So that is NP-completeness of edge unfolding 727 00:33:20,940 --> 00:33:23,730 of topologically convex polyhedra, 728 00:33:23,730 --> 00:33:25,590 even orthogonal polyhedra, which is 729 00:33:25,590 --> 00:33:29,855 kind of nifty-- from last year. 730 00:33:32,455 --> 00:33:34,080 If you actually want to unfold things-- 731 00:33:34,080 --> 00:33:36,550 if you want to build things out of paper, 732 00:33:36,550 --> 00:33:39,430 the current best heuristic unfolder is called Pepakura. 733 00:33:39,430 --> 00:33:42,800 It's a free download online, probably Windows only. 734 00:33:42,800 --> 00:33:44,840 You can take some weird 3D model. 735 00:33:44,840 --> 00:33:48,330 And it uses multiple pieces, in general, but you can add tabs 736 00:33:48,330 --> 00:33:50,550 and it's quite practical. 737 00:33:50,550 --> 00:33:54,050 And cut it out, either manually or with your computer 738 00:33:54,050 --> 00:33:55,950 controlled sign cutter or something 739 00:33:55,950 --> 00:34:00,020 and then fold up your pieces. 740 00:34:00,020 --> 00:34:02,270 When a one piece unfolding is possible, 741 00:34:02,270 --> 00:34:03,480 it will typically find it. 742 00:34:03,480 --> 00:34:05,160 But it's not guaranteed. 743 00:34:05,160 --> 00:34:07,330 I don't know exactly what algorithm it uses. 744 00:34:07,330 --> 00:34:08,889 But some combination of brute force 745 00:34:08,889 --> 00:34:12,159 and just cutting into multiple pieces when it fails. 746 00:34:18,620 --> 00:34:23,320 Next up, we have band unfolding. 747 00:34:23,320 --> 00:34:25,310 So I talked very briefly about band unfolding. 748 00:34:25,310 --> 00:34:28,497 I thought I'd show you some pictures about it. 749 00:34:28,497 --> 00:34:31,080 And so remember, we're talking about volcano unfoldings, which 750 00:34:31,080 --> 00:34:32,830 is when you cut along all the edges 751 00:34:32,830 --> 00:34:35,530 from a point or it's sort of in the vertical thing. 752 00:34:35,530 --> 00:34:38,150 Band unfolding was when you had some side faces, 753 00:34:38,150 --> 00:34:42,250 you kept those intact and cut everything else away. 754 00:34:42,250 --> 00:34:44,150 So what do I have to show here? 755 00:34:44,150 --> 00:34:50,489 This is an example of a band unfolding gone wrong-- I guess. 756 00:34:50,489 --> 00:34:52,139 It's a little hard to see. 757 00:34:52,139 --> 00:34:54,170 This is, in general, a prismatoid. 758 00:34:54,170 --> 00:34:57,320 We had a top polygon, A, here, and then below it, 759 00:34:57,320 --> 00:35:00,060 this is polygon, B. We took the convex hull, which 760 00:35:00,060 --> 00:35:01,910 adds all these other edges. 761 00:35:01,910 --> 00:35:06,630 And this is an example of a bad unfolding of a primatoid. 762 00:35:06,630 --> 00:35:08,530 Here's an example of a bad-- this is really 763 00:35:08,530 --> 00:35:11,740 a band unfolding that has gone wrong. 764 00:35:11,740 --> 00:35:15,620 So imagine here the top polygon is this triangle. 765 00:35:15,620 --> 00:35:17,270 Bottom polygon is this triangle. 766 00:35:17,270 --> 00:35:18,005 That nicely nest. 767 00:35:18,005 --> 00:35:21,180 It's a very easy example, seemingly. 768 00:35:21,180 --> 00:35:23,590 But for whatever reason, we also added this cut. 769 00:35:23,590 --> 00:35:27,680 And you can actually force that if I make this not quite-- 770 00:35:27,680 --> 00:35:29,490 actually, maybe it's not quite a triangle. 