1 00:00:03,910 --> 00:00:05,770 PROFESSOR: All right! 2 00:00:05,770 --> 00:00:08,170 Welcome back to 6849. 3 00:00:08,170 --> 00:00:11,900 Today, we're going to move into linkage folding. 4 00:00:11,900 --> 00:00:17,890 And before we get there, I want to talk about an issue 5 00:00:17,890 --> 00:00:20,650 that sort of motivates linkage folding. 6 00:00:20,650 --> 00:00:25,590 And it's about the definition of folding. 7 00:00:25,590 --> 00:00:27,515 So we've talked about origami a lot, 8 00:00:27,515 --> 00:00:29,140 and we've talked about crease patterns, 9 00:00:29,140 --> 00:00:31,098 and we've talked about the folded state-- which 10 00:00:31,098 --> 00:00:35,130 is the finished product after you fold something. 11 00:00:41,270 --> 00:00:43,280 But there's another thing we might care about. 12 00:00:54,227 --> 00:00:56,060 So whenever we wanted to prove that we could 13 00:00:56,060 --> 00:00:58,150 fold a piece of paper in a particular way, 14 00:00:58,150 --> 00:00:59,360 we described a folded state. 15 00:00:59,360 --> 00:01:02,140 We said what does the paper look like in 3D, 16 00:01:02,140 --> 00:01:05,510 how are the layers stacked, all these kinds of issues. 17 00:01:05,510 --> 00:01:07,630 But when you fold a real piece of paper, 18 00:01:07,630 --> 00:01:09,640 you start from a flat thing, and you 19 00:01:09,640 --> 00:01:13,270 want to continuously deform it into some 3D shape. 20 00:01:13,270 --> 00:01:15,480 And that is another kind of folding, 21 00:01:15,480 --> 00:01:18,740 which we call a folding motion, which we haven't really 22 00:01:18,740 --> 00:01:22,040 worried about up until now. 23 00:01:22,040 --> 00:01:25,060 And it's going to be the central concept in linkage folding. 24 00:01:27,600 --> 00:01:31,470 The way to define a folding motion 25 00:01:31,470 --> 00:01:33,740 is just a continuum of folded states. 26 00:01:38,760 --> 00:01:40,180 It's a movie. 27 00:01:40,180 --> 00:01:43,080 You start somewhere, usually we start from the flat folded 28 00:01:43,080 --> 00:01:47,035 state, and then at all times we specify a new folded state, 29 00:01:47,035 --> 00:01:48,920 a new way to fold a piece of paper. 30 00:01:48,920 --> 00:01:51,130 As long as that's a continuous process, 31 00:01:51,130 --> 00:01:54,600 then that is a folding motion. 32 00:01:54,600 --> 00:01:56,285 So we've done all this work proving 33 00:01:56,285 --> 00:01:58,010 that folded states exist. 34 00:01:58,010 --> 00:02:00,080 The question is, what if I want a folding motion? 35 00:02:00,080 --> 00:02:01,920 Because really, in order to fold the paper, 36 00:02:01,920 --> 00:02:03,770 I've got to get there. 37 00:02:03,770 --> 00:02:05,330 And that's we're going to worry about 38 00:02:05,330 --> 00:02:06,413 for the first few minutes. 39 00:02:18,290 --> 00:02:20,790 The good news is the reason we haven't worried about this up 40 00:02:20,790 --> 00:02:22,620 'till now is there's an equivalence between the two 41 00:02:22,620 --> 00:02:23,560 for paper folding. 42 00:02:26,370 --> 00:02:32,290 So if you have-- it's called a simple polygonal piece 43 00:02:32,290 --> 00:02:44,680 of paper, and that just means your piece 44 00:02:44,680 --> 00:02:49,125 of paper some polygon, but it has no holes in it. 45 00:02:49,125 --> 00:02:51,690 It's sort of solid, there's nothing like this. 46 00:02:55,130 --> 00:03:12,070 Then, it has a folding motion into any desired folded state. 47 00:03:19,390 --> 00:03:21,290 So you say, I don't know. 48 00:03:21,290 --> 00:03:23,790 I have this folded state where all the lines of a swan 49 00:03:23,790 --> 00:03:26,170 are aligned in that second fold and cut. 50 00:03:26,170 --> 00:03:31,580 How do I actually fold into that folded state? 51 00:03:31,580 --> 00:03:32,250 It's possible. 52 00:03:32,250 --> 00:03:33,630 Any folded state we describe, you 53 00:03:33,630 --> 00:03:36,410 can reach by a folding motion. 54 00:03:36,410 --> 00:03:39,350 So we're going to prove this. 55 00:03:39,350 --> 00:03:42,560 When you look at it the right way it's almost trivial, 56 00:03:42,560 --> 00:03:44,700 but maybe a little confusing. 57 00:03:44,700 --> 00:03:51,414 So I'll describe the proof to see what you think about it. 58 00:03:51,414 --> 00:03:53,830 I'm going to start with the case of one dimensional paper, 59 00:03:53,830 --> 00:03:56,740 because it's always easier to think about. 60 00:03:56,740 --> 00:03:57,880 The idea is the following. 61 00:03:57,880 --> 00:04:05,030 You have a piece of paper, and you have some folded state. 62 00:04:05,030 --> 00:04:06,890 I'm going to draw a little letter 63 00:04:06,890 --> 00:04:08,770 m, what you want to fold it into. 64 00:04:08,770 --> 00:04:10,540 They should have the same length. 65 00:04:10,540 --> 00:04:14,000 We're given this map, we're told how the piece of paper 66 00:04:14,000 --> 00:04:16,589 folds-- in this case into two dimensions-- 67 00:04:16,589 --> 00:04:18,130 and if there were any touching layers 68 00:04:18,130 --> 00:04:21,329 here it would be described which is on the top of which. 69 00:04:21,329 --> 00:04:23,380 We're told how to instantaneously go 70 00:04:23,380 --> 00:04:24,350 from here to here. 71 00:04:24,350 --> 00:04:26,900 What we're not told is the steps in between, 72 00:04:26,900 --> 00:04:30,210 and that's what we're going to fill in over here. 73 00:04:30,210 --> 00:04:33,870 So the idea is rolling creases. 74 00:04:33,870 --> 00:04:38,240 I have my piece of paper here, and I'm just 75 00:04:38,240 --> 00:04:41,110 going to curl in the end a little bit. 76 00:04:41,110 --> 00:04:45,610 So I'm going to fold this thing into-- 77 00:04:45,610 --> 00:04:48,020 or I just roll up the end, I can do this continuously. 78 00:04:48,020 --> 00:04:50,740 It's sort of like the real piece of paper. 79 00:04:50,740 --> 00:04:55,850 If you start folding and then pull, 80 00:04:55,850 --> 00:04:58,730 I continuously roll that crease. 81 00:04:58,730 --> 00:05:02,560 At all times, in fact, this is supposed to stay flat. 82 00:05:02,560 --> 00:05:04,540 It's really hard to get started in reality, 83 00:05:04,540 --> 00:05:06,290 but in theory, you can get started 84 00:05:06,290 --> 00:05:08,450 with an infinitesimal part of the crease. 85 00:05:08,450 --> 00:05:09,430 You just roll it in. 86 00:05:09,430 --> 00:05:11,630 So you make the piece of paper smaller. 87 00:05:11,630 --> 00:05:15,540 It will be-- geometrically these are on top of each other, 88 00:05:15,540 --> 00:05:19,210 so it'll be tiny. 89 00:05:19,210 --> 00:05:23,330 So it'll actually be a subset of the original piece of paper. 90 00:05:23,330 --> 00:05:25,760 You keep doing this, you end up, let's say, 91 00:05:25,760 --> 00:05:29,064 with a rolled up piece of paper like that. 92 00:05:29,064 --> 00:05:29,980 A little hard to draw. 93 00:05:29,980 --> 00:05:32,580 Really, it lies along the line segment, 94 00:05:32,580 --> 00:05:35,600 and you're just going around and around in a line segment. 95 00:05:35,600 --> 00:05:38,210 But it's like a cinnamon bun. 96 00:05:41,600 --> 00:05:43,490 Why do we bother? 97 00:05:43,490 --> 00:05:50,394 Well, if we look at a tiny piece of this folding-- 98 00:05:50,394 --> 00:05:52,560 so in fact I should have done this at the beginning, 99 00:05:52,560 --> 00:05:57,690 let me do that now-- away from the creases. 100 00:05:57,690 --> 00:06:01,130 If I look at a tiny portion, it's nice and smooth. 101 00:06:01,130 --> 00:06:03,080 I'm not at a crease. 102 00:06:03,080 --> 00:06:06,100 I'm going to highlight which portion of the paper here ends 103 00:06:06,100 --> 00:06:09,200 up-- this piece of paper's roughly in quarters. 104 00:06:09,200 --> 00:06:13,620 This is like the third quarter-- that ends up over here. 105 00:06:13,620 --> 00:06:15,650 What I'd really like to do is roll up everything 106 00:06:15,650 --> 00:06:19,370 to lie on top of that, so I do some rolling. 107 00:06:19,370 --> 00:06:27,750 Maybe this is the-- and I'm going to roll this up. 108 00:06:27,750 --> 00:06:32,130 So I end up with the thick segment, 109 00:06:32,130 --> 00:06:36,179 and then some stuff rolled on top of it. 110 00:06:36,179 --> 00:06:38,470 I don't really care too much what it looks like, I just 111 00:06:38,470 --> 00:06:40,386 need that there's a continuous rolling process 112 00:06:40,386 --> 00:06:43,780 to get everything to lie on top of that segment. 113 00:06:43,780 --> 00:06:47,930 Now what I do going down-- this is all in one dimension. 114 00:06:47,930 --> 00:06:49,830 All of this lies in one dimension. 115 00:06:49,830 --> 00:06:53,340 Now we're going to go into the second dimension. 116 00:06:53,340 --> 00:06:55,790 Exciting. 117 00:06:55,790 --> 00:07:01,310 So we imagine that there's this M, the folded shape that we 118 00:07:01,310 --> 00:07:02,650 want to build. 119 00:07:02,650 --> 00:07:06,010 And we're going to place it where the thick part belongs, 120 00:07:06,010 --> 00:07:08,070 where that highlighted part belongs. 121 00:07:08,070 --> 00:07:11,680 So it belongs here, and of course 122 00:07:11,680 --> 00:07:13,320 everything comes along for the ride. 123 00:07:13,320 --> 00:07:17,900 So you've got a little roll here and a bigger roll here. 124 00:07:17,900 --> 00:07:19,949 Something like that. 125 00:07:19,949 --> 00:07:22,490 Just taking that-- or I guess they were all on the same side, 126 00:07:22,490 --> 00:07:24,820 I'm not drawing very consistently. 127 00:07:24,820 --> 00:07:29,260 OK, but it's all lying along this segment of the M. Now 128 00:07:29,260 --> 00:07:31,520 I just need to unroll. 129 00:07:31,520 --> 00:07:33,870 This is where for the mathematicians 130 00:07:33,870 --> 00:07:37,100 this will become obvious in a little while. 131 00:07:37,100 --> 00:07:39,390 Maybe, I don't know. 132 00:07:39,390 --> 00:07:41,490 It's kind of a common trick. 133 00:07:41,490 --> 00:07:43,320 So we have this motion that got us here. 134 00:07:43,320 --> 00:07:45,220 We can obviously play that motion backwards. 135 00:07:45,220 --> 00:07:50,010 It's symmetric, I could unroll just as easily as I rolled. 136 00:07:50,010 --> 00:07:52,660 But now what I want to do is not unroll in one dimension-- 137 00:07:52,660 --> 00:07:54,700 if I did that, I'd end up lying along the line 138 00:07:54,700 --> 00:07:57,806 segment extending this old part. 139 00:07:57,806 --> 00:07:59,430 Actually, it's not even quite straight, 140 00:07:59,430 --> 00:08:02,970 but let's pretend it's kind of straight. 141 00:08:02,970 --> 00:08:09,290 But now I want to unroll along the M. So unrolling here, 142 00:08:09,290 --> 00:08:12,880 the first thing I would unroll is this stuff. 143 00:08:12,880 --> 00:08:17,150 It's going to go along the long direction, the left side. 144 00:08:17,150 --> 00:08:19,470 So it's going to unroll along, and but instead 145 00:08:19,470 --> 00:08:21,720 of going straight, I want it to just move along 146 00:08:21,720 --> 00:08:23,330 the M. It's like I'm an ant, and I 147 00:08:23,330 --> 00:08:26,090 don't realize that I live in this two dimensional space. 148 00:08:26,090 --> 00:08:28,930 I'm going to pretend that I live on this one dimensional space, 149 00:08:28,930 --> 00:08:30,679 even though it's not physically there yet. 150 00:08:30,679 --> 00:08:32,470 That's why I drew it dashed. 151 00:08:32,470 --> 00:08:33,720 I just unroll. 152 00:08:33,720 --> 00:08:38,320 So I'll end up by the end-- at this point 153 00:08:38,320 --> 00:08:42,620 I will have this half of the M, the bold part, 154 00:08:42,620 --> 00:08:45,900 and then this half of the M hasn't been made yet. 155 00:08:45,900 --> 00:08:50,955 And I'll have a little roll that's enough to make that. 156 00:08:50,955 --> 00:08:55,740 I unroll more, and I end up going there. 157 00:08:55,740 --> 00:08:57,165 So it's kind of crazy. 158 00:08:57,165 --> 00:08:58,790 Just roll up the piece of paper so it's 159 00:08:58,790 --> 00:09:01,160 super tiny so you can put it on the folded state 160 00:09:01,160 --> 00:09:03,750 without having any creases, then undo everything 161 00:09:03,750 --> 00:09:09,810 you did, but living on the surface instead of in the line. 162 00:09:09,810 --> 00:09:14,420 So you may or may not believe that works, but it works. 163 00:09:14,420 --> 00:09:16,940 It's kind of cool. 164 00:09:16,940 --> 00:09:19,270 You can generalize that to two dimensional paper. 165 00:09:19,270 --> 00:09:21,360 It's a little harder to draw the diagram, 166 00:09:21,360 --> 00:09:24,620 so I bring the textbook. 167 00:09:24,620 --> 00:09:27,440 Here we have a polygon of paper, but same idea. 168 00:09:27,440 --> 00:09:29,720 We're going to roll up that piece of paper 169 00:09:29,720 --> 00:09:31,320 until it's super tiny-- in this case, 170 00:09:31,320 --> 00:09:33,550 super tiny is a little triangle. 171 00:09:33,550 --> 00:09:35,660 We identify-- actually, ahead of time 172 00:09:35,660 --> 00:09:39,200 we identify a portion, a little triangle on the surface here, 173 00:09:39,200 --> 00:09:41,770 that does not hit any creases. 174 00:09:41,770 --> 00:09:43,630 Here it is. 175 00:09:43,630 --> 00:09:46,324 And so we roll up the paper to be contained in that triangle. 176 00:09:46,324 --> 00:09:47,990 Of course, there's many layers above it, 177 00:09:47,990 --> 00:09:50,740 which you can't-- it's hard to draw here. 178 00:09:50,740 --> 00:09:52,710 You just curl that triangle a little bit. 179 00:09:52,710 --> 00:09:54,981 Now it lives on the crane. 180 00:09:54,981 --> 00:09:56,480 Here, we're supposing we want to get 181 00:09:56,480 --> 00:09:57,854 a continuous motion of the crane. 182 00:09:57,854 --> 00:10:00,230 It's multiple layers, all sorts of fun things. 183 00:10:00,230 --> 00:10:02,550 And then you just keep on rolling, 184 00:10:02,550 --> 00:10:05,140 just like you did in the top thing but backwards. 185 00:10:05,140 --> 00:10:06,840 And instead of living in the plane, 186 00:10:06,840 --> 00:10:10,630 you now live on the crane surface. 