1 00:00:06,240 --> 00:00:07,210 I'm Erik Demaine. 2 00:00:07,210 --> 00:00:08,450 You can call me Erik. 3 00:00:08,450 --> 00:00:10,380 This is the web page for the class. 4 00:00:10,380 --> 00:00:13,600 You should all go there if you haven't already, and sign up 5 00:00:13,600 --> 00:00:16,350 on this sheet if you want to be on the mailing list. 6 00:00:16,350 --> 00:00:18,600 Good. 7 00:00:18,600 --> 00:00:22,910 So, maybe I'll tell you a little bit what this class about. 8 00:00:22,910 --> 00:00:25,470 Then I'll tell you about how the class works, 9 00:00:25,470 --> 00:00:28,050 and then we'll do more about what it's about. 10 00:00:28,050 --> 00:00:30,680 The idea of lecture 1 is to cover the entire class 11 00:00:30,680 --> 00:00:31,860 in one lecture. 12 00:00:31,860 --> 00:00:35,390 Obviously, I will omit a few of the details 13 00:00:35,390 --> 00:00:37,112 because we have a lot to cover, but I 14 00:00:37,112 --> 00:00:38,570 thought it would be fun to give you 15 00:00:38,570 --> 00:00:41,670 a picture what the whole class is, what the sort of content 16 00:00:41,670 --> 00:00:44,940 is, so you know whether you want to be here. 17 00:00:44,940 --> 00:00:48,430 And my chalk. 18 00:00:48,430 --> 00:00:52,350 So this class is about geometry. 19 00:00:52,350 --> 00:00:53,510 It's about folding. 20 00:00:53,510 --> 00:00:55,190 It's about algorithms. 21 00:00:55,190 --> 00:01:04,560 In general, we are interested in the mathematics and algorithms 22 00:01:04,560 --> 00:01:05,880 behind folding things. 23 00:01:19,660 --> 00:01:22,410 And also unfolding things, because that turns out 24 00:01:22,410 --> 00:01:24,780 to be pretty interesting. 25 00:01:24,780 --> 00:01:28,005 And the formal term for things is geometric objects. 26 00:01:30,600 --> 00:01:34,150 And you think of things like your arm folds. 27 00:01:34,150 --> 00:01:37,860 Pieces of paper fold. 28 00:01:37,860 --> 00:01:39,610 All sorts of things fold in the world. 29 00:01:39,610 --> 00:01:43,010 A lot of the-- if there's any sheet metal objects 30 00:01:43,010 --> 00:01:46,250 in this room, maybe some of these parts 31 00:01:46,250 --> 00:01:48,790 are folded out of sheet. 32 00:01:48,790 --> 00:01:50,360 I would guess so. 33 00:01:50,360 --> 00:01:52,900 So folding is everywhere, and this class 34 00:01:52,900 --> 00:01:55,350 is all about how that works mathematically. 35 00:01:55,350 --> 00:01:57,330 And I'm a theoretical computer scientist. 36 00:01:57,330 --> 00:01:59,890 I do algorithms, so my slant is towards algorithms, 37 00:01:59,890 --> 00:02:03,340 which is getting computers to do all this for you. 38 00:02:03,340 --> 00:02:06,430 How many people here are computer scientists? 39 00:02:06,430 --> 00:02:10,550 How many people are-- you've got to pick one-- mathematicians? 40 00:02:10,550 --> 00:02:13,560 How many people are neither of the above? 41 00:02:13,560 --> 00:02:14,860 Wow, cool. 42 00:02:14,860 --> 00:02:18,105 It's like not a lot of mathematicians only, 43 00:02:18,105 --> 00:02:19,480 but a lot of computer scientists, 44 00:02:19,480 --> 00:02:20,890 a lot of everyone else. 45 00:02:20,890 --> 00:02:24,960 So I'll go around later maybe and find out 46 00:02:24,960 --> 00:02:27,680 what your background is. 47 00:02:27,680 --> 00:02:29,730 You may be interested less in the mathematics 48 00:02:29,730 --> 00:02:31,580 and more in the applications, so let 49 00:02:31,580 --> 00:02:33,160 me tell you a little bit about those. 50 00:02:42,520 --> 00:02:45,056 I have a long list of applications, some of which 51 00:02:45,056 --> 00:02:46,430 have been realized, some of which 52 00:02:46,430 --> 00:02:49,790 are still in progress or just ideas. 53 00:02:49,790 --> 00:02:53,420 Robotics is a big one, folding robotic arms. 54 00:02:53,420 --> 00:02:57,860 And I'll show later different kinds of transforming robots, 55 00:02:57,860 --> 00:03:01,990 like Transformers or Terminator 2-style, where 56 00:03:01,990 --> 00:03:04,945 you want one robot to take on many different forms, this idea 57 00:03:04,945 --> 00:03:06,820 of programmable matter, where you can program 58 00:03:06,820 --> 00:03:09,030 the geometry of your object as well as you 59 00:03:09,030 --> 00:03:11,560 could program the software. 60 00:03:11,560 --> 00:03:13,839 So next time when you buy the new iPhone, 61 00:03:13,839 --> 00:03:15,380 you download the hardware in addition 62 00:03:15,380 --> 00:03:16,380 to downloading software. 63 00:03:16,380 --> 00:03:19,210 That would be the crazy idea. 64 00:03:19,210 --> 00:03:21,050 That, of course, doesn't exist yet. 65 00:03:21,050 --> 00:03:24,300 But it exists in some simple forms. 66 00:03:24,300 --> 00:03:26,200 Computer graphics. 67 00:03:26,200 --> 00:03:30,829 If you're making Toy Story 4, and you 68 00:03:30,829 --> 00:03:33,370 want to animate your characters from one position to another, 69 00:03:33,370 --> 00:03:36,740 you have some skeleton which is a foldable object, 70 00:03:36,740 --> 00:03:39,470 and you'd like to interpolate between two key frames 71 00:03:39,470 --> 00:03:42,010 that the animator draws automatically. 72 00:03:42,010 --> 00:03:44,930 That's a morphing problem, and it's a folding morphing 73 00:03:44,930 --> 00:03:47,210 problem. 74 00:03:47,210 --> 00:03:50,590 We have mechanics. 75 00:03:50,590 --> 00:03:56,320 A lot of the early folding work is in like 17, 1800s, 76 00:03:56,320 --> 00:03:59,030 and is motivated by building mechanical linkages 77 00:03:59,030 --> 00:04:00,400 to do useful things. 78 00:04:00,400 --> 00:04:02,860 This is back before electrical computers, 79 00:04:02,860 --> 00:04:06,480 we had mechanical computers of sorts. 80 00:04:06,480 --> 00:04:11,142 Things like you could sign your name in triplicate 81 00:04:11,142 --> 00:04:13,100 by just signing once, and having a linkage that 82 00:04:13,100 --> 00:04:16,769 made many copies of it. 83 00:04:16,769 --> 00:04:20,019 I think Jefferson used such a linkage. 84 00:04:20,019 --> 00:04:25,200 We have manufacturing, which is a pretty broad term-- 85 00:04:25,200 --> 00:04:28,760 things like sheet metal bending. 86 00:04:28,760 --> 00:04:32,330 Nano manufacturing, I think, is an exciting context, 87 00:04:32,330 --> 00:04:35,020 where you can-- we're really good at building 88 00:04:35,020 --> 00:04:39,160 flat nano-scale objects like CPUs. 89 00:04:39,160 --> 00:04:40,760 And if you could get them to fold up, 90 00:04:40,760 --> 00:04:46,830 then you could manufacture 3D nano-scale objects. 91 00:04:46,830 --> 00:04:50,240 I have optics here, Jason. 92 00:04:50,240 --> 00:04:51,230 Sure. 93 00:04:51,230 --> 00:04:55,380 George [INAUDIBLE] group does some optical devices 94 00:04:55,380 --> 00:04:58,250 through folding here at MIT. 95 00:04:58,250 --> 00:04:59,950 Medical is a big one. 96 00:05:02,690 --> 00:05:05,570 Imagine folding a stent really small, 97 00:05:05,570 --> 00:05:07,327 so it can fit through small blood vessels 98 00:05:07,327 --> 00:05:09,160 until it gets to where you want in your body 99 00:05:09,160 --> 00:05:11,960 and expands-- do non-intrusive heart surgery. 100 00:05:11,960 --> 00:05:13,410 Drug delivery is another one. 101 00:05:13,410 --> 00:05:17,500 You have some object you want to deliver, your cancer drug, 102 00:05:17,500 --> 00:05:22,280 so it follows through your body until it detects the cancer, 103 00:05:22,280 --> 00:05:24,879 and then it releases the drug, for example. 104 00:05:24,879 --> 00:05:26,420 Something we just started looking at. 105 00:05:28,960 --> 00:05:31,280 Aero-astro. 106 00:05:31,280 --> 00:05:33,280 You want to deploy something out in outer space. 107 00:05:33,280 --> 00:05:35,696 You've got to get it there first within the space shuttle. 108 00:05:35,696 --> 00:05:37,540 So how do you fold it down small so it 109 00:05:37,540 --> 00:05:39,700 fits in your space shuttle, and then expands 110 00:05:39,700 --> 00:05:41,670 when it gets there? 111 00:05:41,670 --> 00:05:43,360 Biology. 112 00:05:43,360 --> 00:05:44,630 Big one. 113 00:05:44,630 --> 00:05:46,320 I'm interested in protein folding. 114 00:05:46,320 --> 00:05:49,950 Proteins are the building block of all life forms we know, 115 00:05:49,950 --> 00:05:51,880 and we'd like to know how they fold. 116 00:05:51,880 --> 00:05:53,801 I'll show you some pictures of them later. 117 00:05:53,801 --> 00:05:55,300 We'll talk more about it, obviously, 118 00:05:55,300 --> 00:05:57,090 in the rest of the class. 119 00:05:57,090 --> 00:05:59,390 And the goal is to use this mathematics of folding 120 00:05:59,390 --> 00:06:01,680 to try to figure out what biology might be doing 121 00:06:01,680 --> 00:06:05,890 in real life, though that's still obviously very difficult. 122 00:06:05,890 --> 00:06:09,290 Sculpture, sort of an obvious one. 123 00:06:09,290 --> 00:06:12,120 Designing cooler origami is possible, 124 00:06:12,120 --> 00:06:13,890 thanks to mathematics and algorithms. 125 00:06:13,890 --> 00:06:16,590 Hopefully Jason agrees. 126 00:06:16,590 --> 00:06:20,270 Jason Ku is, I guess, the top origami designer currently 127 00:06:20,270 --> 00:06:20,770 at MIT. 128 00:06:20,770 --> 00:06:22,120 That's a safe bet. 129 00:06:22,120 --> 00:06:23,760 You could make some broader claim. 130 00:06:23,760 --> 00:06:25,970 And we'll get him to give a guest lecture 131 00:06:25,970 --> 00:06:28,320 on the more artistic side of origami, 132 00:06:28,320 --> 00:06:30,980 and I'll talk about the mathematics-- some of which 133 00:06:30,980 --> 00:06:32,620 is currently used in origami design 134 00:06:32,620 --> 00:06:35,500 today, either implicitly or explicitly, some of which 135 00:06:35,500 --> 00:06:41,370 is yet to be used, but hopefully will make cooler sculpture. 136 00:06:41,370 --> 00:06:43,650 You could also imagine building interactive sculpture. 137 00:06:43,650 --> 00:06:46,770 Interactive buildings' architecture 138 00:06:46,770 --> 00:06:48,060 is another big one. 139 00:06:48,060 --> 00:06:50,450 How many people here are architects? 140 00:06:50,450 --> 00:06:50,950 Cool. 141 00:06:50,950 --> 00:06:52,730 A bunch. 142 00:06:52,730 --> 00:06:55,000 So I think this is really exciting and underexploited 143 00:06:55,000 --> 00:06:57,010 at the moment, reconfigurable buildings. 144 00:06:57,010 --> 00:06:59,750 Hoberman is one example of somebody 145 00:06:59,750 --> 00:07:02,366 exploring this, getting the building to fold from one shape 146 00:07:02,366 --> 00:07:04,740 to another, or getting your shades to fold from one shape 147 00:07:04,740 --> 00:07:06,780 to another, all sorts of things. 148 00:07:06,780 --> 00:07:07,980 That's all I have. 149 00:07:07,980 --> 00:07:09,546 Maybe there are more. 150 00:07:09,546 --> 00:07:12,570 You're welcome to tell me. 151 00:07:12,570 --> 00:07:14,240 But this is somehow why you might 152 00:07:14,240 --> 00:07:18,950 care about the mathematics of folding things. 153 00:07:18,950 --> 00:07:23,140 And what else do I have? 154 00:07:23,140 --> 00:07:25,680 Yeah, let me tell you a little bit about the field. 155 00:07:25,680 --> 00:07:27,890 It's, in some sense, old. 156 00:07:27,890 --> 00:07:31,430 There are some problems in this world of geometric folding 157 00:07:31,430 --> 00:07:34,950 that go back four or five centuries. 158 00:07:34,950 --> 00:07:37,510 And some of those problems are still unsolved, 159 00:07:37,510 --> 00:07:39,390 but a lot of the action in the field 160 00:07:39,390 --> 00:07:43,960 has been in the last 12 years or so. 161 00:07:43,960 --> 00:07:45,390 And it's been really exciting. 162 00:07:45,390 --> 00:07:47,190 A lot of theorems have been proved. 163 00:07:47,190 --> 00:07:48,690 In fact, a lot of theorems have been 164 00:07:48,690 --> 00:07:50,610 proved in the context of previous iterations 165 00:07:50,610 --> 00:07:51,810 of this class. 166 00:07:51,810 --> 00:07:53,870 And so I always have to update things, 167 00:07:53,870 --> 00:07:56,690 because we keep getting new results. 168 00:07:56,690 --> 00:07:59,380 And the idea of this class is to cover the bleeding 169 00:07:59,380 --> 00:08:03,410 edge, whatever the frontiers of what's known, 170 00:08:03,410 --> 00:08:05,780 and also to push that edge further. 171 00:08:05,780 --> 00:08:08,540 So there is an open problem session, which is optional. 172 00:08:08,540 --> 00:08:11,330 But if you want to come solve new problems that haven't been 173 00:08:11,330 --> 00:08:13,650 solved before, every week probably 174 00:08:13,650 --> 00:08:16,710 we'll work on a problem related to what I cover in class. 175 00:08:16,710 --> 00:08:19,880 So you know what's known, and then we 176 00:08:19,880 --> 00:08:21,710 try to prove what's unknown. 177 00:08:21,710 --> 00:08:22,710 That's the idea. 178 00:08:22,710 --> 00:08:24,460 And that's worked pretty well in the past. 179 00:08:27,260 --> 00:08:29,835 Let's dive a little bit into the sort 180 00:08:29,835 --> 00:08:30,960 of mathematical structures. 181 00:08:33,870 --> 00:08:36,690 So say geometric objects. 182 00:08:44,290 --> 00:08:47,730 There are three main things that we typically 183 00:08:47,730 --> 00:08:56,605 think about, linkages, pieces of paper, and polyhedra. 184 00:09:03,030 --> 00:09:06,750 A linkage is something like your arm or a robotic arm. 185 00:09:06,750 --> 00:09:10,930 You have one-dimensional straight links like bones, 186 00:09:10,930 --> 00:09:13,380 and hinges that connect them together. 187 00:09:13,380 --> 00:09:16,230 And you'd like to know how that thing can fold. 188 00:09:16,230 --> 00:09:19,640 So this is like in the graphics world or mechanical linkage 189 00:09:19,640 --> 00:09:20,140 world. 190 00:09:22,740 --> 00:09:25,440 The typical way we think about linkages 191 00:09:25,440 --> 00:09:29,160 is that they have rigid bars. 192 00:09:29,160 --> 00:09:33,070 As opposed to a string, which is really floppy, 193 00:09:33,070 --> 00:09:36,030 here you have these rigid, like maybe metal, parts, 194 00:09:36,030 --> 00:09:37,930 and you can only fold at the hinges. 195 00:09:37,930 --> 00:09:41,200 That's typical thinking on linkages. 196 00:09:41,200 --> 00:09:42,330 Makes it interesting. 197 00:09:42,330 --> 00:09:47,050 And sometimes we also require no crossing. 198 00:09:47,050 --> 00:09:50,160 I'm trying to take a physical thing you have intuition for, 199 00:09:50,160 --> 00:09:52,530 and write some of the mathematical constraints. 200 00:09:52,530 --> 00:09:55,680 No crossing means you can't intersect yourself. 201 00:09:55,680 --> 00:09:57,939 Sometimes that's important. 202 00:09:57,939 --> 00:09:58,730 Sometimes it's not. 203 00:09:58,730 --> 00:10:01,130 In a lot of the mechanical linkage world 204 00:10:01,130 --> 00:10:04,070 you can have crossing bars, but just 205 00:10:04,070 --> 00:10:06,910 because they're in different planes in real life, 206 00:10:06,910 --> 00:10:10,070 if you're making a two-dimensional linkage. 207 00:10:10,070 --> 00:10:10,570 Paper. 208 00:10:13,170 --> 00:10:16,620 This is my drawing of a piece of paper. 209 00:10:16,620 --> 00:10:20,700 The rules are you are not allowed 210 00:10:20,700 --> 00:10:25,270 to stretch the material, and you're not 211 00:10:25,270 --> 00:10:27,550 allowed to tear or cut. 212 00:10:30,420 --> 00:10:31,846 So all you can do is fold. 213 00:10:31,846 --> 00:10:33,220 And so intuitively this is saying 214 00:10:33,220 --> 00:10:34,930 you can't make paper any longer. 