771 00:35:29,490 --> 00:35:30,470 It's a quadrilateral. 772 00:35:30,470 --> 00:35:32,930 Yeah, and this is slightly a quadrilateral. 773 00:35:32,930 --> 00:35:35,200 So when you take a convex hull, you get that edge. 774 00:35:35,200 --> 00:35:37,900 If you cut along that edge and then cut along here 775 00:35:37,900 --> 00:35:41,010 and cut along here and do the band unfolding 776 00:35:41,010 --> 00:35:44,080 thing-- we're not even drawing the bottom polygon here-- just 777 00:35:44,080 --> 00:35:49,790 the band itself overlaps, which is annoying. 778 00:35:49,790 --> 00:35:53,070 Nonetheless-- so this is an old example-- 779 00:35:53,070 --> 00:35:57,776 but nonetheless, we proved that there's at least one place 780 00:35:57,776 --> 00:35:59,150 to cut the band-- like here would 781 00:35:59,150 --> 00:36:02,920 work-- that will avoid overlap. 782 00:36:02,920 --> 00:36:06,310 And this is some parts the proof. 783 00:36:06,310 --> 00:36:10,370 In general, here we're looking at the inner polygon. 784 00:36:10,370 --> 00:36:12,770 And we cut it somewhere. 785 00:36:12,770 --> 00:36:16,609 And then we argue about where that vertex goes if we open up 786 00:36:16,609 --> 00:36:18,150 all the angles, which is what happens 787 00:36:18,150 --> 00:36:20,440 when you squash it flat. 788 00:36:20,440 --> 00:36:23,200 And in particular, we argue this vertex 789 00:36:23,200 --> 00:36:26,510 must stay in the gray region, like in the picture 790 00:36:26,510 --> 00:36:30,850 on the right, so it can't go up here. 791 00:36:30,850 --> 00:36:33,470 And so in general, if you look at how these things unfold, 792 00:36:33,470 --> 00:36:36,280 if you're lucky, things will be convex when you open it. 793 00:36:36,280 --> 00:36:38,130 This is always going to be good. 794 00:36:38,130 --> 00:36:40,400 There's this weakly convex picture, 795 00:36:40,400 --> 00:36:42,880 where when you close the ends, it's 796 00:36:42,880 --> 00:36:45,730 not quite convex but only at one point. 797 00:36:48,840 --> 00:36:53,420 This is troublesome-- sometimes this works, 798 00:36:53,420 --> 00:36:54,510 sometimes it doesn't. 799 00:36:54,510 --> 00:36:56,550 If you look at this example, I believe 800 00:36:56,550 --> 00:36:58,850 it is in the weakly convex category. 801 00:36:58,850 --> 00:37:01,790 I haven't told you the other one is a spiral. 802 00:37:01,790 --> 00:37:06,190 Here, if you draw a 90 degree angle from this last bar, 803 00:37:06,190 --> 00:37:11,110 then this guy is on wrong side of that 90 degree thing. 804 00:37:11,110 --> 00:37:13,740 This thing can't happen. 805 00:37:13,740 --> 00:37:17,190 So that's comforting. 806 00:37:17,190 --> 00:37:19,460 And it's related to this property. 807 00:37:19,460 --> 00:37:21,390 But these things can cause problems 808 00:37:21,390 --> 00:37:23,220 like in the previous picture. 809 00:37:23,220 --> 00:37:25,760 And so you have to argue that there is a place 810 00:37:25,760 --> 00:37:29,600 to cut where you don't get this or if when you get it, 811 00:37:29,600 --> 00:37:30,590 it's still OK. 812 00:37:30,590 --> 00:37:33,440 And that's a messy argument-- a lot of case analysis 813 00:37:33,440 --> 00:37:35,160 I won't go through here. 814 00:37:35,160 --> 00:37:39,970 I think I have one picture of a nicely working example. 