187 00:10:10,630 --> 00:10:12,657 And the mapping between them is given to you. 188 00:10:12,657 --> 00:10:14,490 You're given the folded state that tells you 189 00:10:14,490 --> 00:10:16,610 how the piece of paper lives on the crane, 190 00:10:16,610 --> 00:10:18,510 and so you just undo everything on the crane, 191 00:10:18,510 --> 00:10:21,140 instead of in the plane. 192 00:10:21,140 --> 00:10:24,170 On the crane instead of in the plane-- 193 00:10:24,170 --> 00:10:25,220 should be a Doctor Seuss. 194 00:10:27,900 --> 00:10:30,050 Yeah, question. 195 00:10:30,050 --> 00:10:32,340 How do I pick the region? 196 00:10:32,340 --> 00:10:34,860 I just-- in general, we have some crease pattern. 197 00:10:34,860 --> 00:10:36,854 I just take some region interior to one face 198 00:10:36,854 --> 00:10:37,770 of the crease pattern. 199 00:10:37,770 --> 00:10:41,170 So just avoiding creases is all I want. 200 00:10:41,170 --> 00:10:42,920 Yeah. 201 00:10:42,920 --> 00:10:45,270 The level of detail in describing any region will do. 202 00:10:45,270 --> 00:10:47,610 In reality, we want it small, so that's 203 00:10:47,610 --> 00:10:50,450 almost flat by smoothness. 204 00:10:50,450 --> 00:10:53,010 But that's sort of a technical detail. 205 00:10:53,010 --> 00:10:54,614 Other questions? 206 00:10:54,614 --> 00:10:56,280 How many people does this make sense to? 207 00:10:56,280 --> 00:10:58,880 Just curious. 208 00:10:58,880 --> 00:11:01,540 Yeah, almost everyone kind of makes sense. 209 00:11:01,540 --> 00:11:02,469 Good. 210 00:11:02,469 --> 00:11:03,760 You have to see it a few times. 211 00:11:07,192 --> 00:11:11,450 I remember giving a talk of this paper in 2001, 212 00:11:11,450 --> 00:11:15,592 and I sort of understood it, but it was a very interactive talk. 213 00:11:15,592 --> 00:11:16,800 People kept asking questions. 214 00:11:16,800 --> 00:11:18,980 I think by the end everyone understood it. 215 00:11:18,980 --> 00:11:20,714 Now I understand it. 216 00:11:20,714 --> 00:11:21,380 It's good stuff. 217 00:11:21,380 --> 00:11:23,760 There's some important open questions, though. 218 00:11:23,760 --> 00:11:27,510 This crucially relies on-- this maybe not so-- well, yeah. 219 00:11:27,510 --> 00:11:31,800 If you had a hole in your piece of paper, this would not work. 220 00:11:31,800 --> 00:11:34,200 Because you can't reduce-- you can't get rid of the hole 221 00:11:34,200 --> 00:11:35,870 by folding. 222 00:11:35,870 --> 00:11:38,630 And you can do all sorts of rolling, folding corners 223 00:11:38,630 --> 00:11:40,240 over, and making this thing smaller, 224 00:11:40,240 --> 00:11:42,770 but you'll never be able to get rid of that hole. 225 00:11:42,770 --> 00:11:44,540 And so this approach breaks down. 226 00:11:44,540 --> 00:11:47,300 Also, if your piece of paper was a cube, 227 00:11:47,300 --> 00:11:50,470 the surface of the cube-- like, the end the last class 228 00:11:50,470 --> 00:11:52,370 we talked about flattening, we had a cube, 229 00:11:52,370 --> 00:11:54,051 and you want to collapse it flat. 230 00:11:54,051 --> 00:11:55,800 There we know that there's a folded state, 231 00:11:55,800 --> 00:11:58,080 but we don't know about the folding motions. 232 00:11:58,080 --> 00:11:59,530 It's kind of disconcerting. 233 00:11:59,530 --> 00:12:03,340 We presume there's a folding motion, 234 00:12:03,340 --> 00:12:06,210 but again, this approach doesn't work 235 00:12:06,210 --> 00:12:09,510 because you can't get a cube down to a tiny triangle. 236 00:12:09,510 --> 00:12:13,880 You can't get rid of the-- it's kind of like having holes, 237 00:12:13,880 --> 00:12:16,350 but you surround a hole in the case of the cube, 238 00:12:16,350 --> 00:12:20,060 and you can't get rid of that topological feature by folding. 239 00:12:20,060 --> 00:12:23,450 So it's tricky. 240 00:12:23,450 --> 00:12:26,940 We avoid collision throughout here. 241 00:12:26,940 --> 00:12:29,411 We also crease basically every point. 242 00:12:29,411 --> 00:12:31,160 This is rather impractical if you actually 243 00:12:31,160 --> 00:12:32,430 want to make something. 244 00:12:32,430 --> 00:12:34,890 It's comforting, theoretically, but this is not 245 00:12:34,890 --> 00:12:37,530 how you actually fold a crane, because you 246 00:12:37,530 --> 00:12:39,630 have to do all this continuous crease rolling. 247 00:12:39,630 --> 00:12:41,850 So over time, every point of paper 248 00:12:41,850 --> 00:12:44,350 is at some point on a crease. 249 00:12:44,350 --> 00:12:46,120 And a big open problem is what can you 250 00:12:46,120 --> 00:12:47,886 do with finitely many creases? 251 00:12:47,886 --> 00:12:48,760 I'll write that down. 252 00:12:52,320 --> 00:12:55,180 Let's suppose you have no overlapping layers of paper, 253 00:12:55,180 --> 00:12:56,615 to make life a little bit easier. 254 00:12:59,500 --> 00:13:03,720 So the paper doesn't touch itself, so to speak. 255 00:13:03,720 --> 00:13:07,530 Can you do a finite number of extra creases? 256 00:13:13,100 --> 00:13:15,040 I would conjecture maybe yes, but this 257 00:13:15,040 --> 00:13:19,260 is a challenging problem. 258 00:13:19,260 --> 00:13:21,370 Here we have sort of infinitely many creases. 259 00:13:21,370 --> 00:13:23,620 Everything becomes a crease. 260 00:13:23,620 --> 00:13:25,920 The extreme form of this is what we 261 00:13:25,920 --> 00:13:32,285 call rigid origami, where you have no extra creases. 262 00:13:35,010 --> 00:13:40,260 So you're supposed to just use the creases that 263 00:13:40,260 --> 00:13:43,490 are given to you in the crease pattern, 264 00:13:43,490 --> 00:13:50,240 and the faces of the crease pattern are rigid polygons. 265 00:13:50,240 --> 00:13:54,060 They have to stay flat throughout the folding motion. 266 00:13:54,060 --> 00:13:55,830 So rigid origami is a thing about 267 00:13:55,830 --> 00:13:58,970 ridge-- about folding motions, not about folded states. 268 00:13:58,970 --> 00:14:01,110 I have some folded state I want to get to, 269 00:14:01,110 --> 00:14:03,730 can I get there with rigid polygons? 270 00:14:03,730 --> 00:14:06,110 And the creases now become hinges, basically. 271 00:14:06,110 --> 00:14:09,660 If you're making origami out of metal 272 00:14:09,660 --> 00:14:13,020 with flat sheets, or plastic polygons, 273 00:14:13,020 --> 00:14:15,100 whatever, hinging them together. 274 00:14:15,100 --> 00:14:17,450 Can use still fold this thing? 275 00:14:17,450 --> 00:14:20,120 Or did folding it require this kind 276 00:14:20,120 --> 00:14:23,860 of bending the paper in crazy ways, 277 00:14:23,860 --> 00:14:26,170 putting creases all over the place? 278 00:14:26,170 --> 00:14:30,370 Sometimes you can do this, most of the time you can't. 279 00:14:30,370 --> 00:14:33,110 And there's a lot we don't know about rigid origami. 280 00:14:33,110 --> 00:14:35,460 I have one simple example. 281 00:14:35,460 --> 00:14:38,760 Something we know is bad, which is kind of fun. 282 00:14:38,760 --> 00:14:40,980 Should have brought an actual paper shopping bag. 283 00:14:40,980 --> 00:14:43,560 You take a paper shopping bag, they're mass produced 284 00:14:43,560 --> 00:14:46,730 in this crease pattern, so they're produced flat, 285 00:14:46,730 --> 00:14:48,360 I believe. 286 00:14:48,360 --> 00:14:54,860 And can't be folded, doesn't fold rigidly. 287 00:14:54,860 --> 00:14:56,860 You just have these creases-- the edges 288 00:14:56,860 --> 00:14:59,380 of the bag, this kind of simple thing. 289 00:14:59,380 --> 00:15:03,390 It looks like straight skeleton over here, and a perpendicular. 290 00:15:03,390 --> 00:15:06,330 Looks very nice from a fold and cut standpoint. 291 00:15:06,330 --> 00:15:10,294 And it does have a folded state, which is flat. 292 00:15:10,294 --> 00:15:11,460 There's no way to get there. 293 00:15:11,460 --> 00:15:14,980 If you look at all the possible folded states 294 00:15:14,980 --> 00:15:19,050 of this pattern with rigid panels, there are two. 295 00:15:19,050 --> 00:15:21,380 There's the 3D state you should see here. 296 00:15:21,380 --> 00:15:23,109 There's the flat state. 297 00:15:23,109 --> 00:15:25,150 There's nothing that could possibly connect them. 298 00:15:25,150 --> 00:15:27,740 There are no other states, so there's no folding motion 299 00:15:27,740 --> 00:15:29,250 from one to the other. 300 00:15:29,250 --> 00:15:31,490 You could instantaneously be flat, 301 00:15:31,490 --> 00:15:33,100 and you could instantaneously be open, 302 00:15:33,100 --> 00:15:35,110 but you can't do anything in between 303 00:15:35,110 --> 00:15:39,460 without curving the paper or doing something invalid 304 00:15:39,460 --> 00:15:40,820 according to rigid origami. 305 00:15:40,820 --> 00:15:43,480 So obviously you don't want to make a paper shopping bag out 306 00:15:43,480 --> 00:15:47,660 of metal, I guess is the lesson, without adding 307 00:15:47,660 --> 00:15:48,715 extra creases at least. 308 00:15:51,190 --> 00:15:51,690 Yeah. 309 00:15:55,164 --> 00:15:57,580 I would love to find more open questions on rigid origami, 310 00:15:57,580 --> 00:16:02,660 but so far we've just looked at a few small things. 311 00:16:02,660 --> 00:16:09,420 But this turns us over to linkages, 312 00:16:09,420 --> 00:16:12,310 which are all about finding these motions without making 313 00:16:12,310 --> 00:16:12,985 extra creases. 314 00:16:16,840 --> 00:16:19,100 So I need to introduce a little bit of terminology. 315 00:16:19,100 --> 00:16:22,010 This is like creases and all those things 316 00:16:22,010 --> 00:16:25,050 from the origami world. 317 00:16:25,050 --> 00:16:28,120 But we care about various levels of linkages. 318 00:16:28,120 --> 00:16:30,770 Let me remind you, in general a linkage 319 00:16:30,770 --> 00:16:33,540 is going to be something like these guys. 320 00:16:33,540 --> 00:16:36,000 This is the Peaucellier linkage, these guys 321 00:16:36,000 --> 00:16:38,280 were pinned to the projector screen, 322 00:16:38,280 --> 00:16:42,540 these guys were flexible, these are rigid bars, 323 00:16:42,540 --> 00:16:45,870 and this guy ended up tracing a straight line 324 00:16:45,870 --> 00:16:47,260 as this thing moved. 325 00:16:47,260 --> 00:16:49,694 So that's the thing we want to map-- model mathematically. 326 00:16:49,694 --> 00:16:51,360 We're going to have zero thickness, just 327 00:16:51,360 --> 00:16:53,740 like with paper folding. 328 00:16:53,740 --> 00:16:57,760 We're going to have vertices, where things come together. 329 00:16:57,760 --> 00:17:03,068 And we're going to have edges, which are those rigid bars. 330 00:17:03,068 --> 00:17:05,109 And I'm going to try to speak in two languages at 331 00:17:05,109 --> 00:17:07,340 once-- the fairly intuitive one, and I'm 332 00:17:07,340 --> 00:17:09,089 going to use some notation in parentheses. 333 00:17:09,089 --> 00:17:10,950 So if you follow the math, great. 334 00:17:10,950 --> 00:17:12,420 If not, also fine. 335 00:17:16,869 --> 00:17:20,069 The graph is just combinatorial structure. 336 00:17:20,069 --> 00:17:22,900 It just says, look, I've got things joined together 337 00:17:22,900 --> 00:17:23,400 like this. 338 00:17:23,400 --> 00:17:25,329 There's no geometry, there's just 339 00:17:25,329 --> 00:17:28,590 a sense of what edges are joined together at vertices. 340 00:17:28,590 --> 00:17:30,830 It's an abstract thing, kind of like the shadow trees 341 00:17:30,830 --> 00:17:31,840 we work with. 342 00:17:31,840 --> 00:17:33,570 They're not really embedded anywhere, 343 00:17:33,570 --> 00:17:35,740 though here, you don't even have lengths. 344 00:17:35,740 --> 00:17:40,480 Linkage, you assign lengths to the edges, and that's it. 345 00:17:40,480 --> 00:17:47,940 So I take a graph and then I add lengths to edges. 346 00:17:50,890 --> 00:17:53,730 Its lengths of edges. 347 00:17:53,730 --> 00:17:56,130 So in math, this would be a function l 348 00:17:56,130 --> 00:18:00,470 that maps every edge to a non-negative real number. 349 00:18:04,410 --> 00:18:07,060 And I might want a little bit more. 350 00:18:07,060 --> 00:18:09,190 So this is sort of optional. 351 00:18:09,190 --> 00:18:10,720 You might have some pinned vertices, 352 00:18:10,720 --> 00:18:14,280 things that are not allowed to move. 353 00:18:14,280 --> 00:18:18,690 So you might add coordinates for pinned vertices. 354 00:18:25,490 --> 00:18:28,230 And so in math, this would be a function p 355 00:18:28,230 --> 00:18:30,250 that maps some subset of the vertices E 356 00:18:30,250 --> 00:18:34,765 prime to wherever you happen to live. 357 00:18:38,010 --> 00:18:40,420 So here, I'm supposing our linkage lives in d dimensions, 358 00:18:40,420 --> 00:18:43,450 because we're going to think about linkages in 2D today. 359 00:18:43,450 --> 00:18:46,230 We're going to think about linkages in 3D, linkages in 4D, 360 00:18:46,230 --> 00:18:46,740 and higher. 361 00:18:46,740 --> 00:18:49,420 Everything is fair game. 362 00:18:49,420 --> 00:18:50,940 We're going to be pretty general. 363 00:18:50,940 --> 00:18:53,230 And sometimes, I want to think about the linkage 364 00:18:53,230 --> 00:18:54,675 as this abstract thing. 365 00:18:54,675 --> 00:18:56,450 It tells me how things are connected, 366 00:18:56,450 --> 00:18:57,700 tells me what the lengths are. 367 00:18:57,700 --> 00:18:59,330 This is again like a shadow tree. 368 00:18:59,330 --> 00:19:01,710 Maybe I'm also told some vertices are pinned 369 00:19:01,710 --> 00:19:05,362 in particular places in the plane or in 3D or whatever. 370 00:19:05,362 --> 00:19:07,570 But sometimes I want to forget about that extra stuff 371 00:19:07,570 --> 00:19:08,920 and just think about the graph. 372 00:19:08,920 --> 00:19:10,770 We won't do that 'till next lecture, 373 00:19:10,770 --> 00:19:15,390 but I mention it now because we will need it. 374 00:19:15,390 --> 00:19:18,075 And then where the real action is 375 00:19:18,075 --> 00:19:21,150 is in the configuration of a linkage. 376 00:19:21,150 --> 00:19:24,380 And that's the geometry, that's how the thing is folded. 377 00:19:24,380 --> 00:19:26,885 This is basically a folded state for linkages. 378 00:19:33,257 --> 00:19:35,340 Why is it different terminology than folded state? 379 00:19:35,340 --> 00:19:41,530 Just because it's a different sub-field, I guess. 