215 00:10:34,930 --> 00:10:36,520 You can't really make it shorter. 216 00:10:36,520 --> 00:10:42,610 The only thing you can do is change its 3D geometry. 217 00:10:42,610 --> 00:10:45,540 But if you look really closely, the geometry is the same. 218 00:10:45,540 --> 00:10:47,790 It has a fixed intrinsic geometry. 219 00:10:47,790 --> 00:10:50,660 All the distances on the surface are staying the same. 220 00:10:50,660 --> 00:10:52,780 And usually in modern origami, you're 221 00:10:52,780 --> 00:10:54,740 not allowed to cut the paper, because that 222 00:10:54,740 --> 00:10:56,690 makes things too easy, basically. 223 00:10:56,690 --> 00:10:59,349 And I guess also no crossing here. 224 00:10:59,349 --> 00:11:00,140 It's a requirement. 225 00:11:03,930 --> 00:11:05,980 This is a pretty informal description of paper. 226 00:11:05,980 --> 00:11:06,990 You can formalize it. 227 00:11:06,990 --> 00:11:08,260 We will do that at some point. 228 00:11:08,260 --> 00:11:10,380 But it's pretty intuitive. 229 00:11:10,380 --> 00:11:13,070 You've all done it before. 230 00:11:13,070 --> 00:11:16,051 Polyhedron is something more three-dimensional. 231 00:11:16,051 --> 00:11:18,300 So here we had one-dimensional things we were folding. 232 00:11:18,300 --> 00:11:19,640 Two-dimensional things we were folding. 233 00:11:19,640 --> 00:11:22,306 A three-dimensional thing, or at least a two-dimensional surface 234 00:11:22,306 --> 00:11:24,620 in three dimensions, a typical thing 235 00:11:24,620 --> 00:11:27,760 you might want to do with a polyhedron is build it. 236 00:11:27,760 --> 00:11:30,150 And often you want to build something out 237 00:11:30,150 --> 00:11:34,570 of flat material, something like-- you've probably 238 00:11:34,570 --> 00:11:38,930 made a cube by building a cross, and then folding it up 239 00:11:38,930 --> 00:11:39,976 into that thing. 240 00:11:39,976 --> 00:11:41,100 That's the folding problem. 241 00:11:41,100 --> 00:11:43,040 The unfolding problem is, where do I 242 00:11:43,040 --> 00:11:47,370 cut along this surface in order to make 243 00:11:47,370 --> 00:11:49,650 one of these nice unfoldings? 244 00:11:49,650 --> 00:11:53,490 I think there's one more cut here in the back. 245 00:11:53,490 --> 00:11:56,130 If I did it right, that will unfold into the cross. 246 00:11:56,130 --> 00:12:00,160 So if I have some complicated 3D shape, what 2D shape 247 00:12:00,160 --> 00:12:02,660 do I cut out in order to bend it into that 3D shape? 248 00:12:02,660 --> 00:12:04,171 That's the unfolding problem. 249 00:12:04,171 --> 00:12:05,920 There are actually lots of different kinds 250 00:12:05,920 --> 00:12:08,400 of polyhedron folding problems, but here it 251 00:12:08,400 --> 00:12:11,910 is you want to cut the surface. 252 00:12:11,910 --> 00:12:15,940 You want one piece-- it's a little harder to assemble 253 00:12:15,940 --> 00:12:23,460 multiple pieces-- and you'd like no overlap in that unfolding. 254 00:12:23,460 --> 00:12:25,390 Because if, when you unfold, it overlaps, 255 00:12:25,390 --> 00:12:26,848 then you can't actually make it out 256 00:12:26,848 --> 00:12:30,640 of one piece of sheet material. 257 00:12:30,640 --> 00:12:33,970 So these are the sorts of things we study. 258 00:12:33,970 --> 00:12:35,520 And I think the plan in the class 259 00:12:35,520 --> 00:12:39,230 is I will start with paper, because it's kind of the most 260 00:12:39,230 --> 00:12:42,540 fun, origami design, computational origami design. 261 00:12:42,540 --> 00:12:44,910 And then we'll talk about linkages and polyhedra. 262 00:12:44,910 --> 00:12:48,040 And I'll probably jump around from week to week, just 263 00:12:48,040 --> 00:12:50,540 to keep it exciting, because they're all interesting. 264 00:12:50,540 --> 00:12:52,890 You might each have your favorite one. 265 00:12:52,890 --> 00:12:55,050 And so that we can talk about all of them at once. 266 00:13:01,647 --> 00:13:03,230 So what kind of mathematical questions 267 00:13:03,230 --> 00:13:06,580 would you ask about these structures? 268 00:13:06,580 --> 00:13:11,870 Well, there are two main types I like to characterize. 269 00:13:11,870 --> 00:13:17,330 On the one hand, we have what I call foldability questions, 270 00:13:17,330 --> 00:13:23,090 where you're given some existing structure like a linkage, 271 00:13:23,090 --> 00:13:27,159 or a piece of paper with some creases on it maybe, 272 00:13:27,159 --> 00:13:29,200 and you'd like to know, how does that thing fold? 273 00:13:36,990 --> 00:13:41,180 So I give you some structure, and you'd like to know, 274 00:13:41,180 --> 00:13:42,750 does it fold? 275 00:13:42,750 --> 00:13:45,720 Maybe just does it fold at all? 276 00:13:45,720 --> 00:13:49,090 Or, in some particular way, can you 277 00:13:49,090 --> 00:13:51,750 make it fold into something interesting? 278 00:13:51,750 --> 00:13:53,220 Or some notion of interesting? 279 00:13:53,220 --> 00:13:55,200 I'm going to be generic here, because there's 280 00:13:55,200 --> 00:13:57,320 a lot of different questions obviously. 281 00:13:57,320 --> 00:14:00,730 And this is in contrast to a design question, 282 00:14:00,730 --> 00:14:04,230 where you're given-- what you start with is a goal. 283 00:14:04,230 --> 00:14:07,477 Like I want to make a butterfly. 284 00:14:07,477 --> 00:14:09,810 And then the question is, how do I fold a piece of paper 285 00:14:09,810 --> 00:14:11,110 to make that butterfly? 286 00:14:11,110 --> 00:14:13,140 So here you're given maybe a crease pattern 287 00:14:13,140 --> 00:14:14,410 and given some structure. 288 00:14:14,410 --> 00:14:17,940 You want to see how it folds. 289 00:14:17,940 --> 00:14:19,842 In design, you're given the goal and you 290 00:14:19,842 --> 00:14:21,550 want to figure out what you should build, 291 00:14:21,550 --> 00:14:23,404 what folding structure should I make 292 00:14:23,404 --> 00:14:24,570 that will achieve this goal? 293 00:14:27,140 --> 00:14:31,150 So what shapes? 294 00:14:31,150 --> 00:14:35,230 Shape is one thing you might want. 295 00:14:35,230 --> 00:14:39,445 But in general, you have some property you want to achieve. 296 00:14:45,550 --> 00:14:46,570 Can you fold it? 297 00:14:49,690 --> 00:14:54,470 And of course if you can, how do you do it? 298 00:14:54,470 --> 00:14:56,205 So this tends-- in general you could 299 00:14:56,205 --> 00:14:58,330 think of this as a more mathematical question, this 300 00:14:58,330 --> 00:14:59,510 as a more algorithmic question. 301 00:14:59,510 --> 00:15:00,884 But usually actually both of them 302 00:15:00,884 --> 00:15:03,460 are addressed with algorithms to some extent. 303 00:15:06,220 --> 00:15:08,040 Of course design is somehow cooler, 304 00:15:08,040 --> 00:15:09,960 but often we need to understand foldability 305 00:15:09,960 --> 00:15:12,140 before we can solve design. 306 00:15:12,140 --> 00:15:13,420 But not always. 307 00:15:13,420 --> 00:15:15,630 It depends. 308 00:15:15,630 --> 00:15:17,940 And just to give you like-- I mean 309 00:15:17,940 --> 00:15:20,430 if you looked at the entire set of results, the questions 310 00:15:20,430 --> 00:15:23,430 and answers, that we consider, and you filter them down, 311 00:15:23,430 --> 00:15:25,140 there would be three kinds of things 312 00:15:25,140 --> 00:15:27,570 that we prove in this class. 313 00:15:27,570 --> 00:15:29,040 These are the results. 314 00:15:29,040 --> 00:15:31,420 All the results in three bullets. 315 00:15:31,420 --> 00:15:33,993 It could be either you get universality. 316 00:15:38,332 --> 00:15:39,790 This is the coolest kind of result, 317 00:15:39,790 --> 00:15:41,590 and it's surprisingly common. 318 00:15:41,590 --> 00:15:46,077 Everything can be folded, for some notion of everything. 319 00:15:46,077 --> 00:15:47,160 That's always a challenge. 320 00:15:52,040 --> 00:15:56,080 And you get an algorithm to do it. 321 00:15:56,080 --> 00:15:58,312 So if you say I want to fold a butterfly, 322 00:15:58,312 --> 00:16:00,020 you put the butterfly into the algorithm, 323 00:16:00,020 --> 00:16:02,580 out come your design for folding a butterfly. 324 00:16:02,580 --> 00:16:09,270 That's the ideal picture when you get a universality result. 325 00:16:09,270 --> 00:16:11,900 The next best thing you could hope for 326 00:16:11,900 --> 00:16:14,800 is a sort of decision result, which 327 00:16:14,800 --> 00:16:18,635 is that there's a fast algorithm that will tell you 328 00:16:18,635 --> 00:16:19,885 whether something is foldable. 329 00:16:30,080 --> 00:16:32,160 So we say it decides foldability. 330 00:16:36,166 --> 00:16:37,290 So you give it a butterfly. 331 00:16:37,290 --> 00:16:39,170 It says, oh, that's impossible. 332 00:16:39,170 --> 00:16:39,970 That's not true. 333 00:16:39,970 --> 00:16:41,924 But you could imagine that. 334 00:16:41,924 --> 00:16:43,840 Or maybe you give it a butterfly, it says yes. 335 00:16:43,840 --> 00:16:46,770 You give it the skyline of New York, 336 00:16:46,770 --> 00:16:48,770 and it says no, you can't fold that. 337 00:16:48,770 --> 00:16:49,530 That's not true. 338 00:16:49,530 --> 00:16:54,332 But if it's not the case that everything is foldable, 339 00:16:54,332 --> 00:16:56,540 the next best thing is you could at least distinguish 340 00:16:56,540 --> 00:16:58,690 which things are foldable from which things are not. 341 00:16:58,690 --> 00:17:00,398 And then, of course, the worst thing that 342 00:17:00,398 --> 00:17:04,650 could happen, in some sense, is you get a hardness results 343 00:17:04,650 --> 00:17:08,829 which says, there's no good way to even distinguish 344 00:17:08,829 --> 00:17:10,640 foldable things from unfoldable things. 345 00:17:19,621 --> 00:17:21,079 So I'm going to say computationally 346 00:17:21,079 --> 00:17:23,960 intractable to mean generically that there's no good algorithm 347 00:17:23,960 --> 00:17:25,429 to solve a problem. 348 00:17:25,429 --> 00:17:27,720 We're going to be more formal about that in the future. 349 00:17:33,160 --> 00:17:35,660 Because different people have different backgrounds, 350 00:17:35,660 --> 00:17:37,410 you may know about competition complexity. 351 00:17:37,410 --> 00:17:38,360 Many of you don't. 352 00:17:38,360 --> 00:17:39,410 That's cool. 353 00:17:39,410 --> 00:17:42,960 We're going to talk about all that here. 354 00:17:42,960 --> 00:17:44,190 All right. 355 00:17:44,190 --> 00:17:45,610 That's the class in a nutshell. 356 00:17:45,610 --> 00:17:46,650 Totally generic. 357 00:17:46,650 --> 00:17:48,830 Any questions so far? 358 00:17:48,830 --> 00:17:49,630 Probably not. 359 00:17:52,300 --> 00:17:55,500 I thought now I would tell you a little bit about the class 360 00:17:55,500 --> 00:17:57,920 structure. 361 00:17:57,920 --> 00:18:01,340 The main part of the class are these lectures, 362 00:18:01,340 --> 00:18:04,470 and attendance is mandatory for classes, 363 00:18:04,470 --> 00:18:07,270 because you're not going to learn it unless you come here. 364 00:18:07,270 --> 00:18:08,270 You can have exceptions. 365 00:18:08,270 --> 00:18:10,770 Just email me and watch the videos later. 366 00:18:10,770 --> 00:18:13,700 That's one of the fun features of the videos, 367 00:18:13,700 --> 00:18:18,120 although the videos are mainly to reach the world for fun. 368 00:18:18,120 --> 00:18:22,140 There will be a few problem sets in this class, not too many. 369 00:18:22,140 --> 00:18:26,170 And the other main thing that you turn in is the project. 370 00:18:26,170 --> 00:18:29,290 So sort of a project-focused class. 371 00:18:29,290 --> 00:18:31,490 You will hand in some write up. 372 00:18:31,490 --> 00:18:34,040 You will give some presentation in the last few lectures 373 00:18:34,040 --> 00:18:36,040 of class, if you're taking the class for credit. 374 00:18:36,040 --> 00:18:37,680 If you're listening, you don't have to do this. 375 00:18:37,680 --> 00:18:38,420 You can, if you want. 376 00:18:38,420 --> 00:18:39,586 You can do the problem sets. 377 00:18:39,586 --> 00:18:40,910 Some of them will be fun. 378 00:18:40,910 --> 00:18:43,230 Hopefully all of them will be fun. 379 00:18:43,230 --> 00:18:47,090 None of them will bee too painful. 380 00:18:47,090 --> 00:18:49,410 But for people who are taking the class for credit, 381 00:18:49,410 --> 00:18:51,550 you have to do a project and presentation. 382 00:18:51,550 --> 00:18:53,350 The project could be about tons of things. 383 00:18:53,350 --> 00:18:54,980 You could build a sculpture. 384 00:18:54,980 --> 00:18:57,660 You could come up with a cool virtual design of something 385 00:18:57,660 --> 00:19:00,110 amazing that somehow relates to folding. 386 00:19:00,110 --> 00:19:02,842 It doesn't have to be direct. 387 00:19:02,842 --> 00:19:05,050 If you're a coder, you could implement some algorithm 388 00:19:05,050 --> 00:19:09,780 we talk about, or make a beautiful image or animation 389 00:19:09,780 --> 00:19:11,620 or applet or something. 390 00:19:11,620 --> 00:19:15,690 If you're more theory, you could solve an open problem. 391 00:19:15,690 --> 00:19:17,070 Obviously that's a big win. 392 00:19:17,070 --> 00:19:19,990 But even trying to solve an open problem is fine. 393 00:19:19,990 --> 00:19:23,250 You can talk about how you failed to solve it, 394 00:19:23,250 --> 00:19:26,202 in the unhappy case that happens. 395 00:19:26,202 --> 00:19:27,910 But if you want to solve an open problem, 396 00:19:27,910 --> 00:19:29,720 I would encourage you to come to the open problem session, 397 00:19:29,720 --> 00:19:31,350 so we can all solve it together. 398 00:19:31,350 --> 00:19:33,120 Then you can have a joint project 399 00:19:33,120 --> 00:19:37,450 on what we do, but it's totally unpredictable, of course. 400 00:19:37,450 --> 00:19:39,410 Even posing an open problem in this field 401 00:19:39,410 --> 00:19:40,510 is pretty interesting. 402 00:19:40,510 --> 00:19:42,270 I know a lot of the hard open problems. 403 00:19:42,270 --> 00:19:46,540 I would like to find more of them, more tractable ones. 404 00:19:46,540 --> 00:19:48,810 And so if you have some idea, especially related 405 00:19:48,810 --> 00:19:51,620 to some application field that you know a lot about, 406 00:19:51,620 --> 00:19:53,460 it'd be cool to try to extract, what 407 00:19:53,460 --> 00:19:58,010 is the mathematical problem in a lot of these fields? 408 00:19:58,010 --> 00:19:59,300 Or you can write a survey. 409 00:19:59,300 --> 00:20:01,947 That's a typical project. 410 00:20:01,947 --> 00:20:04,530 You should avoid overlap with-- I don't actually have it here, 411 00:20:04,530 --> 00:20:06,200 but the textbook for this class-- 412 00:20:06,200 --> 00:20:09,050 you can imagine it being here-- is Geometric Folding 413 00:20:09,050 --> 00:20:11,010 Algorithms. 414 00:20:11,010 --> 00:20:11,790 Here it is. 415 00:20:11,790 --> 00:20:12,660 Thank you, Jason. 416 00:20:12,660 --> 00:20:13,160 That's good. 417 00:20:13,160 --> 00:20:14,250 I ran out of copies. 418 00:20:14,250 --> 00:20:15,991 Now I have one. 419 00:20:15,991 --> 00:20:17,710 No, I'll give it back. 420 00:20:17,710 --> 00:20:21,096 So this is by me and Joe O'Rourke at Smith College. 421 00:20:21,096 --> 00:20:22,595 Any questions about class structure? 