815 00:37:39,970 --> 00:37:45,300 This is, I guess, a general primatoid. 816 00:37:45,300 --> 00:37:48,770 But here, we have a nice cutting that works. 817 00:37:48,770 --> 00:37:53,510 The original question that someone here posed was, 818 00:37:53,510 --> 00:37:54,970 what about prismoids? 819 00:37:54,970 --> 00:37:57,730 So we know the band unfolds nicely. 820 00:37:57,730 --> 00:38:00,170 What we don't know is, can you attach the top polygon 821 00:38:00,170 --> 00:38:03,067 and the bottom polygons to the band and get an unfolding. 822 00:38:03,067 --> 00:38:05,400 We don't know, for example, whether all prismatoids have 823 00:38:05,400 --> 00:38:07,890 edge unfoldings, because we don't 824 00:38:07,890 --> 00:38:09,780 know how to place the top and bottom things. 825 00:38:09,780 --> 00:38:11,730 Probably possible but really hard 826 00:38:11,730 --> 00:38:14,820 to figure out where they would go. 827 00:38:14,820 --> 00:38:20,150 A simpler problem is prismoids-- which this might actually 828 00:38:20,150 --> 00:38:20,802 be a prismoid. 829 00:38:20,802 --> 00:38:22,260 If you know that all of these edges 830 00:38:22,260 --> 00:38:29,240 are parallel initially-- so it's a very nice situation-- then 831 00:38:29,240 --> 00:38:31,170 that's a more special case from prismatoids-- 832 00:38:31,170 --> 00:38:33,590 then maybe you could attach the interface and outerface. 833 00:38:33,590 --> 00:38:35,270 We don't know. 834 00:38:35,270 --> 00:38:37,770 We know volcano unfoldings work for prismoids. 835 00:38:37,770 --> 00:38:39,270 We don't know about band unfoldings. 836 00:38:39,270 --> 00:38:41,960 That could be an interesting open problem to work on. 837 00:38:41,960 --> 00:38:43,890 Maybe it's easy with prismoids. 838 00:38:43,890 --> 00:38:48,330 They seem pretty clean, but I don't know for sure. 839 00:38:48,330 --> 00:38:50,960 Oh, another fun thing, which relates to our next topic, 840 00:38:50,960 --> 00:38:55,090 is that if you just unfold the band part, 841 00:38:55,090 --> 00:38:58,720 you can do it by continuous blooming-- meaning there's 842 00:38:58,720 --> 00:39:01,900 a continuous motion from the folded thing 843 00:39:01,900 --> 00:39:04,130 to the unfolded thing, or vice versa. 844 00:39:04,130 --> 00:39:06,220 And the easy way to see that-- you kind of get 845 00:39:06,220 --> 00:39:09,860 a sense from this picture-- in general, when you squash it 846 00:39:09,860 --> 00:39:12,190 all the way flat, it opens. 847 00:39:12,190 --> 00:39:15,840 Like this initial grey diagram is a projection of the original 848 00:39:15,840 --> 00:39:16,510 thing. 849 00:39:16,510 --> 00:39:18,670 If you-- instead of opening it all the way-- 850 00:39:18,670 --> 00:39:20,750 if you kind of squish it from the top 851 00:39:20,750 --> 00:39:23,310 and just keep lowering that top face, at the end, 852 00:39:23,310 --> 00:39:25,080 it's fully in the plane. 853 00:39:25,080 --> 00:39:27,050 But in the middle, you have a motion. 854 00:39:27,050 --> 00:39:29,780 And by the same argument, at all times, 855 00:39:29,780 --> 00:39:31,030 you are non-self intersecting. 856 00:39:31,030 --> 00:39:33,350 So that actually gives you a continuous blooming 857 00:39:33,350 --> 00:39:37,385 of the band of a prismatoid, which is kind of cool. 858 00:39:39,890 --> 00:39:42,690 So the next topic is blooming. 