380 00:19:41,530 --> 00:19:44,417 Avoid confusion with the other notions. 381 00:19:44,417 --> 00:19:46,250 With folded states, usually we allow creases 382 00:19:46,250 --> 00:19:47,030 all over the place. 383 00:19:47,030 --> 00:19:48,863 With the linkage, you're really only allowed 384 00:19:48,863 --> 00:19:51,490 to bend at the vertices, so it's a bit special. 385 00:19:54,390 --> 00:19:56,160 So a configuration just gives you 386 00:19:56,160 --> 00:19:58,210 coordinates for every vertex. 387 00:20:01,190 --> 00:20:05,900 So we would say configuration C maps every vertex 388 00:20:05,900 --> 00:20:10,216 to some point in d dimensions, and you 389 00:20:10,216 --> 00:20:11,840 have to satisfy a bunch of constraints. 390 00:20:24,630 --> 00:20:26,970 And the constraints are given by the linkage, 391 00:20:26,970 --> 00:20:30,620 so you've got the lengths and you've got the pinning. 392 00:20:30,620 --> 00:20:34,540 So you have to have that. 393 00:20:34,540 --> 00:20:38,270 If you look at two vertices that are connected by an edge, 394 00:20:38,270 --> 00:20:40,390 that edge has a length, the distance 395 00:20:40,390 --> 00:20:42,450 between those two points should be 396 00:20:42,450 --> 00:20:48,280 equal to the length of that edge as given by that function l. 397 00:20:48,280 --> 00:21:00,070 This is for phi w an edge, and then for the pinned vertices 398 00:21:00,070 --> 00:21:02,100 the point you choose better be exactly what's 399 00:21:02,100 --> 00:21:03,365 given by the pin function. 400 00:21:11,490 --> 00:21:15,100 Never mind the details, it's pretty intuitive. 401 00:21:15,100 --> 00:21:16,830 But link-- whenever I say linkage, 402 00:21:16,830 --> 00:21:18,150 I mean the abstract thing. 403 00:21:18,150 --> 00:21:22,260 Configuration, I mean actually embedded in whatever space 404 00:21:22,260 --> 00:21:24,130 you're living in. 405 00:21:24,130 --> 00:21:25,603 So let's do a simple example. 406 00:21:37,020 --> 00:21:39,550 Basically, the simplest linkage that you can think of 407 00:21:39,550 --> 00:21:45,670 is a square, and abstractly just a bunch of vertices and edges. 408 00:21:45,670 --> 00:21:47,940 This is the graph. 409 00:21:47,940 --> 00:21:49,900 I haven't written down anything. 410 00:21:49,900 --> 00:21:56,110 When I add lengths-- let's say they're all the same length, 411 00:21:56,110 --> 00:21:59,345 I want to represent a square-- that becomes a linkage. 412 00:22:02,100 --> 00:22:06,600 And maybe I also specify this guy is at coordinates 0, 0; 413 00:22:06,600 --> 00:22:10,990 and this guy is at coordinates 1, 0 that's 414 00:22:10,990 --> 00:22:12,677 one unit away from this point. 415 00:22:12,677 --> 00:22:14,260 So that would sort of pin things down, 416 00:22:14,260 --> 00:22:16,620 and these guys are still available to move. 417 00:22:16,620 --> 00:22:18,370 This is of course not a valid drawing, not 418 00:22:18,370 --> 00:22:19,911 a valid configuration of the linkage. 419 00:22:19,911 --> 00:22:21,710 The lengths aren't all the same, this guy 420 00:22:21,710 --> 00:22:23,690 looks longer than this one. 421 00:22:23,690 --> 00:22:26,790 But then a valid configuration would be an actual square. 422 00:22:30,160 --> 00:22:31,530 I should draw in the plane. 423 00:22:31,530 --> 00:22:37,170 Let's say-- so this is at 0, 0; this is at 0, 1; 424 00:22:37,170 --> 00:22:39,720 this is 1, 1; 1, 0. 425 00:22:39,720 --> 00:22:42,379 So that's a configuration. 426 00:22:42,379 --> 00:22:44,420 There are a bunch of configurations this linkage. 427 00:22:44,420 --> 00:22:51,090 For example, that would be another configuration. 428 00:22:51,090 --> 00:22:55,221 And there's a whole degree of freedom here. 429 00:22:55,221 --> 00:22:57,720 And we really care about all those different configurations. 430 00:22:57,720 --> 00:22:59,490 We call that the configuration space. 431 00:23:02,760 --> 00:23:06,230 Configuration space is the set of all configurations. 432 00:23:09,260 --> 00:23:12,420 So it has one thing for the square, 433 00:23:12,420 --> 00:23:16,060 there's one thing for this particular parallelogram, 434 00:23:16,060 --> 00:23:18,140 and there's that whole picture. 435 00:23:18,140 --> 00:23:24,700 Why don't I show you graphically what it looks like? 436 00:23:24,700 --> 00:23:30,210 So here we have a square-- square, move. 437 00:23:30,210 --> 00:23:32,100 There we go. 438 00:23:32,100 --> 00:23:34,430 So yeah, it's flexible. 439 00:23:34,430 --> 00:23:36,270 That vertex C is moving around a circle. 440 00:23:39,220 --> 00:23:41,770 We can go around, and around, and around. 441 00:23:41,770 --> 00:23:43,290 All right, you get the idea. 442 00:23:43,290 --> 00:23:44,748 Are there any other configurations? 443 00:23:47,660 --> 00:23:48,910 No or yes. 444 00:23:48,910 --> 00:23:49,730 Pick one. 445 00:23:49,730 --> 00:23:50,535 Yes is correct. 446 00:23:53,450 --> 00:23:55,450 Ah, yeah, there. 447 00:23:55,450 --> 00:23:57,630 So when I get to here and everything's sort 448 00:23:57,630 --> 00:23:59,820 of overlapping-- little hard to see, 449 00:23:59,820 --> 00:24:01,840 but you see there's the yellow and green. 450 00:24:01,840 --> 00:24:03,700 Then I can bend-- and this I can't 451 00:24:03,700 --> 00:24:05,880 do in the way this program's set up-- I 452 00:24:05,880 --> 00:24:08,630 can now move d without moving AB. 453 00:24:08,630 --> 00:24:11,360 I could move the segment BD and spin that around. 454 00:24:14,480 --> 00:24:18,890 So in fact, if you think about it for a while-- 455 00:24:18,890 --> 00:24:21,360 I hope I got this right, because I 456 00:24:21,360 --> 00:24:23,070 think every time I've given this lecture 457 00:24:23,070 --> 00:24:25,610 I draw a different picture. 458 00:24:25,610 --> 00:24:28,540 The space, the configuration space, 459 00:24:28,540 --> 00:24:35,775 it looks something like three kissing circles. 460 00:24:38,570 --> 00:24:41,242 So it's not quite drawn to scale. 461 00:24:41,242 --> 00:24:42,950 Each of these points I want to correspond 462 00:24:42,950 --> 00:24:45,960 to one configuration. 463 00:24:45,960 --> 00:24:48,040 I should really draw this with more board room. 464 00:24:59,170 --> 00:25:01,410 All right, so we started with the square. 465 00:25:01,410 --> 00:25:05,840 And let's say these are the pinned guys on the bottom. 466 00:25:05,840 --> 00:25:09,130 I had this one circle of motion, which 467 00:25:09,130 --> 00:25:12,260 just moved this segment around sort of in a circle. 468 00:25:12,260 --> 00:25:16,780 So at the opposite point would be where these guys are pinned 469 00:25:16,780 --> 00:25:20,350 and the square is inside out. 470 00:25:20,350 --> 00:25:24,090 And halfway along would be I don't know, 471 00:25:24,090 --> 00:25:28,120 let's say I'm going left here, I've got this, 472 00:25:28,120 --> 00:25:29,670 and then my square is over here. 473 00:25:32,210 --> 00:25:35,040 Draw the right number of points, yeah. 474 00:25:35,040 --> 00:25:39,060 And over on this side would be these are the pinned guys, 475 00:25:39,060 --> 00:25:42,590 and my square is over there. 476 00:25:42,590 --> 00:25:44,620 From here, I can do another circle 477 00:25:44,620 --> 00:25:47,910 of motion, which is I can never move these points, 478 00:25:47,910 --> 00:25:50,960 but now I can turn this guy around. 479 00:25:50,960 --> 00:25:53,610 And when I go halfway around it will 480 00:25:53,610 --> 00:25:56,980 be sort of folded on itself. 481 00:25:56,980 --> 00:25:59,680 So these are the pinned guys, and then 482 00:25:59,680 --> 00:26:02,950 the polygon's like that, all on top of itself. 483 00:26:02,950 --> 00:26:05,340 We're only thinking about where the vertices are, 484 00:26:05,340 --> 00:26:08,440 we're not thinking about overlap order here, one 485 00:26:08,440 --> 00:26:11,360 of the differences with linkages. 486 00:26:11,360 --> 00:26:13,840 And if I go around from this guy, 487 00:26:13,840 --> 00:26:17,110 it turns out-- I'm pretty sure these circles of things 488 00:26:17,110 --> 00:26:20,530 are different except right here. 489 00:26:20,530 --> 00:26:27,390 And so this thing is equal to this thing. 490 00:26:27,390 --> 00:26:31,995 So hence, three circles that, pairwise, kiss, I 491 00:26:31,995 --> 00:26:33,519 think is the topology of this space. 492 00:26:33,519 --> 00:26:34,810 You can walk around this thing. 493 00:26:34,810 --> 00:26:37,360 It was a little hard to draw, but in this very simple 494 00:26:37,360 --> 00:26:40,810 example, we can draw effectively how the configuration 495 00:26:40,810 --> 00:26:44,100 space works, how you can navigate operations. 496 00:26:44,100 --> 00:26:47,710 In general, I want points in the configuration space 497 00:26:47,710 --> 00:26:50,070 to correspond to configurations of the linkage. 498 00:26:54,810 --> 00:26:58,990 and I want paths in the configuration space 499 00:26:58,990 --> 00:27:02,697 to corresponds to motions. 500 00:27:02,697 --> 00:27:05,280 This is actually the first time we get a definition of motion. 501 00:27:05,280 --> 00:27:07,670 I haven't specified one here, although motion is just 502 00:27:07,670 --> 00:27:09,480 going to be a continuum of configurations, 503 00:27:09,480 --> 00:27:12,220 just like we had with paper. 504 00:27:12,220 --> 00:27:13,920 In the configuration space, a motion 505 00:27:13,920 --> 00:27:16,100 is just some path through the space. 506 00:27:16,100 --> 00:27:17,100 You start at some point. 507 00:27:17,100 --> 00:27:18,550 You end at some point. 508 00:27:18,550 --> 00:27:21,346 There may be multiple ways to get there, 509 00:27:21,346 --> 00:27:22,970 but if your thing is connected, there's 510 00:27:22,970 --> 00:27:25,342 a way to get from anywhere to anywhere. 511 00:27:25,342 --> 00:27:26,800 We want to understand the structure 512 00:27:26,800 --> 00:27:27,890 of paths in that space. 513 00:27:27,890 --> 00:27:29,150 That's motions. 514 00:27:29,150 --> 00:27:32,450 That's how you can get places. 515 00:27:32,450 --> 00:27:36,010 Mathematically, I guess this is one big parenthesis, 516 00:27:36,010 --> 00:27:47,760 you can think of a conflagration of an n-vertex linkage 517 00:27:47,760 --> 00:27:50,710 as a bunch of coordinates. 518 00:27:50,710 --> 00:27:56,030 You've got the coordinates for the first vertex, 519 00:27:56,030 --> 00:27:58,500 coordinates for v1, so if we're in d dimensions, 520 00:27:58,500 --> 00:28:00,560 there's going to be d of these things. 521 00:28:00,560 --> 00:28:02,750 So you've got, x, y, whatever. 522 00:28:02,750 --> 00:28:06,200 Then you could write down the coordinates for v2. 523 00:28:06,200 --> 00:28:07,700 Let's say we're in three dimensions. 524 00:28:07,700 --> 00:28:11,050 So we've got three here, three values here. 525 00:28:11,050 --> 00:28:12,912 I'm not going to write down what they are, 526 00:28:12,912 --> 00:28:14,620 because I don't know what they are-- then 527 00:28:14,620 --> 00:28:17,120 three values for the third vertex, 528 00:28:17,120 --> 00:28:24,920 and so on for n vertices. 529 00:28:24,920 --> 00:28:27,430 Why is this useful? 530 00:28:27,430 --> 00:28:29,370 Because you can think of a configuration, 531 00:28:29,370 --> 00:28:31,050 specify all these coordinates. 532 00:28:31,050 --> 00:28:33,155 How many coordinates in total? 533 00:28:33,155 --> 00:28:37,920 It's d times n numbers. 534 00:28:37,920 --> 00:28:41,130 You can think of a configuration as just d times n numbers. 535 00:28:41,130 --> 00:28:43,110 So you can think of a configuration 536 00:28:43,110 --> 00:28:52,990 as a point in d times n dimensional space. 537 00:28:52,990 --> 00:28:55,080 So this is giant space. 538 00:28:55,080 --> 00:29:00,390 Like for our square, I drew it as a two-dimensional diagram, 539 00:29:00,390 --> 00:29:03,770 but in reality there's four vertices. 540 00:29:03,770 --> 00:29:06,230 Each has two dimensions. 541 00:29:06,230 --> 00:29:09,000 So it's an eight-dimensional space-- a little hard 542 00:29:09,000 --> 00:29:11,590 to imagine. 543 00:29:11,590 --> 00:29:14,880 But it's so constrained-- you can't just 544 00:29:14,880 --> 00:29:16,280 take any set of numbers here. 545 00:29:16,280 --> 00:29:19,440 They have to satisfy the edge length conditions, 546 00:29:19,440 --> 00:29:21,530 and they have to satisfy the pinning constraints. 547 00:29:21,530 --> 00:29:24,150 And by the end, the space is locally one-dimensional. 548 00:29:24,150 --> 00:29:27,480 It lives in eight dimensions, but you can only 549 00:29:27,480 --> 00:29:32,070 move along one-dimensional curves. 550 00:29:32,070 --> 00:29:34,410 So we say this configuration space 551 00:29:34,410 --> 00:29:37,670 or that these configurations have one degree of freedom. 552 00:29:40,462 --> 00:29:41,920 And "degree of freedom" is probably 553 00:29:41,920 --> 00:29:43,380 a term you've heard before. 554 00:29:43,380 --> 00:29:45,380 It's used all over the place. 555 00:29:45,380 --> 00:29:47,130 And the formal notion of degree of freedom 556 00:29:47,130 --> 00:29:51,390 here is just, locally, how many dimensions do you have 557 00:29:51,390 --> 00:29:54,910 if you look at the paths going out from where you are? 558 00:29:54,910 --> 00:29:57,380 If, for example, I have just a free segment, 559 00:29:57,380 --> 00:30:01,251 it's got a bunch of dimensions-- a bunch of degrees of freedom. 560 00:30:01,251 --> 00:30:02,750 It can translate, and it can rotate. 561 00:30:02,750 --> 00:30:04,242 I guess, three. 562 00:30:04,242 --> 00:30:05,950 If I pin one of the vertices, now it only 563 00:30:05,950 --> 00:30:07,033 has one degree of freedom. 564 00:30:07,033 --> 00:30:08,620 It can spin around. 565 00:30:08,620 --> 00:30:12,050 Just locally, how many different ways can you move? 566 00:30:12,050 --> 00:30:13,669 What is the dimension of your space? 567 00:30:13,669 --> 00:30:15,460 And a lot of the time, we care about things 568 00:30:15,460 --> 00:30:16,650 that have only one degree of freedom 569 00:30:16,650 --> 00:30:18,060 because they're controlled. 570 00:30:18,060 --> 00:30:19,490 We get to say what they do. 571 00:30:23,010 --> 00:30:23,720 All right. 