1 00:00:04,900 --> 00:00:08,370 PROFESSOR: Today we begin the third major part of the class. 2 00:00:08,370 --> 00:00:11,130 We've done paper folding, linkage folding, 3 00:00:11,130 --> 00:00:13,380 and now we're going to do polyhedron folding. 4 00:00:25,860 --> 00:00:28,220 The very last topic we did was hinged dissection, 5 00:00:28,220 --> 00:00:31,184 which is somewhere in the middle of all these things. 6 00:00:31,184 --> 00:00:32,600 But with polyhedron folding, we're 7 00:00:32,600 --> 00:00:34,650 thinking about a two dimensional surface 8 00:00:34,650 --> 00:00:40,760 in 3D, something like a cube, and we're 9 00:00:40,760 --> 00:00:51,290 interested in cutting along the edges of that shape 10 00:00:51,290 --> 00:00:55,470 or somehow cutting along the surface-- that's 11 00:00:55,470 --> 00:01:03,490 a good cutting-- and then unfolding into some flat shape. 12 00:01:10,770 --> 00:01:13,920 So this is a standard cross unfolding of the cube. 13 00:01:13,920 --> 00:01:18,310 This is the unfolding process, and of course the reverse 14 00:01:18,310 --> 00:01:25,090 is the folding process, and both of them are interesting. 15 00:01:25,090 --> 00:01:27,350 We're going to start thinking about unfolding. 16 00:01:27,350 --> 00:01:30,190 That's one of the most practical problems here. 17 00:01:30,190 --> 00:01:35,860 You really want to build some 3D shape out of sheet material. 18 00:01:35,860 --> 00:01:37,930 What shape do you cut out in order 19 00:01:37,930 --> 00:01:41,301 to bend it into that surface? 20 00:01:41,301 --> 00:01:42,550 So you start with the surface. 21 00:01:42,550 --> 00:01:46,110 You need to figure out where to cut so that when you unfold, 22 00:01:46,110 --> 00:01:48,287 you get something that has no overlap. 23 00:01:48,287 --> 00:01:49,870 If you want to make it from one sheet, 24 00:01:49,870 --> 00:01:53,410 it shouldn't have any overlap, and ideally just one piece 25 00:01:53,410 --> 00:01:56,970 because then you have to do less welding or edge joining 26 00:01:56,970 --> 00:02:01,230 to make that surface. 27 00:02:01,230 --> 00:02:02,996 So today and the next couple lectures 28 00:02:02,996 --> 00:02:05,120 will be all about unfolding, and then eventually we 29 00:02:05,120 --> 00:02:09,380 will turn to the reverse problem, folding problem. 30 00:02:09,380 --> 00:02:12,440 And there are two kinds of unfolding. 31 00:02:12,440 --> 00:02:15,480 The one that I just drew is an edge 32 00:02:15,480 --> 00:02:20,010 unfolding because it only cuts along edges. 33 00:02:20,010 --> 00:02:33,970 Edge unfolding only cut along edges of the surface. 34 00:02:33,970 --> 00:02:35,010 This property is nice. 35 00:02:35,010 --> 00:02:37,080 If you're building something, you 36 00:02:37,080 --> 00:02:40,090 don't want to have visible seems. 37 00:02:40,090 --> 00:02:41,850 You have to be bent at the edges, 38 00:02:41,850 --> 00:02:45,070 so it's not such a big deal if you're also 39 00:02:45,070 --> 00:02:46,967 fusing along an edge. 40 00:02:46,967 --> 00:02:49,050 But in general, you could imagine cutting anywhere 41 00:02:49,050 --> 00:02:51,340 on the surface, and this is an example 42 00:02:51,340 --> 00:02:53,060 where the solid red lines are cutting 43 00:02:53,060 --> 00:02:55,000 on what you see and the dotted red lines were 44 00:02:55,000 --> 00:02:57,510 cutting on the backside. 45 00:02:57,510 --> 00:03:02,150 And when you unfold that thing, you get this stoplight polygon, 46 00:03:02,150 --> 00:03:05,620 and this is what we call a general unfolding, or just 47 00:03:05,620 --> 00:03:08,290 unfolding. 48 00:03:08,290 --> 00:03:10,010 There you can cut anywhere. 49 00:03:10,010 --> 00:03:16,810 In both cases, we want one piece, no overlap, 50 00:03:16,810 --> 00:03:19,740 but you can change where you're allowed to cut. 51 00:03:40,230 --> 00:03:42,120 So those are the rules of the game, 52 00:03:42,120 --> 00:03:45,580 or two possible rules of the game. 53 00:03:45,580 --> 00:03:50,350 And let me tell you what's known about these kinds 54 00:03:50,350 --> 00:03:51,930 of unfoldings. 55 00:03:51,930 --> 00:03:54,060 I've mentioned it way back in lecture one. 56 00:04:26,829 --> 00:04:28,370 so we can think about edge unfolding, 57 00:04:28,370 --> 00:04:29,911 we can think about general unfolding, 58 00:04:29,911 --> 00:04:32,340 and we can think about them for convex polyhedra-- 59 00:04:32,340 --> 00:04:35,580 simple things like the cube have no dents-- 60 00:04:35,580 --> 00:04:40,350 or general polyhedra, non-convex polyhedra. 61 00:04:40,350 --> 00:04:45,760 And status is these two corners are open. 62 00:04:49,860 --> 00:04:52,655 This one is solved. 63 00:04:52,655 --> 00:04:53,960 It can always be done. 64 00:04:53,960 --> 00:04:57,300 You can always generally unfold a convex polyhedron, 65 00:04:57,300 --> 00:05:01,080 but we don't know about general polyhedra. 66 00:05:01,080 --> 00:05:02,810 Edge unfolding of convex polyhedra, 67 00:05:02,810 --> 00:05:05,319 we don't know whether it's possible, 68 00:05:05,319 --> 00:05:06,860 but for non-convex polyhedra, we know 69 00:05:06,860 --> 00:05:08,444 that's too much to hope for. 70 00:05:11,170 --> 00:05:14,390 Not always possible. 71 00:05:14,390 --> 00:05:18,400 Both of these questions could go either way, 72 00:05:18,400 --> 00:05:22,320 but we know in various generalizations, easy case 73 00:05:22,320 --> 00:05:26,450 of convex polyhedra general unfolding, we can do it. 74 00:05:26,450 --> 00:05:28,260 The most restrictive, hardest situation 75 00:05:28,260 --> 00:05:30,470 is edge unfolding non-convex polyhedra. 76 00:05:30,470 --> 00:05:31,680 That's too much. 77 00:05:31,680 --> 00:05:33,981 But each of these things, we don't know. 78 00:05:33,981 --> 00:05:35,980 And these are some of the biggest open questions 79 00:05:35,980 --> 00:05:41,330 remaining in geometric folding algorithms, this field. 80 00:05:41,330 --> 00:05:47,470 I'm going to talk mostly about these three things 81 00:05:47,470 --> 00:05:52,580 today, so this open problem and these two results. 82 00:05:52,580 --> 00:05:56,920 And then this topic will essentially be next lecture. 83 00:05:56,920 --> 00:06:00,165 Obviously it's not solved, but we still have a lot to say. 84 00:06:00,165 --> 00:06:01,540 There are various partial results 85 00:06:01,540 --> 00:06:05,640 toward solving both of those problems, 86 00:06:05,640 --> 00:06:08,590 I would say more on this one. 87 00:06:08,590 --> 00:06:10,780 This one is five centuries old. 88 00:06:10,780 --> 00:06:14,758 This one is one decade old or so. 89 00:06:26,051 --> 00:06:28,050 So I need to set the stage a little bit before I 90 00:06:28,050 --> 00:06:30,400 can talk about any of these things, 91 00:06:30,400 --> 00:06:33,680 so let me start with a little bit of terminology. 92 00:06:40,220 --> 00:06:43,060 We've in some sense talked about curvature before. 93 00:06:43,060 --> 00:06:44,810 I don't think I gave it this name, though, 94 00:06:44,810 --> 00:06:45,893 in the context of origami. 95 00:06:50,860 --> 00:06:52,990 And I use it almost subconsciously 96 00:06:52,990 --> 00:06:54,560 so it's good for me to define it. 97 00:07:00,810 --> 00:07:03,740 If you have some vertex on your polyhedron. 98 00:07:03,740 --> 00:07:07,070 Let's say we're looking at a corner of a cube, 99 00:07:07,070 --> 00:07:12,660 so this has three 90 degree angles coming together. 100 00:07:12,660 --> 00:07:17,200 You sum those angles, we get 270, 101 00:07:17,200 --> 00:07:20,110 and then you take 360 minus that sum, 102 00:07:20,110 --> 00:07:22,875 and that is your curvature. 103 00:07:22,875 --> 00:07:26,180 This is going to be 90. 104 00:07:26,180 --> 00:07:28,550 And what I really care about is whether the curvature 105 00:07:28,550 --> 00:07:31,590 is positive, 0, or negative. 106 00:07:39,292 --> 00:07:41,250 Positive curvature, which is what we got here-- 107 00:07:41,250 --> 00:07:44,720 this is plus 90-- is like a convex cone. 108 00:07:51,970 --> 00:07:54,360 So if you're thinking about convex polyhedra, which 109 00:07:54,360 --> 00:07:56,370 is one of the situations we care about, 110 00:07:56,370 --> 00:08:02,180 you'll always get positive or 0, maybe, curvature vertices, 111 00:08:02,180 --> 00:08:04,120 depending on what you're thinking about. 112 00:08:04,120 --> 00:08:06,250 Zero, this is like a piece of paper, 113 00:08:06,250 --> 00:08:10,680 so this is what you might call flat, but it's locally flat. 114 00:08:10,680 --> 00:08:14,200 It could be drawn flat or we know 115 00:08:14,200 --> 00:08:16,790 how to fold pieces of paper. 116 00:08:16,790 --> 00:08:18,380 You never change the curvature. 117 00:08:18,380 --> 00:08:19,200 The sum of the instant face angles 118 00:08:19,200 --> 00:08:21,730 will always stay the same, no matter how you fold this thing. 119 00:08:21,730 --> 00:08:22,813 Curvature is an invariant. 120 00:08:25,780 --> 00:08:29,020 If you just think locally and forget about the actual folding 121 00:08:29,020 --> 00:08:32,169 of the thing, it's kind of flat. 122 00:08:32,169 --> 00:08:34,360 So you can think of this as a piece of paper. 123 00:08:34,360 --> 00:08:35,960 We talked about these two situations 124 00:08:35,960 --> 00:08:38,711 in the context of Kawasaki's theorem way back when. 125 00:08:38,711 --> 00:08:40,169 Kawasaki's theorem applied for both 126 00:08:40,169 --> 00:08:42,530 of these for the negative curvature case, which 127 00:08:42,530 --> 00:08:45,220 is when you have lots of material all joined 128 00:08:45,220 --> 00:08:48,540 at a single point, something like this. 129 00:08:53,300 --> 00:08:58,700 Then Kawasaki's theorem changed a little bit. 130 00:08:58,700 --> 00:09:01,394 There were some other cases that could happen. 131 00:09:01,394 --> 00:09:02,810 So when you have tons of material, 132 00:09:02,810 --> 00:09:05,769 this can only happen in a non-convex polyhedron. 133 00:09:05,769 --> 00:09:06,810 That's sort of the point. 134 00:09:06,810 --> 00:09:08,395 If you're a convex polyhedron, you 135 00:09:08,395 --> 00:09:11,370 know you have to have only these two situations. 136 00:09:11,370 --> 00:09:12,760 Where do you get flat vertices? 137 00:09:12,760 --> 00:09:15,490 Well, if you think of this point as a vertex 138 00:09:15,490 --> 00:09:18,880 and you add up all the angles around it, well, that's 360. 139 00:09:18,880 --> 00:09:21,220 360 minus 360 is 0. 140 00:09:21,220 --> 00:09:24,600 So you have zero curvature on all the faces and on the edges. 141 00:09:24,600 --> 00:09:28,330 Also, if you look here, you have 180 and other 180. 142 00:09:28,330 --> 00:09:30,540 That adds to 360. 143 00:09:30,540 --> 00:09:32,530 And then at the actual vertices, that's 144 00:09:32,530 --> 00:09:36,340 where you have positive curvature for a convex 145 00:09:36,340 --> 00:09:37,820 polyhedron. 146 00:09:37,820 --> 00:09:39,340 So just some terminology. 147 00:09:39,340 --> 00:09:41,840 Get used to the idea of positive curvature, zero curvature, 148 00:09:41,840 --> 00:09:42,798 and negative curvature. 149 00:09:46,230 --> 00:09:50,680 Then we have the idea of a cutting. 150 00:09:50,680 --> 00:09:53,400 So cutting is just, what edges do you cut? 151 00:09:53,400 --> 00:09:55,740 It's the red stuff in this picture. 152 00:09:55,740 --> 00:09:57,860 What edges do you cut in order to unfold? 153 00:09:57,860 --> 00:10:02,730 So this is an unfolding, the mapping here, but the red part, 154 00:10:02,730 --> 00:10:03,769 I'll call it cutting. 155 00:10:03,769 --> 00:10:05,435 Sometimes it's also called an unfolding, 156 00:10:05,435 --> 00:10:06,893 but that can be a little confusing. 157 00:10:17,940 --> 00:10:21,130 The main point here is I want to talk about what constraints 158 00:10:21,130 --> 00:10:24,150 cutting must satisfy in order to be valid so we can just 159 00:10:24,150 --> 00:10:27,880 get a sense of what is happening here. 160 00:10:27,880 --> 00:10:34,930 If you look at these pictures, you can see two properties. 