422 00:20:25,150 --> 00:20:25,710 Yeah. 423 00:20:25,710 --> 00:20:28,390 AUDIENCE: Can projects be individual? [INAUDIBLE] 424 00:20:28,390 --> 00:20:30,545 PROFESSOR: Projects can be with groups. 425 00:20:30,545 --> 00:20:32,350 I forget whether the website has a limit 426 00:20:32,350 --> 00:20:33,350 on the number of people. 427 00:20:33,350 --> 00:20:34,849 I don't think so. 428 00:20:34,849 --> 00:20:37,140 But at some point you'll have to do a project proposal. 429 00:20:37,140 --> 00:20:38,610 I should mention that also. 430 00:20:38,610 --> 00:20:41,950 And then I will vet your project group. 431 00:20:41,950 --> 00:20:43,447 But I think anything's fine. 432 00:20:43,447 --> 00:20:45,030 Just when you have more people, you're 433 00:20:45,030 --> 00:20:47,720 expected to do a little more, naturally. 434 00:20:47,720 --> 00:20:49,250 Other questions? 435 00:20:49,250 --> 00:20:49,880 Yeah. 436 00:20:49,880 --> 00:20:51,460 I love collaboration. 437 00:20:51,460 --> 00:20:53,940 I think I've never written a paper without a co-author. 438 00:20:53,940 --> 00:20:55,360 It wasn't a survey paper. 439 00:20:55,360 --> 00:20:57,130 So collaboration's good. 440 00:20:59,770 --> 00:21:00,921 All right. 441 00:21:00,921 --> 00:21:01,420 Doing well. 442 00:21:04,860 --> 00:21:08,070 So the next thing I want to do is actually 443 00:21:08,070 --> 00:21:10,390 dive into actual content. 444 00:21:10,390 --> 00:21:12,012 This was totally generic. 445 00:21:12,012 --> 00:21:12,970 And to me, it's useful. 446 00:21:12,970 --> 00:21:14,637 But maybe to you, it's less useful. 447 00:21:14,637 --> 00:21:15,970 This is sort of an organization. 448 00:21:15,970 --> 00:21:17,880 As we go through, everything you'll see 449 00:21:17,880 --> 00:21:20,769 will fit almost always into one of these three categories. 450 00:21:20,769 --> 00:21:23,060 The question will fit into one of these two categories, 451 00:21:23,060 --> 00:21:25,590 and the answer will fit into one of these three categories. 452 00:21:25,590 --> 00:21:28,660 Now let's see what some of those actual problems, questions 453 00:21:28,660 --> 00:21:29,990 and answers, are. 454 00:21:29,990 --> 00:21:31,600 That's the fun part. 455 00:21:31,600 --> 00:21:33,820 There's so many cool results here, 456 00:21:33,820 --> 00:21:35,420 and so many cool open problems. 457 00:21:35,420 --> 00:21:40,530 I thought I'd tell you a bunch of the big open problems, too. 458 00:21:40,530 --> 00:21:43,790 So in today's class, I'm going to go in order. 459 00:21:43,790 --> 00:21:46,260 We're going to start with linkages, and then paper, 460 00:21:46,260 --> 00:21:49,120 and then polyhedra. 461 00:21:49,120 --> 00:21:59,290 And I'm going to start with linkages allowing intersection. 462 00:22:03,130 --> 00:22:07,550 So magically, bars of the linkage can overlap each other. 463 00:22:07,550 --> 00:22:09,920 And then later I'll talk about linkages, 464 00:22:09,920 --> 00:22:12,040 which is most interesting in two dimensions, 465 00:22:12,040 --> 00:22:14,373 because you can actually build them in three dimensions. 466 00:22:14,373 --> 00:22:18,710 And then we'll go to linkages that do not have intersection. 467 00:22:18,710 --> 00:22:24,450 So an early motivation here where 468 00:22:24,450 --> 00:22:26,710 a lot of this linkage folding came from originally-- 469 00:22:26,710 --> 00:22:35,220 this is the 17, 1800s-- is converting linear motion 470 00:22:35,220 --> 00:22:36,300 into circular motion. 471 00:22:41,290 --> 00:22:45,280 Actually, it's really-- yeah, get it right. 472 00:22:45,280 --> 00:22:47,505 Linear motion to circular motion. 473 00:22:50,624 --> 00:22:52,540 I don't know what order to cover these things. 474 00:22:52,540 --> 00:22:54,750 I'll show you a slide. 475 00:22:54,750 --> 00:22:58,130 My rules are essentially no words on any slide. 476 00:22:58,130 --> 00:23:00,330 This is just for pretty pictures, 477 00:23:00,330 --> 00:23:02,250 and I'll write stuff on the board. 478 00:23:02,250 --> 00:23:04,670 There's this fun book called How to Draw a Straight 479 00:23:04,670 --> 00:23:09,620 Line by Kempe in 1877, which is all about this problem. 480 00:23:09,620 --> 00:23:11,940 How do I turn a circular crank and make 481 00:23:11,940 --> 00:23:14,510 a straight line come out as a result? 482 00:23:14,510 --> 00:23:17,790 And the motivation for this problem is steam engines. 483 00:23:17,790 --> 00:23:20,280 You have a steam piston, which is moving something 484 00:23:20,280 --> 00:23:21,980 up and down along a straight line. 485 00:23:21,980 --> 00:23:25,500 And maybe you're building a locomotive train, 486 00:23:25,500 --> 00:23:29,609 and you want to turn a wheel in a circle, 487 00:23:29,609 --> 00:23:30,650 because wheels are round. 488 00:23:30,650 --> 00:23:32,360 So how do you convert this linear motion 489 00:23:32,360 --> 00:23:33,950 into a circular motion? 490 00:23:33,950 --> 00:23:39,230 That is How to Draw a Straight Line, affectionately titled. 491 00:23:39,230 --> 00:23:42,960 But you can see that one of the earliest linkages for this 492 00:23:42,960 --> 00:23:46,270 is called the Watt parallel motion. 493 00:23:46,270 --> 00:23:48,990 And we have a little animation here. 494 00:23:48,990 --> 00:23:52,170 So the idea is this vertex in the top left is pinned down. 495 00:23:52,170 --> 00:23:54,750 This one in the bottom right is pinned down. 496 00:23:54,750 --> 00:23:58,880 And then, I think if I move this around the circle, 497 00:23:58,880 --> 00:24:04,050 the green guy moves along that figure eight. 498 00:24:04,050 --> 00:24:06,950 And there's a limit to how far it can go. 499 00:24:06,950 --> 00:24:09,730 So and if you draw it right, the figure eight 500 00:24:09,730 --> 00:24:11,880 is almost a straight line. 501 00:24:11,880 --> 00:24:15,130 So that was mathematics back in the day. 502 00:24:15,130 --> 00:24:17,282 No, no one thought that that was perfect, 503 00:24:17,282 --> 00:24:18,240 but it was pretty good. 504 00:24:18,240 --> 00:24:20,780 And that actually led Watt-- you may have heard of Watt. 505 00:24:20,780 --> 00:24:22,440 He's a unit. 506 00:24:22,440 --> 00:24:25,760 And he was very proud of this invention. 507 00:24:25,760 --> 00:24:29,310 And he made tons of innovations in the steam engine world, 508 00:24:29,310 --> 00:24:31,160 and this was his favorite. 509 00:24:31,160 --> 00:24:33,100 And, I mean, it changed things. 510 00:24:33,100 --> 00:24:35,660 But later on-- I mean this is like 100 years later, 511 00:24:35,660 --> 00:24:38,850 1864 versus 1764. 512 00:24:38,850 --> 00:24:40,800 Exactly 100 years later. 513 00:24:40,800 --> 00:24:45,110 Peaucellier a French guy in the army, I think, 514 00:24:45,110 --> 00:24:46,360 came up with this linkage. 515 00:24:46,360 --> 00:24:49,430 So again, you have two pinned vertices here. 516 00:24:49,430 --> 00:24:51,120 This one's moving around a circle. 517 00:24:51,120 --> 00:24:53,130 So you just turn the crank, and look. 518 00:24:53,130 --> 00:24:56,340 This guy moves along that red line. 519 00:24:56,340 --> 00:24:57,880 Perfect. 520 00:24:57,880 --> 00:24:58,380 Very cool. 521 00:24:58,380 --> 00:25:02,500 Again it has a limit how far you can go. 522 00:25:02,500 --> 00:25:04,010 But it's pretty awesome. 523 00:25:04,010 --> 00:25:06,095 I mean you could play with this forever. 524 00:25:09,820 --> 00:25:10,567 I won't bore you. 525 00:25:10,567 --> 00:25:12,275 There's this other guy you may have heard 526 00:25:12,275 --> 00:25:14,690 of, Kelvin, Lord Kelvin. 527 00:25:14,690 --> 00:25:16,759 Another unit. 528 00:25:16,759 --> 00:25:18,550 There's a story about him playing with one. 529 00:25:18,550 --> 00:25:20,299 He wouldn't want to give it up, because he 530 00:25:20,299 --> 00:25:23,270 was having too much fun just pushing it back and forth. 531 00:25:23,270 --> 00:25:27,394 It's like, wow, a straight line out of a circle. 532 00:25:27,394 --> 00:25:28,310 So that's pretty cool. 533 00:25:28,310 --> 00:25:30,560 Making straight lines out of circles is pretty neat. 534 00:25:30,560 --> 00:25:34,026 In fact, you could think, well, what else could I make? 535 00:25:34,026 --> 00:25:35,150 I can make a straight line. 536 00:25:35,150 --> 00:25:35,983 That's kind of nice. 537 00:25:35,983 --> 00:25:40,640 But could I make, I don't know, some other curve? 538 00:25:40,640 --> 00:25:42,770 I mean a straight line is a special kind of curve. 539 00:25:42,770 --> 00:25:47,420 Maybe I could make this curve. 540 00:25:47,420 --> 00:25:48,393 That's a nice curve. 541 00:25:51,070 --> 00:25:53,380 In general, there's a universality result 542 00:25:53,380 --> 00:25:56,390 which says there's a linkage to sign your name. 543 00:25:58,824 --> 00:25:59,865 That's the cute phrasing. 544 00:26:03,240 --> 00:26:05,850 So it's a two-dimensional linkage. 545 00:26:05,850 --> 00:26:13,510 You turn one circular crank, and it signs your name. 546 00:26:13,510 --> 00:26:15,950 The mathematical version is that you 547 00:26:15,950 --> 00:26:21,130 trace a piecewise polynomial curve. 548 00:26:21,130 --> 00:26:24,259 Or if you're an architect or graphics person, 549 00:26:24,259 --> 00:26:25,050 call this a spline. 550 00:26:31,340 --> 00:26:32,880 Pick your favorite word. 551 00:26:32,880 --> 00:26:36,110 You can make it all with one linkage. 552 00:26:36,110 --> 00:26:39,480 It's pretty crazy, and not super practical. 553 00:26:39,480 --> 00:26:44,370 Building this would probably require thousands of bars. 554 00:26:44,370 --> 00:26:46,970 But hey, who's counting? 555 00:26:46,970 --> 00:26:48,921 At least you can get a universality result. 556 00:26:48,921 --> 00:26:50,670 This is actually something that goes back, 557 00:26:50,670 --> 00:26:52,910 in particular, to the first time this class was 558 00:26:52,910 --> 00:26:55,220 taught six years ago. 559 00:26:55,220 --> 00:26:56,920 We found some better ways to do, so it's 560 00:26:56,920 --> 00:26:58,680 known that it could be done. 561 00:26:58,680 --> 00:27:02,690 And I'll talk about those ways later on. 562 00:27:02,690 --> 00:27:03,620 Cool. 563 00:27:03,620 --> 00:27:04,810 Open problem. 564 00:27:04,810 --> 00:27:08,264 Not everything is known. 565 00:27:08,264 --> 00:27:10,430 There's a lot of open problems here, but one of them 566 00:27:10,430 --> 00:27:12,850 is, what if you forbid crossings? 567 00:27:16,500 --> 00:27:20,040 So these linkages, like the ones I've been showing here, 568 00:27:20,040 --> 00:27:22,560 like the Peaucellier linkage, there's crossing bars. 569 00:27:22,560 --> 00:27:26,070 And yeah, you could do that, but what if you forbid crossings? 570 00:27:26,070 --> 00:27:29,150 It'd be really cool to sign your name with a linkage that 571 00:27:29,150 --> 00:27:30,850 doesn't even cross itself. 572 00:27:30,850 --> 00:27:31,840 That's totally open. 573 00:27:31,840 --> 00:27:34,100 Getting any kind of result, positive result, 574 00:27:34,100 --> 00:27:35,790 maybe not everything, but at least 575 00:27:35,790 --> 00:27:37,123 getting some interesting things. 576 00:27:37,123 --> 00:27:39,590 Even drawing a straight line, I think, is open. 577 00:27:39,590 --> 00:27:42,430 Could be a fun problem to work on. 578 00:27:42,430 --> 00:27:43,040 All right. 579 00:27:43,040 --> 00:27:45,770 That's one. 580 00:27:45,770 --> 00:27:52,510 Let's go over here. 581 00:27:55,234 --> 00:27:57,400 Let's see, is that the end of linkages, is crossing? 582 00:27:57,400 --> 00:27:58,030 No. 583 00:27:58,030 --> 00:28:01,840 Next question you might ask is-- so that's 584 00:28:01,840 --> 00:28:04,180 sort of a design question. 585 00:28:04,180 --> 00:28:07,040 I was given the goal, which was to make a straight line 586 00:28:07,040 --> 00:28:09,990 or sign my name. 587 00:28:09,990 --> 00:28:12,180 And I wanted to find the linkage that did it. 588 00:28:12,180 --> 00:28:15,610 The other question, the foldability question, 589 00:28:15,610 --> 00:28:19,270 one of them is rigidity, which is, does a linkage fold at all? 590 00:28:23,310 --> 00:28:24,640 I should say a given linkage. 591 00:28:32,520 --> 00:28:36,690 So for example, I'll give you three examples. 592 00:28:36,690 --> 00:28:37,530 Test you out here. 593 00:28:40,692 --> 00:28:42,400 These are rigid bars connected by hinges. 594 00:28:53,920 --> 00:28:56,850 OK, rigid or flexible? 595 00:28:56,850 --> 00:28:58,280 Rigid, I agree. 596 00:28:58,280 --> 00:28:59,971 Rigid or flexible. 597 00:28:59,971 --> 00:29:00,470 Rigid. 598 00:29:00,470 --> 00:29:02,260 Any other answers? 599 00:29:02,260 --> 00:29:04,230 Flexible, correct. 600 00:29:04,230 --> 00:29:05,550 Both are correct. 601 00:29:05,550 --> 00:29:10,190 In two dimensions, OK, it depends where you live? 602 00:29:10,190 --> 00:29:13,456 In two dimensions, this is rigid no matter what, 603 00:29:13,456 --> 00:29:15,830 in any dimension. 604 00:29:15,830 --> 00:29:20,770 But in three dimensions, this is flexible and in two dimensions, 605 00:29:20,770 --> 00:29:22,632 it's rigid. 606 00:29:22,632 --> 00:29:24,506 In three dimensions, you can pick this guy up 607 00:29:24,506 --> 00:29:27,680 and it spins around a circle, out of the board here. 608 00:29:27,680 --> 00:29:28,930 Or you could pick this guy up. 609 00:29:28,930 --> 00:29:30,450 It spins around a circle. 610 00:29:30,450 --> 00:29:32,385 In two dimensions, though, it's rigid 611 00:29:32,385 --> 00:29:34,010 because it's really just two triangles. 612 00:29:34,010 --> 00:29:35,820 Triangles are rigid in two dimensions. 613 00:29:35,820 --> 00:29:37,010 This is a tetrahedron. 614 00:29:37,010 --> 00:29:39,350 Tetrahedra are rigid in three dimensions. 615 00:29:39,350 --> 00:29:40,910 Rigid or flexible? 616 00:29:40,910 --> 00:29:42,559 Everyone agrees. 617 00:29:42,559 --> 00:29:43,975 In both dimensions it is flexible. 618 00:29:46,580 --> 00:29:50,980 OK, pretty intuitive for four vertices. 619 00:29:50,980 --> 00:29:53,132 But you can ask the mathematical question 620 00:29:53,132 --> 00:29:54,090 and give you a linkage. 621 00:29:54,090 --> 00:29:55,350 Is it rigid in 2D? 622 00:29:55,350 --> 00:29:57,290 Is it rigid in 3D? 623 00:29:57,290 --> 00:30:00,430 And there are many versions of this question. 624 00:30:00,430 --> 00:30:05,410 But the short version, a short answer, let's say, 625 00:30:05,410 --> 00:30:08,060 is that distinguishing rigid from flexible two-dimensional 626 00:30:08,060 --> 00:30:09,594 linkages is easy. 627 00:30:09,594 --> 00:30:11,010 There's a good algorithm to do it. 628 00:30:11,010 --> 00:30:12,970 It's very powerful, very useful. 629 00:30:12,970 --> 00:30:15,900 In 3D, we have no idea. 630 00:30:15,900 --> 00:30:18,040 Very open. 631 00:30:18,040 --> 00:30:18,540 Tough. 632 00:30:18,540 --> 00:30:19,200 Very tough problem. 633 00:30:19,200 --> 00:30:20,616 A lot of people have been thinking 634 00:30:20,616 --> 00:30:24,120 about that for decades. 635 00:30:24,120 --> 00:30:24,950 So that's rigidity. 636 00:30:24,950 --> 00:30:28,740 I'm just going to touch on lots of topics very briefly. 637 00:30:42,120 --> 00:30:43,490 All right. 638 00:30:43,490 --> 00:30:46,990 Next we go on to, I guess, one and a half. 639 00:30:46,990 --> 00:30:52,240 This is linkages forbidding intersection. 640 00:31:04,336 --> 00:31:05,710 And this is more interesting when 641 00:31:05,710 --> 00:31:07,584 you're talking about 3D linkages like my arm. 642 00:31:07,584 --> 00:31:09,810 I really don't want it to penetrate other bars. 643 00:31:09,810 --> 00:31:10,585 It's not possible. 