572 00:30:23,720 --> 00:30:28,336 Let's move on to something interesting about all this, 573 00:30:28,336 --> 00:30:30,470 which is Kempe's Universality Theorem. 574 00:30:59,800 --> 00:31:02,900 So this is the result that you can sign your name, so 575 00:31:02,900 --> 00:31:05,120 to speak, but I'll state it more formally. 576 00:31:09,840 --> 00:31:16,090 My input is an algebraic planar curve, and all of this 577 00:31:16,090 --> 00:31:18,680 can be generalized to beyond two dimensions, 578 00:31:18,680 --> 00:31:21,370 but I'll start with the planar case. 579 00:31:37,340 --> 00:31:38,540 Let me get back to that. 580 00:31:41,470 --> 00:31:44,660 Think of that as just this blind, 581 00:31:44,660 --> 00:31:46,990 some kind of polynomial curve. 582 00:31:51,740 --> 00:31:57,450 We're going to restrict that curve to a bounded disk, 583 00:31:57,450 --> 00:32:02,020 then claim that is exactly the trajectory 584 00:32:02,020 --> 00:32:03,890 of some vertex in a linkage. 585 00:32:22,724 --> 00:32:23,240 OK. 586 00:32:23,240 --> 00:32:27,410 So I have a lot of things to define here. 587 00:32:27,410 --> 00:32:30,040 One of them is trajectory. 588 00:32:30,040 --> 00:32:31,660 So this is pretty intuitive. 589 00:32:31,660 --> 00:32:34,860 So for example, you take some linkage like this square, 590 00:32:34,860 --> 00:32:39,130 and as it moves, you just follow one of the vertices. 591 00:32:39,130 --> 00:32:43,210 So for example, if we look at c, the trajectory of c 592 00:32:43,210 --> 00:32:47,840 is this white circle, at least as we move to here. 593 00:32:47,840 --> 00:32:50,300 I think even here, when we move d, c doesn't move. 594 00:32:50,300 --> 00:32:53,200 So the trajectory of c is that circle. 595 00:32:53,200 --> 00:32:55,560 It's just-- you take all the configurations, 596 00:32:55,560 --> 00:32:57,619 but then you just focus on one vertex 597 00:32:57,619 --> 00:32:59,160 and see where it can go in the plane. 598 00:32:59,160 --> 00:33:06,650 In general, it can be very complicated, like here, maybe. 599 00:33:06,650 --> 00:33:07,830 Yeah. 600 00:33:07,830 --> 00:33:11,879 You may recall it seems I do this every time. 601 00:33:11,879 --> 00:33:14,420 If you look at the trajectory, this is not actually a vertex, 602 00:33:14,420 --> 00:33:17,850 and that is not a valid color if you want to see something. 603 00:33:21,240 --> 00:33:23,080 This vertex, for example, its trajectory 604 00:33:23,080 --> 00:33:26,140 is some kind of figure eight curve like that. 605 00:33:26,140 --> 00:33:28,520 In general, it can be some crazy curve, 606 00:33:28,520 --> 00:33:32,100 and we want that crazy curve to match a given planar curve. 607 00:33:35,890 --> 00:33:38,200 What is this notation? 608 00:33:38,200 --> 00:33:43,080 All I mean, it's just something like 3x cubed times 609 00:33:43,080 --> 00:33:52,630 y minus 7y to the fourth power equals 0. 610 00:33:52,630 --> 00:33:55,180 You can also add 23 to it. 611 00:33:55,180 --> 00:33:56,212 Whatever. 612 00:33:56,212 --> 00:33:57,340 So you have some equation. 613 00:33:57,340 --> 00:33:58,830 This is an equation on points. 614 00:33:58,830 --> 00:34:01,140 In general, if you think about it, 615 00:34:01,140 --> 00:34:03,860 you've got two degrees of freedom for a point. 616 00:34:03,860 --> 00:34:06,140 It has an x-coordinate and a y-coordinate. 617 00:34:06,140 --> 00:34:08,170 You add one equation, one constraint, 618 00:34:08,170 --> 00:34:11,045 that effectively pins it down to be one-dimensional. 619 00:34:11,045 --> 00:34:13,170 So it's going to define some one-dimensional curve. 620 00:34:13,170 --> 00:34:14,250 It could be very general. 621 00:34:14,250 --> 00:34:16,060 It could even be disconnected. 622 00:34:16,060 --> 00:34:18,590 All sorts of weird stuff. 623 00:34:18,590 --> 00:34:21,360 But you can use this to write down circles and ellipses. 624 00:34:21,360 --> 00:34:23,060 That's the quadratic polynomials. 625 00:34:23,060 --> 00:34:27,070 But you could also write much more complicated things here. 626 00:34:27,070 --> 00:34:30,510 So this defines some crazy curve, locally 627 00:34:30,510 --> 00:34:32,360 one-dimensional thing. 628 00:34:32,360 --> 00:34:35,900 And it may also go off to infinity if there's hyperbolas, 629 00:34:35,900 --> 00:34:36,944 or whatever, in there. 630 00:34:36,944 --> 00:34:39,110 We're not going to try to capture the infinite curve 631 00:34:39,110 --> 00:34:40,568 because that's actually impossible. 632 00:34:40,568 --> 00:34:43,630 If you have any pin vertex, then you 633 00:34:43,630 --> 00:34:46,330 can only get so far away from that pin vertex. 634 00:34:46,330 --> 00:34:47,880 If you have no pin vertices, then you 635 00:34:47,880 --> 00:34:50,691 can show you can make any point in the plane. 636 00:34:50,691 --> 00:34:52,440 So if I want to get a one-dimensional set, 637 00:34:52,440 --> 00:34:55,290 it's got to be a bounded set from a linkage. 638 00:34:55,290 --> 00:34:58,490 So I take some big disk that captures 639 00:34:58,490 --> 00:35:02,110 the stuff I care about in that one-dimensional curve, 640 00:35:02,110 --> 00:35:05,390 and then I am going to trace out everything 641 00:35:05,390 --> 00:35:09,840 of that curve inside that disk using one vertex of a linkage. 642 00:35:09,840 --> 00:35:12,110 That's my goal. 643 00:35:12,110 --> 00:35:14,720 So it's a pretty powerful result. 644 00:35:14,720 --> 00:35:17,450 I like to call it Kempe's Universality Theorem 645 00:35:17,450 --> 00:35:23,850 because Kempe wrote a paper about it in 1891 or so-- 1876. 646 00:35:23,850 --> 00:35:26,550 Even earlier. 647 00:35:26,550 --> 00:35:28,610 He didn't really prove the theorem, though. 648 00:35:28,610 --> 00:35:34,360 Kempe is quite famous for two wrong proofs of theorems, 649 00:35:34,360 --> 00:35:35,890 but the theorems are true. 650 00:35:35,890 --> 00:35:38,460 The one he's most famous for is the four color theorem, 651 00:35:38,460 --> 00:35:39,626 which you may have heard of. 652 00:35:39,626 --> 00:35:42,520 Any plane or map can be colored with four colors 653 00:35:42,520 --> 00:35:45,250 such that no two countries share boundary 654 00:35:45,250 --> 00:35:46,910 if they have the same color. 655 00:35:46,910 --> 00:35:49,960 He didn't prove that theorem, but it was the late 1800s. 656 00:35:49,960 --> 00:35:52,860 It wasn't proved until 1960 or so. 657 00:35:52,860 --> 00:35:59,540 But the technique he used is called the discharging method, 658 00:35:59,540 --> 00:36:01,150 is the proof that people use today. 659 00:36:01,150 --> 00:36:02,590 There are now two proofs to the four color theorem. 660 00:36:02,590 --> 00:36:04,090 They both use discharging. 661 00:36:04,090 --> 00:36:08,060 So they both use Kempe's ideas. 662 00:36:08,060 --> 00:36:11,590 He was just ahead of his time. 663 00:36:11,590 --> 00:36:13,887 He also claimed to prove this theorem. 664 00:36:13,887 --> 00:36:16,220 And he proved a slightly weaker version of this theorem. 665 00:36:16,220 --> 00:36:18,400 I'm going to show you his proof because it's nice, 666 00:36:18,400 --> 00:36:20,630 and it can be fixed, actually, relatively easily-- 667 00:36:20,630 --> 00:36:24,400 although that was done only in the context of this class six 668 00:36:24,400 --> 00:36:25,930 years ago. 669 00:36:25,930 --> 00:36:28,560 So Kempe's proof has been around for over 100 years. 670 00:36:28,560 --> 00:36:30,060 Other people had proved this theorem 671 00:36:30,060 --> 00:36:31,811 but in more complicated ways. 672 00:36:31,811 --> 00:36:33,560 We can prove it in the same way Kempe did, 673 00:36:33,560 --> 00:36:34,685 just a little bit of extra. 674 00:36:42,747 --> 00:36:45,330 So the rest of the lecture will be about proving that theorem. 675 00:37:06,650 --> 00:37:07,780 All right. 676 00:37:07,780 --> 00:37:09,820 So we've got two things we need to worry about. 677 00:37:09,820 --> 00:37:11,465 We have to worry about this curve, 678 00:37:11,465 --> 00:37:13,790 and we have to worry about being in a bounded disk. 679 00:37:13,790 --> 00:37:15,160 I like being in a bounded disk. 680 00:37:15,160 --> 00:37:16,320 That sounds really easy. 681 00:37:16,320 --> 00:37:17,810 Let's start with that. 682 00:37:17,810 --> 00:37:20,900 So this is this figure. 683 00:37:20,900 --> 00:37:24,090 I have, just for fun, a scan of the original Kempe paper where 684 00:37:24,090 --> 00:37:25,639 he draws the corresponding gadgets. 685 00:37:25,639 --> 00:37:26,930 This is, again, a gadget proof. 686 00:37:26,930 --> 00:37:30,450 We're going to have lots of cool gadgets to do fun things. 687 00:37:30,450 --> 00:37:32,820 A rhombus looks like this. 688 00:37:32,820 --> 00:37:36,200 It has one pin vertex, a, here, and you 689 00:37:36,200 --> 00:37:39,104 have a degree of freedom in how you specify this thing. 690 00:37:39,104 --> 00:37:41,520 You specify the lengths of the edges, but all of the edges 691 00:37:41,520 --> 00:37:44,370 have the same length. 692 00:37:44,370 --> 00:37:48,510 So it's like a square, except I only pin one of the vertices. 693 00:37:48,510 --> 00:37:50,120 That's really the same thing. 694 00:37:50,120 --> 00:37:54,340 And you can see, it can only go out to twice that distance, 695 00:37:54,340 --> 00:37:56,604 and then it fails to exist out here. 696 00:37:56,604 --> 00:37:59,020 These figures are drawn using a program called Cinderella, 697 00:37:59,020 --> 00:38:00,840 which is very, very cool. 698 00:38:00,840 --> 00:38:05,020 It's commercial, but you can download a demo 699 00:38:05,020 --> 00:38:06,940 and make your own fun constructions like this. 700 00:38:06,940 --> 00:38:10,990 These are all on the web, the ones I drew here. 701 00:38:10,990 --> 00:38:13,110 So you can see, basically, that point b 702 00:38:13,110 --> 00:38:15,320 is constrained to lie in a disk. 703 00:38:15,320 --> 00:38:16,240 That's it. 704 00:38:16,240 --> 00:38:17,980 Very simple. 705 00:38:17,980 --> 00:38:23,110 So that's the rhombus gadget. 706 00:38:29,690 --> 00:38:31,440 But I want to think about it a little bit. 707 00:38:37,950 --> 00:38:40,524 So this vertex is pinned, let's say, at 0,0. 708 00:38:40,524 --> 00:38:42,690 Well, I guess it's pinned at the center of the disk. 709 00:38:42,690 --> 00:38:45,400 I don't know where that is. 710 00:38:45,400 --> 00:38:47,560 This vertex is going to be the vertex I care about. 711 00:38:47,560 --> 00:38:50,330 It's the one that I want to force to lie on the curve 712 00:38:50,330 --> 00:38:51,680 and trace out the curve. 713 00:38:51,680 --> 00:38:55,800 This is going to be my magic vertex. 714 00:38:55,800 --> 00:38:57,770 Let's call it x,y. 715 00:38:57,770 --> 00:39:00,330 Say the point that it lives on is x,y. 716 00:39:03,830 --> 00:39:08,510 I somehow have to evaluate this multinomial, various powers 717 00:39:08,510 --> 00:39:10,550 of x and y, multiply them by some constants, 718 00:39:10,550 --> 00:39:13,080 add them together, and force that to equal 0 719 00:39:13,080 --> 00:39:15,134 by some constraint, by adding-- bars, in general, 720 00:39:15,134 --> 00:39:15,800 are constraints. 721 00:39:15,800 --> 00:39:16,740 Edges are constraints. 722 00:39:16,740 --> 00:39:18,970 They give me equality constraints. 723 00:39:18,970 --> 00:39:20,845 I say the distance between these two vertices 724 00:39:20,845 --> 00:39:22,360 is equal to something. 725 00:39:22,360 --> 00:39:24,920 Somehow I have to set up the distance between two vertices 726 00:39:24,920 --> 00:39:27,450 to be that crazy function that I'm given. 727 00:39:27,450 --> 00:39:28,800 It could be anything. 728 00:39:28,800 --> 00:39:31,510 It could be a mess. 729 00:39:31,510 --> 00:39:35,350 So Kempe had this cool idea. 730 00:39:35,350 --> 00:39:39,410 He said, look, you can write this point 731 00:39:39,410 --> 00:39:45,150 as a sequence of motions, you can think of them. 732 00:39:45,150 --> 00:39:48,270 So you start at the origin here, and then you 733 00:39:48,270 --> 00:39:50,020 move along this segment, and then you move 734 00:39:50,020 --> 00:39:51,060 along this segment. 735 00:39:51,060 --> 00:39:52,935 So let's just write down-- what's that angle? 736 00:39:52,935 --> 00:39:53,700 Call it alpha. 737 00:39:53,700 --> 00:39:56,170 Let me be consistent with my notation. 738 00:39:56,170 --> 00:39:58,090 Yes, alpha. 739 00:39:58,090 --> 00:40:01,600 And these are horizontal lines. 740 00:40:01,600 --> 00:40:05,464 And you can think of this angle-- I'll call it beta. 741 00:40:05,464 --> 00:40:06,630 So there's some length here. 742 00:40:06,630 --> 00:40:08,090 Did I give it a name? 743 00:40:08,090 --> 00:40:09,190 I do. 744 00:40:09,190 --> 00:40:13,710 I call it r/2, because if these are both r/2 745 00:40:13,710 --> 00:40:17,440 and these are also r/2-- that's the definition of a rhombus-- 746 00:40:17,440 --> 00:40:20,180 then this point can get to anywhere 747 00:40:20,180 --> 00:40:22,640 within a disk of radius r centered at this point. 748 00:40:22,640 --> 00:40:25,870 So this would be the center of the disk. 749 00:40:25,870 --> 00:40:28,350 So we're given r, we're told what the disk is. 750 00:40:28,350 --> 00:40:29,200 We set this up. 751 00:40:29,200 --> 00:40:32,450 But now alpha and beta are in some sense free. 752 00:40:32,450 --> 00:40:33,875 They're actually related to-- no, 753 00:40:33,875 --> 00:40:35,500 they're not even related to each other. 754 00:40:35,500 --> 00:40:38,460 This point still has two degrees of freedom. 755 00:40:38,460 --> 00:40:40,527 Even though it can't go out to infinity, 756 00:40:40,527 --> 00:40:42,110 it can move in x and it can move in y. 757 00:40:42,110 --> 00:40:44,540 We saw because only one point was pinned, 758 00:40:44,540 --> 00:40:48,060 it could float around in a tw-dimensional space. 759 00:40:48,060 --> 00:40:53,030 So alpha and beta are actually both free to some extent. 760 00:40:53,030 --> 00:40:55,210 So instead of coordinatizing by x,y, 761 00:40:55,210 --> 00:40:57,270 you could coordinatize by alpha and beta. 762 00:40:57,270 --> 00:41:01,280 And you can relate those two coordinatizations by some trig. 763 00:41:03,765 --> 00:41:05,390 I'm going to cheat here because I never 764 00:41:05,390 --> 00:41:07,990 remember which is sine or cosine without thinking 765 00:41:07,990 --> 00:41:08,730 for 30 seconds. 