161 00:10:34,930 --> 00:10:38,320 One is that the cuttings visit all the vertices 162 00:10:38,320 --> 00:10:40,890 of the polyhedron. 163 00:10:40,890 --> 00:10:42,610 So there's this red stuff. 164 00:10:42,610 --> 00:10:45,740 The red stuff is connected. 165 00:10:45,740 --> 00:10:49,350 It's acyclic, so it's actually a tree in these pictures, 166 00:10:49,350 --> 00:10:51,880 and it's visiting all the corners. 167 00:10:51,880 --> 00:10:55,330 Even back here, it's visited on the back. 168 00:10:55,330 --> 00:10:56,550 Is that always true? 169 00:10:56,550 --> 00:10:59,660 Most of those properties are mostly true, 170 00:10:59,660 --> 00:11:02,150 but it depends a little bit. 171 00:11:02,150 --> 00:11:05,580 One thing that is sure is the cutting 172 00:11:05,580 --> 00:11:12,015 must span all non-zero curvature vertices. 173 00:11:15,630 --> 00:11:22,060 But I do have to say "non-zero curvature." "Spans" 174 00:11:22,060 --> 00:11:24,060 just means visits. 175 00:11:24,060 --> 00:11:27,330 You have to hit all the vertices of non-zero curvature 176 00:11:27,330 --> 00:11:29,550 because anything of non-zero curvature 177 00:11:29,550 --> 00:11:31,360 can't be flattened by itself. 178 00:11:31,360 --> 00:11:32,250 It needs to be cut. 179 00:11:35,590 --> 00:11:38,640 At that point, the cutting has to have degree at least one. 180 00:11:41,790 --> 00:11:44,090 With zero curvature vertices, even if they're not 181 00:11:44,090 --> 00:11:47,495 flat in three dimensions, you could flatten them 182 00:11:47,495 --> 00:11:49,620 because we know locally, it really is a flat thing. 183 00:11:49,620 --> 00:11:51,984 So there may not be any cuts at zero curvature vertices. 184 00:11:51,984 --> 00:11:54,150 Most of the time, we won't have to worry about them, 185 00:11:54,150 --> 00:11:56,700 but something to think about. 186 00:11:56,700 --> 00:11:58,440 Everybody else you have to span. 187 00:12:03,970 --> 00:12:06,020 You can say even more. 188 00:12:06,020 --> 00:12:09,680 If you have very negative curvature, 189 00:12:09,680 --> 00:12:12,260 if the curvature of a vertex is less than some integer, 190 00:12:12,260 --> 00:12:24,020 k times 360 with a minus sign in front, then cutting 191 00:12:24,020 --> 00:12:32,760 must have degree strictly more than k plus 1. 192 00:12:32,760 --> 00:12:34,680 So if you have negative curvature, 193 00:12:34,680 --> 00:12:39,264 you know you have to have at least two cuts 194 00:12:39,264 --> 00:12:41,180 for a negative curvature vertex because if you 195 00:12:41,180 --> 00:12:44,270 had negative curvature-- one of these things-- 196 00:12:44,270 --> 00:12:45,380 you made a single cut. 197 00:12:45,380 --> 00:12:47,070 Then all that material is still there. 198 00:12:47,070 --> 00:12:49,490 If you then flattened it, it's going to overlap itself 199 00:12:49,490 --> 00:12:51,365 because you're trying to flatten it into 360. 200 00:12:51,365 --> 00:12:54,080 There's more than 360 material there. 201 00:12:54,080 --> 00:12:57,590 So negative curvature already, you need two vertices. 202 00:12:57,590 --> 00:13:00,130 That's the plus 1 here. 203 00:13:00,130 --> 00:13:06,610 And as soon as you get to smaller than negative 360, 204 00:13:06,610 --> 00:13:09,360 then you have to have at least three cuts and so on, just 205 00:13:09,360 --> 00:13:11,925 to partition up into at most 360 groups. 206 00:13:14,700 --> 00:13:15,920 This is useful. 207 00:13:15,920 --> 00:13:18,170 Negative curvature is basically really tough to unfold 208 00:13:18,170 --> 00:13:22,320 and we'll use that to make counter examples here. 209 00:13:22,320 --> 00:13:22,890 What else? 210 00:13:35,940 --> 00:13:48,165 your polyhedron has no handles, then cutting has no cycles. 211 00:13:56,620 --> 00:14:00,400 A handle is something of higher genus. 212 00:14:00,400 --> 00:14:04,116 If this is your polyhedron, we call this a handle. 213 00:14:04,116 --> 00:14:05,490 You have sort of a blob down here 214 00:14:05,490 --> 00:14:08,730 and you have a connection from one place to the other. 215 00:14:08,730 --> 00:14:10,600 If you have a handle, you can have 216 00:14:10,600 --> 00:14:13,780 a cycle of cuts like this that does not disconnect 217 00:14:13,780 --> 00:14:16,550 the surface, but we basically never think 218 00:14:16,550 --> 00:14:18,355 about that situation. 219 00:14:18,355 --> 00:14:20,480 Whenever we're thinking of something of genus zero, 220 00:14:20,480 --> 00:14:25,739 like a convex polyhedron or a regular, non-convex polyhedron, 221 00:14:25,739 --> 00:14:27,780 you really shouldn't have a cycle in your cutting 222 00:14:27,780 --> 00:14:29,250 because if you had a cycle, you'd 223 00:14:29,250 --> 00:14:31,920 disconnect your surface into two parts 224 00:14:31,920 --> 00:14:34,400 normally, if you're like a sphere or like a disk. 225 00:14:37,230 --> 00:14:40,910 That's the acyclic condition and when it holds. 226 00:14:40,910 --> 00:14:42,060 Some other good things. 227 00:14:57,230 --> 00:15:08,560 If a polyhedron has no boundary and no handles, 228 00:15:08,560 --> 00:15:25,280 and the unfolding has no holes, then cutting 229 00:15:25,280 --> 00:15:28,710 is a spanning tree. 230 00:15:31,230 --> 00:15:34,530 Spanning tree, it's a concept we've used a few times. 231 00:15:34,530 --> 00:15:35,380 It's just a tree. 232 00:15:35,380 --> 00:15:37,600 In this case, it's got to visit all the vertices 233 00:15:37,600 --> 00:15:41,130 of non-zero curvature and it's a tree, so it's connected 234 00:15:41,130 --> 00:15:43,450 and it's acyclic. 235 00:15:43,450 --> 00:15:45,410 The main new thing here is that it's connected. 236 00:15:45,410 --> 00:15:46,270 We've already said that it should 237 00:15:46,270 --> 00:15:48,370 be acyclic with no handles, we've already 238 00:15:48,370 --> 00:15:51,030 said that it should span everybody, 239 00:15:51,030 --> 00:15:53,330 so it's sort of a summary theorem, 240 00:15:53,330 --> 00:15:55,520 but we have a whole bunch of conditions here. 241 00:15:55,520 --> 00:16:02,160 In particular, this will hold if your polyhedron is convex. 242 00:16:06,770 --> 00:16:10,450 So for convex polyhedra, you have a spanning tree, 243 00:16:10,450 --> 00:16:12,782 and that's what's going on in this picture even 244 00:16:12,782 --> 00:16:13,740 for general unfoldings. 245 00:16:13,740 --> 00:16:14,940 That's the interesting case. 246 00:16:14,940 --> 00:16:16,690 Here, it's maybe more obvious, here it's 247 00:16:16,690 --> 00:16:20,160 a little less obvious. 248 00:16:20,160 --> 00:16:25,550 And to sort of see what could go wrong here, I have an example. 249 00:16:25,550 --> 00:16:27,210 This is a non-convex polyhedron. 250 00:16:27,210 --> 00:16:29,270 There's a whole bunch of views of it 251 00:16:29,270 --> 00:16:33,330 up here, and in particular this top view. 252 00:16:33,330 --> 00:16:36,710 What we're doing is slicing along just those two 253 00:16:36,710 --> 00:16:39,182 edges and some other stuff around the outside, 254 00:16:39,182 --> 00:16:40,890 but in particular, we cut those two edges 255 00:16:40,890 --> 00:16:46,060 and there aren't any other cuts around there. 256 00:16:46,060 --> 00:16:48,610 A polyhedron is set up so that when you open it up, 257 00:16:48,610 --> 00:16:50,100 this works out. 258 00:16:50,100 --> 00:16:51,170 It's nice and flat. 259 00:16:51,170 --> 00:16:52,280 This is extremely rare. 260 00:16:52,280 --> 00:16:54,750 If you perturbed this example, it wouldn't hold. 261 00:16:54,750 --> 00:16:57,280 But you can set things up so that, in fact, what's 262 00:16:57,280 --> 00:17:00,320 happening is that the total curvature-- this vertex has 263 00:17:00,320 --> 00:17:03,150 positive curvature, this has negative, this has positive, 264 00:17:03,150 --> 00:17:06,300 and the sum of those three curvatures is zero, 265 00:17:06,300 --> 00:17:08,680 and that's what allows this to be flat 266 00:17:08,680 --> 00:17:11,550 because the total curvature in that little region is zero, 267 00:17:11,550 --> 00:17:13,750 and that's when things are allowed to be flat. 268 00:17:13,750 --> 00:17:16,990 So you can cut here and make a separate collection of cuts 269 00:17:16,990 --> 00:17:18,880 on the outside, but it's disconnected, 270 00:17:18,880 --> 00:17:20,780 so this is kind of weird. 271 00:17:20,780 --> 00:17:25,020 Most of the time, things will be connected, 272 00:17:25,020 --> 00:17:28,602 and as long as your unfolding has no holes-- 273 00:17:28,602 --> 00:17:30,060 and for an unfolding to have holes, 274 00:17:30,060 --> 00:17:31,643 you'd have to have this weird property 275 00:17:31,643 --> 00:17:34,270 that a bunch of curvatures sum to zero like in that picture-- 276 00:17:34,270 --> 00:17:36,910 as long as you don't have that, you're OK. 277 00:17:42,434 --> 00:17:43,600 Let's get to these theorems. 278 00:17:46,820 --> 00:17:52,310 Actually, one thing related to this problem, 279 00:17:52,310 --> 00:17:55,420 general unfolding of arbitrary polyhedra, 280 00:17:55,420 --> 00:17:58,120 is you can't be too general what you 281 00:17:58,120 --> 00:17:59,500 mean by non-convex polyhedra. 282 00:17:59,500 --> 00:18:01,670 So we have this example. 283 00:18:01,670 --> 00:18:05,330 It's the simplest nasty polyhedron there is this. 284 00:18:05,330 --> 00:18:08,705 It has one vertex at the top there with a big dot 285 00:18:08,705 --> 00:18:10,660 that has negative curvature. 286 00:18:10,660 --> 00:18:12,990 There's more than 360 degrees of material 287 00:18:12,990 --> 00:18:15,182 from all these triangles. 288 00:18:15,182 --> 00:18:16,640 And that's sort of all that it has. 289 00:18:16,640 --> 00:18:17,930 This is the polyhedron. 290 00:18:17,930 --> 00:18:20,860 This is what we call boundary of the polyhedron. 291 00:18:20,860 --> 00:18:23,360 So far, all the polyhedra I've done haven't had that, 292 00:18:23,360 --> 00:18:25,430 and you may have seen that I assumed 293 00:18:25,430 --> 00:18:29,608 that it wasn't there for that last lemma. 294 00:18:29,608 --> 00:18:34,660 This polyhedron can't be unfolded at all 295 00:18:34,660 --> 00:18:37,740 in one piece, no overlap. 296 00:18:37,740 --> 00:18:38,940 Why? 297 00:18:38,940 --> 00:18:40,309 Because it has one vertex. 298 00:18:40,309 --> 00:18:41,850 You could think of these as vertices, 299 00:18:41,850 --> 00:18:42,984 but they're kind of flat. 300 00:18:42,984 --> 00:18:44,650 Everything's flat except that one point. 301 00:18:44,650 --> 00:18:47,000 It has negative curvature. 302 00:18:47,000 --> 00:18:48,900 Negative curvature, we said you have 303 00:18:48,900 --> 00:18:50,900 to have at least two cuts coming in there. 304 00:18:50,900 --> 00:18:54,380 If you just made one cut, then when you flatten this thing, 305 00:18:54,380 --> 00:18:56,450 it'll overlap itself locally. 306 00:18:56,450 --> 00:18:59,940 So there's got to be at least two cuts coming in there. 307 00:18:59,940 --> 00:19:02,910 I don't think that even matters much. 308 00:19:02,910 --> 00:19:04,850 I mean, there's at least one, certainly. 309 00:19:04,850 --> 00:19:06,890 Where could those guys go, those cuts? 310 00:19:06,890 --> 00:19:08,810 They have to wander around the surface. 311 00:19:08,810 --> 00:19:11,220 If they just stop in the middle of nowhere, 312 00:19:11,220 --> 00:19:14,429 then you're sort of doing nothing because a cut that just 313 00:19:14,429 --> 00:19:15,970 stops in the middle of a flat vertex, 314 00:19:15,970 --> 00:19:18,020 well, you might as well not have done that cut, 315 00:19:18,020 --> 00:19:19,234 so you could erase it. 316 00:19:19,234 --> 00:19:20,400 So it's got to go somewhere. 317 00:19:20,400 --> 00:19:23,900 They could go to each other, in which case you've made a cycle 318 00:19:23,900 --> 00:19:26,150 and then you've disconnected your surface because this 319 00:19:26,150 --> 00:19:29,070 is like a disk, or they could go to the boundary. 320 00:19:29,070 --> 00:19:30,650 And if they both go to the boundary, 321 00:19:30,650 --> 00:19:33,640 again, you disconnect your surface, two pieces. 