859 00:39:42,690 --> 00:39:44,350 This is the last topic also. 860 00:39:44,350 --> 00:39:46,400 A bunch of people asked about continuous booming 861 00:39:46,400 --> 00:39:49,080 and so the obvious one to learn more about. 862 00:39:49,080 --> 00:39:55,530 So I have some algorithms and examples for you. 863 00:39:55,530 --> 00:39:57,840 This is the paper-- a bunch of authors, 864 00:39:57,840 --> 00:40:00,030 "Continuous Blooming of Convex Polyhedra." 865 00:40:00,030 --> 00:40:01,880 This problem was posed by Connolly, 866 00:40:01,880 --> 00:40:04,715 I believe, a bunch of years prior. 867 00:40:10,380 --> 00:40:13,580 It's still not known whether every unfolding continuously 868 00:40:13,580 --> 00:40:14,700 blooms. 869 00:40:14,700 --> 00:40:17,940 It could be that every unfolding-- 870 00:40:17,940 --> 00:40:21,020 every non-overlapping unfolding of a convex polyhedron-- 871 00:40:21,020 --> 00:40:22,160 continuously blooms. 872 00:40:22,160 --> 00:40:25,530 I would guess the answer is, it doesn't but it's plausible. 873 00:40:25,530 --> 00:40:27,750 That was the original question. 874 00:40:27,750 --> 00:40:30,000 What we found are two different ways 875 00:40:30,000 --> 00:40:33,060 to continuously bloom any convex polyhedron, 876 00:40:33,060 --> 00:40:34,784 but we choose the unfolding. 877 00:40:34,784 --> 00:40:36,450 So we have a couple different strategies 878 00:40:36,450 --> 00:40:38,920 for choosing unfoldings that do continuously bloom. 879 00:40:38,920 --> 00:40:41,150 Whether every unfolding continuously blooms, 880 00:40:41,150 --> 00:40:42,130 I don't know. 881 00:40:42,130 --> 00:40:44,730 There are definitely unfoldings of non-convex polyhedra that 882 00:40:44,730 --> 00:40:48,390 do not continuously bloom, based on knitting needles type 883 00:40:48,390 --> 00:40:50,880 examples, based on bad linkage stuff. 884 00:40:50,880 --> 00:40:53,890 But for convex polyhedra, I'm not sure. 885 00:40:56,930 --> 00:40:58,425 So what do we have first? 886 00:40:58,425 --> 00:41:02,800 First strategy actually starts from any unfolding you have. 887 00:41:02,800 --> 00:41:06,370 So we start here from the cross unfolding of the cube. 888 00:41:06,370 --> 00:41:07,920 And then it refines it. 889 00:41:07,920 --> 00:41:09,990 So a similar strategy to hinged dissection, 890 00:41:09,990 --> 00:41:14,130 although I think this was done before hinged dissection. 891 00:41:14,130 --> 00:41:16,670 Let's take some hinged structure, 892 00:41:16,670 --> 00:41:18,665 add extra cuts and extra hinges. 893 00:41:18,665 --> 00:41:21,040 In this case, I mean the hinges are going to be the same. 894 00:41:21,040 --> 00:41:22,770 It's just adding extra cuts. 895 00:41:22,770 --> 00:41:26,030 So we're going to cut along the red thing and also 896 00:41:26,030 --> 00:41:27,160 this red dashed line. 897 00:41:27,160 --> 00:41:31,990 The red thing is a spanning tree of the-- 898 00:41:31,990 --> 00:41:33,780 or it's really the dual graph. 899 00:41:33,780 --> 00:41:35,640 So we have, the dual graph is you 900 00:41:35,640 --> 00:41:37,580 have a vertex for every face. 901 00:41:37,580 --> 00:41:39,650 You connect them together if they share an edge. 902 00:41:39,650 --> 00:41:41,710 In this case, when they share an edge, 903 00:41:41,710 --> 00:41:43,070 we're going to cut along there. 