766 00:41:12,500 --> 00:41:14,310 The way I remember is always cosine 767 00:41:14,310 --> 00:41:17,000 is alphabetically smaller than sine, 768 00:41:17,000 --> 00:41:18,880 and so cosine is the x-coordinate 769 00:41:18,880 --> 00:41:22,450 and sine is the y-coordinate, if you 770 00:41:22,450 --> 00:41:24,670 draw the triangle in the conical orientation, which 771 00:41:24,670 --> 00:41:25,378 you might forget. 772 00:41:32,947 --> 00:41:34,530 If you were given these angles and you 773 00:41:34,530 --> 00:41:35,946 want to construct this point, it's 774 00:41:35,946 --> 00:41:38,290 like, well, I go in this direction. 775 00:41:38,290 --> 00:41:41,210 That direction is cosine alpha, sine alpha. 776 00:41:41,210 --> 00:41:43,970 And I go that direction for r/2 distance. 777 00:41:43,970 --> 00:41:49,320 So I have r/2 times cosine alpha in the x-coordinate, r/2 sine 778 00:41:49,320 --> 00:41:50,445 alpha in the y-coordinates. 779 00:41:50,445 --> 00:41:52,420 It's nice and alphabetical. 780 00:41:52,420 --> 00:41:55,610 Then from there, I go in this direction, 781 00:41:55,610 --> 00:41:58,030 which is in the beta direction-- the cosine beta, 782 00:41:58,030 --> 00:41:59,980 sine beta direction. 783 00:41:59,980 --> 00:42:02,860 I go that direction by the same amount, r/2. 784 00:42:02,860 --> 00:42:03,677 So there you go. 785 00:42:03,677 --> 00:42:05,760 That's x and y written in terms of alpha and beta. 786 00:42:08,340 --> 00:42:11,540 For the purpose of this exercise I prefer cosines over sines. 787 00:42:11,540 --> 00:42:13,470 So I'm going to rewrite these sines 788 00:42:13,470 --> 00:42:16,440 in terms of cosines in the obvious way, 789 00:42:16,440 --> 00:42:27,880 which I will look up, which is cosine alpha minus pi/2, 790 00:42:27,880 --> 00:42:32,360 Those r/2 cosine beta minus pi/2. 791 00:42:35,170 --> 00:42:36,566 OK. 792 00:42:36,566 --> 00:42:39,160 Let's see if I can successfully draw cosine and sine. 793 00:42:39,160 --> 00:42:42,220 Sine starts here and does that. 794 00:42:42,220 --> 00:42:44,560 Cosine starts here and does that. 795 00:42:44,560 --> 00:42:46,340 They're just shifts of each other, which 796 00:42:46,340 --> 00:42:49,367 I didn't draw so beautifully. 797 00:42:49,367 --> 00:42:50,200 Something like that. 798 00:42:53,650 --> 00:42:56,090 Cosine and sine, just a shift by pi/2. 799 00:42:56,090 --> 00:42:58,830 So if I subtract pi/2 from the angles, 800 00:42:58,830 --> 00:43:04,660 I can turn it into a cosine instead of a sine. 801 00:43:04,660 --> 00:43:05,350 Great. 802 00:43:05,350 --> 00:43:07,320 So I have x and y written as cosines 803 00:43:07,320 --> 00:43:09,710 of things involving alpha and beta. 804 00:43:09,710 --> 00:43:11,470 So what? 805 00:43:11,470 --> 00:43:17,530 Well magically, when I think about squaring or raising 806 00:43:17,530 --> 00:43:22,160 x to some power like 10, if you look in angle space what 807 00:43:22,160 --> 00:43:23,740 happens to alpha and beta, it's kind 808 00:43:23,740 --> 00:43:26,710 of like multiplying the angles by 10. 809 00:43:26,710 --> 00:43:29,670 In some sense, going into the trigonometric world 810 00:43:29,670 --> 00:43:31,924 is like taking logarithms if you're into algebra. 811 00:43:31,924 --> 00:43:34,340 You have these exponents, and they're hard to think about. 812 00:43:34,340 --> 00:43:36,006 You take logs, it's just multiplication. 813 00:43:36,006 --> 00:43:37,510 No biggie. 814 00:43:37,510 --> 00:43:40,710 And for those of you who know complex analysis, 815 00:43:40,710 --> 00:43:42,065 that should be obvious. 816 00:43:42,065 --> 00:43:45,010 For the rest, just take it on faith, 817 00:43:45,010 --> 00:43:47,390 and we'll just find out that it's true. 818 00:43:47,390 --> 00:43:49,820 Because you have this good friend. 819 00:43:53,082 --> 00:43:54,730 You have the product of two cosines. 820 00:44:03,470 --> 00:44:08,071 You can rewrite it in terms of adding and subtracting angles. 821 00:44:08,071 --> 00:44:09,820 Now, you may not have learned it this way. 822 00:44:09,820 --> 00:44:11,980 You probably learned about rules for cosines 823 00:44:11,980 --> 00:44:15,270 of sums of things and cosines of differences of things. 824 00:44:15,270 --> 00:44:19,050 If you take these two expansions, add them together, 825 00:44:19,050 --> 00:44:21,090 lots of things cancel, and you end up 826 00:44:21,090 --> 00:44:25,390 just being left with cosine a times cosine b with a module 827 00:44:25,390 --> 00:44:27,520 a factor of 2. 828 00:44:27,520 --> 00:44:31,770 So in our situation, we have this crazy thing. 829 00:44:31,770 --> 00:44:35,160 Let me write down another one-- x to the seventh times y 830 00:44:35,160 --> 00:44:41,110 squared plus whatever, maybe times 6 here. 831 00:44:41,110 --> 00:44:42,430 Well, I know what x and y are. 832 00:44:42,430 --> 00:44:43,500 I just expand them. 833 00:44:43,500 --> 00:44:45,730 I can just plug in this thing involving 834 00:44:45,730 --> 00:44:48,930 cosine alpha and cosine beta into x, and plug in this thing 835 00:44:48,930 --> 00:44:53,500 involving cosine of alpha minus pi/2 and so on into y. 836 00:44:53,500 --> 00:44:54,820 Multiply all that stuff out. 837 00:44:54,820 --> 00:44:57,400 What you end up doing is multiplying cosines times 838 00:44:57,400 --> 00:44:58,820 cosines. 839 00:44:58,820 --> 00:44:59,960 And here's how we do it. 840 00:44:59,960 --> 00:45:03,830 To multiply two cosines, I absorb things and turn it 841 00:45:03,830 --> 00:45:09,080 into cosines of sums of angles and differences of angles. 842 00:45:09,080 --> 00:45:10,890 And I brought an example for you. 843 00:45:15,172 --> 00:45:17,190 I'm from Waterloo, so I use Maple. 844 00:45:17,190 --> 00:45:22,060 You could use Mathematica, whatever you want, 845 00:45:22,060 --> 00:45:24,440 because doing this algebra is a pain. 846 00:45:24,440 --> 00:45:27,590 But at the top there, it says substitute x equal 847 00:45:27,590 --> 00:45:30,000 that crazy thing and y equal that crazy thing. 848 00:45:30,000 --> 00:45:33,720 Here I didn't bother rewriting in terms of cosines 849 00:45:33,720 --> 00:45:37,960 because Maple's smarter than I am, so I don't need to do that. 850 00:45:37,960 --> 00:45:40,110 And I have some crazy equation at the top 851 00:45:40,110 --> 00:45:43,060 there, which is x cubed times y minus 5 times x times 852 00:45:43,060 --> 00:45:46,900 y squared equals 0, but I'm ignoring the equals 0 part. 853 00:45:46,900 --> 00:45:50,900 So I just plug that in, and the first time, the first answer 854 00:45:50,900 --> 00:45:52,150 there, it doesn't do anything. 855 00:45:52,150 --> 00:45:53,740 It just plugs it in. 856 00:45:53,740 --> 00:45:58,170 Then I say expand that, and it does all this crazy stuff. 857 00:45:58,170 --> 00:46:01,470 It multiplies all those things out, uses binomial theorem 858 00:46:01,470 --> 00:46:01,970 or whatever. 859 00:46:01,970 --> 00:46:03,761 You get various new coefficients out there, 860 00:46:03,761 --> 00:46:06,080 but you get various powers of cosines and sines 861 00:46:06,080 --> 00:46:08,430 of alphas and betas. 862 00:46:08,430 --> 00:46:10,690 And then I use the magic operation 863 00:46:10,690 --> 00:46:12,897 Combine Using Trig Formulas. 864 00:46:12,897 --> 00:46:15,230 And combine means when you have a product of two things, 865 00:46:15,230 --> 00:46:17,750 try to make it one thing. 866 00:46:17,750 --> 00:46:21,260 And that's just a way of telling Maple to apply this formula, 867 00:46:21,260 --> 00:46:24,800 but it does it for the sine case also-- both cosines and sines. 868 00:46:24,800 --> 00:46:28,980 And then you get this pretty equation, or pretty left-hand 869 00:46:28,980 --> 00:46:30,480 side I guess. 870 00:46:30,480 --> 00:46:32,080 You get sines. 871 00:46:32,080 --> 00:46:34,084 It's written it as sines and cosines. 872 00:46:34,084 --> 00:46:35,500 In our situation, we're only going 873 00:46:35,500 --> 00:46:39,240 to get cosines because I was very reductionist here. 874 00:46:39,240 --> 00:46:42,100 And it'll always be cosines of various integer multiples 875 00:46:42,100 --> 00:46:46,500 of alpha plus some integer multiple of beta. 876 00:46:46,500 --> 00:46:49,155 And then there'll be some power of r out there. 877 00:46:49,155 --> 00:46:49,780 It's no biggie. 878 00:46:49,780 --> 00:46:51,280 In fact, we're told what r is. 879 00:46:51,280 --> 00:46:52,830 We don't have to think very hard. 880 00:46:52,830 --> 00:46:55,610 We can construct r to the seventh power. 881 00:46:55,610 --> 00:46:57,344 It's not a big deal. 882 00:46:57,344 --> 00:46:58,760 In fact, all of these coefficients 883 00:46:58,760 --> 00:46:59,640 are not a big deal. 884 00:46:59,640 --> 00:47:02,700 We can just say 15 over 32 times r cubed. 885 00:47:02,700 --> 00:47:05,160 We can just make an edge that's that length. 886 00:47:05,160 --> 00:47:07,440 The hard part is making these things because alpha, 887 00:47:07,440 --> 00:47:08,760 beta are variables. 888 00:47:08,760 --> 00:47:10,180 They're not a fixed thing. 889 00:47:10,180 --> 00:47:13,920 As this thing moves, we want to be able to compute twice alpha 890 00:47:13,920 --> 00:47:18,010 plus beta, and then take the cosine of that thing. 891 00:47:18,010 --> 00:47:19,960 Now taking the cosine of a thing is easy. 892 00:47:19,960 --> 00:47:22,400 It's just the x-coordinate. 893 00:47:22,400 --> 00:47:28,900 If I have a segment that's going in direction theta, 894 00:47:28,900 --> 00:47:30,390 then the x-coordinate of this thing 895 00:47:30,390 --> 00:47:33,510 with respect to that thing is cos theta. 896 00:47:33,510 --> 00:47:35,260 This is what I've been using all the time. 897 00:47:35,260 --> 00:47:37,260 The y-coordinate is sine theta, but x-coordinate 898 00:47:37,260 --> 00:47:38,480 is cosine theta. 899 00:47:38,480 --> 00:47:41,010 So if we can construct something at an angle of twice alpha 900 00:47:41,010 --> 00:47:45,300 plus beta, then we just project onto the x-axis. 901 00:47:45,300 --> 00:47:47,050 This length is cosine theta. 902 00:47:49,560 --> 00:47:50,280 Done. 903 00:47:50,280 --> 00:47:52,580 So all we need is to be able to take an angle, 904 00:47:52,580 --> 00:47:55,940 multiply it by some integer like 27, 905 00:47:55,940 --> 00:47:59,382 and we need to be able to add two angles together. 906 00:47:59,382 --> 00:48:01,200 And that's what Kempe does. 907 00:48:03,750 --> 00:48:07,840 So he does it with this crazy thing 908 00:48:07,840 --> 00:48:09,940 called a contraparallelogram. 909 00:48:12,460 --> 00:48:15,860 A parallelogram looks like this. 910 00:48:15,860 --> 00:48:17,136 You see the parallelogram. 911 00:48:17,136 --> 00:48:19,010 So it's a little more general than a rhombus, 912 00:48:19,010 --> 00:48:19,810 but not much more. 913 00:48:19,810 --> 00:48:23,290 And then the contraparallelogram is you take this diagonal, 914 00:48:23,290 --> 00:48:26,750 a,y I guess it's called here, and you reflect one side down. 915 00:48:26,750 --> 00:48:29,350 And so the blue thing is the contraparallelogram. 916 00:48:32,270 --> 00:48:33,830 How does it work? 917 00:48:33,830 --> 00:48:35,130 What does it do? 918 00:48:35,130 --> 00:48:37,340 Well, I'm assuming the left point there is pinned. 919 00:48:37,340 --> 00:48:40,930 Actually, I'm assuming both x and y are pinned. 920 00:48:40,930 --> 00:48:42,920 And it just moves around. 921 00:48:42,920 --> 00:48:43,890 It's kind of cool. 922 00:48:46,920 --> 00:48:51,185 It has this great feature that the angle 923 00:48:51,185 --> 00:48:54,620 at a here between the two blue segments 924 00:48:54,620 --> 00:48:57,150 is the same as the angle at y. 925 00:48:57,150 --> 00:49:01,165 And the angle at x is the same as the angle at b. 926 00:49:01,165 --> 00:49:03,420 You can see that throughout the motion. 927 00:49:03,420 --> 00:49:06,489 So it's basically an angle copier. 928 00:49:06,489 --> 00:49:08,030 Angle copier sounds good because if I 929 00:49:08,030 --> 00:49:10,550 want to multiply an angle by 2, I'd like two copies of it 930 00:49:10,550 --> 00:49:12,590 and then stick them together. 931 00:49:12,590 --> 00:49:15,504 So we're just going to take this contraparallelogram 932 00:49:15,504 --> 00:49:20,190 and combine a bunch of them. 933 00:49:20,190 --> 00:49:24,280 So if we're going to multiply by 2-- 934 00:49:24,280 --> 00:49:26,850 it's a little harder to see right on blue. 935 00:49:26,850 --> 00:49:30,030 So I have one contraparallelogram here, 936 00:49:30,030 --> 00:49:34,300 and then I make a similar-- you just scale it up-- 937 00:49:34,300 --> 00:49:38,300 contraparallelogram that lies along that one. 938 00:49:38,300 --> 00:49:39,800 So there's two contraparallelograms. 939 00:49:42,490 --> 00:49:45,420 And as I said before, this angle is 940 00:49:45,420 --> 00:49:47,010 going to be equal to this angle. 941 00:49:47,010 --> 00:49:48,940 That's going to be our input alpha. 942 00:49:48,940 --> 00:49:50,680 And we're trying to compute twice alpha, 943 00:49:50,680 --> 00:49:52,840 which will be here. 944 00:49:52,840 --> 00:49:55,380 And because this contraparallelogram 945 00:49:55,380 --> 00:49:58,670 is similar to this one, the angles are the same. 946 00:49:58,670 --> 00:50:00,450 It's just a blowing up of it. 947 00:50:00,450 --> 00:50:03,470 So that means these angles, which are equal to each other 948 00:50:03,470 --> 00:50:05,190 because it's contraparallelogram, 949 00:50:05,190 --> 00:50:08,350 will be equal to these angles because it's 950 00:50:08,350 --> 00:50:10,610 the same contraparallelogram scaled up. 951 00:50:10,610 --> 00:50:13,762 Therefore, we have two copies of the angle right there. 952 00:50:13,762 --> 00:50:16,340 I'll just show you that it works. 953 00:50:16,340 --> 00:50:19,110 A little hard to see on a digital screen with pixels. 954 00:50:19,110 --> 00:50:19,610 Here. 955 00:50:19,610 --> 00:50:22,026 When we get 90 degrees, we're going to get the twice of it 956 00:50:22,026 --> 00:50:23,810 is exactly 180. 