322 00:19:33,640 --> 00:19:37,120 So this is kind of pathetic, but you can't unfold this 323 00:19:37,120 --> 00:19:40,240 with one piece, no overlap. 324 00:19:40,240 --> 00:19:42,120 So when I say, in this picture, and I 325 00:19:42,120 --> 00:19:44,800 say that it's open whether non-convex polyhedra can 326 00:19:44,800 --> 00:19:48,020 be generally unfolded, I mean non-convex polyhedra 327 00:19:48,020 --> 00:19:49,770 without boundary. 328 00:19:49,770 --> 00:19:51,955 I'll even give you handles if you want. 329 00:19:51,955 --> 00:19:54,780 I'm not sure that it matters too much, 330 00:19:54,780 --> 00:19:56,870 but boundary seems to make a big difference. 331 00:19:56,870 --> 00:19:59,340 So what's wrong is this polyhedron 332 00:19:59,340 --> 00:20:01,210 is kind of incomplete, and as long 333 00:20:01,210 --> 00:20:04,380 as you close it up somehow and don't have these boundary 334 00:20:04,380 --> 00:20:08,560 effects, then maybe you can generally unfold everything. 335 00:20:08,560 --> 00:20:10,600 That's this question. 336 00:20:19,410 --> 00:20:21,250 That was a little bit on this. 337 00:20:21,250 --> 00:20:23,940 We'll come back to it more next lecture. 338 00:20:23,940 --> 00:20:29,360 Next, I want to do this one, general unfolding of convex 339 00:20:29,360 --> 00:20:29,870 polyhedra. 340 00:20:29,870 --> 00:20:33,110 This is really the most positive news I could give you. 341 00:20:36,200 --> 00:20:39,540 All this unfolding stuff, it's the one good result. 342 00:20:39,540 --> 00:20:42,257 We know several good results, but in terms of that table, 343 00:20:42,257 --> 00:20:43,340 it's our only good result. 344 00:20:46,020 --> 00:20:50,530 And to do that, there's a bunch of solutions to this problem. 345 00:20:50,530 --> 00:20:52,595 They all use the idea of shortest paths. 346 00:21:11,540 --> 00:21:15,210 The shortest path is a path that's shortest. 347 00:21:15,210 --> 00:21:19,140 So you have some surface, you have some points. 348 00:21:19,140 --> 00:21:20,640 You do this all the time when you're 349 00:21:20,640 --> 00:21:22,240 flying between two cities. 350 00:21:22,240 --> 00:21:25,870 You follow a shortest path on a sphere. 351 00:21:25,870 --> 00:21:27,620 It's not straight in three dimensions. 352 00:21:27,620 --> 00:21:30,890 It's the shortest thing subject to lying on that surface, what 353 00:21:30,890 --> 00:21:32,310 is the shortest path you can do? 354 00:21:32,310 --> 00:21:33,717 So you're used to it on a sphere. 355 00:21:33,717 --> 00:21:35,300 It's a little weirder on a polyhedron, 356 00:21:35,300 --> 00:21:37,520 but it's just the same idea. 357 00:21:37,520 --> 00:21:40,570 Take all the possible paths you could, find the shortest one. 358 00:21:40,570 --> 00:21:43,000 You fix the two endpoints, x and y, 359 00:21:43,000 --> 00:21:44,260 and you get to optimize this. 360 00:21:44,260 --> 00:21:46,860 Whatever is shortest is the right thing. 361 00:21:46,860 --> 00:21:52,660 I have some pictures of what they look like here. 362 00:21:52,660 --> 00:21:56,240 So these are some convex polyhedra. 363 00:21:56,240 --> 00:22:00,050 They're probably random points on a sphere, 364 00:22:00,050 --> 00:22:01,650 take the convex hull. 365 00:22:01,650 --> 00:22:04,810 And then we pick some vertex, or some point x in the corner 366 00:22:04,810 --> 00:22:06,810 there, and this is computing the shortest paths 367 00:22:06,810 --> 00:22:10,360 from x to every other vertex on the polyhedron. 368 00:22:10,360 --> 00:22:12,680 So they look very straight in this case 369 00:22:12,680 --> 00:22:14,430 because the polyhedron is almost a sphere. 370 00:22:14,430 --> 00:22:17,020 They look kind of like great circular arcs on a sphere, 371 00:22:17,020 --> 00:22:18,130 but they're not quite. 372 00:22:18,130 --> 00:22:21,210 You can look carefully at an edge here, 373 00:22:21,210 --> 00:22:23,470 this does bend a little bit. 374 00:22:23,470 --> 00:22:25,190 It's a bit subtle. 375 00:22:25,190 --> 00:22:28,030 It bends only a little bit because the property you want 376 00:22:28,030 --> 00:22:31,130 is if you look at this triangle and this triangle 377 00:22:31,130 --> 00:22:33,060 and you unfold them-- so right now, 378 00:22:33,060 --> 00:22:36,110 they have some dihedral angle between them, 379 00:22:36,110 --> 00:22:39,180 and if you open it out so that they're flat, 380 00:22:39,180 --> 00:22:41,150 then this line should be straight. 381 00:22:41,150 --> 00:22:44,260 Still the case that shortest paths are straight lines, 382 00:22:44,260 --> 00:22:45,410 but only when you unfold. 383 00:22:45,410 --> 00:22:46,262 That's the idea. 384 00:22:46,262 --> 00:22:48,220 So if you look at all the triangles are visited 385 00:22:48,220 --> 00:22:51,206 by a path, and you unfold them to be a straight thing-- this 386 00:22:51,206 --> 00:22:54,670 is called developing, you flatten it out-- then actually, 387 00:22:54,670 --> 00:22:56,420 the shortest path will be a straight line, 388 00:22:56,420 --> 00:22:58,690 so that makes it really easy to draw these things. 389 00:22:58,690 --> 00:23:01,250 There still might be multiple candidates, like to get here, 390 00:23:01,250 --> 00:23:03,610 should I go this way or the other way around, 391 00:23:03,610 --> 00:23:07,465 but each of those will be locally straight, 392 00:23:07,465 --> 00:23:09,090 and this is a property called geodesic. 393 00:23:13,630 --> 00:23:17,342 Shortest paths always unfold straight. 394 00:23:17,342 --> 00:23:19,300 And in general, anything that unfolds straight, 395 00:23:19,300 --> 00:23:21,700 it might not even be shortest, is a geodesic. 396 00:23:26,110 --> 00:23:27,590 These are like locally shortest. 397 00:23:27,590 --> 00:23:28,910 Locally, you can't make them any shorter, 398 00:23:28,910 --> 00:23:30,270 but they might have made the wrong choice. 399 00:23:30,270 --> 00:23:32,020 They might have gone around the wrong way. 400 00:23:35,400 --> 00:23:37,525 Geodesic means going straight for a long time. 401 00:23:37,525 --> 00:23:39,150 You could actually spiral around and do 402 00:23:39,150 --> 00:23:40,610 all sorts of crazy things. 403 00:23:40,610 --> 00:23:50,440 But shortest paths never cross themselves 404 00:23:50,440 --> 00:23:52,966 because if you had the shortest path that crossed itself, 405 00:23:52,966 --> 00:23:53,840 that wasn't shortest. 406 00:23:53,840 --> 00:23:56,980 You should have just gotten rid of this part 407 00:23:56,980 --> 00:23:59,830 and gone straight through the crossing. 408 00:23:59,830 --> 00:24:01,560 That's sort of trivial. 409 00:24:01,560 --> 00:24:03,875 And there's another good, fun property 410 00:24:03,875 --> 00:24:07,330 that you may not have noticed in those figures, 411 00:24:07,330 --> 00:24:14,865 but they never pass through positive curvature vertex. 412 00:24:25,360 --> 00:24:28,060 So if you look at these pictures, 413 00:24:28,060 --> 00:24:30,630 they might end at a positive curvature vertex 414 00:24:30,630 --> 00:24:32,960 because that's where we told the shortest path to go, 415 00:24:32,960 --> 00:24:35,050 but in the middle, they're always crossing edges. 416 00:24:35,050 --> 00:24:37,920 This is a convex polyhedron so everything's positive curvature 417 00:24:37,920 --> 00:24:38,810 or zero. 418 00:24:38,810 --> 00:24:41,390 In that case, the paths can really only 419 00:24:41,390 --> 00:24:43,800 go through zero curvature points. 420 00:24:43,800 --> 00:24:46,010 They might start and end wherever, 421 00:24:46,010 --> 00:24:49,010 but in between, they never hit a corner. 422 00:24:49,010 --> 00:24:49,980 Why? 423 00:24:49,980 --> 00:24:54,200 Because if you have a positive curvature vertex-- 424 00:24:54,200 --> 00:24:57,700 I'm just going to sketch this idea-- if you went up here 425 00:24:57,700 --> 00:25:00,550 in order to go back down somewhere like there, 426 00:25:00,550 --> 00:25:03,680 it's always better to shortcut a little bit 427 00:25:03,680 --> 00:25:05,730 and not go through the vertex. 428 00:25:05,730 --> 00:25:08,276 It's better to go around one way or the other. 429 00:25:08,276 --> 00:25:10,880 I'm just going to wave my hands at that, but it's true. 430 00:25:13,550 --> 00:25:14,482 So what? 431 00:25:14,482 --> 00:25:16,690 Shortest paths are going to be a really powerful tool 432 00:25:16,690 --> 00:25:17,648 for finding unfoldings. 433 00:25:25,530 --> 00:25:32,640 In particular, I want to define the star, that picture, 434 00:25:32,640 --> 00:25:35,400 of all shortest paths from one point. 435 00:25:50,630 --> 00:25:52,770 And do I want points here? 436 00:25:52,770 --> 00:25:53,960 I think I want vertices. 437 00:25:57,907 --> 00:25:59,240 That's the picture that we drew. 438 00:26:03,931 --> 00:26:06,430 The interesting thing about all the shortest paths, they all 439 00:26:06,430 --> 00:26:10,304 start from the same point, they never hit each other. 440 00:26:10,304 --> 00:26:11,970 So not only does a shortest path not hit 441 00:26:11,970 --> 00:26:15,530 itself, but if you take many shortest paths, or even two 442 00:26:15,530 --> 00:26:18,950 shortest paths from a common starting point, 443 00:26:18,950 --> 00:26:21,800 they can't hit each other. 444 00:26:21,800 --> 00:26:24,790 It could be one is a subset of another. 445 00:26:24,790 --> 00:26:27,859 For example, if I took the shortest path to here 446 00:26:27,859 --> 00:26:29,900 and then I also took the shortest path to a point 447 00:26:29,900 --> 00:26:32,080 just beyond it, well, one's going 448 00:26:32,080 --> 00:26:33,380 to be a prefix of the other. 449 00:26:33,380 --> 00:26:36,860 Other than that, they will never cross each other. 450 00:26:36,860 --> 00:26:39,930 I'm going to just assert that, not prove it here. 451 00:26:39,930 --> 00:26:41,650 So really, it does look like a star. 452 00:26:41,650 --> 00:26:43,960 In fact, you could fill in more shortest paths. 453 00:26:43,960 --> 00:26:46,430 You could take the shortest path to here, for example, 454 00:26:46,430 --> 00:26:51,210 and it'll fit in nicely, kind of bisect that angle in there. 455 00:26:51,210 --> 00:26:53,150 It's a very simple kind of structure. 456 00:26:53,150 --> 00:26:56,120 It's just from a point, you have all this stuff going out. 457 00:26:56,120 --> 00:27:05,650 They never hit each other except at something 458 00:27:05,650 --> 00:27:12,412 called the cut locus, also called the ridge tree. 459 00:27:18,090 --> 00:27:27,675 And these are points with non-unique shortest paths to x. 460 00:27:37,960 --> 00:27:39,915 So we're fixing some point, x. 461 00:27:45,810 --> 00:27:47,160 So here's a simpler polyhedron. 462 00:27:47,160 --> 00:27:51,110 It's just a square-based pyramid. 463 00:27:51,110 --> 00:27:54,060 We're picking x to be in the middle of this face, 464 00:27:54,060 --> 00:27:57,110 and drawn in these black lines are the shortest paths 465 00:27:57,110 --> 00:28:00,180 from x to all the vertices. 466 00:28:00,180 --> 00:28:02,440 Here, that's a straight line. 467 00:28:02,440 --> 00:28:05,620 This one, if you unfolded it, it would be straight, 468 00:28:05,620 --> 00:28:07,750 and there's some similar ones on the back. 469 00:28:07,750 --> 00:28:10,060 And I think this is the back in case you want to see. 470 00:28:12,730 --> 00:28:16,870 There's one back face that you can't see at all, C, behind B 471 00:28:16,870 --> 00:28:20,977 here, and that's what it looks like. 472 00:28:20,977 --> 00:28:22,310 There's no shortest paths there. 473 00:28:22,310 --> 00:28:23,810 Now, there's these dashed lines. 474 00:28:23,810 --> 00:28:25,640 That's the ridge tree. 475 00:28:25,640 --> 00:28:28,000 That's the cut locus. 476 00:28:28,000 --> 00:28:33,330 And these are points on the backside with respect to x. 477 00:28:33,330 --> 00:28:37,260 If you're going from x, you go around behind to C, 478 00:28:37,260 --> 00:28:42,330 or you could go from x around behind to D and then to C. 479 00:28:42,330 --> 00:28:47,040 At some point, those things meet and are still of equal length. 