644 00:31:13,900 --> 00:31:18,430 And the first question you might ask in this world, which 645 00:31:18,430 --> 00:31:22,970 I guess is a foldability question, 646 00:31:22,970 --> 00:31:25,300 sort of a reconfiguration question, 647 00:31:25,300 --> 00:31:30,840 let's say I want to fold my robotic arm from one 648 00:31:30,840 --> 00:31:33,130 configuration that I know-- call it 649 00:31:33,130 --> 00:31:40,130 configuration A-- to some other configuration, B. 650 00:31:40,130 --> 00:31:41,880 When is that possible? 651 00:31:41,880 --> 00:31:42,990 Can I go from A to B? 652 00:31:42,990 --> 00:31:46,954 Can I go from some other A prime to some other B prime? 653 00:31:46,954 --> 00:31:48,120 Sometimes yes, sometimes no. 654 00:31:48,120 --> 00:31:49,320 It depends. 655 00:31:49,320 --> 00:31:51,050 Sometimes it's not foldable at all, 656 00:31:51,050 --> 00:31:53,644 even when you allow intersections. 657 00:31:53,644 --> 00:31:55,310 So this is a pretty open-ended question. 658 00:31:55,310 --> 00:31:57,710 In general, it's computationally intractable. 659 00:31:57,710 --> 00:32:00,164 If I give you a linkage and two configurations, 660 00:32:00,164 --> 00:32:01,830 to decide whether you can go from A to B 661 00:32:01,830 --> 00:32:04,180 is, for the complexity theorists, 662 00:32:04,180 --> 00:32:05,450 piece space complete. 663 00:32:05,450 --> 00:32:08,020 Talk about what that means later. 664 00:32:08,020 --> 00:32:09,870 Really, really hard is the short version. 665 00:32:12,720 --> 00:32:19,250 But a lot of the times you can think about special linkages. 666 00:32:19,250 --> 00:32:22,660 There are a lot of interesting special cases. 667 00:32:26,430 --> 00:32:30,550 In particular, we like to think about chains 668 00:32:30,550 --> 00:32:31,430 like I drew before. 669 00:32:37,160 --> 00:32:39,990 Also polygons. 670 00:32:39,990 --> 00:32:42,880 That's a little messy, but imagine 671 00:32:42,880 --> 00:32:44,859 those don't self-intersect. 672 00:32:44,859 --> 00:32:46,400 So this is what I call an open chain, 673 00:32:46,400 --> 00:32:47,500 and this is a closed chain. 674 00:32:47,500 --> 00:32:48,708 In general, these are chains. 675 00:32:51,030 --> 00:32:54,410 And the other thing I might like to think about, in particular 676 00:32:54,410 --> 00:32:57,145 because proteins look kind of like this, are trees. 677 00:33:02,330 --> 00:33:05,680 Trees are just linkages without any cycles in them. 678 00:33:05,680 --> 00:33:07,400 So those are nice and simple. 679 00:33:07,400 --> 00:33:10,780 Here I have no cycles, no cycles, one cycle. 680 00:33:10,780 --> 00:33:11,890 Easier to think about. 681 00:33:11,890 --> 00:33:14,310 And sometimes you actually get a universality result 682 00:33:14,310 --> 00:33:16,935 that these linkages can fold from any configuration 683 00:33:16,935 --> 00:33:18,580 to any configuration. 684 00:33:18,580 --> 00:33:20,340 And that's especially cool. 685 00:33:20,340 --> 00:33:21,710 Let me tell you about them. 686 00:33:28,694 --> 00:33:29,610 Where do I want to go? 687 00:33:38,090 --> 00:33:41,140 So it depends again what dimension you live in. 688 00:33:43,867 --> 00:33:45,200 I'm very flexible in this class. 689 00:33:45,200 --> 00:33:46,574 You can live in any dimension you 690 00:33:46,574 --> 00:33:50,600 want to, and even fictional ones. 691 00:33:50,600 --> 00:33:54,320 And you can think about chains and trees, let's say. 692 00:33:54,320 --> 00:33:55,800 You could go more general, but this 693 00:33:55,800 --> 00:33:57,920 is where most things have been studied. 694 00:33:57,920 --> 00:34:01,960 And the answer is, for chains in 2D 695 00:34:01,960 --> 00:34:04,220 you get a universality result. 696 00:34:04,220 --> 00:34:06,730 You can fold from anything into anything. 697 00:34:06,730 --> 00:34:10,975 For trees in 2D, you don't. 698 00:34:10,975 --> 00:34:13,350 There are some trees you can't get from one configuration 699 00:34:13,350 --> 00:34:14,810 to another. 700 00:34:14,810 --> 00:34:15,889 Which ones? 701 00:34:15,889 --> 00:34:16,580 We don't know. 702 00:34:16,580 --> 00:34:19,989 But at least you don't get a universality result. 703 00:34:19,989 --> 00:34:23,360 In 3D chains you do not get a universality result. 704 00:34:23,360 --> 00:34:26,670 And so also for trees, because that's even harder. 705 00:34:26,670 --> 00:34:30,239 And for 4D, everything's easy. 706 00:34:30,239 --> 00:34:32,780 Also in 5D, any higher dimension. 707 00:34:32,780 --> 00:34:40,400 Because the intuition here, at least for this column, 708 00:34:40,400 --> 00:34:42,400 is you think about tying knots. 709 00:34:42,400 --> 00:34:45,027 I have a one-dimensional linkage here. 710 00:34:45,027 --> 00:34:46,610 Think of it as a one-dimensional cord. 711 00:34:46,610 --> 00:34:48,190 It's kind of a kinky cord. 712 00:34:48,190 --> 00:34:52,480 It has kinks-- not the other kind of kinky. 713 00:34:52,480 --> 00:34:54,880 And in two dimensions, if you draw 714 00:34:54,880 --> 00:34:57,904 a non-self-intersecting loop, it's never knotted. 715 00:34:57,904 --> 00:34:59,570 You can't draw a knot in two dimensions. 716 00:34:59,570 --> 00:35:01,040 You can drawn a knot in three dimensions, 717 00:35:01,040 --> 00:35:03,570 and you cannot draw a knot in four dimensions or higher. 718 00:35:03,570 --> 00:35:05,410 You may not know that result, but it's true. 719 00:35:05,410 --> 00:35:09,180 So it matches, but things are little tricky, even trees. 720 00:35:09,180 --> 00:35:11,430 If this was a piece of string, you'd 721 00:35:11,430 --> 00:35:15,310 be able to always fold this piece of a tree-shaped piece 722 00:35:15,310 --> 00:35:16,852 of string into anything you wanted. 723 00:35:16,852 --> 00:35:18,310 But it's a little more complicated. 724 00:35:21,460 --> 00:35:26,690 Let me show you a locked tree, I think, is next. 725 00:35:26,690 --> 00:35:28,950 Yeah. 726 00:35:28,950 --> 00:35:33,090 For a long time, these were the only known locked trees. 727 00:35:33,090 --> 00:35:37,087 These are configurations of tree linkages that cannot reach some 728 00:35:37,087 --> 00:35:37,920 other configuration. 729 00:35:37,920 --> 00:35:40,050 In fact, they can barely move at all. 730 00:35:40,050 --> 00:35:42,550 It's less obvious for some of them. 731 00:35:42,550 --> 00:35:45,570 But say, in this top left one, you 732 00:35:45,570 --> 00:35:49,820 have these little sort of petals tucked into their armpits, 733 00:35:49,820 --> 00:35:52,880 I guess, and you can't get any of those arms 734 00:35:52,880 --> 00:35:55,799 open unless you had a lot of room to open it. 735 00:35:55,799 --> 00:35:57,340 And in order to make room, you'd have 736 00:35:57,340 --> 00:35:58,964 to squeeze all the others really tight. 737 00:35:58,964 --> 00:36:01,260 And if you draw this example tight enough, 738 00:36:01,260 --> 00:36:04,530 also none of the arms can get compressed very much. 739 00:36:04,530 --> 00:36:06,460 And so it's locked. 740 00:36:06,460 --> 00:36:09,030 And this is one of the first examples actually discovered 741 00:36:09,030 --> 00:36:11,910 in 1998, and publication took a while. 742 00:36:11,910 --> 00:36:14,332 There are a few others, which you see here. 743 00:36:14,332 --> 00:36:15,790 This one's kind of crazy because it 744 00:36:15,790 --> 00:36:19,900 has only one vertex with three incident bars. 745 00:36:19,900 --> 00:36:21,400 Everybody else is like a chain. 746 00:36:21,400 --> 00:36:23,980 So it's like three chains joined together at that point, 747 00:36:23,980 --> 00:36:26,257 and still it is locked. 748 00:36:26,257 --> 00:36:28,090 And for a long time, these were the examples 749 00:36:28,090 --> 00:36:29,298 we would always carry around. 750 00:36:29,298 --> 00:36:31,350 These are the ones that appear in the textbook. 751 00:36:31,350 --> 00:36:33,230 But I thought it would be neat to see, well, 752 00:36:33,230 --> 00:36:34,890 are there any simpler examples? 753 00:36:34,890 --> 00:36:37,530 And last time this class was offered three years ago, 754 00:36:37,530 --> 00:36:40,780 we found what is believed to be the smallest 755 00:36:40,780 --> 00:36:43,780 locked tree in existence. 756 00:36:43,780 --> 00:36:51,500 It has 1, 2, 3, 4, 5, 6, 7, 8 bars, if I counted right. 757 00:36:51,500 --> 00:36:54,820 And it looks curved here, just to make it easier to see. 758 00:36:54,820 --> 00:36:56,730 But, in fact, you could straighten these out 759 00:36:56,730 --> 00:36:57,950 and it's still locked. 760 00:36:57,950 --> 00:37:02,400 If you squeeze these little regions down, 761 00:37:02,400 --> 00:37:04,550 they'd be very tight. 762 00:37:04,550 --> 00:37:07,290 So that was with a bunch of students from this class. 763 00:37:10,440 --> 00:37:11,560 Cool. 764 00:37:11,560 --> 00:37:14,380 So that gives you some idea of this answer. 765 00:37:17,320 --> 00:37:23,930 Maybe I'll draw you a picture for chains, 766 00:37:23,930 --> 00:37:25,055 because it's really simple. 767 00:37:31,040 --> 00:37:42,160 OK, imagine tying a knot, but don't actually close the loops. 768 00:37:42,160 --> 00:37:44,690 And make these end lengths really, really long. 769 00:37:44,690 --> 00:37:46,450 We call this the knitting needles example, 770 00:37:46,450 --> 00:37:48,991 because the intuition was you have two long knitting needles, 771 00:37:48,991 --> 00:37:52,270 and then a very short cord connecting them in a knot. 772 00:37:52,270 --> 00:37:53,740 Mathematically, this is not a knot, 773 00:37:53,740 --> 00:37:56,590 because if it were string, you could untie it, no problem. 774 00:37:56,590 --> 00:38:00,130 But because of these really long bars, you can't untie it. 775 00:38:00,130 --> 00:38:03,910 So that's why 3D is hard. 776 00:38:03,910 --> 00:38:05,690 Or one example of why 3D is hard. 777 00:38:05,690 --> 00:38:07,290 It's pretty much our only example. 778 00:38:07,290 --> 00:38:10,260 It is the smallest example, and we can prove things about it. 779 00:38:10,260 --> 00:38:14,810 But there's a pretty fascinating open question here, 780 00:38:14,810 --> 00:38:20,880 I would say, which is, characterize 781 00:38:20,880 --> 00:38:22,450 these bad examples. 782 00:38:22,450 --> 00:38:32,064 Which 3D chains and which 2D trees have 783 00:38:32,064 --> 00:38:32,980 locked configurations? 784 00:38:38,547 --> 00:38:40,880 And all that means is that there are two configurations, 785 00:38:40,880 --> 00:38:45,020 A and B, for which you cannot get from A to B. 786 00:38:45,020 --> 00:38:47,500 So this is an example. 787 00:38:47,500 --> 00:38:48,990 Those locked trees are an example. 788 00:38:48,990 --> 00:38:52,260 It'd be really fascinating if you could do this. 789 00:38:52,260 --> 00:38:54,960 I would guess that this is a hard problem, but I don't know. 790 00:38:54,960 --> 00:38:57,210 It's hard to know whether it's hard. 791 00:39:04,490 --> 00:39:07,370 It'd be nice to understand 3D chains in particular, 792 00:39:07,370 --> 00:39:10,830 because they relate-- and 3D trees. 793 00:39:10,830 --> 00:39:11,470 Oh, sorry. 794 00:39:11,470 --> 00:39:12,560 I have more animations. 795 00:39:12,560 --> 00:39:13,740 I forgot. 796 00:39:13,740 --> 00:39:16,250 Let me show you some pretty pictures for this result. 797 00:39:16,250 --> 00:39:20,960 This was actually my PhD thesis, way back in 2001. 798 00:39:20,960 --> 00:39:24,110 And this is a more modern algorithm 799 00:39:24,110 --> 00:39:25,840 for solving this problem. 800 00:39:25,840 --> 00:39:27,644 I give you some complicated polygon. 801 00:39:27,644 --> 00:39:29,310 First thing you want to know is, can you 802 00:39:29,310 --> 00:39:31,591 unfold it into a nice convex shape? 803 00:39:31,591 --> 00:39:34,090 Once you get there, you could refolded into some other shape 804 00:39:34,090 --> 00:39:37,130 by playing one of these motions backwards. 805 00:39:37,130 --> 00:39:39,750 So that's how you unfold some teeth. 806 00:39:42,400 --> 00:39:44,970 Here's one of those tree examples, but doubled. 807 00:39:44,970 --> 00:39:47,560 For a while, people thought that might still be locked, 808 00:39:47,560 --> 00:39:48,620 but it's not. 809 00:39:48,620 --> 00:39:52,290 Can do this crazy fivefold rotationally symmetric motion 810 00:39:52,290 --> 00:39:53,530 to unfold that thing. 811 00:39:53,530 --> 00:39:55,759 We're zooming in and out, so it looks 812 00:39:55,759 --> 00:39:57,550 like things are getting bigger and smaller. 813 00:39:57,550 --> 00:40:00,008 But in fact, each of these bars is staying the same length, 814 00:40:00,008 --> 00:40:02,656 and they're never crossing each other. 815 00:40:02,656 --> 00:40:04,280 Here's a much more complicated example. 816 00:40:04,280 --> 00:40:05,500 This is the first algorithm that could 817 00:40:05,500 --> 00:40:07,020 handle examples of this size. 818 00:40:07,020 --> 00:40:10,030 It's pretty fast. 819 00:40:10,030 --> 00:40:14,990 That's like it's going to come back. 820 00:40:14,990 --> 00:40:17,500 You can do it. 821 00:40:17,500 --> 00:40:20,230 It's like a spider. 822 00:40:20,230 --> 00:40:21,990 Spooky. 823 00:40:21,990 --> 00:40:24,735 I think it has 500 vertices, and it probably 824 00:40:24,735 --> 00:40:26,110 took a couple minutes to compute. 825 00:40:26,110 --> 00:40:27,692 I'm not computing it live here. 826 00:40:27,692 --> 00:40:29,150 There's an applet on the web if you 827 00:40:29,150 --> 00:40:30,782 want to pick your favorite polygon 828 00:40:30,782 --> 00:40:31,990 and run this algorithm on it. 829 00:40:31,990 --> 00:40:35,630 It doesn't make quite movies like in this style, 830 00:40:35,630 --> 00:40:40,382 but it will show you how it unfolds. 831 00:40:40,382 --> 00:40:41,465 We call this the tentacle. 832 00:40:45,959 --> 00:40:48,250 Yeah, so we'll talk about this algorithm, how it works. 833 00:40:48,250 --> 00:40:49,140 There's a couple other algorithms 834 00:40:49,140 --> 00:40:50,181 for solving this problem. 835 00:40:50,181 --> 00:40:51,830 It's pretty cool, and you could imagine 836 00:40:51,830 --> 00:40:54,460 using this for planning the motion of a robotic arm in two 837 00:40:54,460 --> 00:40:55,360 dimensions. 838 00:40:55,360 --> 00:40:57,830 But in three dimensions, things are a lot harder. 839 00:40:57,830 --> 00:41:00,340 We lack good algorithms. 840 00:41:00,340 --> 00:41:02,374 I would like to study four dimensions actually. 841 00:41:02,374 --> 00:41:04,040 There's some pretty neat questions here, 842 00:41:04,040 --> 00:41:05,820 but I'm not supposed to talk about that. 843 00:41:05,820 --> 00:41:07,060 It's not on my list. 844 00:41:07,060 --> 00:41:10,940 I've got to move quickly, but we're doing all right on time. 845 00:41:10,940 --> 00:41:13,790 What I wanted to show you was a protein. 846 00:41:13,790 --> 00:41:16,650 This is a particular enzyme protein 847 00:41:16,650 --> 00:41:21,740 called hexokinase, whatever. 848 00:41:21,740 --> 00:41:23,030 Embarrassing myself. 849 00:41:23,030 --> 00:41:24,990 It's a particularly complicated one. 850 00:41:24,990 --> 00:41:28,430 It is one of a few I could find a nice free image of. 851 00:41:28,430 --> 00:41:32,060 But you can see closely, if you look closely here, 852 00:41:32,060 --> 00:41:33,360 it's a linkage. 