957 00:50:23,810 --> 00:50:26,400 Here's 45. 958 00:50:26,400 --> 00:50:29,930 Here's two 30s make 60, and so on. 959 00:50:29,930 --> 00:50:33,010 It works basically all the time. 960 00:50:33,010 --> 00:50:35,330 Wow, cool. 961 00:50:35,330 --> 00:50:37,990 It's hard to see in some cases. 962 00:50:37,990 --> 00:50:43,760 I guess there, twice 180 is making 360, and so on. 963 00:50:43,760 --> 00:50:47,230 That's how you multiply an angle by 2. 964 00:50:47,230 --> 00:50:50,620 But then you can extend that and just repeat this construction. 965 00:50:50,620 --> 00:50:53,220 I take one contraparallelogram, I attach it 966 00:50:53,220 --> 00:50:55,070 to another similar contraparallelogram, 967 00:50:55,070 --> 00:50:57,577 I attach that to another similar contraparallelogram, 968 00:50:57,577 --> 00:50:58,910 I get three copies of the angle. 969 00:51:03,810 --> 00:51:05,520 Amazing. 970 00:51:05,520 --> 00:51:08,090 Here's trisecting 180 degree angle. 971 00:51:08,090 --> 00:51:08,885 I get three 60s. 972 00:51:11,740 --> 00:51:13,420 Wow, that looks crazy. 973 00:51:16,730 --> 00:51:18,117 But it works. 974 00:51:18,117 --> 00:51:19,700 This is sort of a proof that it works. 975 00:51:19,700 --> 00:51:21,170 It exists in all the states. 976 00:51:23,780 --> 00:51:24,280 Great. 977 00:51:24,280 --> 00:51:25,730 This is an angle trisector, which 978 00:51:25,730 --> 00:51:27,870 was a big deal in the late 1800s. 979 00:51:27,870 --> 00:51:30,260 You could build a linkage where if-- instead 980 00:51:30,260 --> 00:51:32,070 of thinking of this as being your input, 981 00:51:32,070 --> 00:51:34,653 or this, whatever-- any one of these three could be the input, 982 00:51:34,653 --> 00:51:36,500 and the output is three times that. 983 00:51:36,500 --> 00:51:37,750 That's what we want. 984 00:51:37,750 --> 00:51:40,760 You could turn it around and say, if I'm given some angle, 985 00:51:40,760 --> 00:51:43,210 I line up these two bars to be equal to that, 986 00:51:43,210 --> 00:51:46,700 and then I'll get three trisections of the angle. 987 00:51:46,700 --> 00:51:48,417 You can use this to quintisect an angle. 988 00:51:48,417 --> 00:51:50,000 You can divide into any integer number 989 00:51:50,000 --> 00:51:53,780 parts using this crazy linkage. 990 00:51:53,780 --> 00:51:55,000 Fun stuff. 991 00:51:55,000 --> 00:51:58,750 And we can use it to multiply an angle by some constant. 992 00:51:58,750 --> 00:52:03,690 I should write, we do this, we expand, 993 00:52:03,690 --> 00:52:06,160 and we will get a bunch of terms. 994 00:52:06,160 --> 00:52:10,990 We will get that our function phi here 995 00:52:10,990 --> 00:52:13,390 is a sum of a bunch of terms that 996 00:52:13,390 --> 00:52:16,300 look like some constant, which we can compute ahead 997 00:52:16,300 --> 00:52:23,760 of time nothing's changing, times cosine of some integer, 998 00:52:23,760 --> 00:52:32,380 what do I call it, it's to match minutes here, 999 00:52:32,380 --> 00:52:40,680 r sub i times alpha, plus s sub i times 1000 00:52:40,680 --> 00:52:44,150 beta, plus some magic number delta, 1001 00:52:44,150 --> 00:52:49,479 and delta is 0, or plus or minus pi over 2. 1002 00:52:49,479 --> 00:52:50,520 So that's not a big deal. 1003 00:52:50,520 --> 00:52:53,370 That's just saying whether we're using sign or cosine. 1004 00:52:53,370 --> 00:52:55,050 What we need is to construct, and these 1005 00:52:55,050 --> 00:52:58,801 are both integers could be positive or negative, 1006 00:52:58,801 --> 00:53:00,300 negative's not such a big deal, it's 1007 00:53:00,300 --> 00:53:03,640 just you look at the angle the other way. 1008 00:53:03,640 --> 00:53:06,770 So we need some integer times alpha, some integer times beta, 1009 00:53:06,770 --> 00:53:08,250 we can now do that. 1010 00:53:08,250 --> 00:53:10,680 Then we need to add them together. 1011 00:53:10,680 --> 00:53:12,370 How do we do that? 1012 00:53:12,370 --> 00:53:13,980 We use the Kempe Additor. 1013 00:53:17,320 --> 00:53:19,010 There he is drawing it. 1014 00:53:19,010 --> 00:53:23,480 we drew a slightly more detailed diagram, looks like this. 1015 00:53:23,480 --> 00:53:24,980 Now, this is a little more confusing 1016 00:53:24,980 --> 00:53:26,690 so I had to label the thing. 1017 00:53:26,690 --> 00:53:30,320 We've got the x-axis, I like that part. 1018 00:53:30,320 --> 00:53:32,610 The idea is we have two inputs. 1019 00:53:32,610 --> 00:53:35,960 Here's input one, defining one angle to the x-axis. 1020 00:53:35,960 --> 00:53:38,580 Here's input two, another angle to the x-axis, 1021 00:53:38,580 --> 00:53:39,991 here is about 90 degrees. 1022 00:53:39,991 --> 00:53:41,490 I want to add them together and that 1023 00:53:41,490 --> 00:53:44,920 will be this output over here. 1024 00:53:44,920 --> 00:53:49,530 Our idea, I think I should draw this separately, 1025 00:53:49,530 --> 00:53:52,700 not our idea this is Kempe's idea, here's 1026 00:53:52,700 --> 00:53:56,540 0 here's input one, and input two. 1027 00:53:56,540 --> 00:53:59,960 Both of these are measured as angles to the x-axis. 1028 00:53:59,960 --> 00:54:04,260 All we need to do is sort of rotate this angle to be here, 1029 00:54:04,260 --> 00:54:08,940 and then this guy will be the sum. 1030 00:54:08,940 --> 00:54:12,010 How do we figure that out when all we know how to do 1031 00:54:12,010 --> 00:54:16,770 is multiply angles by two or divide them in half let's say? 1032 00:54:16,770 --> 00:54:18,190 I told you that. 1033 00:54:18,190 --> 00:54:20,330 You think about it for a while, you 1034 00:54:20,330 --> 00:54:23,420 realize, oh well let's instead think 1035 00:54:23,420 --> 00:54:26,279 of it as taking this angle the smaller one, 1036 00:54:26,279 --> 00:54:27,820 doesn't really matter but it's easier 1037 00:54:27,820 --> 00:54:30,570 to think about copying that angle over here. 1038 00:54:30,570 --> 00:54:32,120 I want to copy that angle over here, 1039 00:54:32,120 --> 00:54:36,040 and I'm an origamist I think reflection. 1040 00:54:36,040 --> 00:54:40,350 I would really like to reflect along the bisector. 1041 00:54:40,350 --> 00:54:42,610 Now what is it a bisector of? 1042 00:54:42,610 --> 00:54:46,330 It's a bisector of this angle, which hasn't been marked here. 1043 00:54:46,330 --> 00:54:51,930 But if this a, this is b, then this would be b minus a. 1044 00:54:51,930 --> 00:54:58,515 So I want to bisect that angle. 1045 00:54:58,515 --> 00:54:59,890 Really I want to bisect the angle 1046 00:54:59,890 --> 00:55:03,566 between this edge and this edge. 1047 00:55:03,566 --> 00:55:04,590 How do I do that? 1048 00:55:04,590 --> 00:55:08,330 I use a Kempe multiplicator, value of two, 1049 00:55:08,330 --> 00:55:13,000 apply it to this angle, then I figure out that bisector. 1050 00:55:13,000 --> 00:55:16,250 How do I copy this thing over to here? 1051 00:55:16,250 --> 00:55:19,310 Well I take this angle and I double it, 1052 00:55:19,310 --> 00:55:23,160 I'll get that, actually that. 1053 00:55:23,160 --> 00:55:25,480 So I just used two Kempe doublers, 1054 00:55:25,480 --> 00:55:29,480 one to have been one to double. 1055 00:55:29,480 --> 00:55:32,230 And I can we possibly see it here? 1056 00:55:32,230 --> 00:55:33,980 I have this line marked middle. 1057 00:55:33,980 --> 00:55:36,530 That is the bisector between the input two line and the input 1058 00:55:36,530 --> 00:55:37,580 one line. 1059 00:55:37,580 --> 00:55:38,950 How is it found? 1060 00:55:38,950 --> 00:55:42,750 Well it's here. 1061 00:55:42,750 --> 00:55:49,360 That's one part of the Kempe halfer, doubler, whatever. 1062 00:55:49,360 --> 00:55:52,800 And it's attached to one over there, similar one. 1063 00:55:52,800 --> 00:55:56,130 So it's attached on one side to input two and on the other side 1064 00:55:56,130 --> 00:55:58,230 to input one. 1065 00:55:58,230 --> 00:56:00,960 And so therefore it actually takes that angle 1066 00:56:00,960 --> 00:56:02,950 and it cuts it in half there. 1067 00:56:02,950 --> 00:56:04,220 That's what it does. 1068 00:56:04,220 --> 00:56:06,750 So now I have that middle line and I 1069 00:56:06,750 --> 00:56:09,760 have another Kempe doubler which is attached to the output 1070 00:56:09,760 --> 00:56:14,230 thing, and the middle, and it's attached to the x-axis 1071 00:56:14,230 --> 00:56:15,080 to ground it. 1072 00:56:15,080 --> 00:56:18,380 So now we're taking this angle and doubling it 1073 00:56:18,380 --> 00:56:20,670 and that gives us the output. 1074 00:56:20,670 --> 00:56:25,080 And you do it, and magically thanks to Cinderella, 1075 00:56:25,080 --> 00:56:26,250 it does the right thing. 1076 00:56:26,250 --> 00:56:29,420 So as I move, here I'm changing input one, 1077 00:56:29,420 --> 00:56:31,790 and I'm moving the output and also this middle line, 1078 00:56:31,790 --> 00:56:35,680 it's staying a bisector there, when they both get to 90 1079 00:56:35,680 --> 00:56:37,750 it'll be 180, and so on. 1080 00:56:37,750 --> 00:56:41,400 And I can change and put two as well. 1081 00:56:41,400 --> 00:56:44,050 And once you build it it's kind of clear that it will work. 1082 00:56:47,282 --> 00:56:48,740 There's a special case of doubling, 1083 00:56:48,740 --> 00:56:50,670 but I can add any two angles I want. 1084 00:56:50,670 --> 00:56:53,410 And what's fun is it also works, I set it up for input one 1085 00:56:53,410 --> 00:56:56,140 being smaller input two, but it works just 1086 00:56:56,140 --> 00:56:57,577 as fine the other way around. 1087 00:56:57,577 --> 00:56:59,410 I don't want to go too big because I get out 1088 00:56:59,410 --> 00:57:02,880 of the screen. 1089 00:57:02,880 --> 00:57:06,350 There's 0 adding 0 to something. 1090 00:57:06,350 --> 00:57:07,880 Cool, huh? 1091 00:57:07,880 --> 00:57:08,900 Like magic. 1092 00:57:08,900 --> 00:57:10,120 So Kempe was really smart. 1093 00:57:10,120 --> 00:57:11,870 He knew about these linkages. 1094 00:57:11,870 --> 00:57:13,960 He wrote that book How to Draw a Straight Line. 1095 00:57:13,960 --> 00:57:15,534 But he knew a lot more about then 1096 00:57:15,534 --> 00:57:16,700 how to draw a straight line. 1097 00:57:16,700 --> 00:57:21,660 He could use, he could add two angles, man. 1098 00:57:21,660 --> 00:57:24,280 Very cool. 1099 00:57:24,280 --> 00:57:26,710 All right, what's left. 1100 00:57:26,710 --> 00:57:29,490 Basically done, for Kempe's proof. 1101 00:57:29,490 --> 00:57:31,690 I haven't told you what's wrong with this proof yet. 1102 00:57:31,690 --> 00:57:35,285 Maybe you've been thinking about it. 1103 00:57:35,285 --> 00:57:37,830 Then you just have to put all these gadgets together. 1104 00:57:37,830 --> 00:57:41,800 We have a schematic of it in the textbook. 1105 00:57:41,800 --> 00:57:46,575 So we started at the top with our rhombus. 1106 00:57:46,575 --> 00:57:49,380 Not really drawn like a rhombus there, but pretend it's 1107 00:57:49,380 --> 00:57:52,530 a rhombus, this guy. 1108 00:57:52,530 --> 00:57:57,302 I guess this is simplified since we drew this figure. 1109 00:57:57,302 --> 00:57:58,760 So all the edge links are the same. 1110 00:57:58,760 --> 00:58:00,742 We've got that point p at the top, 1111 00:58:00,742 --> 00:58:01,950 that's the one we care about. 1112 00:58:01,950 --> 00:58:06,089 We've got the o in the bottom left, it's pinned to the table. 1113 00:58:06,089 --> 00:58:07,880 And there's one gadget I didn't talk about, 1114 00:58:07,880 --> 00:58:10,400 translators which is copies, angles around, not too 1115 00:58:10,400 --> 00:58:12,810 big a deal. 1116 00:58:12,810 --> 00:58:15,150 Then we, in this case say, we take alpha, 1117 00:58:15,150 --> 00:58:19,530 it's right there, we multiply it by two, get two alpha, 1118 00:58:19,530 --> 00:58:22,920 take beta maybe add those two together, we'll get twice alpha 1119 00:58:22,920 --> 00:58:25,060 plus beta. 1120 00:58:25,060 --> 00:58:26,970 And that is some angle we want to measure 1121 00:58:26,970 --> 00:58:32,010 the x-coordinate of the segment with that angle. 1122 00:58:32,010 --> 00:58:36,196 So we just make this thing have the right length. 1123 00:58:36,196 --> 00:58:37,320 What length should it have? 1124 00:58:37,320 --> 00:58:40,940 Well we have this cosine of whatever 1125 00:58:40,940 --> 00:58:45,680 of our angle in our formula here. 1126 00:58:45,680 --> 00:58:47,780 And there's some constant in front of it. 1127 00:58:47,780 --> 00:58:50,300 And for whatever reason we have this constant 3a 1128 00:58:50,300 --> 00:58:53,610 squared times b, something that we know how to compute. 1129 00:58:53,610 --> 00:58:57,167 So we just make this edge have that length, that's 1130 00:58:57,167 --> 00:59:00,710 a scale marker, and measure the projected 1131 00:59:00,710 --> 00:59:02,947 x length of that thing. 1132 00:59:02,947 --> 00:59:05,530 Well, in fact in general we have a whole bunch of these terms. 1133 00:59:05,530 --> 00:59:07,820 We need to add them together. 1134 00:59:07,820 --> 00:59:11,360 We have a whole bunch of these things you saw on the maple, 1135 00:59:11,360 --> 00:59:13,120 had I don't know, 20 of those. 1136 00:59:13,120 --> 00:59:16,030 So we just string them together. 1137 00:59:16,030 --> 00:59:19,040 That's our thing we start at some point, which we call 0. 1138 00:59:19,040 --> 00:59:22,850 In fact, it will be the same as that o, let's say. 1139 00:59:22,850 --> 00:59:24,276 It should be the same as that o. 1140 00:59:24,276 --> 00:59:26,650 We're going to measure relative to the center of the disk 1141 00:59:26,650 --> 00:59:31,270 say, wherever 0 0 is. 1142 00:59:31,270 --> 00:59:34,632 And then we want to measure how long this thing gets in x. 1143 00:59:34,632 --> 00:59:36,590 Some of these terms might actually be negative, 1144 00:59:36,590 --> 00:59:39,080 some are positive. 1145 00:59:39,080 --> 00:59:42,040 But we're effectively adding up all of these weighted sums 1146 00:59:42,040 --> 00:59:44,160 of cosines of our angles which we 1147 00:59:44,160 --> 00:59:46,830 compute through these crazy things. 1148 00:59:46,830 --> 00:59:50,500 At the end we want this to be 0. 