904 00:41:43,070 --> 00:41:44,990 So we cut along all this red stuff. 905 00:41:44,990 --> 00:41:48,760 And the cool thing is, if you walk around the red structure, 906 00:41:48,760 --> 00:41:51,420 you get a cycle-- a Hamiltonian cycle that 907 00:41:51,420 --> 00:41:53,520 visits all the faces exactly once. 908 00:41:53,520 --> 00:41:57,100 We want to path, not a cycle, so we add one more cut. 909 00:41:57,100 --> 00:42:00,230 So then this blue dash thing is a path. 910 00:42:00,230 --> 00:42:02,720 And the claim is, any path shaped 911 00:42:02,720 --> 00:42:05,980 unfolding-- where the faces are connected together in a path-- 912 00:42:05,980 --> 00:42:07,900 can be continuously bloomed. 913 00:42:07,900 --> 00:42:09,410 How do you do it? 914 00:42:09,410 --> 00:42:09,910 Roll. 915 00:42:13,210 --> 00:42:15,570 So it's a little easier for me to think 916 00:42:15,570 --> 00:42:17,285 about unrolling rather than rolling, 917 00:42:17,285 --> 00:42:18,410 but they're the same thing. 918 00:42:18,410 --> 00:42:21,580 So imagine, you start with the cube. 919 00:42:21,580 --> 00:42:25,580 And then you just roll it-- you unroll one face at a time. 920 00:42:25,580 --> 00:42:28,490 So initially, there was a 90 degree fold angle here. 921 00:42:28,490 --> 00:42:31,812 Just unroll it, so that now they're in the same plane. 922 00:42:31,812 --> 00:42:33,770 And there was initially a 90 degree angle here. 923 00:42:33,770 --> 00:42:35,200 Unroll that. 924 00:42:35,200 --> 00:42:38,160 After three steps, I think-- this guy's 925 00:42:38,160 --> 00:42:42,850 been flattened, two, three-- we have this picture. 926 00:42:42,850 --> 00:42:44,960 In general, I would normally draw it rotated, 927 00:42:44,960 --> 00:42:50,140 so that the unfolded part lives in the floor of xy-plane. 928 00:42:50,140 --> 00:42:52,930 And the polyhedron lives in z greater than or equal to zero, 929 00:42:52,930 --> 00:42:55,340 so lives above that plane. 930 00:42:55,340 --> 00:42:58,800 What you know at all times is that the unfolded part 931 00:42:58,800 --> 00:43:00,910 is a subset of the unfolding. 932 00:43:00,910 --> 00:43:03,010 It's a subset of this picture. 933 00:43:03,010 --> 00:43:04,970 So it doesn't overlap itself. 934 00:43:04,970 --> 00:43:06,910 If you start with a non-overlapping unfolding, 935 00:43:06,910 --> 00:43:09,330 you do this cutting. 936 00:43:09,330 --> 00:43:11,390 And then you just take some subset of the faces-- 937 00:43:11,390 --> 00:43:13,710 a prefix of the path-- then that will 938 00:43:13,710 --> 00:43:15,430 be a non-overlapping thing. 939 00:43:15,430 --> 00:43:17,390 On the other hand, the polyhedron that remains, 940 00:43:17,390 --> 00:43:18,350 we haven't touched. 941 00:43:18,350 --> 00:43:19,940 I mean, it's rotating. 942 00:43:19,940 --> 00:43:22,680 You have to make sure it stays above the plane here. 943 00:43:22,680 --> 00:43:26,390 But it is just a subset of the faces of the cube. 944 00:43:26,390 --> 00:43:28,130 The cube is also not self intersecting. 945 00:43:28,130 --> 00:43:29,780 So any subset is not self intersecting. 946 00:43:29,780 --> 00:43:31,710 So this thing doesn't self intersect. 947 00:43:31,710 --> 00:43:34,930 This thing doesn't self intersect. 