480 00:28:47,040 --> 00:28:49,970 So here, if you're trying to go to x, 481 00:28:49,970 --> 00:28:52,800 you could go around this way or you could go around this way. 482 00:28:52,800 --> 00:28:56,230 They will be the same length, and all the points 483 00:28:56,230 --> 00:28:58,686 with that property are the dashed lines. 484 00:28:58,686 --> 00:29:00,810 Now, if you're familiar with [? Vornar ?] diagrams, 485 00:29:00,810 --> 00:29:05,700 this is the [? Vornar ?] diagram of one point, x. 486 00:29:05,700 --> 00:29:10,160 Imagine you plant grass over your polyhedron, you light 487 00:29:10,160 --> 00:29:15,250 a fire here, it burns at uniform speed in all directions. 488 00:29:15,250 --> 00:29:17,710 Where the fire meets itself on the backside, 489 00:29:17,710 --> 00:29:19,540 that is the ridge tree. 490 00:29:19,540 --> 00:29:22,030 That is the [? Vornar ?] diagram. 491 00:29:22,030 --> 00:29:24,410 So it's kind of intuitive that it's there. 492 00:29:24,410 --> 00:29:26,580 Maybe less obvious is that it's a tree 493 00:29:26,580 --> 00:29:27,650 and it's a spanning tree. 494 00:29:27,650 --> 00:29:28,691 It hits all the vertices. 495 00:29:32,240 --> 00:29:35,390 So it's a natural cutting. 496 00:29:35,390 --> 00:29:38,330 That's why it's called the cut locus, 497 00:29:38,330 --> 00:29:39,620 and it works really well. 498 00:29:58,359 --> 00:29:59,900 And it's called the source unfolding. 499 00:30:11,690 --> 00:30:13,730 Source unfolding goes back to the mid '80s. 500 00:30:13,730 --> 00:30:15,530 A bunch of people discovered it for 501 00:30:15,530 --> 00:30:18,010 various computational geometry applications. 502 00:30:18,010 --> 00:30:20,630 They didn't care about unfolding at the time. 503 00:30:20,630 --> 00:30:25,640 And it's kind of obvious after you think about it for a while, 504 00:30:25,640 --> 00:30:28,280 trying to solve this general unfolding problem. 505 00:30:28,280 --> 00:30:36,970 Once you have this structure, cut along the cut locus, 506 00:30:36,970 --> 00:30:43,105 unfold the star of shortest paths from x. 507 00:30:46,770 --> 00:30:49,200 So let's do it for this example. 508 00:30:49,200 --> 00:30:50,860 It's the same example on the left. 509 00:30:50,860 --> 00:30:52,150 This is the star unfolding. 510 00:30:52,150 --> 00:30:56,890 I've just splayed out everything, so at the boundary, 511 00:30:56,890 --> 00:30:58,570 I'm cutting at the dashed part. 512 00:30:58,570 --> 00:31:00,820 That's the cut locus. 513 00:31:00,820 --> 00:31:02,320 Ignore these little dashed lines. 514 00:31:02,320 --> 00:31:06,280 Those are just edges, unfolded. 515 00:31:06,280 --> 00:31:10,490 And what's happening is that all the shortest paths are all 516 00:31:10,490 --> 00:31:12,200 here. 517 00:31:12,200 --> 00:31:15,490 If I look at any shortest path from x on the left diagram, 518 00:31:15,490 --> 00:31:20,830 I can map it to a line segment starting from x. 519 00:31:20,830 --> 00:31:22,100 x was a flat vertex. 520 00:31:22,100 --> 00:31:24,450 It has 360 degrees of material around it. 521 00:31:24,450 --> 00:31:26,900 I just chose it to be somewhere in the middle somewhere. 522 00:31:26,900 --> 00:31:28,590 Doesn't matter other than that. 523 00:31:28,590 --> 00:31:32,100 And now there's 360 degrees of material on the flat unfolding. 524 00:31:32,100 --> 00:31:33,120 That's great. 525 00:31:33,120 --> 00:31:35,340 And you pick any direction here, you 526 00:31:35,340 --> 00:31:37,620 can map it to a corresponding direction over there 527 00:31:37,620 --> 00:31:40,780 on the surface, see where that shortest path would 528 00:31:40,780 --> 00:31:43,850 go if you kept going until you were no longer shortest. 529 00:31:43,850 --> 00:31:47,700 When you stop being shortest, the edge of that place 530 00:31:47,700 --> 00:31:52,630 is the ridge tree, and that's where you cut. 531 00:31:52,630 --> 00:31:54,584 You stop your segment there. 532 00:31:54,584 --> 00:31:57,000 So it's actually pretty obvious this thing doesn't overlap 533 00:31:57,000 --> 00:31:58,620 because all of these shortest paths 534 00:31:58,620 --> 00:32:01,940 are going in different directions from x. 535 00:32:01,940 --> 00:32:05,450 What you have is what we call a star shaped polygon around x. 536 00:32:05,450 --> 00:32:08,060 Every point on the surface is visible from x 537 00:32:08,060 --> 00:32:12,090 because we just sort of unrolled it to be right there. 538 00:32:12,090 --> 00:32:14,550 That's the source unfolding. 539 00:32:14,550 --> 00:32:16,350 It's a little hard to see the 3D diagrams, 540 00:32:16,350 --> 00:32:20,585 but it's actually really easy once you draw those shortest 541 00:32:20,585 --> 00:32:21,085 paths. 542 00:32:26,680 --> 00:32:29,984 So the source unfolding is star shaped. 543 00:32:29,984 --> 00:32:32,150 We have another unfolding called the star unfolding, 544 00:32:32,150 --> 00:32:33,661 which is not star shaped. 545 00:32:33,661 --> 00:32:34,285 Very confusing. 546 00:32:37,230 --> 00:32:40,710 I mean, what you call one doesn't matter too much. 547 00:32:40,710 --> 00:32:44,120 This unfolding was mentioned in 1948 548 00:32:44,120 --> 00:32:45,740 by Alexandrov, who we'll be hearing 549 00:32:45,740 --> 00:32:49,270 about more in the future, but wasn't 550 00:32:49,270 --> 00:32:52,770 improved to non-overlap until '92. 551 00:32:52,770 --> 00:32:55,570 So this one is much less obvious that it doesn't overlap, 552 00:32:55,570 --> 00:32:57,560 and I'm not going to prove it here. 553 00:32:57,560 --> 00:33:00,470 But it goes back to this idea of star. 554 00:33:00,470 --> 00:33:02,950 Say, OK, this cut locus is nice, but let's 555 00:33:02,950 --> 00:33:05,050 focus on the star of shortest paths 556 00:33:05,050 --> 00:33:08,750 from one point to all the other vertices. 557 00:33:08,750 --> 00:33:14,600 Instead of keeping those paths as the things that you unroll, 558 00:33:14,600 --> 00:33:17,700 what if we cut along them? 559 00:33:17,700 --> 00:33:20,430 It's another natural thing to try and it turns out to work. 560 00:33:23,380 --> 00:33:27,650 So here, we cut along the star. 561 00:33:27,650 --> 00:33:30,930 We've already proved this result, 562 00:33:30,930 --> 00:33:33,040 every convex polyhedron is generally unfoldable. 563 00:33:33,040 --> 00:33:35,590 Just with that picture, it's very easy. 564 00:33:35,590 --> 00:33:37,990 But hey, it's fun to have more. 565 00:33:37,990 --> 00:33:39,770 And this is what the star unfolding looks 566 00:33:39,770 --> 00:33:41,990 like for the same example. 567 00:33:41,990 --> 00:33:49,075 This is a little less obvious, but if you think about it, 568 00:33:49,075 --> 00:33:50,450 the star, the set of all shortest 569 00:33:50,450 --> 00:33:53,500 paths to all the vertices, is a spanning tree. 570 00:33:53,500 --> 00:33:56,280 It hits all the vertices because we told it to, 571 00:33:56,280 --> 00:34:00,060 and it's a tree because it's just 572 00:34:00,060 --> 00:34:02,960 all these edges coming together at a point. 573 00:34:02,960 --> 00:34:05,320 So it's a natural cutting also. 574 00:34:05,320 --> 00:34:06,850 And magically it works. 575 00:34:06,850 --> 00:34:10,260 How it works is a little less obvious. 576 00:34:10,260 --> 00:34:14,650 You see here the ridge tree drawn on the unfolding, 577 00:34:14,650 --> 00:34:17,310 and you can see all the parts and map the letter E, 578 00:34:17,310 --> 00:34:20,409 this is the bottom square, and stays connected. 579 00:34:20,409 --> 00:34:22,510 It's just like you reattach everything 580 00:34:22,510 --> 00:34:26,510 around the ridge tree and it doesn't overlap. 581 00:34:30,710 --> 00:34:33,639 It's quite difficult, I think, to give intuition why this 582 00:34:33,639 --> 00:34:37,024 doesn't overlap, but it doesn't. 583 00:34:43,178 --> 00:34:44,719 I'll wave my hands at some point when 584 00:34:44,719 --> 00:34:47,690 we have the necessary tools to prove it, 585 00:34:47,690 --> 00:34:49,574 I can mention how it's done. 586 00:34:49,574 --> 00:34:50,699 But we don't have them yet. 587 00:34:50,699 --> 00:34:52,698 We'll get them in a couple of lectures, I think. 588 00:34:56,150 --> 00:35:02,260 These results can be extended also in various directions. 589 00:35:02,260 --> 00:35:04,985 Let me tell you briefly about some extensions. 590 00:35:10,850 --> 00:35:13,370 For a long time, these were the two ways 591 00:35:13,370 --> 00:35:15,380 to solve that problem and that was sort of it. 592 00:35:17,564 --> 00:35:19,980 It would be nice, for example, to have some general family 593 00:35:19,980 --> 00:35:22,521 of unfoldings that includes the star unfolding and the source 594 00:35:22,521 --> 00:35:24,489 unfolding and there's something in the middle, 595 00:35:24,489 --> 00:35:26,280 but we don't necessarily know what that is. 596 00:35:26,280 --> 00:35:27,292 Do you have a question? 597 00:35:27,292 --> 00:35:28,208 AUDIENCE: [INAUDIBLE]? 598 00:35:33,307 --> 00:35:35,640 PROFESSOR: How do you find the creases is your question? 599 00:35:40,002 --> 00:35:42,210 You find the creases because you know for every point 600 00:35:42,210 --> 00:35:44,370 here where it was on the surface, 601 00:35:44,370 --> 00:35:47,700 and if it was on an edge, then it's a crease point. 602 00:35:47,700 --> 00:35:48,950 That's the easy way to do it. 603 00:35:50,845 --> 00:35:52,720 I don't know if that's a satisfactory answer, 604 00:35:52,720 --> 00:35:55,061 but it can be done. 605 00:35:55,061 --> 00:35:57,770 AUDIENCE: Does it matter where you choose x to be? 606 00:35:57,770 --> 00:36:00,660 PROFESSOR: Does it matter where you choose x to be? 607 00:36:00,660 --> 00:36:02,560 It will change the unfolding. 608 00:36:02,560 --> 00:36:06,411 It will never overlap, but in that sense 609 00:36:06,411 --> 00:36:08,160 there's a whole family of star unfoldings, 610 00:36:08,160 --> 00:36:09,270 depending on where you move x. 611 00:36:09,270 --> 00:36:10,800 There's a whole family of source unfoldings 612 00:36:10,800 --> 00:36:12,049 depending on where you move x. 613 00:36:12,049 --> 00:36:15,740 AUDIENCE: Does it make it more efficient, any choice? 614 00:36:15,740 --> 00:36:18,340 PROFESSOR: I mean, some of the unfoldings 615 00:36:18,340 --> 00:36:21,134 might have more cuts, some might have less cuts. 616 00:36:21,134 --> 00:36:22,550 You're going to get more cuts when 617 00:36:22,550 --> 00:36:24,760 you have-- depends how you count. 618 00:36:24,760 --> 00:36:29,760 In some sense, there's only n cuts, n shortest paths. 619 00:36:29,760 --> 00:36:33,960 But a shortest path might cut over many faces 620 00:36:33,960 --> 00:36:37,140 or it might just cut over one face. 621 00:36:37,140 --> 00:36:37,947 Depends where x is. 622 00:36:37,947 --> 00:36:39,530 If you choose x to be in a nice place, 623 00:36:39,530 --> 00:36:41,450 maybe you could get away with fewer cuts 624 00:36:41,450 --> 00:36:46,540 and have to do less welding, but there's no theory about that. 625 00:36:46,540 --> 00:36:48,222 More questions. 626 00:36:48,222 --> 00:36:51,020 AUDIENCE: So it doesn't matter where you put x. 627 00:36:51,020 --> 00:36:54,966 If it works at one spot, it basically works at every spot. 628 00:36:54,966 --> 00:36:56,122 [INAUDIBLE]? 629 00:36:56,122 --> 00:36:57,580 PROFESSOR: For convex polyhedra, it 630 00:36:57,580 --> 00:36:59,150 works no matter where you put x. 631 00:36:59,150 --> 00:37:02,730 For non-convex polyhedra, some x's might work, some might not. 632 00:37:06,330 --> 00:37:08,874 Here, let me show you. 633 00:37:08,874 --> 00:37:10,040 Here's more star unfoldings. 634 00:37:10,040 --> 00:37:11,030 Cool. 635 00:37:11,030 --> 00:37:15,320 They're really crazy looking and not really star shaped. 636 00:37:15,320 --> 00:37:18,410 There isn't one point that can see everything. 637 00:37:18,410 --> 00:37:21,620 They look kind of spiky like a star, but it's quite different. 