1149 00:59:50,500 --> 00:59:53,850 So our goal is to make the sum of all these things, which 1150 00:59:53,850 --> 00:59:56,770 is the sum of all these things rewritten, equal to 0 1151 00:59:56,770 --> 00:59:59,640 That was the definition of our curve. 1152 00:59:59,640 --> 01:00:00,840 How do we force it to be 0? 1153 01:00:00,840 --> 01:00:04,260 Well the actual value is the x-coordinate here. 1154 01:00:04,260 --> 01:00:06,770 And I'm going to force this to lie 1155 01:00:06,770 --> 01:00:09,970 on x equals 0 using a peaucellier linkage, 1156 01:00:09,970 --> 01:00:12,529 because it forces points to line a line. 1157 01:00:12,529 --> 01:00:14,070 In the way we drew it, it would force 1158 01:00:14,070 --> 01:00:17,170 it to be on a vertical line. 1159 01:00:17,170 --> 01:00:19,700 So you have to imagine this picture a little differently, 1160 01:00:19,700 --> 01:00:21,330 because in fact this should be at x 1161 01:00:21,330 --> 01:00:24,070 equals 0, which is normally right here. 1162 01:00:24,070 --> 01:00:25,980 So this thing actually goes over to the right 1163 01:00:25,980 --> 01:00:28,440 and we'll get positive and negative values 1164 01:00:28,440 --> 01:00:32,160 and it should lie along the vertical line there. 1165 01:00:32,160 --> 01:00:36,510 And that's how you force, now this point p prime has nothing 1166 01:00:36,510 --> 01:00:38,670 to do with them, is not the same as p. 1167 01:00:38,670 --> 01:00:40,920 But we computed it based on all these things 1168 01:00:40,920 --> 01:00:42,700 in terms of alpha and beta. 1169 01:00:42,700 --> 01:00:45,220 So this is a constraint on p in the end, 1170 01:00:45,220 --> 01:00:47,120 because p determined all these things. 1171 01:00:47,120 --> 01:00:50,280 And either this thing will be on the line or not. 1172 01:00:50,280 --> 01:00:52,271 And we add this one equality constraint 1173 01:00:52,271 --> 01:00:53,895 which would be exactly this constraint. 1174 01:00:53,895 --> 01:00:58,200 It will constrain p to lie on that curve, 1175 01:00:58,200 --> 01:01:01,375 and that's Kempe's construction. 1176 01:01:01,375 --> 01:01:01,875 Questions? 1177 01:01:06,700 --> 01:01:10,810 Three cool, just slightly wrong. 1178 01:01:10,810 --> 01:01:12,100 Any ideas what's wrong? 1179 01:01:23,130 --> 01:01:24,680 Has nothing do with this picture. 1180 01:01:24,680 --> 01:01:26,565 It has everything to do with the gadgets. 1181 01:01:31,960 --> 01:01:35,360 And actually it really has to do with all this business 1182 01:01:35,360 --> 01:01:37,110 about the square. 1183 01:01:37,110 --> 01:01:39,340 I've lost my diagram of the configuration space 1184 01:01:39,340 --> 01:01:40,140 to the square. 1185 01:01:40,140 --> 01:01:43,610 We had this thing that when the square was flat, 1186 01:01:43,610 --> 01:01:45,560 it could fold in a new way. 1187 01:01:45,560 --> 01:01:47,782 And you saw I couldn't even do that in Cinderella. 1188 01:01:47,782 --> 01:01:49,240 Cinderella is designed to find sort 1189 01:01:49,240 --> 01:01:52,470 of one primary arc of this thing. 1190 01:01:52,470 --> 01:01:57,150 But there are these branch points, these guys. 1191 01:01:57,150 --> 01:01:59,520 And this construction is perfect if you always 1192 01:01:59,520 --> 01:02:01,500 stay on your track. 1193 01:02:01,500 --> 01:02:04,140 But in a real linkage, you can diverge at any point 1194 01:02:04,140 --> 01:02:06,922 and go to some other track, and you can walk around this space. 1195 01:02:06,922 --> 01:02:08,880 When you have these branch points where there's 1196 01:02:08,880 --> 01:02:12,840 more than two curves coming together, you have a choice. 1197 01:02:12,840 --> 01:02:16,140 So you're not supposed to have a choice here, 1198 01:02:16,140 --> 01:02:19,250 supposed to always do this thing. 1199 01:02:19,250 --> 01:02:26,030 And sadly there's one gadget, really two gadgets, 1200 01:02:26,030 --> 01:02:28,170 the parallelogram and the contra-parallelogram. 1201 01:02:28,170 --> 01:02:30,540 The parallelogram we're using here. 1202 01:02:30,540 --> 01:02:33,800 It's also used in the copy gadget which I didn't show you. 1203 01:02:33,800 --> 01:02:40,230 What don't I tell you, a copy gadget looks like this. 1204 01:02:40,230 --> 01:02:45,360 It's like a lamp, you know like the Pixar lamp. 1205 01:02:45,360 --> 01:02:50,210 So if you have an angle here it gets copied here, right. 1206 01:02:50,210 --> 01:02:52,809 These are just two identical parallelograms. 1207 01:02:52,809 --> 01:02:54,600 So if you need multiple copies of an angle, 1208 01:02:54,600 --> 01:02:56,430 you can make multiple copies that way. 1209 01:02:56,430 --> 01:03:00,332 I don't think you really need this, but Kempe used it. 1210 01:03:00,332 --> 01:03:03,460 It feels good to be able to copy an angel. 1211 01:03:03,460 --> 01:03:05,290 And it's a parallelogram. 1212 01:03:05,290 --> 01:03:07,950 And we used a lot, the contra-parallelogram. 1213 01:03:07,950 --> 01:03:10,550 The trouble is they are the same linkage. 1214 01:03:10,550 --> 01:03:13,320 If you forget about the configuration, 1215 01:03:13,320 --> 01:03:15,470 you just look at the linkage which is who's pinned, 1216 01:03:15,470 --> 01:03:18,330 what are the edge links, what is the graph connectivity, 1217 01:03:18,330 --> 01:03:22,932 it looks like this, just these numbers are not all the same, 1218 01:03:22,932 --> 01:03:24,640 and only one of these vertices is pinned. 1219 01:03:24,640 --> 01:03:26,580 Other than that it's exactly this diagram. 1220 01:03:26,580 --> 01:03:28,870 You know, It's a square, it's a quadrilateral, 1221 01:03:28,870 --> 01:03:31,730 has some lengths. 1222 01:03:31,730 --> 01:03:34,650 Opposite pairs are equal. 1223 01:03:34,650 --> 01:03:38,780 But you can't really distinguish from the two 1224 01:03:38,780 --> 01:03:39,950 kinds of configurations. 1225 01:03:39,950 --> 01:03:41,990 There's one track which is the parallelogram. 1226 01:03:41,990 --> 01:03:44,323 There's another track which is the contra-parallelogram. 1227 01:03:46,060 --> 01:03:48,580 And you can do this. 1228 01:03:48,580 --> 01:03:53,410 Let me show you in animation, give you some intuition. 1229 01:03:53,410 --> 01:03:56,200 So here I drew both, oh sorry, not supposed to move that. 1230 01:03:56,200 --> 01:04:01,770 Here I drew both of them, got the green contra-parallelogram. 1231 01:04:01,770 --> 01:04:06,130 And there's the, sorry green, the blue contra-parallelogram. 1232 01:04:06,130 --> 01:04:09,150 And then we've got the black and blue parallelogram 1233 01:04:09,150 --> 01:04:10,270 on the outside. 1234 01:04:10,270 --> 01:04:14,190 And ignore this diagonal, it should be a different color. 1235 01:04:14,190 --> 01:04:18,360 And when we're flat, that's the same thing. 1236 01:04:18,360 --> 01:04:20,970 And so we've got this one cycle that goes around 1237 01:04:20,970 --> 01:04:22,880 and that's the blue picture. 1238 01:04:22,880 --> 01:04:25,950 Then at this point you can switch into the black picture 1239 01:04:25,950 --> 01:04:30,420 and follow the parallelogram around until it's flat. 1240 01:04:30,420 --> 01:04:33,880 And that point you could also switch back to blue or not. 1241 01:04:33,880 --> 01:04:37,590 So I think this is two circles joined to two points. 1242 01:04:37,590 --> 01:04:40,340 If I'm not mistaken, the configuration space 1243 01:04:40,340 --> 01:04:42,420 would look like this. 1244 01:04:42,420 --> 01:04:45,874 So one of these tracks, say this one, is a contra-parallelogram. 1245 01:04:45,874 --> 01:04:47,040 This one is a parallelogram. 1246 01:04:47,040 --> 01:04:51,230 They meet at the two extremes, both flat cases. 1247 01:04:51,230 --> 01:04:55,250 And in Kempe's construction he wants each of the things 1248 01:04:55,250 --> 01:04:57,360 that we call the parallelogram like this one, 1249 01:04:57,360 --> 01:04:59,127 to stay on one, the parallelogram track. 1250 01:04:59,127 --> 01:05:00,710 And he wants the contra-parallelograms 1251 01:05:00,710 --> 01:05:03,950 to stay on the contra-parallelograms track. 1252 01:05:03,950 --> 01:05:06,050 But how do you force that? 1253 01:05:06,050 --> 01:05:09,120 He didn't force it, and so technically he 1254 01:05:09,120 --> 01:05:10,550 did not solve this problem. 1255 01:05:10,550 --> 01:05:13,492 He solved, that solved this problem, 1256 01:05:13,492 --> 01:05:14,950 which is that you would get exactly 1257 01:05:14,950 --> 01:05:16,750 the trajectory of a vertex. 1258 01:05:16,750 --> 01:05:20,050 He solved the slightly weaker problem, which is his point 1259 01:05:20,050 --> 01:05:22,930 can travel along that curve. 1260 01:05:22,930 --> 01:05:25,660 It can also travel on other curves. 1261 01:05:25,660 --> 01:05:27,160 But it's going to be one dimensional 1262 01:05:27,160 --> 01:05:28,380 because it is constrained. 1263 01:05:28,380 --> 01:05:30,630 But there are these other tracks you might conceivably 1264 01:05:30,630 --> 01:05:31,940 be able to go on. 1265 01:05:31,940 --> 01:05:33,679 In particular, you can follow this track. 1266 01:05:33,679 --> 01:05:34,845 There might be other things. 1267 01:05:34,845 --> 01:05:37,050 And we'd like to get rid of that. 1268 01:05:37,050 --> 01:05:39,750 It turns out you can get rid of that pretty easily. 1269 01:05:43,290 --> 01:05:46,340 This problem was first noticed by Kapovitch and Millson 1270 01:05:46,340 --> 01:05:52,650 in like 2002 I think. 1271 01:05:52,650 --> 01:05:53,970 Yeah. 1272 01:05:53,970 --> 01:05:55,720 Well that's when it finally got published. 1273 01:05:55,720 --> 01:05:58,440 I think it was around for a few years before that. 1274 01:05:58,440 --> 01:06:02,730 And they observed that for parallelograms you 1275 01:06:02,730 --> 01:06:06,050 can fix it pretty easily like in this picture. 1276 01:06:06,050 --> 01:06:09,230 You have the parallelogram a-b-c-d. 1277 01:06:09,230 --> 01:06:12,040 You construct the midpoints of a and b 1278 01:06:12,040 --> 01:06:13,940 and the midpoints of d and c. 1279 01:06:13,940 --> 01:06:15,910 How do you actually do this? 1280 01:06:15,910 --> 01:06:19,490 I want that point x to stay on the middle of that bar. 1281 01:06:19,490 --> 01:06:21,020 You can do that by making, if you 1282 01:06:21,020 --> 01:06:23,360 want to construct a point in the middle of a bar, 1283 01:06:23,360 --> 01:06:25,630 you just add a tiny triangle, where 1284 01:06:25,630 --> 01:06:30,380 it's forced to be that way, where a b equals, 1285 01:06:30,380 --> 01:06:34,190 I mean the sum of a and b equals a plus b. 1286 01:06:34,190 --> 01:06:37,977 And if you want, do we need this? 1287 01:06:37,977 --> 01:06:40,060 I think you could just construct those three bars. 1288 01:06:40,060 --> 01:06:42,300 This makes a little bit more rigid, 1289 01:06:42,300 --> 01:06:47,050 but I don't think we actually need that here. 1290 01:06:47,050 --> 01:06:49,500 So you can force a vertex to be along the midpoint 1291 01:06:49,500 --> 01:06:54,120 there by making a tiny triangle, a zero area triangle. 1292 01:06:54,120 --> 01:06:58,480 And when you do that, I don;t actually have a picture of it, 1293 01:06:58,480 --> 01:07:02,070 we can look at the countra-parallelogram I guess, 1294 01:07:02,070 --> 01:07:05,052 it forces the thing to work. 1295 01:07:05,052 --> 01:07:07,010 So for example, suppose we go from the midpoint 1296 01:07:07,010 --> 01:07:09,420 here to the midpoint there. 1297 01:07:09,420 --> 01:07:12,690 That's going to stay parallel to this segment and this segment. 1298 01:07:12,690 --> 01:07:15,040 It's like two parallelograms joined together. 1299 01:07:15,040 --> 01:07:18,060 Okay, and if you went here, and then you 1300 01:07:18,060 --> 01:07:22,889 tried to go off into the contra-parallelogram state, 1301 01:07:22,889 --> 01:07:23,680 what would that do? 1302 01:07:23,680 --> 01:07:26,780 Well you'd have like from the midpoint of this segment 1303 01:07:26,780 --> 01:07:29,350 to the midpoint of this segment. 1304 01:07:29,350 --> 01:07:30,320 Holy cow. 1305 01:07:30,320 --> 01:07:32,480 It's like they're right on top of each other. 1306 01:07:32,480 --> 01:07:34,355 So that's not going to have the right length. 1307 01:07:34,355 --> 01:07:37,210 Right now it's supposed to be this length, same as the length 1308 01:07:37,210 --> 01:07:39,040 a x. 1309 01:07:39,040 --> 01:07:41,780 So if you try to jump tracks you can't. 1310 01:07:41,780 --> 01:07:44,560 It's really easy to force to stay on the parallelogram 1311 01:07:44,560 --> 01:07:45,060 track. 1312 01:07:48,120 --> 01:07:50,260 And then six years ago in this class 1313 01:07:50,260 --> 01:07:52,070 I posed, hey can we do the same thing 1314 01:07:52,070 --> 01:07:53,642 for the contra-parallelogram. 1315 01:07:53,642 --> 01:07:55,850 Kapovich and Millson gave some other very complicated 1316 01:07:55,850 --> 01:07:56,980 solution. 1317 01:07:56,980 --> 01:08:00,340 Turns out there's also pretty easy way to fix 1318 01:08:00,340 --> 01:08:05,320 the contra-parallelogram, which is you add this pinpoint set up 1319 01:08:05,320 --> 01:08:07,680 to be--- So these midpoints will all be aligned 1320 01:08:07,680 --> 01:08:09,950 because it's a contra-parallelogram. 1321 01:08:09,950 --> 01:08:11,900 You take the middle and you bisect, 1322 01:08:11,900 --> 01:08:16,060 you put x far away, it would be very far down there. 1323 01:08:16,060 --> 01:08:19,540 And you just make these lengths be what they should be. 1324 01:08:19,540 --> 01:08:21,399 And it's not so obvious but you can 1325 01:08:21,399 --> 01:08:24,160 prove that as the contra-parallelogram moves, 1326 01:08:24,160 --> 01:08:27,398 these edges will all have the same length. 1327 01:08:27,398 --> 01:08:29,770 It works. 1328 01:08:29,770 --> 01:08:35,700 Whereas if you try to go into the parallelogram state, 1329 01:08:35,700 --> 01:08:37,240 and you measure these links, they're 1330 01:08:37,240 --> 01:08:38,439 going to be really tiny. 1331 01:08:38,439 --> 01:08:40,300 Here they're really large. 1332 01:08:40,300 --> 01:08:41,960 Am I doing that right? 1333 01:08:41,960 --> 01:08:43,050 What am I measuring? 