948 00:43:34,930 --> 00:43:39,700 Potentially, this cube will be resting on like f1 here. 949 00:43:39,700 --> 00:43:43,470 It's possible for this thing to unroll and just touch 950 00:43:43,470 --> 00:43:46,910 the plane-- xy-plane. 951 00:43:46,910 --> 00:43:49,790 But it won't penetrate it, just because this thing's convex 952 00:43:49,790 --> 00:43:51,220 and this is a plane. 953 00:43:51,220 --> 00:43:53,530 So you can always keep this thing above-- keep a convex 954 00:43:53,530 --> 00:43:56,650 shape above-- or what was a convex shape-- 955 00:43:56,650 --> 00:44:00,000 a partial version of a convex shape-- above a plane. 956 00:44:00,000 --> 00:44:02,040 But they can be potentially touching, 957 00:44:02,040 --> 00:44:04,900 even along two dimensional surfaces. 958 00:44:04,900 --> 00:44:08,720 So if you allow touching, this is the path unroll algorithm. 959 00:44:08,720 --> 00:44:09,990 It works fine. 960 00:44:09,990 --> 00:44:11,490 If you don't want to allow touching, 961 00:44:11,490 --> 00:44:20,970 you need a slightly better strategy, which I'll tell you. 962 00:44:20,970 --> 00:44:22,550 It's pretty simple. 963 00:44:22,550 --> 00:44:26,300 I won't argue that it works, but it's 964 00:44:26,300 --> 00:44:28,170 called the 2-step unfolding. 965 00:44:28,170 --> 00:44:30,550 This is named after the 2-step dance. 966 00:44:30,550 --> 00:44:33,180 So we alternate between two kinds of steps. 967 00:44:33,180 --> 00:44:45,430 One is unfold of edge, ei, to be almost coplanar-- sorry, 968 00:44:45,430 --> 00:44:57,710 this should be a face-- face, fi, 969 00:44:57,710 --> 00:45:03,995 to be almost coplanar with the previous one, fi minus 1. 970 00:45:03,995 --> 00:45:05,870 So that does correspond to unfolding an edge, 971 00:45:05,870 --> 00:45:08,870 but I'm going to think about numbering the faces. 972 00:45:08,870 --> 00:45:11,220 Almost means we unfold it to epsilon 973 00:45:11,220 --> 00:45:14,980 within the angle of 180 degrees. 974 00:45:14,980 --> 00:45:26,230 Then we finish unfolding the previous step-- fi minus 1. 975 00:45:26,230 --> 00:45:27,080 And then we repeat. 976 00:45:30,077 --> 00:45:31,035 This is a little funny. 977 00:45:33,830 --> 00:45:36,110 So we're worried that if we unfold all the way flat, 978 00:45:36,110 --> 00:45:38,900 we'll actually live in the plane and then we'll touch things. 979 00:45:38,900 --> 00:45:40,042 We don't want to do that. 980 00:45:40,042 --> 00:45:42,000 So we're going to unfold it almost all the way. 981 00:45:42,000 --> 00:45:44,460 But when we're done, we do want to be flat. 982 00:45:44,460 --> 00:45:47,729 So I don't want to just unfold everything almost all the way. 983 00:45:47,729 --> 00:45:49,520 That might work, but it's a little tricky-- 984 00:45:49,520 --> 00:45:51,840 the almost might interact. 985 00:45:51,840 --> 00:45:55,400 So what I'm going to do is just keep one guy almost unfolded. 986 00:45:55,400 --> 00:45:57,150 That will be the previous one. 987 00:45:57,150 --> 00:45:58,990 When I've almost unfolded the next guy, 988 00:45:58,990 --> 00:46:01,516 I will finish unfolding the previous guy. 989 00:46:01,516 --> 00:46:03,390 Then we will almost unfold the next, next guy 990 00:46:03,390 --> 00:46:06,390 and then finish unfolding the next guy, and so on. 991 00:46:06,390 --> 00:46:07,870 And this turns out to work. 992 00:46:07,870 --> 00:46:10,870 Essentially, you've got your fully planar part, 993 00:46:10,870 --> 00:46:14,180 which is everything before i minus 2. 