853 00:41:33,360 --> 00:41:35,330 And this one actually has lots of cycles. 854 00:41:35,330 --> 00:41:38,750 But the backbone of a protein is like a tree, 855 00:41:38,750 --> 00:41:41,640 and so it fits into this kind of world. 856 00:41:41,640 --> 00:41:43,770 Unfortunately it fits in this world 857 00:41:43,770 --> 00:41:46,521 of three-dimensional trees, which are really hard to fold. 858 00:41:46,521 --> 00:41:48,270 Or three-dimensional chains, if you really 859 00:41:48,270 --> 00:41:49,714 just look at the backbone. 860 00:41:49,714 --> 00:41:51,880 They're a little bit more complicated than the sorts 861 00:41:51,880 --> 00:41:53,421 of linkages we're talking about here, 862 00:41:53,421 --> 00:41:56,550 but it makes it even harder to fold things like this. 863 00:41:56,550 --> 00:41:58,840 But there's something special about proteins 864 00:41:58,840 --> 00:42:00,920 that makes them fold really well. 865 00:42:00,920 --> 00:42:04,530 That enzyme over there is in every living organism 866 00:42:04,530 --> 00:42:08,310 we have ever tested for the existence of that thing, which 867 00:42:08,310 --> 00:42:11,050 I assume is everything. 868 00:42:11,050 --> 00:42:13,520 And yet it's folding. 869 00:42:13,520 --> 00:42:15,930 It's produced by this machine-- the Ribosome, 870 00:42:15,930 --> 00:42:18,990 you probably know about it-- in a sort of straight state, 871 00:42:18,990 --> 00:42:21,440 and then it folds into this shape pretty reliably, 872 00:42:21,440 --> 00:42:25,584 less than a second, usually like within nanoseconds. 873 00:42:25,584 --> 00:42:27,500 So it's really hard to watch what's happening. 874 00:42:27,500 --> 00:42:29,490 It's very hot and jiggly, so it's a little hard 875 00:42:29,490 --> 00:42:32,400 to see what's actually going on in the real thing. 876 00:42:32,400 --> 00:42:36,290 But somehow, these kinds of barriers to foldability 877 00:42:36,290 --> 00:42:37,440 don't happen. 878 00:42:37,440 --> 00:42:41,430 Maybe that's because evolution found the right things, 879 00:42:41,430 --> 00:42:46,460 or maybe it's because protein chains don't really 880 00:42:46,460 --> 00:42:48,250 look like this. 881 00:42:48,250 --> 00:42:51,000 They don't have these super long bars and super short bars. 882 00:42:51,000 --> 00:42:53,590 If you've ever played with a chemistry set, all of the bars 883 00:42:53,590 --> 00:42:56,534 are within a factor of like 1.5 of each other. 884 00:42:56,534 --> 00:42:58,450 So there's lots of cool mathematical questions 885 00:42:58,450 --> 00:42:59,830 that come out of protein folding, 886 00:42:59,830 --> 00:43:01,770 and we will talk about the ones I know. 887 00:43:01,770 --> 00:43:03,290 I'd love to find more. 888 00:43:03,290 --> 00:43:05,050 But the ones I know I will talk about. 889 00:43:05,050 --> 00:43:05,960 And that's linkages. 890 00:43:05,960 --> 00:43:08,910 Let me move on to paper, unless there are questions. 891 00:43:11,625 --> 00:43:13,080 All right. 892 00:43:13,080 --> 00:43:15,560 Let's go over here. 893 00:43:15,560 --> 00:43:19,510 So we've seen some universality results, some hardness results. 894 00:43:19,510 --> 00:43:20,892 I didn't go into them. 895 00:43:20,892 --> 00:43:21,850 Folding these linkages. 896 00:43:26,630 --> 00:43:27,745 Let's do that for paper. 897 00:43:36,170 --> 00:43:37,670 I think first up I have foldability. 898 00:43:40,435 --> 00:43:41,810 And then we'll talk about design. 899 00:43:44,720 --> 00:43:48,960 So there are lots of questions in both. 900 00:43:48,960 --> 00:43:51,340 But for foldability, the sort of first question people 901 00:43:51,340 --> 00:43:54,740 like to ask is, which crease patterns fold flat? 902 00:44:04,620 --> 00:44:07,390 So a crease pattern is just a graph 903 00:44:07,390 --> 00:44:08,490 drawn on a piece of paper. 904 00:44:08,490 --> 00:44:11,220 So you have some collection of lines, 905 00:44:11,220 --> 00:44:14,240 and I think that will fold flat. 906 00:44:14,240 --> 00:44:16,740 But I'm not going to try to draw something more complicated, 907 00:44:16,740 --> 00:44:18,320 but you could imagine doing it. 908 00:44:22,220 --> 00:44:22,840 I don't know. 909 00:44:22,840 --> 00:44:25,000 That probably is not flat foldable. 910 00:44:25,000 --> 00:44:25,795 It might be. 911 00:44:25,795 --> 00:44:28,167 It's close. 912 00:44:28,167 --> 00:44:29,500 But that's the sort of question. 913 00:44:29,500 --> 00:44:31,380 If you take some origami and unfold it, 914 00:44:31,380 --> 00:44:33,710 what kind of patterns do you get? 915 00:44:33,710 --> 00:44:35,465 Some flat origami, something that 916 00:44:35,465 --> 00:44:37,230 folds into two dimensions in the end. 917 00:44:37,230 --> 00:44:39,360 There's some really nice structure here. 918 00:44:39,360 --> 00:44:42,410 If I drew it right, this angle plus this angle 919 00:44:42,410 --> 00:44:45,026 should equal 180 degrees, for example. 920 00:44:45,026 --> 00:44:46,150 And that's true everywhere. 921 00:44:46,150 --> 00:44:48,510 And there's all sorts of cool properties. 922 00:44:48,510 --> 00:44:52,050 But unfortunately, this is really hard. 923 00:44:52,050 --> 00:44:54,862 This is NP hard problem. 924 00:44:54,862 --> 00:44:57,670 You've probably at least heard of P versus NP. 925 00:44:57,670 --> 00:44:59,510 Again, I'll define it later. 926 00:44:59,510 --> 00:45:02,350 But it means probably there is no good algorithm 927 00:45:02,350 --> 00:45:03,520 to solve this problem. 928 00:45:03,520 --> 00:45:05,530 It's really hard to figure out which 929 00:45:05,530 --> 00:45:07,025 crease patterns fold flat. 930 00:45:07,025 --> 00:45:10,190 It's kind of annoying. 931 00:45:10,190 --> 00:45:12,570 One good news is that if you just 932 00:45:12,570 --> 00:45:15,400 have an example like the original thing I drew, 933 00:45:15,400 --> 00:45:19,940 which is like this-- so it has one vertex and a bunch 934 00:45:19,940 --> 00:45:23,830 of creases emanating out, that picture we understand. 935 00:45:23,830 --> 00:45:29,700 So it's easy for a single vertex. 936 00:45:29,700 --> 00:45:33,610 That may seem kind of trivial, but it's actually really useful 937 00:45:33,610 --> 00:45:36,540 because it lets you understand the local behavior around one 938 00:45:36,540 --> 00:45:37,052 vertex. 939 00:45:37,052 --> 00:45:38,510 If you check that for every vertex, 940 00:45:38,510 --> 00:45:40,801 you don't know that the whole thing folds, but at least 941 00:45:40,801 --> 00:45:43,280 you know it mostly folds, at least locally. 942 00:45:43,280 --> 00:45:46,770 And you can't tell whether it globally folds correctly, 943 00:45:46,770 --> 00:45:48,890 because that's NP hard. 944 00:45:48,890 --> 00:45:52,174 There are so many questions here like, what about two vertices? 945 00:45:52,174 --> 00:45:53,090 No one's studied that. 946 00:45:53,090 --> 00:45:57,055 I think it's polynomial, but well, it's 947 00:45:57,055 --> 00:46:01,120 certainly polynomial, but I think 948 00:46:01,120 --> 00:46:02,520 you could do it in linear time. 949 00:46:02,520 --> 00:46:04,103 Anyway, there's lots of open questions 950 00:46:04,103 --> 00:46:07,070 there I haven't even listed here. 951 00:46:07,070 --> 00:46:10,340 One of the bigger open questions is a particular kind 952 00:46:10,340 --> 00:46:14,430 of crease pattern, which you may have encountered in real life 953 00:46:14,430 --> 00:46:16,792 refolding your roadmaps. 954 00:46:16,792 --> 00:46:18,880 The saying goes, the easiest way to refold 955 00:46:18,880 --> 00:46:21,190 your road map is differently. 956 00:46:21,190 --> 00:46:26,670 So suppose you have your road map, and each of these creases 957 00:46:26,670 --> 00:46:28,229 is marked. 958 00:46:28,229 --> 00:46:30,020 I'm not going to mark all them because it's 959 00:46:30,020 --> 00:46:31,970 a little messy with black and white chalk. 960 00:46:31,970 --> 00:46:34,170 But some of them are marked mountain, some of them 961 00:46:34,170 --> 00:46:39,830 are marked valley, meaning you fold-- this is valley. 962 00:46:39,830 --> 00:46:41,020 This is mountain. 963 00:46:41,020 --> 00:46:43,896 So they just have a relative orientation to each other. 964 00:46:43,896 --> 00:46:45,520 Suppose you look carefully at your map. 965 00:46:45,520 --> 00:46:48,230 You can recover which way it was folded last, 966 00:46:48,230 --> 00:46:49,320 hopefully correctly. 967 00:46:49,320 --> 00:46:52,730 And then you want to find, does that thing fold flat? 968 00:46:52,730 --> 00:46:54,770 Sometimes it does, sometimes it doesn't. 969 00:46:54,770 --> 00:46:58,600 For two by n maps, we don't know whether we can even 970 00:46:58,600 --> 00:47:00,430 detect this with an efficient algorithm. 971 00:47:00,430 --> 00:47:04,329 Can I decide whether this thing folds flat 972 00:47:04,329 --> 00:47:06,120 using those creases and those orientations? 973 00:47:06,120 --> 00:47:07,210 For two by n, it's open. 974 00:47:07,210 --> 00:47:09,210 For one by n, it's easy. 975 00:47:09,210 --> 00:47:10,870 Obviously for bigger, it's also open. 976 00:47:10,870 --> 00:47:12,400 Two by n is the smallest. 977 00:47:12,400 --> 00:47:14,410 This is a really annoying problem. 978 00:47:14,410 --> 00:47:15,610 Worked on it many times. 979 00:47:15,610 --> 00:47:18,100 It's very difficult. 980 00:47:18,100 --> 00:47:21,660 All right, so that's a quick overview of foldability. 981 00:47:21,660 --> 00:47:24,400 It's hard, but there are a lot of interesting special cases 982 00:47:24,400 --> 00:47:26,750 where we might be able to solve it. 983 00:47:31,210 --> 00:47:34,300 Let's move on to design, which is probably 984 00:47:34,300 --> 00:47:38,330 where most of the action is in the origami world, 985 00:47:38,330 --> 00:47:39,760 in the mathematical origami world. 986 00:47:46,990 --> 00:47:52,770 So and there are tons of results, 987 00:47:52,770 --> 00:47:56,190 and I had a much longer list initially, 988 00:47:56,190 --> 00:47:59,245 but I trimmed just for brevity down to a few things. 989 00:48:05,935 --> 00:48:08,130 The central question-- at least it's 990 00:48:08,130 --> 00:48:13,240 been considered so far-- in computational origami design 991 00:48:13,240 --> 00:48:14,485 is, what shapes can you make? 992 00:48:14,485 --> 00:48:16,610 You could imagine other properties than just shape, 993 00:48:16,610 --> 00:48:18,750 if you want stability in your folding, 994 00:48:18,750 --> 00:48:21,630 lots of practical things-- not much thickness, 995 00:48:21,630 --> 00:48:23,600 not too many creases, whatever. 996 00:48:23,600 --> 00:48:27,810 But shape has sort of been the fun centerpiece. 997 00:48:27,810 --> 00:48:34,050 And there's an early result that says universally, 998 00:48:34,050 --> 00:48:35,760 you can make anything you want. 999 00:48:35,760 --> 00:48:37,530 And in the mathematical world, you 1000 00:48:37,530 --> 00:48:39,240 might try to make a polygon. 1001 00:48:39,240 --> 00:48:42,250 Try to make a silhouette or something. 1002 00:48:42,250 --> 00:48:46,630 You could make a polyhedron in 3D. 1003 00:48:46,630 --> 00:48:50,860 Maybe you want to wrap a box, so you want to fold a box, 1004 00:48:50,860 --> 00:48:54,480 or you want to fold a 3D model of a dragon. 1005 00:48:54,480 --> 00:48:56,390 That's all possible. 1006 00:48:56,390 --> 00:48:59,810 And for fun, you can even make any two-color pattern 1007 00:48:59,810 --> 00:49:02,590 on either of those things. 1008 00:49:02,590 --> 00:49:06,440 So I have a tiny example here, which is-- yeah, 1009 00:49:06,440 --> 00:49:10,170 it's still alive-- a four by four checkerboard. 1010 00:49:10,170 --> 00:49:13,680 And it's made from one square paper. 1011 00:49:17,030 --> 00:49:20,600 It's white on one side and red on the other. 1012 00:49:20,600 --> 00:49:23,479 So you get some idea of making two-color patterns. 1013 00:49:23,479 --> 00:49:24,770 This one's pretty easy to fold. 1014 00:49:24,770 --> 00:49:28,660 It even folds itself almost. 1015 00:49:28,660 --> 00:49:29,330 That's great. 1016 00:49:29,330 --> 00:49:32,012 Usually when I give a class like to high school 1017 00:49:32,012 --> 00:49:34,470 students or something, I say, could you refold this for me? 1018 00:49:34,470 --> 00:49:36,180 And they're like, oh, no! 1019 00:49:36,180 --> 00:49:37,580 But it actually does it itself. 1020 00:49:37,580 --> 00:49:39,110 It's great. 1021 00:49:39,110 --> 00:49:41,200 Like magic. 1022 00:49:41,200 --> 00:49:42,500 So you could try that at home. 1023 00:49:42,500 --> 00:49:43,580 Just take a square paper. 1024 00:49:43,580 --> 00:49:44,080 It works. 1025 00:49:48,740 --> 00:49:51,140 So this is great. 1026 00:49:51,140 --> 00:49:52,220 Super general. 1027 00:49:52,220 --> 00:49:54,810 This is something actually my dad and I proved 1028 00:49:54,810 --> 00:49:57,970 with Joe Mitchell back in '99, I think. 1029 00:49:57,970 --> 00:49:59,870 I don't remember exactly. 1030 00:49:59,870 --> 00:50:03,460 So beginning of modern computational origami design. 1031 00:50:03,460 --> 00:50:05,820 But the way that we do this, while algorithmic, 1032 00:50:05,820 --> 00:50:07,720 is completely impractical. 1033 00:50:07,720 --> 00:50:09,705 We'd never want to use the foldings that 1034 00:50:09,705 --> 00:50:12,520 are designed by this algorithm, unless you're starting out 1035 00:50:12,520 --> 00:50:14,370 with a big ticker tape of paper. 1036 00:50:14,370 --> 00:50:15,629 Then it's a great method. 1037 00:50:15,629 --> 00:50:18,170 But if you're starting with a square, the first thing it does 1038 00:50:18,170 --> 00:50:20,500 is fold it down to a tiny little narrow strip, 1039 00:50:20,500 --> 00:50:21,920 and then wraps the shape. 1040 00:50:21,920 --> 00:50:23,170 And we'll see how that's done. 1041 00:50:23,170 --> 00:50:24,878 It's interesting to do it mathematically, 1042 00:50:24,878 --> 00:50:27,330 but it's not how you want to do it practically. 1043 00:50:27,330 --> 00:50:30,610 Good news is-- that used to be sort of the end of the story. 1044 00:50:30,610 --> 00:50:34,320 But now you can even do it pretty practically-- 1045 00:50:34,320 --> 00:50:40,730 practically is a relative term-- using 1046 00:50:40,730 --> 00:50:43,510 something called Origamizer. 1047 00:50:43,510 --> 00:50:47,389 And if you've seen the poster of this class, you've seen-- 1048 00:50:47,389 --> 00:50:49,180 and if I'm lucky, it's even the next slide, 1049 00:50:49,180 --> 00:50:54,080 yes it is-- this rabbit-- bunny, I should say. 1050 00:50:54,080 --> 00:50:55,250 This is the Stanford bunny. 1051 00:50:55,250 --> 00:50:57,660 The original Stanford bunny is in the top right. 1052 00:50:57,660 --> 00:50:59,187 That's a classic model. 1053 00:50:59,187 --> 00:51:01,770 Everybody in computer graphics does something with that bunny. 1054 00:51:01,770 --> 00:51:02,960 It has a zillion triangles. 1055 00:51:02,960 --> 00:51:04,646 I don't know offhand how many. 1056 00:51:04,646 --> 00:51:06,020 It's been simplified here to make 1057 00:51:06,020 --> 00:51:11,296 it feasible to fold to this mesh of triangles. 1058 00:51:11,296 --> 00:51:13,670 So the input to the algorithm was this mesh of triangles. 1059 00:51:13,670 --> 00:51:15,970 The output of the algorithm-- and it's a real program, 1060 00:51:15,970 --> 00:51:18,500 you can go and download it right now for free-- 1061 00:51:18,500 --> 00:51:20,189 is this crease pattern. 