638 00:37:21,620 --> 00:37:23,790 These are random points on a sphere, 639 00:37:23,790 --> 00:37:26,736 like take 42 random points on a sphere, take the convex hull, 640 00:37:26,736 --> 00:37:27,860 then take a star unfolding. 641 00:37:30,620 --> 00:37:35,060 Here's an example with a non-convex polyhedron. 642 00:37:35,060 --> 00:37:39,170 So one thing we hoped for for a little while briefly 643 00:37:39,170 --> 00:37:41,940 was that if you only had one vertex of negative curvature, 644 00:37:41,940 --> 00:37:46,574 which is this one, maybe if you choose x to be right there 645 00:37:46,574 --> 00:37:48,240 and did the star unfolding, because that 646 00:37:48,240 --> 00:37:51,860 cuts x into lots of little tiny pieces, then 647 00:37:51,860 --> 00:37:55,710 maybe it would unfold about overlap, but it doesn't work. 648 00:37:55,710 --> 00:37:56,805 We were destroyed. 649 00:37:59,649 --> 00:38:01,190 In fact, you can show neither of them 650 00:38:01,190 --> 00:38:03,700 will work in general for a non-convex polyhedra, 651 00:38:03,700 --> 00:38:06,020 so there's no hope of solving this problem 652 00:38:06,020 --> 00:38:10,430 with these techniques, at least with these exact algorithms. 653 00:38:18,550 --> 00:38:20,500 You might get lucky, but most of the time, 654 00:38:20,500 --> 00:38:21,880 I think they won't work. 655 00:38:30,690 --> 00:38:32,410 Currently, x is a point. 656 00:38:32,410 --> 00:38:36,371 You can actually let x be-- I guess 657 00:38:36,371 --> 00:38:37,870 I'm not going to be safe-- I'm going 658 00:38:37,870 --> 00:38:39,750 to call it a geodesic path. 659 00:38:39,750 --> 00:38:43,370 There's some restrictions on when this is allowed, 660 00:38:43,370 --> 00:38:45,930 but the idea is you have your surface, 661 00:38:45,930 --> 00:38:49,067 you take some straight path on the surface, 662 00:38:49,067 --> 00:38:50,900 and then you take shortest paths from there. 663 00:38:54,080 --> 00:38:58,550 And if you just think about the source unfolding 664 00:38:58,550 --> 00:39:02,304 where you keep x intact and unfold from there, 665 00:39:02,304 --> 00:39:03,720 the picture is going to look like, 666 00:39:03,720 --> 00:39:04,840 well, you have this straight line 667 00:39:04,840 --> 00:39:06,660 when you unfold that thing, and then you 668 00:39:06,660 --> 00:39:10,560 have this nice star of stuff around it. 669 00:39:10,560 --> 00:39:14,050 And under some simple conditions, 670 00:39:14,050 --> 00:39:16,430 that will work without overlap. 671 00:39:16,430 --> 00:39:18,530 What's more impressive is that the star unfolding 672 00:39:18,530 --> 00:39:20,984 works from a source like that. 673 00:39:20,984 --> 00:39:22,400 Again, there are some restrictions 674 00:39:22,400 --> 00:39:24,249 on x that I'm not going to define here, 675 00:39:24,249 --> 00:39:25,040 but it can be done. 676 00:39:25,040 --> 00:39:29,120 These are two very recent papers by O'Rourke and Itoh 677 00:39:29,120 --> 00:39:33,209 and Vilku from the last two years. 678 00:39:33,209 --> 00:39:34,000 So that's exciting. 679 00:39:34,000 --> 00:39:37,811 We now have four general methods for unfolding convex polyhedra. 680 00:39:37,811 --> 00:39:39,060 Again, these are big families. 681 00:39:39,060 --> 00:39:40,450 You can choose any geodesic path. 682 00:39:40,450 --> 00:39:41,940 Maybe some are nicer than others. 683 00:39:45,390 --> 00:39:46,860 You can do higher dimensions. 684 00:39:55,275 --> 00:39:57,405 Star unfolding doesn't really make sense 685 00:39:57,405 --> 00:39:58,280 in higher dimensions. 686 00:39:58,280 --> 00:39:59,988 I don't think I've thought about it much, 687 00:39:59,988 --> 00:40:02,300 but source unfolding makes sense. 688 00:40:02,300 --> 00:40:05,420 So you have some four polytopes, a little hard to imagine. 689 00:40:05,420 --> 00:40:09,150 You take some point and just radiate out from there, 690 00:40:09,150 --> 00:40:12,440 unfold like that until you hit yourself, and then you stop, 691 00:40:12,440 --> 00:40:14,510 and that works in any dimension. 692 00:40:14,510 --> 00:40:17,240 Source unfolding works in any dimension. 693 00:40:17,240 --> 00:40:22,870 That's fairly recent, 2003, Miller and Pak. 694 00:40:22,870 --> 00:40:27,765 Another thing you can do is continuous blooming. 695 00:40:32,110 --> 00:40:34,810 This is an idea posed by Connolly several years 696 00:40:34,810 --> 00:40:39,017 back and then solved last year, I guess. 697 00:40:39,017 --> 00:40:40,100 It was presented in Japan. 698 00:40:42,660 --> 00:40:46,242 This is about folded states versus folding motions, 699 00:40:46,242 --> 00:40:48,450 an issue we have thought about many times in origami. 700 00:40:48,450 --> 00:40:51,050 It was easy for any polygonal piece of paper. 701 00:40:51,050 --> 00:40:54,120 We could go from unfolded to folded state 702 00:40:54,120 --> 00:40:56,450 by a continuous motion without self intersection. 703 00:40:56,450 --> 00:40:58,400 For linkages, it was the big deal. 704 00:40:58,400 --> 00:41:02,030 It was all about, can we get from a to b? 705 00:41:02,030 --> 00:41:06,590 For convex polyhedra, you can do it, continuous blooming. 706 00:41:06,590 --> 00:41:10,670 This is in the middle of an algorithm of continuously 707 00:41:10,670 --> 00:41:12,970 blooming the source unfolding. 708 00:41:12,970 --> 00:41:14,380 So here's our point x. 709 00:41:14,380 --> 00:41:16,930 This is the cube, and the source unfolding 710 00:41:16,930 --> 00:41:19,990 of a cube for this point x in the center 711 00:41:19,990 --> 00:41:23,530 of a face, these four vertical lines and then a little x 712 00:41:23,530 --> 00:41:26,370 on the top side. 713 00:41:26,370 --> 00:41:28,500 The algorithm unfolds one edge at a time 714 00:41:28,500 --> 00:41:30,040 but in a very specific order. 715 00:41:30,040 --> 00:41:34,124 So it ends up unfolding this entire house shape first, 716 00:41:34,124 --> 00:41:35,790 and then it's done one edge of this one, 717 00:41:35,790 --> 00:41:38,081 and then it's going to fold the other one down and then 718 00:41:38,081 --> 00:41:41,180 unfold one, two for the backside, and then one, 719 00:41:41,180 --> 00:41:42,670 two for the left side. 720 00:41:42,670 --> 00:41:44,670 And you can show that will not self intersect 721 00:41:44,670 --> 00:41:47,060 as long as you had a convex polyhedron. 722 00:41:47,060 --> 00:41:50,564 It's not obvious but it's true. 723 00:41:50,564 --> 00:41:52,230 There are some other results that if you 724 00:41:52,230 --> 00:41:57,280 have any unfolding that doesn't self intersect at the end, 725 00:41:57,280 --> 00:42:01,805 you can add some cuts and make it actually continuously bloom. 726 00:42:01,805 --> 00:42:03,365 It's kind of like hinged dissections. 727 00:42:03,365 --> 00:42:05,220 It may not work by itself, but you'd 728 00:42:05,220 --> 00:42:09,450 cut the pieces into smaller pieces and then it will work. 729 00:42:09,450 --> 00:42:11,750 That's pretty good news, and source unfolding just 730 00:42:11,750 --> 00:42:12,620 works as is. 731 00:42:16,070 --> 00:42:18,420 I might talk about that some future lecture. 732 00:42:23,610 --> 00:42:26,370 Not known, for example, whether the star unfolding continuously 733 00:42:26,370 --> 00:42:27,305 blooms. 734 00:42:27,305 --> 00:42:30,750 That sounds a little scary to me. 735 00:42:30,750 --> 00:42:33,490 We don't actually have an unfolding of a convex 736 00:42:33,490 --> 00:42:36,940 polyhedron that does not continuously bloom. 737 00:42:36,940 --> 00:42:40,460 I think there should be one, but that's an open problem. 738 00:42:40,460 --> 00:42:43,560 Is this always possible, or is there some crazy collection 739 00:42:43,560 --> 00:42:45,650 of cuts that you cannot escape? 740 00:42:49,470 --> 00:42:54,050 That's that, general unfolding of convex polyhedra. 741 00:42:54,050 --> 00:42:58,900 Let's turn to the-- it's not the last topic. 742 00:42:58,900 --> 00:43:00,710 We still want to cover both of these. 743 00:43:00,710 --> 00:43:05,320 Next topic is edge unfolding of convex polyhedra. 744 00:43:05,320 --> 00:43:07,260 Now, this problem, as I said, goes 745 00:43:07,260 --> 00:43:13,090 back to 1525, implicitly at least, 746 00:43:13,090 --> 00:43:20,445 by this guy, Albrecht Durer, who was a cool guy. 747 00:43:20,445 --> 00:43:22,240 This is Renaissance time. 748 00:43:22,240 --> 00:43:23,730 He did many different things. 749 00:43:23,730 --> 00:43:26,159 I guess painter is maybe his primary profession, 750 00:43:26,159 --> 00:43:27,700 but he did a lot of different things. 751 00:43:27,700 --> 00:43:32,300 He studied early perspective, all that good stuff. 752 00:43:32,300 --> 00:43:33,700 This is one of his famous prints. 753 00:43:33,700 --> 00:43:36,860 It was actually on display at the MFA last year, 754 00:43:36,860 --> 00:43:39,580 I got to see it, and it has a little polyhedron 755 00:43:39,580 --> 00:43:42,260 thrown in there. 756 00:43:42,260 --> 00:43:43,700 It's a nice polyhedron. 757 00:43:43,700 --> 00:43:44,600 How did he draw them? 758 00:43:44,600 --> 00:43:48,151 Well, he probably built models out of some material. 759 00:43:48,151 --> 00:43:49,650 And he was just generally interested 760 00:43:49,650 --> 00:43:51,720 in the third dimension and understanding 761 00:43:51,720 --> 00:43:55,640 how all these things worked, and so he made a lot of unfoldings 762 00:43:55,640 --> 00:43:57,080 in this book. 763 00:43:57,080 --> 00:43:59,290 This is the original title. 764 00:43:59,290 --> 00:44:00,900 Here's a translation. 765 00:44:00,900 --> 00:44:03,140 Titles were a lot longer in those days. 766 00:44:03,140 --> 00:44:04,967 The Painter's Manual is what I usually 767 00:44:04,967 --> 00:44:07,050 call it, "A Manual of Measurement of Lines, Areas, 768 00:44:07,050 --> 00:44:08,716 and Solids by Means of Compass and Ruler 769 00:44:08,716 --> 00:44:11,280 Assembled by Albrecht Durer for the Use of all Lovers of Art 770 00:44:11,280 --> 00:44:12,905 with Appropriate Illustrations Arranged 771 00:44:12,905 --> 00:44:16,320 to be Printed in the Year MDXXV." 772 00:44:16,320 --> 00:44:20,360 And I don't even know what the subtitle is, but there you go. 773 00:44:20,360 --> 00:44:22,210 If you read German, I'm told this 774 00:44:22,210 --> 00:44:26,240 is a challenge because of the old script. 775 00:44:26,240 --> 00:44:29,620 So unfoldings like this. 776 00:44:29,620 --> 00:44:32,410 He did mostly Archimedian solids in this book. 777 00:44:32,410 --> 00:44:34,840 This book is several hundred pages long. 778 00:44:34,840 --> 00:44:36,790 I have a copy. 779 00:44:36,790 --> 00:44:41,380 This is a cuboctahedron unfolded. 780 00:44:41,380 --> 00:44:45,290 He is only cutting along edges, and he liked this, I presume, 781 00:44:45,290 --> 00:44:47,290 for building models. 782 00:44:47,290 --> 00:44:48,896 Here's a fancy one, the snub cube. 783 00:44:48,896 --> 00:44:50,520 This one, I think, might have an error. 784 00:44:50,520 --> 00:44:55,380 A couple of them have very small errors, but for the most part, 785 00:44:55,380 --> 00:44:58,030 he was the inventor of edge unfolding. 786 00:44:58,030 --> 00:45:03,230 Now, he didn't ask, is this always possible, but we did. 787 00:45:03,230 --> 00:45:15,370 Mathematicians did in 1976, I believe, or '85. 788 00:45:15,370 --> 00:45:22,230 '75, G. C. Shephard, geometer. 789 00:45:22,230 --> 00:45:24,830 He was the first one to write it in a paper, 790 00:45:24,830 --> 00:45:27,390 does every convex polyhedron have an edge unfolding? 791 00:45:31,910 --> 00:45:36,000 So what can I tell you about this problem? 792 00:45:36,000 --> 00:45:37,460 It's hard. 793 00:45:37,460 --> 00:45:41,035 Many people have thought about it. 794 00:45:41,035 --> 00:45:42,660 I'm not really sure that it's possible. 795 00:45:48,420 --> 00:45:49,770 A lot of people do, though. 796 00:46:05,240 --> 00:46:08,780 It's possible for a lot of polyhedra. 