994 00:46:14,180 --> 00:46:15,930 That would be completely flat. 995 00:46:15,930 --> 00:46:18,050 Then the next angle will be almost flat. 996 00:46:18,050 --> 00:46:20,260 And then the rest will be in its original state. 997 00:46:20,260 --> 00:46:22,610 And you can argue the appropriate definitions 998 00:46:22,610 --> 00:46:23,650 of almost. 999 00:46:23,650 --> 00:46:26,190 There will be no-- in this case, there 1000 00:46:26,190 --> 00:46:28,300 will be no two dimensional overlap. 1001 00:46:28,300 --> 00:46:31,890 You still can get an edge resting on another thing-- 1002 00:46:31,890 --> 00:46:33,210 still not quite perfect. 1003 00:46:33,210 --> 00:46:38,700 To make it completely perfect, we need a waltz. 1004 00:46:38,700 --> 00:46:41,775 So the waltz is a three step dance. 1005 00:46:45,960 --> 00:46:54,190 So the waltz, we have-- a little tricky-- we unfold fi 1006 00:46:54,190 --> 00:47:02,480 to almost coplanar-- almost 180 degrees, with fi minus 1. 1007 00:47:02,480 --> 00:47:09,270 Then we unfold fi plus 1 slightly. 1008 00:47:12,230 --> 00:47:23,690 And then we finish unfolding fi minus 1. 1009 00:47:23,690 --> 00:47:26,440 So there's essentially a potential interaction 1010 00:47:26,440 --> 00:47:28,850 between fi plus 1 and fi minus 1. 1011 00:47:28,850 --> 00:47:31,610 We do a little bit of unfolding to prevent that 1012 00:47:31,610 --> 00:47:34,910 from being an issue here. 1013 00:47:34,910 --> 00:47:38,690 And so you end up with this three step waltz thing. 1014 00:47:41,790 --> 00:47:45,980 Stefan Langerman is a dancer, so he liked this terminology. 1015 00:47:45,980 --> 00:47:48,040 I won't argue here that that works, 1016 00:47:48,040 --> 00:47:50,510 but now actually, you avoid all touching. 1017 00:47:50,510 --> 00:47:54,110 Last picture I wanted to show you is I 1018 00:47:54,110 --> 00:47:55,590 said there were two ways to unfold. 1019 00:47:55,590 --> 00:47:58,419 One was you take any unfolding, you make it Hamiltonian. 1020 00:47:58,419 --> 00:48:00,960 And then you unroll it, using one of these three algorithms-- 1021 00:48:00,960 --> 00:48:04,390 just regular unroll, two step, or waltz. 1022 00:48:04,390 --> 00:48:08,660 But another strategy we know works is the source unfolding. 1023 00:48:08,660 --> 00:48:10,710 Here, no extra cuts required. 1024 00:48:10,710 --> 00:48:13,290 Source unfolding is like the cleanest, coolest unfolding. 1025 00:48:13,290 --> 00:48:15,490 It turns out it just unfolds. 1026 00:48:15,490 --> 00:48:17,080 No problem. 1027 00:48:17,080 --> 00:48:18,200 How do we unfold it? 1028 00:48:18,200 --> 00:48:22,020 We follow a post order traversal of the tree of faces, 1029 00:48:22,020 --> 00:48:25,500 meaning we completely do one subtree. 1030 00:48:25,500 --> 00:48:29,060 And now, here, we're in the middle of doing this subtree. 1031 00:48:29,060 --> 00:48:31,920 So here, we just have a cube with x being this point. 1032 00:48:31,920 --> 00:48:33,190 And so the reds are the cuts. 1033 00:48:33,190 --> 00:48:34,170 Pretty simple example. 1034 00:48:34,170 --> 00:48:36,450 You just have a star of four prongs. 1035 00:48:36,450 --> 00:48:38,840 But here, we've completely unfolded this subtree. 1036 00:48:38,840 --> 00:48:40,820 We've done one step of this subtree. 