1062 00:51:20,189 --> 00:51:21,980 Now it doesn't look like a square or paper, 1063 00:51:21,980 --> 00:51:23,646 but if you start with a square of paper, 1064 00:51:23,646 --> 00:51:25,540 you just fold away the excess stuff. 1065 00:51:25,540 --> 00:51:27,690 You'll get to a piece of paper like this. 1066 00:51:27,690 --> 00:51:31,950 And then you just fold along all those little creases there, 1067 00:51:31,950 --> 00:51:34,240 and eight hours later you have this bunny. 1068 00:51:34,240 --> 00:51:36,630 This is a real photograph of a folded bunny 1069 00:51:36,630 --> 00:51:38,970 by Tomohiro Tachi, who designed this thing. 1070 00:51:38,970 --> 00:51:42,920 He came up with the original algorithm and computer program. 1071 00:51:42,920 --> 00:51:44,500 In the last few years, we've been 1072 00:51:44,500 --> 00:51:46,700 proving this algorithm actually always works. 1073 00:51:46,700 --> 00:51:48,908 We still don't know how to prove that it's efficient, 1074 00:51:48,908 --> 00:51:51,350 or even what efficient should mean. 1075 00:51:51,350 --> 00:51:53,780 But in practice it's super good. 1076 00:51:53,780 --> 00:51:55,540 If you look closely, the white parts 1077 00:51:55,540 --> 00:51:56,660 are the parts of the paper that you 1078 00:51:56,660 --> 00:51:58,076 need to use in order to make this. 1079 00:51:58,076 --> 00:51:59,740 They are the triangles of the surface. 1080 00:51:59,740 --> 00:52:01,560 These grey regions are the excess. 1081 00:52:01,560 --> 00:52:02,850 And it's pretty small. 1082 00:52:02,850 --> 00:52:06,440 I don't know, maybe 50% of the area is used in a useful way 1083 00:52:06,440 --> 00:52:08,250 here, which is a lot. 1084 00:52:08,250 --> 00:52:11,330 Whereas this method over here would use 1085 00:52:11,330 --> 00:52:14,650 like a one millionth of a percent 1086 00:52:14,650 --> 00:52:15,740 of the paper or something. 1087 00:52:15,740 --> 00:52:16,845 A very tiny amount. 1088 00:52:16,845 --> 00:52:18,262 The Origamizer is super efficient. 1089 00:52:18,262 --> 00:52:20,470 We don't know how to prove that it's super efficient, 1090 00:52:20,470 --> 00:52:22,260 but at least we can prove that it works. 1091 00:52:22,260 --> 00:52:25,380 It will make any 3D polyhedron you want. 1092 00:52:25,380 --> 00:52:28,420 And in practice, it seems really good at it. 1093 00:52:28,420 --> 00:52:32,710 Now it's a very different style from typical origami, 1094 00:52:32,710 --> 00:52:35,770 so this has not yet hit the sculpture world, let's say. 1095 00:52:35,770 --> 00:52:38,595 But I think it opens the door to a lot of new possibilities. 1096 00:52:41,320 --> 00:52:44,880 Traditionally though-- traditionally 1097 00:52:44,880 --> 00:52:48,020 before this Origamizer or in practice 1098 00:52:48,020 --> 00:52:50,970 today, a much more commonly used approach 1099 00:52:50,970 --> 00:52:54,230 to computational origami design is 1100 00:52:54,230 --> 00:52:56,882 something called the tree method. 1101 00:52:56,882 --> 00:52:58,590 I'm just going to call it TreeMaker here. 1102 00:52:58,590 --> 00:53:00,256 TreeMaker's the name of the program that 1103 00:53:00,256 --> 00:53:04,700 implements the tree method, and it's made by Robert Lang. 1104 00:53:04,700 --> 00:53:13,164 And this is sort of making stick figures, which 1105 00:53:13,164 --> 00:53:14,080 sounds a little silly. 1106 00:53:14,080 --> 00:53:19,250 But TreeMaker or the tree method is powerful 1107 00:53:19,250 --> 00:53:25,500 for if I want to make what's called an origami base, that 1108 00:53:25,500 --> 00:53:31,229 has a lot of limbs in different places of different lengths-- 1109 00:53:31,229 --> 00:53:33,020 maybe you want to make something like that. 1110 00:53:33,020 --> 00:53:35,960 I don't know. 1111 00:53:35,960 --> 00:53:38,380 The typical origami base might look something like this. 1112 00:53:38,380 --> 00:53:39,720 Maybe you want to make a lizard. 1113 00:53:39,720 --> 00:53:43,210 It has a head, some forearms, some really big hind legs, 1114 00:53:43,210 --> 00:53:46,090 a little tail, and some body. 1115 00:53:46,090 --> 00:53:52,270 You can abstract this into a tree 1116 00:53:52,270 --> 00:53:54,590 and then say, well can I fold a piece of paper 1117 00:53:54,590 --> 00:53:56,330 into some shape whose projection is 1118 00:53:56,330 --> 00:53:59,480 that tree, with all the right edge links? 1119 00:53:59,480 --> 00:54:00,550 And the answer is yes. 1120 00:54:00,550 --> 00:54:02,470 I mean, you can make anything, of course. 1121 00:54:02,470 --> 00:54:06,420 But what TreeMaker tries to do is find the most efficient way 1122 00:54:06,420 --> 00:54:08,002 to make that thing. 1123 00:54:08,002 --> 00:54:09,960 Unfortunately, finding the most efficient way-- 1124 00:54:09,960 --> 00:54:13,100 like the smallest square paper, so the most paper 1125 00:54:13,100 --> 00:54:16,300 usage possible to make something with that projection-- 1126 00:54:16,300 --> 00:54:18,620 finding that is NP complete. 1127 00:54:18,620 --> 00:54:21,710 We just proved that this year with Robert Lang 1128 00:54:21,710 --> 00:54:23,420 and Sandor Fekete. 1129 00:54:23,420 --> 00:54:26,250 But there's a theory. 1130 00:54:26,250 --> 00:54:28,184 There's a hard problem you have to solve, 1131 00:54:28,184 --> 00:54:29,600 something related to disk packing. 1132 00:54:29,600 --> 00:54:31,650 If you solve it, you find the best way. 1133 00:54:31,650 --> 00:54:34,460 In practice, use some heuristics which are really good. 1134 00:54:34,460 --> 00:54:36,682 And usually you find the optimal way 1135 00:54:36,682 --> 00:54:37,890 to make a given stick figure. 1136 00:54:37,890 --> 00:54:41,520 But for super complicated things, it may not be perfect. 1137 00:54:41,520 --> 00:54:45,710 Now a lot of people use this method for designing origami. 1138 00:54:45,710 --> 00:54:50,950 I have a slide of cool origami, just to show you. 1139 00:54:50,950 --> 00:54:52,750 Not all of this uses the tree method. 1140 00:54:56,360 --> 00:54:58,360 These three designs by Brian Chan, 1141 00:54:58,360 --> 00:55:02,430 who was an MIT grad student, graduated last year-- 1142 00:55:02,430 --> 00:55:05,440 these are all designed partly using the tree method. 1143 00:55:05,440 --> 00:55:07,400 I'm sure they're more complicated than that. 1144 00:55:07,400 --> 00:55:10,860 But to get the initial structure of the arms in the right place, 1145 00:55:10,860 --> 00:55:13,306 the legs in the right place, the head, body segments, 1146 00:55:13,306 --> 00:55:14,680 fingers-- some of these guys have 1147 00:55:14,680 --> 00:55:20,020 fingers-- all that stuff is done using tree theory, 1148 00:55:20,020 --> 00:55:22,790 almost certainly not with TreeMaker, the program. 1149 00:55:22,790 --> 00:55:25,960 Most origami designers do it by hand, in their head, or drawing 1150 00:55:25,960 --> 00:55:29,260 pictures with a drawing program, to design out the base. 1151 00:55:29,260 --> 00:55:31,410 Then they fold by hand everything. 1152 00:55:31,410 --> 00:55:35,070 But still, the math is in there. 1153 00:55:35,070 --> 00:55:38,120 These guys are not yet mathematically analyzed, 1154 00:55:38,120 --> 00:55:38,730 let's say. 1155 00:55:38,730 --> 00:55:45,500 They're experiments by [? Garn ?] and Joel Cooper. 1156 00:55:45,500 --> 00:55:49,742 [? Garn ?] is a computer scientist slash mathematician, 1157 00:55:49,742 --> 00:55:51,950 but he doesn't understand these yet, and sort of he's 1158 00:55:51,950 --> 00:55:52,970 trying to figure it out. 1159 00:55:52,970 --> 00:55:54,860 So there's a lot of interesting questions, 1160 00:55:54,860 --> 00:55:59,430 and you get some really cool sculpture as a result, 1161 00:55:59,430 --> 00:56:01,360 out of this world. 1162 00:56:01,360 --> 00:56:04,380 So this is something we've also been working on 1163 00:56:04,380 --> 00:56:07,790 with my dad and Robert Lang, proving that this actually 1164 00:56:07,790 --> 00:56:08,770 works. 1165 00:56:08,770 --> 00:56:10,230 It's been around for a long time, 1166 00:56:10,230 --> 00:56:12,941 but it turns out to be really complicated 1167 00:56:12,941 --> 00:56:14,190 to prove that it always works. 1168 00:56:14,190 --> 00:56:17,190 But it looks like it does, so stay tuned. 1169 00:56:17,190 --> 00:56:19,716 Some time we will publish that paper. 1170 00:56:19,716 --> 00:56:21,860 It's still in process. 1171 00:56:21,860 --> 00:56:23,410 All right. 1172 00:56:23,410 --> 00:56:25,717 I have some more fun things. 1173 00:56:25,717 --> 00:56:27,050 This is just a random selection. 1174 00:56:27,050 --> 00:56:29,990 There's a ton of work here. 1175 00:56:29,990 --> 00:56:32,830 One of my favorites-- this was my first result in this field-- 1176 00:56:32,830 --> 00:56:35,880 is the folding cut problem, theorem, whatever. 1177 00:56:35,880 --> 00:56:42,490 So you start with a rectangle of paper, and you fold it flat. 1178 00:56:42,490 --> 00:56:44,060 Now you take your scissors-- I know 1179 00:56:44,060 --> 00:56:47,130 this is blasphemy for most origamists. 1180 00:56:47,130 --> 00:56:48,840 But I'm not going to make a lot of cuts. 1181 00:56:48,840 --> 00:56:52,410 I'm just going to make one complete straight cut. 1182 00:56:52,410 --> 00:56:55,920 I get two pieces in this case, and then I unfold the pieces 1183 00:56:55,920 --> 00:56:59,120 and see what I get. 1184 00:56:59,120 --> 00:57:02,540 In this case I get a little swan. 1185 00:57:02,540 --> 00:57:05,320 And the general theorem is you can make any polygon you want. 1186 00:57:05,320 --> 00:57:07,310 In fact, you can make one cut and make 1187 00:57:07,310 --> 00:57:09,360 any collection of polygons you want. 1188 00:57:09,360 --> 00:57:11,740 So like on my website, you can make the MIT logo 1189 00:57:11,740 --> 00:57:15,140 with all the little rectangles with one complete straight cut. 1190 00:57:15,140 --> 00:57:17,430 And the outside shape will have holes 1191 00:57:17,430 --> 00:57:19,820 exactly where you want them. 1192 00:57:19,820 --> 00:57:21,520 And you can download this, too, if you 1193 00:57:21,520 --> 00:57:23,550 want to impress all your friends, 1194 00:57:23,550 --> 00:57:26,630 especially recommended for, like, kids. 1195 00:57:26,630 --> 00:57:27,877 It's a good magic trick. 1196 00:57:27,877 --> 00:57:29,710 In fact, Harry Houdini used to do this trick 1197 00:57:29,710 --> 00:57:32,110 in the '20s before he was an escape artist. 1198 00:57:32,110 --> 00:57:33,580 He did general magic. 1199 00:57:33,580 --> 00:57:34,240 Not this trick. 1200 00:57:34,240 --> 00:57:35,770 He made stars. 1201 00:57:35,770 --> 00:57:39,037 And we thought about it, and we proved you could make anything. 1202 00:57:39,037 --> 00:57:39,620 So that's fun. 1203 00:57:39,620 --> 00:57:41,320 Another universality result. 1204 00:57:41,320 --> 00:57:42,394 It's what got us started. 1205 00:57:42,394 --> 00:57:44,310 And it relates to things like the tree theory, 1206 00:57:44,310 --> 00:57:47,960 in fact, because what you're really solving here 1207 00:57:47,960 --> 00:57:52,120 is, how do I take a polygon and-- if I fold this guy back 1208 00:57:52,120 --> 00:57:56,460 up-- how do I make all the edges of that polygon 1209 00:57:56,460 --> 00:57:58,680 lie along-- this guy's not very happy, 1210 00:57:58,680 --> 00:58:02,270 get rid of that-- lie along a straight line. 1211 00:58:02,270 --> 00:58:04,729 That actually turns out to be important for origami design. 1212 00:58:04,729 --> 00:58:06,353 A lot of these things-- an Origamizer-- 1213 00:58:06,353 --> 00:58:07,530 it's all over the place. 1214 00:58:07,530 --> 00:58:11,490 And so this structure is helpful for solving 1215 00:58:11,490 --> 00:58:15,812 sort of pure origami problems, not with cutting. 1216 00:58:15,812 --> 00:58:16,770 So what else do I have? 1217 00:58:16,770 --> 00:58:20,060 Curved creases. 1218 00:58:20,060 --> 00:58:23,660 You may not know this, because most origami 1219 00:58:23,660 --> 00:58:24,940 is straight creases. 1220 00:58:24,940 --> 00:58:27,540 But if you take a piece of paper, 1221 00:58:27,540 --> 00:58:30,840 you can put a curved crease into it. 1222 00:58:30,840 --> 00:58:34,530 It's a little hard to do by hand, but there you go. 1223 00:58:34,530 --> 00:58:37,010 Curved crease. 1224 00:58:37,010 --> 00:58:38,290 Is that allowed? 1225 00:58:38,290 --> 00:58:40,980 What can you make like that? 1226 00:58:40,980 --> 00:58:42,190 It's not too well studied. 1227 00:58:42,190 --> 00:58:44,700 Jeannine Mosely has done some of the curved crease stuff. 1228 00:58:44,700 --> 00:58:46,760 Early stuff was done by David Huffman, 1229 00:58:46,760 --> 00:58:50,260 you may know from Huffman codes in every cell phone, whatever. 1230 00:58:50,260 --> 00:58:53,800 And by Ron Resch. 1231 00:58:53,800 --> 00:58:55,200 That's wrong queuing. 1232 00:58:55,200 --> 00:58:57,067 All right, I'm going to show that later. 1233 00:58:57,067 --> 00:58:58,900 This are some of the things that we've made, 1234 00:58:58,900 --> 00:59:02,080 this is my dad and I, out of curved creases. 1235 00:59:02,080 --> 00:59:06,290 This is kind of a crazy-- it's like a circular piece of paper, 1236 00:59:06,290 --> 00:59:08,990 but it goes around twice like a ramp. 1237 00:59:08,990 --> 00:59:11,830 So you make two circles and then join the ends, 1238 00:59:11,830 --> 00:59:13,780 and you pleat along concentric circles, 1239 00:59:13,780 --> 00:59:15,460 alternating mountain and valley. 1240 00:59:15,460 --> 00:59:17,442 And you change a few different parameters, 1241 00:59:17,442 --> 00:59:19,150 and you get these three different shapes. 1242 00:59:19,150 --> 00:59:22,610 These are in the permanent collection at MOMA in New York. 1243 00:59:22,610 --> 00:59:26,580 So you can make some really cool sculpture out of this. 1244 00:59:26,580 --> 00:59:28,160 This is a more recent piece we did. 1245 00:59:28,160 --> 00:59:34,066 And this is taking just a regular circular band of paper 1246 00:59:34,066 --> 00:59:35,440 with concentric circular creases, 1247 00:59:35,440 --> 00:59:41,030 and then taking three of them and joining them together 1248 00:59:41,030 --> 00:59:42,920 at a few points. 1249 00:59:42,920 --> 00:59:44,900 And then you get some cool structures. 1250 00:59:44,900 --> 00:59:47,790 These are interesting to us especially because the paper 1251 00:59:47,790 --> 00:59:49,360 actually does fold itself. 1252 00:59:49,360 --> 00:59:51,020 You put in these circular creases. 1253 00:59:51,020 --> 00:59:52,900 You just squeeze a little, and it 1254 00:59:52,900 --> 00:59:55,325 will make these shapes automatically. 1255 00:59:55,325 --> 00:59:57,730 It's called self-folding origami. 1256 00:59:57,730 --> 00:59:59,640 And in that spirit, I will show you 1257 00:59:59,640 --> 01:00:01,980 a different kind of self-folding origami. 1258 01:00:01,980 --> 01:00:05,280 I think I need to click this button. 1259 01:00:05,280 --> 01:00:11,180 Which is approach to making paper that folds itself. 1260 01:00:11,180 --> 01:00:15,830 This is a self-folding sheet. 1261 01:00:15,830 --> 01:00:18,190 It's made of rigid panels connected by little rubber 1262 01:00:18,190 --> 01:00:22,540 hinges, and there's little muscles, you could say, 1263 01:00:22,540 --> 01:00:25,680 that are folding those creases shut. 1264 01:00:25,680 --> 01:00:28,290 By turning on some electrical signal, 1265 01:00:28,290 --> 01:00:29,970 that thing folds itself into a boat. 1266 01:00:29,970 --> 01:00:33,890 That same sheet, you can send it a different electrical signal 1267 01:00:33,890 --> 01:00:36,950 and it will just fold along these two creases. 