797 00:46:08,780 --> 00:46:11,020 In fact, every polyhedron we've tried to unfold we 798 00:46:11,020 --> 00:46:14,100 have eventually unfolded-- convex polyhedron. 799 00:46:14,100 --> 00:46:17,680 Simple set of examples are the Archimedian solids. 800 00:46:17,680 --> 00:46:21,440 Doesn't take that much effort to find unfoldings of all of them. 801 00:46:21,440 --> 00:46:25,310 You can do this with exhaustive search or just playing around. 802 00:46:25,310 --> 00:46:28,020 A lot of people have done this over the years. 803 00:46:28,020 --> 00:46:30,550 This is all the unfoldings of those guys. 804 00:46:30,550 --> 00:46:33,370 There's a lot of heuristic software 805 00:46:33,370 --> 00:46:35,680 for actually doing this. 806 00:46:35,680 --> 00:46:39,020 I think the coolest one right now is Pepakura. 807 00:46:39,020 --> 00:46:41,020 If you want to build a paper model of something, 808 00:46:41,020 --> 00:46:43,319 you have a 3D model thrown into Pepakura 809 00:46:43,319 --> 00:46:45,610 and it'll probably give you a one piece unfolding, even 810 00:46:45,610 --> 00:46:46,690 for non-convex shapes. 811 00:46:46,690 --> 00:46:48,740 Even though it's not always possible, 812 00:46:48,740 --> 00:46:50,480 it'll do edge cuttings, it'll try 813 00:46:50,480 --> 00:46:53,540 to do some exhaustive search, and usually does pretty well. 814 00:46:53,540 --> 00:46:55,310 Sometimes it'll use multiple pieces. 815 00:46:55,310 --> 00:46:58,350 That's the catch. 816 00:46:58,350 --> 00:47:00,670 There's a link in the lecture notes. 817 00:47:00,670 --> 00:47:03,710 The most thorough mathematical search 818 00:47:03,710 --> 00:47:09,310 is by this guy, Wolfram Schlickenrieder, 819 00:47:09,310 --> 00:47:13,040 who wrote the equivalent of a master's thesis 820 00:47:13,040 --> 00:47:19,556 in Berlin 13 years ago. 821 00:47:19,556 --> 00:47:21,180 I just wrote to him about it yesterday. 822 00:47:21,180 --> 00:47:23,434 I was like, hey, this is cool stuff. 823 00:47:23,434 --> 00:47:24,600 Can I show it in my lecture? 824 00:47:24,600 --> 00:47:25,900 He was like, yeah, it lives on. 825 00:47:29,600 --> 00:47:33,170 He had a class of 10 different algorithms, 826 00:47:33,170 --> 00:47:36,750 around that many, possible algorithms 827 00:47:36,750 --> 00:47:38,640 for unfolding all convex polyhedra, 828 00:47:38,640 --> 00:47:41,110 and then he came up with a dozen different families 829 00:47:41,110 --> 00:47:41,750 of polyhedra. 830 00:47:41,750 --> 00:47:44,208 I don't have the polyhedra drawn here, just the unfoldings. 831 00:47:47,420 --> 00:47:51,160 They're generators of big classes of polyhedra. 832 00:47:51,160 --> 00:47:54,440 He applied every algorithm to every class. 833 00:47:54,440 --> 00:47:56,900 Ideally, you get an algorithm that works for all classes 834 00:47:56,900 --> 00:48:00,620 or you find a class that foils all algorithms. 835 00:48:00,620 --> 00:48:03,080 Sadly, he found neither. 836 00:48:03,080 --> 00:48:07,190 Every algorithm was foiled by some example, 837 00:48:07,190 --> 00:48:09,935 yet every example was foiled by some algorithm. 838 00:48:13,060 --> 00:48:16,960 It's really annoying, but here's some examples where they fail. 839 00:48:16,960 --> 00:48:20,710 They just barely fail, just a couple triangles are messed up. 840 00:48:20,710 --> 00:48:22,280 Little squares are messed up. 841 00:48:22,280 --> 00:48:24,320 I think these are called the turtle polyhedra. 842 00:48:24,320 --> 00:48:29,080 It's like a big, flat thing and then a dome on top. 843 00:48:29,080 --> 00:48:31,960 So inconclusive, I guess, is the answer. 844 00:48:31,960 --> 00:48:34,970 There was one algorithm that had a degree of freedom. 845 00:48:34,970 --> 00:48:36,830 You had to choose a direction, then 846 00:48:36,830 --> 00:48:39,600 you cut along all the edges that are most in that direction. 847 00:48:39,600 --> 00:48:41,980 And there was a conjecture on the table from this thesis 848 00:48:41,980 --> 00:48:44,570 that maybe for every polyhedron, there 849 00:48:44,570 --> 00:48:46,520 is a direction that works, but then 850 00:48:46,520 --> 00:48:49,950 that was destroyed four years ago. 851 00:48:49,950 --> 00:48:53,514 Brendan Lucier from Waterloo proved that that's not true. 852 00:48:53,514 --> 00:48:54,930 He found a polyhedron that doesn't 853 00:48:54,930 --> 00:48:56,777 work from any direction. 854 00:48:56,777 --> 00:48:58,860 So at the moment, we have no candidate algorithms, 855 00:48:58,860 --> 00:49:01,440 which makes me worry whether this could possibly be true. 856 00:49:04,200 --> 00:49:06,750 We have some more bad examples. 857 00:49:06,750 --> 00:49:11,086 Here are some annoying things, like a cube with a corner 858 00:49:11,086 --> 00:49:11,585 cut off. 859 00:49:14,370 --> 00:49:17,030 It's a very local thing, but you can mess up really easily. 860 00:49:17,030 --> 00:49:19,674 It's actually quite common to mess up, I would say, 861 00:49:19,674 --> 00:49:21,340 even though for things like Archimedian, 862 00:49:21,340 --> 00:49:23,470 it's much harder to mess up. 863 00:49:23,470 --> 00:49:28,340 Simplest polyhedron that messes up is this sliver tetrahedron. 864 00:49:28,340 --> 00:49:30,800 So the polyhedron is drawn at the top. 865 00:49:30,800 --> 00:49:39,650 It's a little hard to see, but on the backside, 866 00:49:39,650 --> 00:49:47,250 there's an edge like that, if you can imagine. 867 00:49:47,250 --> 00:49:50,050 So it's almost flat, so that's why 868 00:49:50,050 --> 00:49:53,330 it's drawn flat, and the four corners, 869 00:49:53,330 --> 00:49:55,574 like a tetrahedron should have, four faces, 870 00:49:55,574 --> 00:49:57,240 the front two triangles and the back two 871 00:49:57,240 --> 00:49:59,580 triangles with the line that I drew. 872 00:49:59,580 --> 00:50:03,085 And if you unfold it in a simple way, you just cut from a to b, 873 00:50:03,085 --> 00:50:05,240 it unfolds like this, no problem. 874 00:50:05,240 --> 00:50:07,340 But if you unfold the wrong way, which 875 00:50:07,340 --> 00:50:09,820 is to cut both of the diagonal lines, 876 00:50:09,820 --> 00:50:12,990 then you end up with the spears that cross each other, 877 00:50:12,990 --> 00:50:15,590 so you really have to be careful. 878 00:50:15,590 --> 00:50:21,660 In fact, if you take a random polyhedron-- 879 00:50:21,660 --> 00:50:25,370 I choose 80 points on a sphere, I take the convex hull. 880 00:50:25,370 --> 00:50:28,600 It's a very nice, round sphere-like polyhedron. 881 00:50:28,600 --> 00:50:30,954 And I look at all the unfoldings-- 882 00:50:30,954 --> 00:50:32,620 this is probably not all the unfoldings, 883 00:50:32,620 --> 00:50:37,750 but I randomly generate unfoldings, and I evaluate, 884 00:50:37,750 --> 00:50:42,870 what is the observed probability that I get overlap? 885 00:50:42,870 --> 00:50:46,700 And it's very close to 100%. 886 00:50:46,700 --> 00:50:48,650 The conjecture is that as n goes to infinity, 887 00:50:48,650 --> 00:50:51,560 the probability of overlap goes to 1. 888 00:50:51,560 --> 00:50:52,810 We don't have a proof of that. 889 00:50:52,810 --> 00:50:55,456 That would be nice to prove. 890 00:50:55,456 --> 00:50:57,580 There's good reason to believe that's easy to prove 891 00:50:57,580 --> 00:51:00,291 or that it's true, let's say, that there is a proof. 892 00:51:00,291 --> 00:51:02,040 I don't know how to actually formalize it. 893 00:51:05,310 --> 00:51:07,450 This is some work from the late '80s. 894 00:51:17,570 --> 00:51:19,380 Just because most unfoldings fail 895 00:51:19,380 --> 00:51:22,280 doesn't mean there isn't one unfolding that works. 896 00:51:22,280 --> 00:51:25,280 If I were to try to prove that there is an unfolding that 897 00:51:25,280 --> 00:51:28,520 works, here's my best hope, and it ties into some things 898 00:51:28,520 --> 00:51:31,420 that we've seen with tensegrities. 899 00:51:31,420 --> 00:51:35,840 If you take a really big polyhedron, which is the case 900 00:51:35,840 --> 00:51:40,150 you worry about, and you look at a small portion of it, 901 00:51:40,150 --> 00:51:43,810 that portion will be almost completely flat. 902 00:51:43,810 --> 00:51:48,450 Locally, this thing is mostly flat. 903 00:51:48,450 --> 00:51:50,350 Instead of thinking about the big polyhedron, 904 00:51:50,350 --> 00:51:54,350 if we at least wanted to get it to work in any patch, 905 00:51:54,350 --> 00:51:59,820 think about the case of an almost flat polyhedron. 906 00:51:59,820 --> 00:52:01,050 So it's like a little dome. 907 00:52:01,050 --> 00:52:02,462 It has boundary now. 908 00:52:02,462 --> 00:52:04,170 Makes life a little harder, but let's say 909 00:52:04,170 --> 00:52:05,430 it's a nice, convex boundary. 910 00:52:05,430 --> 00:52:07,309 This is a convex dome. 911 00:52:07,309 --> 00:52:08,350 It's actually polyhedral. 912 00:52:12,560 --> 00:52:15,170 Well, let's make it super, super flat. 913 00:52:15,170 --> 00:52:17,480 So we have this z-coordinate. 914 00:52:17,480 --> 00:52:20,864 Scale z to squash it down into the plane. 915 00:52:20,864 --> 00:52:22,280 What's nice about this is then you 916 00:52:22,280 --> 00:52:24,240 can think of your convex polyhedron 917 00:52:24,240 --> 00:52:28,830 just as some drawing in the plane. 918 00:52:28,830 --> 00:52:31,220 So here maybe is my convex polyhedron. 919 00:52:31,220 --> 00:52:32,740 Now, in fact, each of these vertices 920 00:52:32,740 --> 00:52:35,180 is lifted a tiny amount, some infinitesimal amount, 921 00:52:35,180 --> 00:52:38,570 but you can think of it in the plane. 922 00:52:38,570 --> 00:52:40,157 These are convex faces. 923 00:52:40,157 --> 00:52:42,490 We know this thing can be lifted to a convex polyhedron. 924 00:52:42,490 --> 00:52:45,840 That lifting is a positive stress 925 00:52:45,840 --> 00:52:48,380 on all the edges except the boundary edges. 926 00:52:48,380 --> 00:52:51,650 Maybe that stress gives you some useful structure. 927 00:52:51,650 --> 00:52:53,430 If there's any hope of this working, 928 00:52:53,430 --> 00:52:56,680 that structure better be useful, but I don't know how to use it. 929 00:52:56,680 --> 00:52:58,640 But in particular, open question. 930 00:52:58,640 --> 00:53:01,430 If I give you a super shallow, arbitrarily 931 00:53:01,430 --> 00:53:06,540 shallow, convex polyhedral dome, can it be unfolded? 932 00:53:06,540 --> 00:53:07,270 I don't know. 933 00:53:11,290 --> 00:53:13,670 Maybe we'll work on it in the problem session. 934 00:53:16,426 --> 00:53:17,925 Haven't thought about it for awhile. 935 00:53:20,890 --> 00:53:23,840 That's if you want to solve everything. 936 00:53:23,840 --> 00:53:27,580 What if you just want to solve some special cases? 937 00:53:27,580 --> 00:53:31,900 That is a special case motivated by the general case. 938 00:53:31,900 --> 00:53:34,920 Well, you can solve the case of a polyhedron 939 00:53:34,920 --> 00:53:36,130 with at most six vertices. 940 00:53:36,130 --> 00:53:38,950 That's as far as we've gotten. 941 00:53:38,950 --> 00:53:42,210 You can solve some simple examples like pyramids 942 00:53:42,210 --> 00:53:46,380 if you take any convex polygon, doesn't 943 00:53:46,380 --> 00:53:47,909 have to be irregular or anything, 944 00:53:47,909 --> 00:53:50,200 and then you take a point and you take the convex hull. 945 00:53:52,780 --> 00:53:55,360 So that's a polyhedron and it unfolds. 946 00:53:55,360 --> 00:53:56,580 How does it unfold? 947 00:53:56,580 --> 00:53:57,850 Any suggestions where to cut? 948 00:54:03,670 --> 00:54:05,954 How? 949 00:54:05,954 --> 00:54:07,430 AUDIENCE: From the top? 950 00:54:07,430 --> 00:54:08,870 PROFESSOR: From the top. 951 00:54:08,870 --> 00:54:10,500 Yeah, just cut here. 952 00:54:10,500 --> 00:54:12,680 Here, we're only allowed to cut along edges. 953 00:54:12,680 --> 00:54:17,021 This is called the volcano unfolding. 954 00:54:17,021 --> 00:54:18,010 What do we have? 955 00:54:18,010 --> 00:54:23,310 Like that, and then there's just a bunch of triangles. 