1037 00:48:40,820 --> 00:48:42,800 The next thing we would do is flip it open. 1038 00:48:42,800 --> 00:48:45,460 Then we do the next one, then we do the next one. 1039 00:48:45,460 --> 00:48:48,550 Essentially what we argue here, in one minute, 1040 00:48:48,550 --> 00:48:53,270 is as you unfold you can think of-- well, 1041 00:48:53,270 --> 00:48:54,650 there's a couple things going on. 1042 00:48:54,650 --> 00:48:57,650 One is just look at a shortest path. 1043 00:48:57,650 --> 00:48:58,150 Right? 1044 00:48:58,150 --> 00:49:01,900 This source unfolding is made by a star of shortest paths. 1045 00:49:01,900 --> 00:49:07,700 So just think of each shortest path individually for now. 1046 00:49:07,700 --> 00:49:10,800 Individually, if you look at a single shortest path, 1047 00:49:10,800 --> 00:49:12,850 it hits some sequence of faces. 1048 00:49:12,850 --> 00:49:17,190 Those faces form a path-like unfolding. 1049 00:49:17,190 --> 00:49:19,360 So you just use path unroll. 1050 00:49:19,360 --> 00:49:21,590 And that will work. 1051 00:49:21,590 --> 00:49:24,090 The only issue is potential interactions between the paths. 1052 00:49:24,090 --> 00:49:28,360 And that's where you have to get into the post order traversal. 1053 00:49:28,360 --> 00:49:32,040 In general, you want this shortest path to stay shortest. 1054 00:49:32,040 --> 00:49:34,400 What we're going to do is imagine the polyhedron 1055 00:49:34,400 --> 00:49:37,220 in some sense as growing here. 1056 00:49:37,220 --> 00:49:42,139 So as we unfold-- like, as we start unfolding this-- 1057 00:49:42,139 --> 00:49:44,055 we can think of the interior of the polyhedron 1058 00:49:44,055 --> 00:49:45,890 as just getting bigger. 1059 00:49:45,890 --> 00:49:47,570 And in that convex polyhedron, it 1060 00:49:47,570 --> 00:49:50,500 turns out still these paths remain shortest. 1061 00:49:50,500 --> 00:49:52,997 And by that, all the variants to work out. 1062 00:49:52,997 --> 00:49:54,830 And you could argue that the paths basically 1063 00:49:54,830 --> 00:49:56,560 don't interact with each other, because 1064 00:49:56,560 --> 00:49:57,620 of post order traversal. 1065 00:49:57,620 --> 00:49:58,620 That was very hand wavy. 1066 00:49:58,620 --> 00:50:01,690 The actual proof is a bit technical and more 1067 00:50:01,690 --> 00:50:05,900 than I can do in zero minutes. 1068 00:50:05,900 --> 00:50:09,320 That's a sketch of continuous blooming 1069 00:50:09,320 --> 00:50:12,170 of source unfolding, which is pretty cool. 1070 00:50:12,170 --> 00:50:14,110 Star unfolding is open. 1071 00:50:14,110 --> 00:50:18,800 Whether all unfoldings of convex polyhedra work is open. 1072 00:50:18,800 --> 00:50:21,042 For non-convex polyhedra, there are 1073 00:50:21,042 --> 00:50:23,500 bunch of non-convex polyhedra, which we'll be talking about 1074 00:50:23,500 --> 00:50:27,150 in future lectures, that we know have unfoldings. 1075 00:50:27,150 --> 00:50:28,600 Do they have continuous blooming? 1076 00:50:28,600 --> 00:50:29,430 We have no idea. 1077 00:50:29,430 --> 00:50:32,610 This is the state of the art for bloomings. 1078 00:50:32,610 --> 00:50:34,930 Still a lot of interesting open questions. 1079 00:50:34,930 --> 00:50:38,952 Any other questions from you? 1080 00:50:38,952 --> 00:50:41,680 All right, that's it.