1268 01:00:36,950 --> 01:00:39,660 And then there's little magnets to hold it into place, 1269 01:00:39,660 --> 01:00:41,520 so you can turn off that electricity now. 1270 01:00:41,520 --> 01:00:42,450 No power. 1271 01:00:42,450 --> 01:00:45,140 Then you send it a third signal, and it will fold those three 1272 01:00:45,140 --> 01:00:49,140 creases, and you get a paper airplane. 1273 01:00:49,140 --> 01:00:52,070 No origamist required. 1274 01:00:52,070 --> 01:00:57,089 So the idea here, this is the programmable matter vision, 1275 01:00:57,089 --> 01:00:59,130 where you could download hardware in the same way 1276 01:00:59,130 --> 01:01:00,370 you could download software. 1277 01:01:00,370 --> 01:01:05,000 You can make one sheet that has lots of panels in it, 1278 01:01:05,000 --> 01:01:07,139 enough creases to make anything you want. 1279 01:01:07,139 --> 01:01:09,430 And then you just push a button and some of the creases 1280 01:01:09,430 --> 01:01:09,910 turn on. 1281 01:01:09,910 --> 01:01:11,640 Then push a button and some other creases turn on, 1282 01:01:11,640 --> 01:01:13,640 and it folds into some complicated origami 1283 01:01:13,640 --> 01:01:15,020 all by itself. 1284 01:01:15,020 --> 01:01:16,950 You could imagine making this building scale. 1285 01:01:16,950 --> 01:01:19,780 You could imagine making it nano scale, some scale where 1286 01:01:19,780 --> 01:01:22,280 an origamist can't do it, or you don't 1287 01:01:22,280 --> 01:01:24,080 have an origamist to do it for you. 1288 01:01:24,080 --> 01:01:27,420 This would be the self-refolding, transforming 1289 01:01:27,420 --> 01:01:29,630 robot thing. 1290 01:01:29,630 --> 01:01:32,300 To do it, though, we needed to prove new theory. 1291 01:01:32,300 --> 01:01:36,965 And this is the world of, call it, universal hinge patterns. 1292 01:01:42,950 --> 01:01:46,125 And this is the topic of a master's thesis just finished 1293 01:01:46,125 --> 01:01:47,750 last week, I think, by [? Viva Vadia ?] 1294 01:01:47,750 --> 01:01:51,440 where-- and maybe we'll get him to talk 1295 01:01:51,440 --> 01:01:54,560 about it at some point-- it's one crease pattern. 1296 01:01:54,560 --> 01:01:58,310 In that case we were using a crease pattern called 1297 01:01:58,310 --> 01:02:03,080 box pleating, where you take a square grid, 1298 01:02:03,080 --> 01:02:05,985 and then you put alternating diagonals in those squares. 1299 01:02:12,710 --> 01:02:14,730 Get my alternation going here. 1300 01:02:14,730 --> 01:02:16,609 So that's the so-called box pleating pattern. 1301 01:02:16,609 --> 01:02:18,900 We proved that that pattern, if you make it big enough, 1302 01:02:18,900 --> 01:02:23,790 can fold any 3D shape that's made out of little cubes. 1303 01:02:23,790 --> 01:02:28,720 I think, yeah, so in fact if you take a sort of n by n sheet, 1304 01:02:28,720 --> 01:02:30,890 you could make about n cubes. 1305 01:02:30,890 --> 01:02:33,704 And in the worst case, that's the best you can do. 1306 01:02:33,704 --> 01:02:35,120 So that's cool, because that tells 1307 01:02:35,120 --> 01:02:36,670 you here's one robot you build. 1308 01:02:36,670 --> 01:02:39,960 You just make this sheet with those creases, 1309 01:02:39,960 --> 01:02:42,660 those rubber creases with muscles on each of those edges. 1310 01:02:42,660 --> 01:02:45,920 And if you can turn those edges on and off programmably, 1311 01:02:45,920 --> 01:02:49,050 you could make anything you want up to some resolution. 1312 01:02:49,050 --> 01:02:51,720 If you want to make a bunny, you can sort of 1313 01:02:51,720 --> 01:02:55,380 build that bunny our of little cubes in simulation, 1314 01:02:55,380 --> 01:02:59,672 and then fold that cubefied, voxillized form of the bunny. 1315 01:02:59,672 --> 01:03:01,380 And then you want to make something else, 1316 01:03:01,380 --> 01:03:04,165 you unfold it and refold it all automatically. 1317 01:03:07,472 --> 01:03:08,918 AUDIENCE: This is like [INAUDIBLE] 1318 01:03:08,918 --> 01:03:11,330 no width of the material? 1319 01:03:11,330 --> 01:03:14,590 PROFESSOR: Yeah, there's a lot of open questions here. 1320 01:03:14,590 --> 01:03:16,700 This result assumes 0 thickness. 1321 01:03:16,700 --> 01:03:18,460 In fact, every result I've talked about 1322 01:03:18,460 --> 01:03:19,294 assumes 0 thickness. 1323 01:03:19,294 --> 01:03:21,376 I think there's one theorem in the literature that 1324 01:03:21,376 --> 01:03:22,650 looks at thickness of paper. 1325 01:03:22,650 --> 01:03:25,080 That's a great open question, and you really 1326 01:03:25,080 --> 01:03:27,290 see it in something like that video. 1327 01:03:27,290 --> 01:03:31,650 That just appeared at PNAS, and the video's online. 1328 01:03:31,650 --> 01:03:33,770 Because in the airplane, you have 1329 01:03:33,770 --> 01:03:35,760 to fold through multiple layers. 1330 01:03:35,760 --> 01:03:36,527 And that's tricky. 1331 01:03:36,527 --> 01:03:39,110 We get around that right now by having the creases be a little 1332 01:03:39,110 --> 01:03:40,810 bit stretchy, some rubber. 1333 01:03:40,810 --> 01:03:44,630 But there's a limit, and it's related to the thickness. 1334 01:03:44,630 --> 01:03:48,090 So yes, some complicated shapes are not going to work this way. 1335 01:03:48,090 --> 01:03:50,310 I think one thing that would work really well-- we 1336 01:03:50,310 --> 01:03:53,840 have another result with Jason Ku, which is folding a maze. 1337 01:03:53,840 --> 01:03:58,080 This is sort of like folding a shallow terrain in this way, 1338 01:03:58,080 --> 01:04:01,210 so you could make a rat maze out of a square-- just tracks 1339 01:04:01,210 --> 01:04:03,420 by 50%, and then you have arbitrary 1340 01:04:03,420 --> 01:04:05,640 undulation in the middle, which is pretty cool. 1341 01:04:05,640 --> 01:04:07,723 So some of these things are going to be practical. 1342 01:04:07,723 --> 01:04:08,360 Some are not. 1343 01:04:08,360 --> 01:04:12,150 So there's still interesting theory questions to ask about. 1344 01:04:12,150 --> 01:04:14,840 I think thickness is a really good one. 1345 01:04:14,840 --> 01:04:16,890 Other questions? 1346 01:04:16,890 --> 01:04:17,390 Yeah. 1347 01:04:20,255 --> 01:04:22,880 AUDIENCE: [INAUDIBLE] I thought I heard something about how you 1348 01:04:22,880 --> 01:04:24,802 can't fold a sheet of paper more than like-- 1349 01:04:24,802 --> 01:04:26,510 PROFESSOR: Yeah, so that's the one thing. 1350 01:04:26,510 --> 01:04:31,020 The question is, you can't fold a piece of paper in half 8 1351 01:04:31,020 --> 01:04:35,600 times, 7 times, whatever the number is everyone quotes. 1352 01:04:35,600 --> 01:04:38,960 The answer was solved by someone who was a high school 1353 01:04:38,960 --> 01:04:42,140 student a few years ago. 1354 01:04:42,140 --> 01:04:43,660 What's her name? 1355 01:04:43,660 --> 01:04:45,440 Britney Gallivan. 1356 01:04:45,440 --> 01:04:48,860 And so this is the one paper that's about thickness, 1357 01:04:48,860 --> 01:04:54,160 and she analyzed-- the issue is when you fold-- if you have 1358 01:04:54,160 --> 01:04:59,250 a folding that is 1,000 layers thick, 1359 01:04:59,250 --> 01:05:01,110 and you want to fold in the middle, 1360 01:05:01,110 --> 01:05:05,160 you can't just like cut here and move it over here and then 1361 01:05:05,160 --> 01:05:06,450 be folded. 1362 01:05:06,450 --> 01:05:09,850 Paper has to actually turn that corner. 1363 01:05:09,850 --> 01:05:14,900 And the thicker that thing is, the more length of paper 1364 01:05:14,900 --> 01:05:17,306 it takes to turn that corner. 1365 01:05:17,306 --> 01:05:18,680 And you can compute how much that 1366 01:05:18,680 --> 01:05:22,020 is if you assume sort of a circular trajectory, 1367 01:05:22,020 --> 01:05:23,400 and it matches reality. 1368 01:05:23,400 --> 01:05:27,080 So she computed how thin does a piece of paper need to be, 1369 01:05:27,080 --> 01:05:29,060 or how long does a piece of paper 1370 01:05:29,060 --> 01:05:31,230 have to be-- it's that ratio-- in order 1371 01:05:31,230 --> 01:05:33,152 to fold it in half 12 times. 1372 01:05:33,152 --> 01:05:35,110 So she took a piece of paper that was, I think, 1373 01:05:35,110 --> 01:05:38,717 three-quarters of a mile long, and folded it in half 12 times. 1374 01:05:38,717 --> 01:05:40,800 And it's like this big monstrosity when it's done. 1375 01:05:40,800 --> 01:05:43,020 And it follows the theory exactly. 1376 01:05:43,020 --> 01:05:44,870 So that seems to be the right model, 1377 01:05:44,870 --> 01:05:46,590 but that's the only paper that analyzes 1378 01:05:46,590 --> 01:05:48,631 paper folding in that model, because it's so much 1379 01:05:48,631 --> 01:05:50,300 easier to think about zero thickness. 1380 01:05:50,300 --> 01:05:51,550 But that is what we should do. 1381 01:05:51,550 --> 01:05:53,890 So that particular question we understand, 1382 01:05:53,890 --> 01:05:56,250 but everything else is open. 1383 01:05:56,250 --> 01:05:59,454 I'll show you some pictures of that next time. 1384 01:05:59,454 --> 01:06:00,120 Other questions? 1385 01:06:00,120 --> 01:06:01,660 All right. 1386 01:06:01,660 --> 01:06:04,140 That is paper, and then I was going 1387 01:06:04,140 --> 01:06:08,450 to show you a little bit about polyhedra and hinged 1388 01:06:08,450 --> 01:06:09,020 dissections. 1389 01:06:09,020 --> 01:06:10,240 All right. 1390 01:06:10,240 --> 01:06:10,910 Let's go. 1391 01:06:31,679 --> 01:06:33,720 So I mentioned there's a bunch of different kinds 1392 01:06:33,720 --> 01:06:36,740 of polyhedron folding and unfolding problems. 1393 01:06:36,740 --> 01:06:39,900 Probably the coolest one-- because it's 1394 01:06:39,900 --> 01:06:44,100 the oldest problem in this entire field-- 1395 01:06:44,100 --> 01:06:50,570 is unfolding convex polyhedron by cutting along the edges. 1396 01:06:50,570 --> 01:06:59,980 We call this edge unfolding convex polyhedra. 1397 01:06:59,980 --> 01:07:02,380 At the beginning of class, I showed you 1398 01:07:02,380 --> 01:07:04,660 a cube which you could unfold into a cross. 1399 01:07:04,660 --> 01:07:05,470 I want that. 1400 01:07:05,470 --> 01:07:07,690 So I was only cutting along edges of the cube. 1401 01:07:07,690 --> 01:07:09,380 That's this edge unfolding. 1402 01:07:09,380 --> 01:07:10,800 The cube is a convex shape. 1403 01:07:10,800 --> 01:07:13,950 It doesn't have any dents. 1404 01:07:13,950 --> 01:07:17,200 And I got to unfold it with one piece without overlap. 1405 01:07:17,200 --> 01:07:18,730 Is that always possible? 1406 01:07:18,730 --> 01:07:21,420 We have no idea. 1407 01:07:21,420 --> 01:07:23,920 Can every convex polyhedron be made in that way? 1408 01:07:23,920 --> 01:07:24,820 We don't know. 1409 01:07:24,820 --> 01:07:30,630 This problem goes back to Albrecht Durer, 1410 01:07:30,630 --> 01:07:31,680 this guy on the left. 1411 01:07:31,680 --> 01:07:33,430 This is his self-portrait. 1412 01:07:33,430 --> 01:07:37,590 In 1525, he wrote this book called The Painter's Manual 1413 01:07:37,590 --> 01:07:38,810 in German. 1414 01:07:38,810 --> 01:07:42,310 And he tried this out for a whole bunch of polyhedra. 1415 01:07:42,310 --> 01:07:46,970 This is the so-called snub cube, and unfolded in his book. 1416 01:07:46,970 --> 01:07:50,060 And he has page after page after page of these unfoldings. 1417 01:07:50,060 --> 01:07:51,519 And they're all edge unfoldings. 1418 01:07:51,519 --> 01:07:52,560 Most of them are correct. 1419 01:07:52,560 --> 01:07:54,715 There's a couple small errors, probably just 1420 01:07:54,715 --> 01:07:55,590 transcription errors. 1421 01:07:55,590 --> 01:07:56,635 And he did this because he wanted 1422 01:07:56,635 --> 01:07:57,970 to understand these 3D shapes. 1423 01:07:57,970 --> 01:07:59,070 He had to build them. 1424 01:07:59,070 --> 01:08:01,310 How do you build them? 1425 01:08:01,310 --> 01:08:03,720 So he didn't pose this mathematical question. 1426 01:08:03,720 --> 01:08:05,470 He was not a mathematician. 1427 01:08:05,470 --> 01:08:08,050 But it's sort of implicit there, and people 1428 01:08:08,050 --> 01:08:12,420 have been thinking about it for at least decades if not more. 1429 01:08:12,420 --> 01:08:15,710 At least since '65, I think, was the first formal posing. 1430 01:08:15,710 --> 01:08:17,660 And it's really hard. 1431 01:08:17,660 --> 01:08:21,050 A lot of people have worked on it. 1432 01:08:21,050 --> 01:08:23,029 We'll talk about it. 1433 01:08:23,029 --> 01:08:25,854 There are some interesting things that are known. 1434 01:08:25,854 --> 01:08:27,229 I mean the depressing thing is we 1435 01:08:27,229 --> 01:08:29,359 have no algorithm which we think will work. 1436 01:08:29,359 --> 01:08:32,845 Every algorithm we've tried has a counter example. 1437 01:08:32,845 --> 01:08:34,220 Every counter example we've tried 1438 01:08:34,220 --> 01:08:36,430 has an algorithm for which it works, 1439 01:08:36,430 --> 01:08:42,100 but they don't match up, so it's frustrating. 1440 01:08:42,100 --> 01:08:46,060 If you allow non-convex polyhedra, 1441 01:08:46,060 --> 01:08:47,170 then the answer is no. 1442 01:08:47,170 --> 01:08:51,439 So that's something I did with a bunch of people 1443 01:08:51,439 --> 01:08:52,420 back in the day. 1444 01:08:52,420 --> 01:08:54,945 This was actually done in '98, then 1445 01:08:54,945 --> 01:08:57,770 it took forever for the journal paper to appear. 1446 01:08:57,770 --> 01:08:59,240 This is a polyhedron. 1447 01:08:59,240 --> 01:09:01,020 All the faces are triangles. 1448 01:09:01,020 --> 01:09:03,160 So it's sort of topologically convex. 1449 01:09:03,160 --> 01:09:05,200 And then if I made the spike a little shorter, 1450 01:09:05,200 --> 01:09:07,120 it would be a convex polyhedron. 1451 01:09:07,120 --> 01:09:10,113 But this particular embedding-- these are just two views. 1452 01:09:10,113 --> 01:09:12,029 If you cross your eyes, it's three dimensions. 1453 01:09:12,029 --> 01:09:13,290 No, I'm just kidding. 1454 01:09:13,290 --> 01:09:14,770 It's not designed for that. 1455 01:09:14,770 --> 01:09:16,279 Just two views of the same thing. 1456 01:09:16,279 --> 01:09:20,399 And if you cut along the edges any way you want, 1457 01:09:20,399 --> 01:09:22,682 it will overlap itself or be multiple pieces. 1458 01:09:22,682 --> 01:09:24,140 And we'll prove that at some point. 1459 01:09:24,140 --> 01:09:24,890 It's not too hard. 1460 01:09:28,149 --> 01:09:31,850 Yeah, so good. 1461 01:09:31,850 --> 01:09:33,620 That's edge unfolding. 1462 01:09:33,620 --> 01:09:35,460 But there's another kind of unfolding 1463 01:09:35,460 --> 01:09:38,080 called general unfolding. 1464 01:09:38,080 --> 01:09:41,500 This seems a lot more interesting to me. 1465 01:09:41,500 --> 01:09:43,279 Edges are sort of artificial. 1466 01:09:43,279 --> 01:09:45,439 What if you let me cut anywhere on the surface, 1467 01:09:45,439 --> 01:09:47,560 not just at the edges? 1468 01:09:47,560 --> 01:09:52,760 Well, then it turns out, for convex polyhedra, 1469 01:09:52,760 --> 01:09:54,950 you can do it. 1470 01:09:54,950 --> 01:09:56,295 It's always possible. 