956 00:54:23,310 --> 00:54:25,340 What's nice about the volcano unfolding 957 00:54:25,340 --> 00:54:31,370 is if you look at these perpendicular strips here, 958 00:54:31,370 --> 00:54:34,600 those triangles will fit inside those perpendicular strips, 959 00:54:34,600 --> 00:54:37,370 and therefore they won't intersect each other 960 00:54:37,370 --> 00:54:39,370 because these strips don't intersect each other. 961 00:54:39,370 --> 00:54:41,120 You could probably even continuously bloom 962 00:54:41,120 --> 00:54:41,940 this, no problem. 963 00:54:41,940 --> 00:54:45,997 So a very simple example, easy to do with volcanoes. 964 00:54:45,997 --> 00:54:47,205 That's the so-called pyramid. 965 00:54:51,030 --> 00:54:56,240 Prism, a little bit more interesting, but not by much. 966 00:54:56,240 --> 00:54:59,791 You take some polygon. 967 00:54:59,791 --> 00:55:02,010 Again, doesn't have to be regular, 968 00:55:02,010 --> 00:55:05,304 but you take two copies of it vertically offset, take 969 00:55:05,304 --> 00:55:05,970 the convex hull. 970 00:55:08,600 --> 00:55:14,510 This one you can cut in two ways. 971 00:55:14,510 --> 00:55:15,920 You could do a volcano-like thing 972 00:55:15,920 --> 00:55:20,350 where you cut all the vertical edges 973 00:55:20,350 --> 00:55:24,860 and then you cut all but one of the bottom edges. 974 00:55:24,860 --> 00:55:30,280 Then you'll have basically a volcano with little rectangles 975 00:55:30,280 --> 00:55:33,420 hanging off all the sides. 976 00:55:33,420 --> 00:55:37,654 And then there's another copy, the bottom copy of this face, 977 00:55:37,654 --> 00:55:39,320 and it just hangs out over here, and you 978 00:55:39,320 --> 00:55:41,090 could prove that that won't hit anybody 979 00:55:41,090 --> 00:55:43,250 in this very simple situation. 980 00:55:43,250 --> 00:55:46,260 There's another unfolding, though, that I mention 981 00:55:46,260 --> 00:55:50,080 because it's useful for other things, 982 00:55:50,080 --> 00:55:51,905 and it's so-called band unfolding. 983 00:55:51,905 --> 00:55:58,220 Band unfolding, I want to keep intact 984 00:55:58,220 --> 00:56:04,266 the radial band around the thing, maybe like this. 985 00:56:04,266 --> 00:56:07,600 What do I want to do to keep that edge? 986 00:56:07,600 --> 00:56:09,450 Cut, cut. 987 00:56:09,450 --> 00:56:11,600 So I cut on all the top edges except one, 988 00:56:11,600 --> 00:56:13,700 I cut on all the bottom edges except the same one, 989 00:56:13,700 --> 00:56:17,110 and then I also cut this vertical edge. 990 00:56:17,110 --> 00:56:21,560 So what I should get is I get my top face, 991 00:56:21,560 --> 00:56:24,020 then I get a rectangle, then I get 992 00:56:24,020 --> 00:56:27,020 the band that goes around the outside, 993 00:56:27,020 --> 00:56:32,486 and then I get another copy of my shape, the bottom side. 994 00:56:32,486 --> 00:56:33,985 This is what we call band unfolding. 995 00:56:36,890 --> 00:56:40,100 There's some nice theorems about band unfoldings working out. 996 00:56:44,440 --> 00:56:46,690 Let me get to more interesting polyhedra. 997 00:56:49,780 --> 00:56:51,650 These are some pretty simple cases, 998 00:56:51,650 --> 00:56:55,180 but we don't know very much on the positive side. 999 00:57:05,231 --> 00:57:05,730 Prismoid. 1000 00:57:13,000 --> 00:57:20,480 Suppose you take a polygon, and you basically inset it. 1001 00:57:20,480 --> 00:57:24,400 So I want to make a new version of the polygon 1002 00:57:24,400 --> 00:57:32,100 where all of the angles match, so these edges are parallel 1003 00:57:32,100 --> 00:57:32,760 to each other. 1004 00:57:32,760 --> 00:57:36,170 I think, actually, the lengths can change. 1005 00:57:36,170 --> 00:57:37,935 And then you take the convex hull. 1006 00:57:40,790 --> 00:57:43,165 These unfold with the volcano unfolding. 1007 00:57:46,024 --> 00:57:47,440 It's a little more subtle to prove 1008 00:57:47,440 --> 00:57:50,180 but it's proved in the textbook. 1009 00:57:54,720 --> 00:57:57,070 Edges have to stay parallel. 1010 00:57:57,070 --> 00:57:59,576 I think that might force something. 1011 00:57:59,576 --> 00:58:01,200 I'm not quite sure, but the constraints 1012 00:58:01,200 --> 00:58:02,300 are that the edges have to be parallel 1013 00:58:02,300 --> 00:58:03,633 and the angles have to be equal. 1014 00:58:08,370 --> 00:58:09,660 Dome. 1015 00:58:09,660 --> 00:58:13,160 Dome is actually in some ways simpler. 1016 00:58:13,160 --> 00:58:20,720 You take some base, and then I want a whole bunch of faces 1017 00:58:20,720 --> 00:58:22,500 that all touch the base. 1018 00:58:22,500 --> 00:58:26,610 So in general, it's going to be like a tree of faces, something 1019 00:58:26,610 --> 00:58:28,710 like this. 1020 00:58:28,710 --> 00:58:31,840 Every face has to touch an edge of the base. 1021 00:58:31,840 --> 00:58:34,405 These also unfold, and also with a volcano. 1022 00:58:37,060 --> 00:58:40,490 This is proved also in the textbook. 1023 00:58:40,490 --> 00:58:42,456 Both results are by Joe O'Rourke. 1024 00:58:45,650 --> 00:58:47,380 Prismatoid. 1025 00:58:47,380 --> 00:58:49,870 This is the coolest special case I'm 1026 00:58:49,870 --> 00:58:53,380 going to talk about, the most interesting. 1027 00:58:53,380 --> 00:58:59,340 I take some convex polygon, and then in a parallel offset, 1028 00:58:59,340 --> 00:59:06,337 I take some other convex polygon-- 1029 00:59:06,337 --> 00:59:08,212 no relation to each other except that they're 1030 00:59:08,212 --> 00:59:09,950 in parallel planes-- and then I take 1031 00:59:09,950 --> 00:59:15,640 the convex hull, something like that. 1032 00:59:22,160 --> 00:59:23,595 This one, sadly, is open. 1033 00:59:27,250 --> 00:59:29,110 Now, what we do know, and this is related 1034 00:59:29,110 --> 00:59:32,660 to the band unfolding, if you look 1035 00:59:32,660 --> 00:59:38,650 at the band around the sides of this prismatoid 1036 00:59:38,650 --> 00:59:41,460 and just unfold that by itself, that 1037 00:59:41,460 --> 00:59:45,160 will not self intersect, and that's quite nontrivial, 1038 00:59:45,160 --> 00:59:45,820 the proof. 1039 00:59:45,820 --> 00:59:49,040 But if you just unroll the side faces, 1040 00:59:49,040 --> 00:59:53,041 they will wander around but they won't hit themselves. 1041 00:59:53,041 --> 00:59:54,540 The only remaining problem is, where 1042 00:59:54,540 --> 00:59:57,960 does the top and the bottom face go? 1043 00:59:57,960 --> 01:00:01,920 I think I have an example where that's a little dicey. 1044 01:00:01,920 --> 01:00:04,060 Prism. 1045 01:00:04,060 --> 01:00:04,860 Prismoid. 1046 01:00:04,860 --> 01:00:07,120 That gives you an answer to your offset. 1047 01:00:07,120 --> 01:00:10,070 So they can be sheared away from each other, 1048 01:00:10,070 --> 01:00:12,840 but this is a prismoid. 1049 01:00:12,840 --> 01:00:17,420 All of the sides are parallel and the angles match, a and b. 1050 01:00:17,420 --> 01:00:22,900 Here is the volcano unfolding of the prismoid, 1051 01:00:22,900 --> 01:00:26,580 and here's showing that it's not so obvious that it always 1052 01:00:26,580 --> 01:00:27,080 works. 1053 01:00:27,080 --> 01:00:30,330 If you're not careful where you put the top face-- so this 1054 01:00:30,330 --> 01:00:34,230 is a on top of b in plan-- you could 1055 01:00:34,230 --> 01:00:36,860 attach a to any of these faces. 1056 01:00:36,860 --> 01:00:38,250 You have to choose one that's not 1057 01:00:38,250 --> 01:00:41,420 so inside because it's overlapping here. 1058 01:00:41,420 --> 01:00:42,920 But if you choose the outermost one, 1059 01:00:42,920 --> 01:00:45,890 it works and you can prove that. 1060 01:00:45,890 --> 01:00:51,490 This is the dome. 1061 01:00:51,490 --> 01:00:53,900 You can even have overhang and they 1062 01:00:53,900 --> 01:00:57,190 will unfold, volcano style. 1063 01:00:57,190 --> 01:01:00,260 You no longer have those nice perpendicular wedges 1064 01:01:00,260 --> 01:01:01,650 to say everything is disjoined. 1065 01:01:01,650 --> 01:01:02,719 But it still turns out. 1066 01:01:02,719 --> 01:01:03,510 Nothing intersects. 1067 01:01:06,380 --> 01:01:09,290 Here's the prismatoid I wanted to show you. 1068 01:01:09,290 --> 01:01:11,820 This one's actually almost flat. 1069 01:01:11,820 --> 01:01:16,290 So a is this triangle right on top of b, the triangle beneath. 1070 01:01:16,290 --> 01:01:17,790 You take the convex hull and you get 1071 01:01:17,790 --> 01:01:20,970 all those edges on the outside. 1072 01:01:20,970 --> 01:01:23,710 And if you're not careful-- this is more volcano 1073 01:01:23,710 --> 01:01:26,745 style unfolding-- but you can get overlap. 1074 01:01:32,020 --> 01:01:36,910 One thing we do know, this is kind of weird. 1075 01:01:36,910 --> 01:01:41,380 If you try to go more general, and instead of taking a convex 1076 01:01:41,380 --> 01:01:43,970 polygon on the top and a convex polygon on the bottom, 1077 01:01:43,970 --> 01:01:46,290 instead you take a smooth convex curve 1078 01:01:46,290 --> 01:01:47,890 on the top and a smooth convex curve 1079 01:01:47,890 --> 01:01:50,594 on the bottom, which is getting weird because now there's 1080 01:01:50,594 --> 01:01:52,010 infinitely many vertices and going 1081 01:01:52,010 --> 01:01:54,200 to be infinitely many cuts. 1082 01:01:54,200 --> 01:01:58,440 But there is a natural notion of unfolding 1083 01:01:58,440 --> 01:01:59,990 which sort of takes the continuum. 1084 01:01:59,990 --> 01:02:02,815 You take all those lines that go from one side 1085 01:02:02,815 --> 01:02:07,630 to the other, the rule lines of the convex shape, 1086 01:02:07,630 --> 01:02:09,647 and you just unfold them. 1087 01:02:09,647 --> 01:02:11,730 You don't actually preserve area when you do this. 1088 01:02:11,730 --> 01:02:14,580 It's not a valid unfolding in the usual sense, 1089 01:02:14,580 --> 01:02:16,430 but it's a natural generalization 1090 01:02:16,430 --> 01:02:18,756 of unfolding to smooth shapes. 1091 01:02:18,756 --> 01:02:21,380 You can prove, well, that part's going to work just fine if you 1092 01:02:21,380 --> 01:02:23,410 just volcano it, and then you can actually 1093 01:02:23,410 --> 01:02:26,420 find a place for the top face. 1094 01:02:33,920 --> 01:02:35,420 Those are the special cases we know, 1095 01:02:35,420 --> 01:02:37,780 and even some pretty simple cases that we don't know, 1096 01:02:37,780 --> 01:02:40,480 although it's almost there. 1097 01:02:55,359 --> 01:02:56,275 One more open problem. 1098 01:03:21,716 --> 01:03:23,590 Just mention this because it's a fun problem. 1099 01:03:26,430 --> 01:03:38,380 So again, I want to edge unfold all convex polyhedra, 1100 01:03:38,380 --> 01:03:41,709 but I allow multiple pieces to make 1101 01:03:41,709 --> 01:03:42,875 the problem a little easier. 1102 01:03:46,140 --> 01:03:53,690 So let's say I have a polyhedron with f faces. 1103 01:03:53,690 --> 01:03:56,740 I want to know how few pieces could I get away with? 1104 01:03:56,740 --> 01:03:59,836 The big open problem is, can I get away with one piece? 1105 01:03:59,836 --> 01:04:00,960 What if you make it easier? 1106 01:04:00,960 --> 01:04:05,760 What if I just want, say, little o of f pieces? 1107 01:04:05,760 --> 01:04:08,410 Smaller than any constant times f. 1108 01:04:08,410 --> 01:04:09,290 This is open. 1109 01:04:13,210 --> 01:04:15,390 What we do know is some constant times 1110 01:04:15,390 --> 01:04:19,710 f where the constant is less than 1. 1111 01:04:19,710 --> 01:04:23,230 Best constant I have written here is 1/2. 1112 01:04:23,230 --> 01:04:24,900 There is a better bound, but I think 1113 01:04:24,900 --> 01:04:27,557 it's not so easy to summarize in this form. 1114 01:04:27,557 --> 01:04:29,140 So you can get a little less than half 1115 01:04:29,140 --> 01:04:32,380 the faces' number of pieces, but that's pretty pathetic. 1116 01:04:35,507 --> 01:04:37,840 It's a problem that seemed like it would be a good idea, 1117 01:04:37,840 --> 01:04:40,450 but so far it hasn't seemed to make the problem much easier. 