1334 01:08:43,050 --> 01:08:45,500 No, the point is it's not about those links. 1335 01:08:45,500 --> 01:08:48,979 These guys have to be co-linear in the contra-parallelogram 1336 01:08:48,979 --> 01:08:51,800 case, but they are not collinear in the parallelogram case, 1337 01:08:51,800 --> 01:08:54,640 and this is essentially forcing that co-linearity. 1338 01:08:54,640 --> 01:08:57,140 So I don't want to go into the details of how that's proved, 1339 01:08:57,140 --> 01:08:58,630 it's in the textbook. 1340 01:08:58,630 --> 01:09:02,060 But this bracing will force it to say contra-parallelogram, 1341 01:09:02,060 --> 01:09:04,580 that bracing will force it to be a parallelogram, 1342 01:09:04,580 --> 01:09:06,529 and then we actually have proofed 1343 01:09:06,529 --> 01:09:09,030 Kempe's universality theorem, with just a slight tweak 1344 01:09:09,030 --> 01:09:09,920 to his proof. 1345 01:09:13,410 --> 01:09:15,770 So that's the bug and the fix. 1346 01:09:15,770 --> 01:09:18,430 Let me tell you some generalizations, 1347 01:09:18,430 --> 01:09:20,210 some open problems, some applications. 1348 01:09:28,819 --> 01:09:32,069 Maybe start with the obvious stuff 1349 01:09:32,069 --> 01:09:37,990 which is something called Weierstrass approximation 1350 01:09:37,990 --> 01:09:57,750 theorem, which is that if you have any continuous function, 1351 01:09:57,750 --> 01:10:04,090 I should say let's think of it as a curve, 1352 01:10:04,090 --> 01:10:10,150 has an epsilon approximation as a polynomial. 1353 01:10:15,950 --> 01:10:17,530 OK, so in particular what this tells 1354 01:10:17,530 --> 01:10:19,790 us is if we have some crazy curve we want 1355 01:10:19,790 --> 01:10:24,830 to make, like signature, then you can approximate it 1356 01:10:24,830 --> 01:10:29,670 by a polynomial of the form that we analyzed, this [INAUDIBLE] 1357 01:10:29,670 --> 01:10:34,240 of x y equals 0. 1358 01:10:34,240 --> 01:10:36,340 And the polynomial will actually look like this, 1359 01:10:36,340 --> 01:10:38,040 It's a little bit ugly, if you've ever 1360 01:10:38,040 --> 01:10:39,980 seen these constructions. 1361 01:10:39,980 --> 01:10:44,930 But it will be always within an epsilon thickness of Eric, 1362 01:10:44,930 --> 01:10:48,770 always Eric, never any other curve. 1363 01:10:48,770 --> 01:10:51,310 All right so you can apply this to make your signature 1364 01:10:51,310 --> 01:10:53,962 or make whatever crazy curve you have in mind. 1365 01:10:53,962 --> 01:10:54,795 That's kind of nice. 1366 01:10:57,320 --> 01:10:59,765 So this is why you can sign your name using polynomials. 1367 01:11:02,390 --> 01:11:03,899 So that's an easy application. 1368 01:11:03,899 --> 01:11:04,773 Some generalizations. 1369 01:11:13,276 --> 01:11:14,260 All right. 1370 01:11:14,260 --> 01:11:20,340 You can do curves in d dimensions. 1371 01:11:20,340 --> 01:11:22,520 We talked about two dimensions. 1372 01:11:22,520 --> 01:11:24,130 You can generalize that. 1373 01:11:24,130 --> 01:11:28,530 You can also do surfaces in d dimensions. 1374 01:11:28,530 --> 01:11:31,440 Basically if you want to specify a curve in three dimensions, 1375 01:11:31,440 --> 01:11:35,820 you need two equations to constrain it down 1376 01:11:35,820 --> 01:11:37,449 to a one dimensional thing. 1377 01:11:37,449 --> 01:11:38,990 Generally you start with d dimensions 1378 01:11:38,990 --> 01:11:41,156 and you can remove however many dimensions you want. 1379 01:11:41,156 --> 01:11:42,710 You'll get some subsurface in there. 1380 01:11:42,710 --> 01:11:44,860 Just add a bunch of polynomial constraints. 1381 01:11:44,860 --> 01:11:47,350 You can do that. 1382 01:11:47,350 --> 01:11:49,520 Other fun facts. 1383 01:11:49,520 --> 01:11:54,852 The number of edges you need is about n to the d. 1384 01:11:54,852 --> 01:11:58,960 This is being careful about reusing structure. 1385 01:11:58,960 --> 01:12:01,950 In the plane you can deal with n squared edges. 1386 01:12:01,950 --> 01:12:03,050 And that's optimal. 1387 01:12:03,050 --> 01:12:04,800 You can show you need n squared edges 1388 01:12:04,800 --> 01:12:09,390 to construct certain polynomials in the plane. 1389 01:12:09,390 --> 01:12:13,560 In three dimensions you're going to need more, turns out. 1390 01:12:13,560 --> 01:12:15,540 Basically, because the constructions we used 1391 01:12:15,540 --> 01:12:18,420 want to work in a plane, and if you live in d dimensions, 1392 01:12:18,420 --> 01:12:20,040 you have to add lots of edges to force 1393 01:12:20,040 --> 01:12:23,370 it to live in two dimensions. 1394 01:12:23,370 --> 01:12:28,010 So you can do the computation, add the numbers, and so on. 1395 01:12:28,010 --> 01:12:30,398 What other good things? 1396 01:12:30,398 --> 01:12:33,110 All right, for the mathematicians, 1397 01:12:33,110 --> 01:12:39,450 you can make any compact semi algebraic set. 1398 01:12:44,020 --> 01:12:46,900 It's basically a fancy way to say 1399 01:12:46,900 --> 01:12:48,435 you can add polynomial constraints, 1400 01:12:48,435 --> 01:12:51,610 but you can also take unions of solution sets. 1401 01:12:51,610 --> 01:12:53,530 So I could take the union of five curves 1402 01:12:53,530 --> 01:12:57,525 that I like, or I can take the intersection of five curves 1403 01:12:57,525 --> 01:12:59,030 that I like. 1404 01:12:59,030 --> 01:13:00,990 Bunch of things you can do, that's 1405 01:13:00,990 --> 01:13:03,010 the meaning of semi algebraic set, polynomials 1406 01:13:03,010 --> 01:13:04,135 and union and intersection. 1407 01:13:08,090 --> 01:13:12,800 These are all proved in paper with Tim Avit and Reid Barton 1408 01:13:12,800 --> 01:13:15,230 from this class six years ago. 1409 01:13:15,230 --> 01:13:19,710 Another fun fact from that paper is 1410 01:13:19,710 --> 01:13:23,440 that it's coNP-hard to test rigidity. 1411 01:13:26,690 --> 01:13:30,930 Rigidity is the topic of next class. 1412 01:13:30,930 --> 01:13:33,460 You're given a linkage, does it move it all? 1413 01:13:33,460 --> 01:13:34,950 And you can use these constructions 1414 01:13:34,950 --> 01:13:38,160 to mean, to show that something will move at all if and only 1415 01:13:38,160 --> 01:13:40,440 if all these polynomials have a solution. 1416 01:13:40,440 --> 01:13:43,520 And that turns out to be really hard. 1417 01:13:43,520 --> 01:13:46,110 And it's something called coNP-hard, 1418 01:13:46,110 --> 01:13:48,110 which is almost the same as NP-hard. 1419 01:13:48,110 --> 01:13:51,170 it's just for rigidity, it's really easy 1420 01:13:51,170 --> 01:13:53,530 to prove that something is not rigid, you just move it. 1421 01:13:53,530 --> 01:13:56,020 It's a little harder to show that it can't move in any way. 1422 01:13:56,020 --> 01:13:59,060 So that's for those who know coNP, it's coNP, not NP. 1423 01:14:01,820 --> 01:14:02,570 Cool. 1424 01:14:02,570 --> 01:14:05,550 Those are various generalizations. 1425 01:14:05,550 --> 01:14:09,290 Big open problem here is what if you 1426 01:14:09,290 --> 01:14:11,639 forbid the edges from crossing. 1427 01:14:11,639 --> 01:14:13,180 This actually came up in lecture one. 1428 01:14:13,180 --> 01:14:13,950 Someone asked it. 1429 01:14:13,950 --> 01:14:19,186 It was first posed that I know from Don Shimamoto in 2004, 1430 01:14:19,186 --> 01:14:20,980 I was giving a talk. 1431 01:14:20,980 --> 01:14:22,880 And all these constructions, especially 1432 01:14:22,880 --> 01:14:25,110 the contra-parallelogram, need to have 1433 01:14:25,110 --> 01:14:27,247 edges that cross each other. 1434 01:14:27,247 --> 01:14:28,830 Next class will also be about the case 1435 01:14:28,830 --> 01:14:30,210 where edges cross each other but soon 1436 01:14:30,210 --> 01:14:31,506 we are going to enter the case where 1437 01:14:31,506 --> 01:14:32,797 edges are not allowed to cross. 1438 01:14:32,797 --> 01:14:34,650 Can you do any of this stuff, construct 1439 01:14:34,650 --> 01:14:36,500 any interesting polynomials? 1440 01:14:36,500 --> 01:14:38,820 Even constructing a straight line, I think is open. 1441 01:14:38,820 --> 01:14:41,750 The peaucellier linkage definitely doesn't work. 1442 01:14:41,750 --> 01:14:43,250 Maybe there are some other linkages, 1443 01:14:43,250 --> 01:14:44,570 we'd have to check them. 1444 01:14:44,570 --> 01:14:47,190 But definitely Kempe's universality result 1445 01:14:47,190 --> 01:14:51,040 is open for non-crossing edges. 1446 01:14:51,040 --> 01:14:52,814 I have some fun projects like it'd 1447 01:14:52,814 --> 01:14:54,230 be fun to implement this algorithm 1448 01:14:54,230 --> 01:14:56,277 and see this thing run. 1449 01:14:56,277 --> 01:14:58,360 You could build a sculpture out of Kempe linkages. 1450 01:14:58,360 --> 01:15:00,170 They're a little bit tedious I would 1451 01:15:00,170 --> 01:15:02,810 say to make interesting curves, but there's some cool ones. 1452 01:15:02,810 --> 01:15:07,310 Like in the notes I have a link to the letter C made out 1453 01:15:07,310 --> 01:15:08,300 of a linkage. 1454 01:15:08,300 --> 01:15:10,860 You could do a whole alphabet, be kind of fun. 1455 01:15:10,860 --> 01:15:12,810 Have these things cranking around and spelling 1456 01:15:12,810 --> 01:15:18,060 all sorts of, actually spelling names would be the idea. 1457 01:15:18,060 --> 01:15:21,760 Another fun application that I thought I would just throw in. 1458 01:15:21,760 --> 01:15:24,740 If you are, back to origami. 1459 01:15:24,740 --> 01:15:27,660 Origami can in some sense simulate linkages. 1460 01:15:27,660 --> 01:15:29,431 And the motivation for this is you've, you 1461 01:15:29,431 --> 01:15:31,930 know you've designed, you just design all these awesome tree 1462 01:15:31,930 --> 01:15:35,500 maker diagrams for your problem set. 1463 01:15:35,500 --> 01:15:37,660 And you realize, oh man, there's points 1464 01:15:37,660 --> 01:15:39,730 all over the place on this piece of paper. 1465 01:15:39,730 --> 01:15:41,711 How the heck am I going to find, if I 1466 01:15:41,711 --> 01:15:43,460 had to make origami diagrams, first I say, 1467 01:15:43,460 --> 01:15:45,800 oh you do this step, then this step, then this step. 1468 01:15:45,800 --> 01:15:50,490 How am I going to tell someone oh, just fold to root 3 over 1469 01:15:50,490 --> 01:15:54,780 7 comma root 5 plus root 7 over 4, 1470 01:15:54,780 --> 01:15:56,510 Which you could figure out in some sense 1471 01:15:56,510 --> 01:15:59,420 from those geometries what all those coordinates are. 1472 01:15:59,420 --> 01:16:03,210 How do you tell someone to fold there? 1473 01:16:03,210 --> 01:16:06,540 Well, you could use a polynomial. 1474 01:16:06,540 --> 01:16:10,350 Could say oh, you've got to construct root 5. 1475 01:16:10,350 --> 01:16:11,540 Or what's a tough one? 1476 01:16:14,620 --> 01:16:20,440 Let's say you want to compute the fifth root of 103. 1477 01:16:20,440 --> 01:16:21,420 Is that prime? 1478 01:16:21,420 --> 01:16:23,250 I think so. 1479 01:16:23,250 --> 01:16:25,660 So some nasty thing like this. 1480 01:16:25,660 --> 01:16:28,510 You say oh well, I would really like 1481 01:16:28,510 --> 01:16:31,890 x to the fifth to equal 103. 1482 01:16:31,890 --> 01:16:34,330 If I could solve this polynomial, 1483 01:16:34,330 --> 01:16:36,509 then I could construct this number. 1484 01:16:36,509 --> 01:16:37,800 How do I solve that polynomial? 1485 01:16:37,800 --> 01:16:40,860 Well I'm all about solving polynomials using linkages. 1486 01:16:40,860 --> 01:16:43,580 I could build a crazy linkage device out 1487 01:16:43,580 --> 01:16:45,050 of my piece of paper. 1488 01:16:45,050 --> 01:16:47,030 Don't try this at home, please. 1489 01:16:47,030 --> 01:16:51,120 But in theory, you could come up with these n really long bars, 1490 01:16:51,120 --> 01:16:54,260 fold them around, and think of them as linkages. 1491 01:16:54,260 --> 01:16:58,740 And you tell people, oh well you just need to align these dots, 1492 01:16:58,740 --> 01:17:02,990 you may make little pinches on at the ends of these things, 1493 01:17:02,990 --> 01:17:05,330 those simulate the edges of your linkage. 1494 01:17:05,330 --> 01:17:08,350 And then you just tell people to move these creases around 1495 01:17:08,350 --> 01:17:11,640 until this point lies on some line. 1496 01:17:11,640 --> 01:17:14,250 And then you've solved your polynomial. 1497 01:17:14,250 --> 01:17:16,140 And this is a natural generalization 1498 01:17:16,140 --> 01:17:18,790 in some sense to something called origami axioms, which 1499 01:17:18,790 --> 01:17:20,770 we will probably talk about at some point. 1500 01:17:20,770 --> 01:17:22,850 Usually you think about doing one fold at a time. 1501 01:17:22,850 --> 01:17:24,985 You want to make one fold so that this point maps 1502 01:17:24,985 --> 01:17:27,110 onto this line, and this point maps onto this line. 1503 01:17:27,110 --> 01:17:29,110 That's the typical origami axiom. 1504 01:17:29,110 --> 01:17:29,850 It's pretty good. 1505 01:17:29,850 --> 01:17:31,980 It can trisect angles and it can do fun things. 1506 01:17:31,980 --> 01:17:34,692 But it can really only solve degree four equations. 1507 01:17:34,692 --> 01:17:36,400 You want to solve a degree five equation, 1508 01:17:36,400 --> 01:17:38,550 you need some higher level techniques. 1509 01:17:38,550 --> 01:17:40,840 And one way to do that is with Kempe's universality. 1510 01:17:40,840 --> 01:17:44,910 It's pretty impractical, but at least in theory you 1511 01:17:44,910 --> 01:17:48,850 can do anything, you can locate any point you want, 1512 01:17:48,850 --> 01:17:50,820 any algebraic point, which are the things you'd 1513 01:17:50,820 --> 01:17:57,192 want from tree maker, using this technique, little crazy. 1514 01:17:57,192 --> 01:17:58,650 There are other ways to do it, too. 1515 01:17:58,650 --> 01:18:01,685 But this one way to do it, as mentioned in the textbook. 1516 01:18:01,685 --> 01:18:02,185 Questions. 1517 01:18:05,760 --> 01:18:06,642 All right. 1518 01:18:06,642 --> 01:18:07,850 That's how to sign your name. 1519 01:18:07,850 --> 01:18:11,670 Next time we'll talk about rigidity and other fun linkage 1520 01:18:11,670 --> 01:18:13,220 problems.