1471 01:10:03,420 --> 01:10:05,310 I don't have pictures of that here, 1472 01:10:05,310 --> 01:10:08,740 but even for some non-convex polyhedra you could do it. 1473 01:10:08,740 --> 01:10:10,880 For example, this polyhedron, if you 1474 01:10:10,880 --> 01:10:13,970 let me cut not just at the edges but anywhere on the surface, 1475 01:10:13,970 --> 01:10:17,460 you can do this crazy thing. 1476 01:10:17,460 --> 01:10:21,530 These are the spikes, and you cut out a tiny little sliver 1477 01:10:21,530 --> 01:10:23,960 out to the side, and that lets you 1478 01:10:23,960 --> 01:10:27,390 attach one of those spikes from one of these witch's hats 1479 01:10:27,390 --> 01:10:29,330 to the wrong side. 1480 01:10:29,330 --> 01:10:33,540 Like you see, this blue guy, the blue spike-- because this edge 1481 01:10:33,540 --> 01:10:35,260 ends up being glued over here, we 1482 01:10:35,260 --> 01:10:37,260 can attach the spike with the little sliver that 1483 01:10:37,260 --> 01:10:40,410 gets opened up here, over there, and avoid overlap. 1484 01:10:40,410 --> 01:10:42,000 Even if these spikes are super tall, 1485 01:10:42,000 --> 01:10:44,520 does this go out to infinity and overlap. 1486 01:10:44,520 --> 01:10:46,290 That's one example. 1487 01:10:46,290 --> 01:10:49,060 Can you do it for every non-convex polyhedron? 1488 01:10:49,060 --> 01:10:49,850 We don't know. 1489 01:10:49,850 --> 01:10:51,730 I would love to answer that question. 1490 01:10:51,730 --> 01:10:55,230 The one thing we know or the big thing that we know 1491 01:10:55,230 --> 01:10:58,210 is so-called orthogonal polyhedra. 1492 01:10:58,210 --> 01:10:59,210 This is always possible. 1493 01:10:59,210 --> 01:11:01,209 This the same kind of thing I was talking about. 1494 01:11:01,209 --> 01:11:03,820 You take any 3D shape made of little cubes-- 1495 01:11:03,820 --> 01:11:08,969 so all the faces are horizontal, vertical, or the other way-- 1496 01:11:08,969 --> 01:11:10,260 then it's also always possible. 1497 01:11:13,950 --> 01:11:16,860 The current method takes an exponential number of cuts. 1498 01:11:16,860 --> 01:11:17,992 It's really impractical. 1499 01:11:17,992 --> 01:11:19,450 I think we could make it practical. 1500 01:11:19,450 --> 01:11:21,660 I think we could generalize it to everything. 1501 01:11:21,660 --> 01:11:23,355 But those are all open questions. 1502 01:11:25,950 --> 01:11:28,220 One more picture I wanted to show you 1503 01:11:28,220 --> 01:11:31,430 is, so here we really want to keep the shape connected. 1504 01:11:31,430 --> 01:11:33,650 You have to have a positive area of connection 1505 01:11:33,650 --> 01:11:35,010 between everything. 1506 01:11:35,010 --> 01:11:38,060 If you let that connection go down to a single point-- 1507 01:11:38,060 --> 01:11:40,690 sort of cheating, this is called vertex unfolding-- 1508 01:11:40,690 --> 01:11:45,890 and then it's possible for any surface made out of triangles. 1509 01:11:45,890 --> 01:11:47,390 So it could be non-convex, anything. 1510 01:11:47,390 --> 01:11:48,830 These happen to be convex polyhedra. 1511 01:11:48,830 --> 01:11:51,205 It's a little hard to see that they're three-dimensional, 1512 01:11:51,205 --> 01:11:51,790 but they are. 1513 01:11:51,790 --> 01:11:54,600 You cut them up into little faces. 1514 01:11:54,600 --> 01:11:57,380 Here I'm only cutting along edges. 1515 01:11:57,380 --> 01:12:00,380 And I string them out on a line here. 1516 01:12:00,380 --> 01:12:02,080 This thing will not overlap, but I'm 1517 01:12:02,080 --> 01:12:04,121 kind of cheating because the connections are only 1518 01:12:04,121 --> 01:12:05,650 at single points. 1519 01:12:05,650 --> 01:12:10,340 But hey, we'll take a positive result if we can get it. 1520 01:12:10,340 --> 01:12:13,055 A lot of these problems are really hard. 1521 01:12:13,055 --> 01:12:14,680 OK, the next thing I want to talk about 1522 01:12:14,680 --> 01:12:16,490 is the reverse direction folding. 1523 01:12:16,490 --> 01:12:19,065 So we know-- this is a video I made back 1524 01:12:19,065 --> 01:12:22,760 when I was a grad student, a long time ago. 1525 01:12:22,760 --> 01:12:25,180 So we know you can take a cube, and there's 1526 01:12:25,180 --> 01:12:27,780 a whole bunch of different ways to just cut along its edges 1527 01:12:27,780 --> 01:12:29,820 and unfold it into one piece. 1528 01:12:29,820 --> 01:12:32,970 And the particular unfolding I want to consider 1529 01:12:32,970 --> 01:12:36,520 is the cross unfolding, because that's our favorite. 1530 01:12:36,520 --> 01:12:38,860 So you take this cross unfolding, 1531 01:12:38,860 --> 01:12:41,170 and ideally don't stutter. 1532 01:12:41,170 --> 01:12:43,620 And you say, well what if I gave you that polygon? 1533 01:12:43,620 --> 01:12:45,740 What 3D shapes could it fold into? 1534 01:12:45,740 --> 01:12:47,892 One thing is the cube, but it can also 1535 01:12:47,892 --> 01:12:49,725 make this flat doubly covered quadrilateral. 1536 01:12:54,090 --> 01:12:57,250 So I'm taking this as a piece of paper, 1537 01:12:57,250 --> 01:13:00,090 but I can set the creases however I want. 1538 01:13:00,090 --> 01:13:04,470 I can fold it into this five-sided, reflectionally 1539 01:13:04,470 --> 01:13:05,870 symmetric polyhedron. 1540 01:13:08,850 --> 01:13:11,490 All of these things are convex, and they all 1541 01:13:11,490 --> 01:13:13,670 have perfect coverage, unlike an origami where 1542 01:13:13,670 --> 01:13:15,170 I'm allowed to have multiple layers. 1543 01:13:15,170 --> 01:13:16,950 Here, one layer everywhere. 1544 01:13:16,950 --> 01:13:18,540 Like sheet metal bending. 1545 01:13:18,540 --> 01:13:20,806 So here, this pocket fits perfectly into that tab. 1546 01:13:20,806 --> 01:13:21,680 I make a tetrahedron. 1547 01:13:25,350 --> 01:13:27,720 And the last thing you can make with something called 1548 01:13:27,720 --> 01:13:30,190 edge-to-edge [INAUDIBLE]-- I'll talk about this more. 1549 01:13:30,190 --> 01:13:32,650 There's an algorithm here which, given a polygon, 1550 01:13:32,650 --> 01:13:36,050 will list all of the things it can fold into, 1551 01:13:36,050 --> 01:13:38,720 in a reasonable amount of time. 1552 01:13:38,720 --> 01:13:39,990 This is an octahedron. 1553 01:13:39,990 --> 01:13:41,365 Those are the five things you can 1554 01:13:41,365 --> 01:13:45,610 make by edge-to-edge [INAUDIBLE] of the cross. 1555 01:13:45,610 --> 01:13:51,037 Let me stop that. 1556 01:13:51,037 --> 01:13:52,120 So that's also on the web. 1557 01:13:52,120 --> 01:13:53,900 You can watch it. 1558 01:13:53,900 --> 01:13:56,910 In fact, all the lecture notes I use, my handwritten notes, 1559 01:13:56,910 --> 01:13:58,201 are on the class web page. 1560 01:13:58,201 --> 01:14:00,450 The slides that I'm showing are on the class web page. 1561 01:14:00,450 --> 01:14:02,658 And when there's videos, there's links to the videos, 1562 01:14:02,658 --> 01:14:07,570 so it's all there for your perusal if you miss something. 1563 01:14:07,570 --> 01:14:10,450 The last thing I wanted to talk about, because I've already 1564 01:14:10,450 --> 01:14:13,410 done one, two and three, there should always 1565 01:14:13,410 --> 01:14:16,140 be one more thing. 1566 01:14:16,140 --> 01:14:17,499 Fourth thing. 1567 01:14:17,499 --> 01:14:19,540 And this is kind of funny, because I don't really 1568 01:14:19,540 --> 01:14:20,415 know where to put it. 1569 01:14:20,415 --> 01:14:21,780 I'm still figuring it out. 1570 01:14:21,780 --> 01:14:23,267 We have these debates, because it's 1571 01:14:23,267 --> 01:14:25,100 so easy when you're thinking about linkages. 1572 01:14:25,100 --> 01:14:26,224 Oh, that's one dimensional. 1573 01:14:26,224 --> 01:14:27,670 Paper, that's two-dimensional. 1574 01:14:27,670 --> 01:14:30,290 Polyhedra, well locally it's two-dimensional, 1575 01:14:30,290 --> 01:14:31,415 but it's three-dimensional. 1576 01:14:31,415 --> 01:14:32,740 It's different. 1577 01:14:32,740 --> 01:14:35,760 Different questions. 1578 01:14:35,760 --> 01:14:38,050 Hinged dissections span so many dimensions, 1579 01:14:38,050 --> 01:14:40,580 I don't know where to put it. 1580 01:14:40,580 --> 01:14:43,285 So four, hinged dissections. 1581 01:14:47,970 --> 01:14:49,950 This didn't used to be a topic in this class, 1582 01:14:49,950 --> 01:14:51,491 and it's not a topic in our textbook, 1583 01:14:51,491 --> 01:14:54,450 because the result was proved like last year or the year 1584 01:14:54,450 --> 01:14:56,260 before out of this class. 1585 01:14:56,260 --> 01:14:58,370 Three years ago. 1586 01:14:58,370 --> 01:15:14,750 And the theorem is you take any finite set of polygons, 1587 01:15:14,750 --> 01:15:28,630 of the same area, they can be folded 1588 01:15:28,630 --> 01:15:43,670 from one chain of polygons without collision. 1589 01:15:46,900 --> 01:15:51,470 I'm going to say this first, and but let me 1590 01:15:51,470 --> 01:15:54,260 show you a simple example. 1591 01:15:54,260 --> 01:15:56,216 Very simple. 1592 01:15:56,216 --> 01:15:57,715 This is going to be a little boring. 1593 01:15:57,715 --> 01:16:00,610 Let me show you more interesting example. 1594 01:16:00,610 --> 01:16:02,970 Let's take an equilateral triangle. 1595 01:16:02,970 --> 01:16:05,790 I'm going to cut it into two triangles, 1596 01:16:05,790 --> 01:16:09,210 and then I'm going to hinge them together here. 1597 01:16:09,210 --> 01:16:13,550 So this is now a hinged chain of polygons. 1598 01:16:13,550 --> 01:16:17,820 If I open it up a little bit, it looks like this. 1599 01:16:17,820 --> 01:16:19,635 It looks a lot like those vertex unfoldings 1600 01:16:19,635 --> 01:16:21,890 I was showing before. 1601 01:16:21,890 --> 01:16:27,570 And you can fold this thing into one other shape. 1602 01:16:27,570 --> 01:16:30,615 It's going to look like this. 1603 01:16:33,532 --> 01:16:35,945 Not a very good drawing, but you get the idea. 1604 01:16:35,945 --> 01:16:37,820 Something like that. 1605 01:16:37,820 --> 01:16:39,790 So this is what we call a hinged dissection 1606 01:16:39,790 --> 01:16:43,200 from this equilateral triangle into this other triangle. 1607 01:16:43,200 --> 01:16:45,940 And it's been an open question for about 100 years. 1608 01:16:45,940 --> 01:16:48,430 Can you always do this for polygons of the same area? 1609 01:16:48,430 --> 01:16:50,180 Turns out yes, not only for two polygons-- 1610 01:16:50,180 --> 01:16:53,240 you can take seven polygons of equal area 1611 01:16:53,240 --> 01:16:56,650 and there's one of these chains of blocks 1612 01:16:56,650 --> 01:16:59,080 that can fold into all of them. 1613 01:16:59,080 --> 01:17:04,380 And I think I have a little teaser 1614 01:17:04,380 --> 01:17:06,980 picture of how the construction goes. 1615 01:17:06,980 --> 01:17:08,310 It's really crazy. 1616 01:17:08,310 --> 01:17:09,860 You have this chain of blocks. 1617 01:17:09,860 --> 01:17:12,200 It's changed in a particular way and you say, well 1618 01:17:12,200 --> 01:17:14,750 I really want that green piece-- so think of it like this. 1619 01:17:14,750 --> 01:17:20,180 You just have three triangles or three pieces that you can fold. 1620 01:17:20,180 --> 01:17:22,600 You say, well I really like that green piece to be up top. 1621 01:17:22,600 --> 01:17:25,094 Turns out you can make all these crazy cuts. 1622 01:17:25,094 --> 01:17:27,260 And if you fold it this way, you get the green piece 1623 01:17:27,260 --> 01:17:27,843 on the bottom. 1624 01:17:27,843 --> 01:17:30,360 If you fold it this way, you get the green piece on the top. 1625 01:17:30,360 --> 01:17:33,060 It's one hinged dissection that can move the pieces around, 1626 01:17:33,060 --> 01:17:36,130 and basically pretend as if the hinges weren't there, 1627 01:17:36,130 --> 01:17:37,820 and make anything you want. 1628 01:17:37,820 --> 01:17:39,610 So it's a bit complicated, but it's really 1629 01:17:39,610 --> 01:17:43,120 cool theory, something that we worked on for like 10 years 1630 01:17:43,120 --> 01:17:46,030 before finally solving. 1631 01:17:46,030 --> 01:17:47,334 And it's practical. 1632 01:17:47,334 --> 01:17:49,500 I mean this particular construction isn't practical, 1633 01:17:49,500 --> 01:17:52,020 but this is another way to build transformers. 1634 01:17:52,020 --> 01:17:53,030 Also to build sculpture. 1635 01:17:53,030 --> 01:17:56,351 This is a sculpture by Laurie Palmer that we collaborated on. 1636 01:17:56,351 --> 01:17:57,600 It's an interactive sculpture. 1637 01:17:57,600 --> 01:18:01,300 You pick up gloves, and this is one chain of blocks. 1638 01:18:01,300 --> 01:18:03,890 And the theorem is, this particular chain of blocks-- 1639 01:18:03,890 --> 01:18:07,070 about 1,000 blocks here-- can make any shape made out 1640 01:18:07,070 --> 01:18:12,666 of about 250 cubes. 1641 01:18:12,666 --> 01:18:16,180 It's slightly skewed, but so there's one hinged dissection 1642 01:18:16,180 --> 01:18:19,500 that can fold into exponentially many different shapes-- again, 1643 01:18:19,500 --> 01:18:21,770 anything made out of little cubes. 1644 01:18:21,770 --> 01:18:23,710 And this is the sculpture version. 1645 01:18:23,710 --> 01:18:26,730 We also have various prototypes of a robot that's 1646 01:18:26,730 --> 01:18:30,190 a long chain of little cubes or cube-like shapes, that 1647 01:18:30,190 --> 01:18:32,506 can fold itself into any 3D shape you want. 1648 01:18:32,506 --> 01:18:34,380 It's, again, a different kind of transformer, 1649 01:18:34,380 --> 01:18:36,450 more inspired by proteins, the way nature 1650 01:18:36,450 --> 01:18:41,420 does it by long chains, compared to the sheet-folding, 1651 01:18:41,420 --> 01:18:43,180 origami-inspired approach. 1652 01:18:43,180 --> 01:18:46,450 But it's all pretty exciting and fun. 1653 01:18:46,450 --> 01:18:48,530 Any questions? 1654 01:18:48,530 --> 01:18:49,910 Jean? 1655 01:18:49,910 --> 01:18:52,160 AUDIENCE: This is a 3D version you were talking about. 1656 01:18:52,160 --> 01:18:55,610 PROFESSOR: Yeah, I pulled a fast one. 1657 01:18:55,610 --> 01:18:57,040 That picture's 3D. 1658 01:18:57,040 --> 01:18:58,310 This is about 2D. 1659 01:18:58,310 --> 01:19:00,280 For 3D, you need the same area. 1660 01:19:00,280 --> 01:19:02,240 You need one other condition just 1661 01:19:02,240 --> 01:19:05,750 for them to have a dissection. 1662 01:19:05,750 --> 01:19:08,890 It's impossible to go from a regular tetrahedron to a cube. 1663 01:19:08,890 --> 01:19:11,530 This was one of Hilbert's problems from 1900. 1664 01:19:11,530 --> 01:19:14,870 And volumetrically it's impossible to go 1665 01:19:14,870 --> 01:19:18,090 from regular tetrahedron to a cube, 1666 01:19:18,090 --> 01:19:20,460 because the angles are wrong. 1667 01:19:20,460 --> 01:19:22,190 It's an algebraic thing. 1668 01:19:22,190 --> 01:19:24,800 And if you make things out of little cubes, it's fine. 1669 01:19:24,800 --> 01:19:25,500 You get that. 1670 01:19:25,500 --> 01:19:26,479 There's no problem. 1671 01:19:26,479 --> 01:19:28,270 But in general, there's some tricky issues. 1672 01:19:28,270 --> 01:19:31,190 It's easier to state for 2D, which is why I did, 1673 01:19:31,190 --> 01:19:33,530 but it works in 3D, too, with a little extra condition. 1674 01:19:33,530 --> 01:19:36,560 And we'll talk about that in the future. 1675 01:19:36,560 --> 01:19:38,930 Other questions? 1676 01:19:38,930 --> 01:19:41,710 All right, that's the end of lecture one.