1118 01:04:44,670 --> 01:04:46,810 What do I mean by pieces? 1119 01:04:46,810 --> 01:04:49,580 Well, we're all about one piece unfolding, 1120 01:04:49,580 --> 01:04:53,170 so now your cutting can have cycles in it 1121 01:04:53,170 --> 01:04:55,315 and disconnect the surface into multiple parts. 1122 01:04:55,315 --> 01:04:56,231 AUDIENCE: [INAUDIBLE]. 1123 01:04:58,752 --> 01:05:00,460 PROFESSOR: Multiple connected components. 1124 01:05:15,426 --> 01:05:17,050 The tricky part is to pair up the faces 1125 01:05:17,050 --> 01:05:20,050 so that everybody has a mate. 1126 01:05:20,050 --> 01:05:22,510 That's not always possible. 1127 01:05:22,510 --> 01:05:24,134 AUDIENCE: [INAUDIBLE]? 1128 01:05:24,134 --> 01:05:24,800 PROFESSOR: Yeah. 1129 01:05:24,800 --> 01:05:28,880 You would hope that one third, but-- I mean, 1130 01:05:28,880 --> 01:05:30,700 you can do lots of little local arguments 1131 01:05:30,700 --> 01:05:33,799 and prove this constant, but the big question 1132 01:05:33,799 --> 01:05:35,340 is, can you get less than a constant? 1133 01:05:44,730 --> 01:05:50,615 So last topic for today is edge unfolding non-convex polyhedra. 1134 01:05:56,970 --> 01:06:00,210 Sort of did that problem addressed, 1135 01:06:00,210 --> 01:06:03,330 and now this is not always possible. 1136 01:06:03,330 --> 01:06:06,200 So I want to give you a polyhedron where you cannot 1137 01:06:06,200 --> 01:06:06,910 edge unfold it. 1138 01:06:06,910 --> 01:06:10,510 This is actually pretty easy, and we did it way back in '98 1139 01:06:10,510 --> 01:06:12,340 when we started working on folding, 1140 01:06:12,340 --> 01:06:14,810 but it's kind of cheating. 1141 01:06:14,810 --> 01:06:18,630 This is a box on a box, and the only edges here 1142 01:06:18,630 --> 01:06:20,790 are the edges of the two boxes. 1143 01:06:20,790 --> 01:06:23,460 There's no edges connecting the outside of this face 1144 01:06:23,460 --> 01:06:24,670 to the inside of that face. 1145 01:06:24,670 --> 01:06:28,930 That face here is a donut. 1146 01:06:28,930 --> 01:06:29,840 It's a square donut. 1147 01:06:33,080 --> 01:06:37,590 So if you're only cutting along edges, that face is intact. 1148 01:06:37,590 --> 01:06:43,100 Now I ask you, where does the top box go? 1149 01:06:43,100 --> 01:06:45,660 The top box has five square faces, not six. 1150 01:06:45,660 --> 01:06:47,490 There's nothing on the bottom. 1151 01:06:47,490 --> 01:06:49,920 And somehow, it has to be attached to the rest 1152 01:06:49,920 --> 01:06:50,810 if I want one piece. 1153 01:06:50,810 --> 01:06:54,170 That means that all five faces fit in here, 1154 01:06:54,170 --> 01:06:56,990 but there's only room for one in terms of area 1155 01:06:56,990 --> 01:06:59,050 so you're screwed. 1156 01:06:59,050 --> 01:07:03,290 But this is cheating because what I really wanted to do 1157 01:07:03,290 --> 01:07:05,920 was generalize this problem, edge unfolding 1158 01:07:05,920 --> 01:07:08,080 of convex polyhedra. 1159 01:07:08,080 --> 01:07:10,000 Now, I know they're not going to look convex, 1160 01:07:10,000 --> 01:07:13,240 but that thing is really not convex. 1161 01:07:13,240 --> 01:07:14,740 It's really not convex in the sense 1162 01:07:14,740 --> 01:07:18,500 that you have this face that is not even topologically a disk. 1163 01:07:18,500 --> 01:07:19,750 It has a hole in it. 1164 01:07:19,750 --> 01:07:22,160 Convex polyhedra don't have that. 1165 01:07:22,160 --> 01:07:25,210 So in some sense, this is a topological problem, 1166 01:07:25,210 --> 01:07:27,500 you might say. 1167 01:07:27,500 --> 01:07:30,800 And you might hope that if I looked at polyhedra that 1168 01:07:30,800 --> 01:07:34,000 are topologically convex, maybe those 1169 01:07:34,000 --> 01:07:37,020 would unfold by edge cuts. 1170 01:07:37,020 --> 01:07:39,920 "Topologically convex" means that if you just 1171 01:07:39,920 --> 01:07:43,570 move the vertices around but preserve the edge structure, 1172 01:07:43,570 --> 01:07:46,509 then it becomes a convex polyhedron. 1173 01:07:46,509 --> 01:07:48,550 In other words, I take a convex polyhedron, which 1174 01:07:48,550 --> 01:07:50,664 we think maybe has an edge unfolding, 1175 01:07:50,664 --> 01:07:52,330 and then I just pull the vertices around 1176 01:07:52,330 --> 01:07:55,150 but preserve all the faces. 1177 01:07:55,150 --> 01:07:57,070 Then can you edge unfold those? 1178 01:07:57,070 --> 01:07:59,470 And the answer is no. 1179 01:07:59,470 --> 01:08:03,400 I have one more example before we get there. 1180 01:08:03,400 --> 01:08:06,160 This polyhedron, at least all the faces are disks. 1181 01:08:06,160 --> 01:08:07,600 There's no holes. 1182 01:08:07,600 --> 01:08:09,560 So it's a cube with little bites taken out 1183 01:08:09,560 --> 01:08:12,320 of all the edges, same paper. 1184 01:08:12,320 --> 01:08:13,820 And this thing also does not unfold. 1185 01:08:13,820 --> 01:08:14,945 It's a little less obvious. 1186 01:08:17,622 --> 01:08:19,330 What's cheating about this example is you 1187 01:08:19,330 --> 01:08:22,090 have two faces, like this purple one and the yellow one, 1188 01:08:22,090 --> 01:08:24,859 that share two different edges. 1189 01:08:24,859 --> 01:08:26,890 And for convex polyhedra, two faces either 1190 01:08:26,890 --> 01:08:29,649 share an edge or a vertex or nothing, 1191 01:08:29,649 --> 01:08:34,300 but they can't reach around and do to joins. 1192 01:08:34,300 --> 01:08:40,390 Again, this is not topologically convex, but this is. 1193 01:08:40,390 --> 01:08:43,300 So this is two views of the same thing, 1194 01:08:43,300 --> 01:08:46,640 and if I take these spikes and I just push that vertex down 1195 01:08:46,640 --> 01:08:50,396 to be really close to this triangle, this will be convex. 1196 01:08:50,396 --> 01:08:52,020 So it's just a convex polyhedron that I 1197 01:08:52,020 --> 01:08:55,060 pull on four of the points. 1198 01:08:55,060 --> 01:08:56,580 Same facial structure. 1199 01:08:56,580 --> 01:09:00,899 This has no edge unfolding and we're going to prove that. 1200 01:09:12,830 --> 01:09:14,990 This example is even stronger in that 1201 01:09:14,990 --> 01:09:16,200 all the faces are triangles. 1202 01:09:25,560 --> 01:09:30,177 So what we're going to do is take this thing. 1203 01:09:30,177 --> 01:09:31,885 It's kind of appropriate for this season. 1204 01:10:00,680 --> 01:10:03,690 So I've got a tetrahedral spike on top. 1205 01:10:03,690 --> 01:10:05,830 Think of that as going out of the board. 1206 01:10:05,830 --> 01:10:10,041 And then in the plane of the board is this triangle, 1207 01:10:10,041 --> 01:10:11,540 and then I just add in all the edges 1208 01:10:11,540 --> 01:10:13,480 to make it a triangulation. 1209 01:10:13,480 --> 01:10:15,242 Adding edges is a worry because that's 1210 01:10:15,242 --> 01:10:16,950 where we're allowed to cut, so you really 1211 01:10:16,950 --> 01:10:18,796 have to worry about all those edges we add. 1212 01:10:18,796 --> 01:10:21,720 If we add them in that way, I claim, 1213 01:10:21,720 --> 01:10:24,950 you take this-- we call it the witch's hat-- 1214 01:10:24,950 --> 01:10:29,690 then you multiply, in some sense, by a tetrahedron, 1215 01:10:29,690 --> 01:10:32,370 meaning I take four copies of this hat, 1216 01:10:32,370 --> 01:10:36,390 I put one on each face of the tetrahedron, 1217 01:10:36,390 --> 01:10:39,470 and you get that example. 1218 01:10:39,470 --> 01:10:43,050 Here's one witch's hat and they're just joined along edges 1219 01:10:43,050 --> 01:10:45,244 to make the tetrahedron. 1220 01:10:45,244 --> 01:10:46,910 You could do this with bigger polyhedra, 1221 01:10:46,910 --> 01:10:49,800 too, like octahedron, anything with equilateral triangles, 1222 01:10:49,800 --> 01:10:52,410 but tetrahedron is the smallest where it works. 1223 01:10:52,410 --> 01:10:55,160 Just two of them glued face to face would not work, 1224 01:10:55,160 --> 01:10:56,760 but this way does work. 1225 01:10:56,760 --> 01:10:57,850 Is that true? 1226 01:11:02,350 --> 01:11:05,392 Now I've got to think about two of them joined face to face. 1227 01:11:05,392 --> 01:11:06,350 I don't think it works. 1228 01:11:06,350 --> 01:11:07,808 Otherwise, we would have done that. 1229 01:11:09,910 --> 01:11:12,000 Oh yes, I think I see why. 1230 01:11:19,380 --> 01:11:21,780 Why doesn't this work? 1231 01:11:21,780 --> 01:11:25,540 I should say it doesn't work if the spikes are really tall 1232 01:11:25,540 --> 01:11:28,804 and the base is really flat. 1233 01:11:28,804 --> 01:11:30,470 I'm going to define what "really" means, 1234 01:11:30,470 --> 01:11:32,130 but we'll get there. 1235 01:11:36,790 --> 01:11:38,890 So here's our witch's hat. 1236 01:11:43,160 --> 01:11:47,430 When this spike is really tall, these angles, alpha, 1237 01:11:47,430 --> 01:11:50,600 are very close to 90, a little bit under 90. 1238 01:11:50,600 --> 01:11:54,880 This angle in the floor here-- well, this angle in the floor 1239 01:11:54,880 --> 01:11:57,850 is about 60, probably actually is exactly 60. 1240 01:11:57,850 --> 01:11:59,900 This is an equilateral triangle. 1241 01:11:59,900 --> 01:12:04,720 So if this thing is very flat, this angle will be almost 300 1242 01:12:04,720 --> 01:12:07,250 because it's 360 minus 60. 1243 01:12:07,250 --> 01:12:15,360 It'll be a little bit less than 300 but almost 300. 1244 01:12:15,360 --> 01:12:17,950 These matter. 1245 01:12:17,950 --> 01:12:21,060 In particular, the total sum of angles 1246 01:12:21,060 --> 01:12:26,210 here is 300 plus twice 90, which is big. 1247 01:12:26,210 --> 01:12:28,170 It's bigger than 360. 1248 01:12:28,170 --> 01:12:28,960 That's the point. 1249 01:12:28,960 --> 01:12:33,420 In fact, 300 plus one of these angles, 90, 1250 01:12:33,420 --> 01:12:38,260 would be almost 390, which is way above 360. 1251 01:12:38,260 --> 01:12:40,991 So this has negative curvature, and even if you cut out 1252 01:12:40,991 --> 01:12:42,740 one of the spike triangles, it would still 1253 01:12:42,740 --> 01:12:44,480 have negative curvature. 1254 01:12:44,480 --> 01:12:49,032 That's going to be bad news because let's just 1255 01:12:49,032 --> 01:12:49,990 imagine for the moment. 1256 01:12:49,990 --> 01:12:51,605 We know unfolding things with boundary 1257 01:12:51,605 --> 01:12:54,960 is hard, but let's pretend for now that you wanted 1258 01:12:54,960 --> 01:12:57,340 to unfold a hat in isolation. 1259 01:12:57,340 --> 01:13:01,610 You wanted to unfold it into one piece without overlap. 1260 01:13:01,610 --> 01:13:04,480 Think about what you could do. 1261 01:13:04,480 --> 01:13:09,110 I have to cut with a spanning forest, 1262 01:13:09,110 --> 01:13:12,260 I guess, meaning it's acyclic, it's 1263 01:13:12,260 --> 01:13:14,030 got to hit all the vertices. 1264 01:13:14,030 --> 01:13:16,410 There's only four vertices here. 1265 01:13:16,410 --> 01:13:19,500 How could I hit all the vertices with a forest? 1266 01:13:19,500 --> 01:13:22,420 You may recall from way back when that trees have leaves. 1267 01:13:22,420 --> 01:13:25,460 Every tree has at least two leaves. 1268 01:13:25,460 --> 01:13:28,337 Here I might have multiple trees, maybe, but unlikely, 1269 01:13:28,337 --> 01:13:29,920 and I have to have at least to leaves. 1270 01:13:29,920 --> 01:13:32,150 Where could those two leaves be? 1271 01:13:32,150 --> 01:13:35,500 Could they be at any leaves or vertices at degree one? 1272 01:13:35,500 --> 01:13:38,472 Could they be at any of these three vertices? 1273 01:13:38,472 --> 01:13:40,180 No, because they have negative curvature. 1274 01:13:40,180 --> 01:13:41,905 We know a vertex with negative curvature 1275 01:13:41,905 --> 01:13:43,780 has to have at least two cuts incident to it. 1276 01:13:43,780 --> 01:13:46,960 You can't stop at these three vertices. 1277 01:13:46,960 --> 01:13:52,030 That only leaves one vertex and the boundary. 1278 01:13:52,030 --> 01:13:53,510 So the only thing you can do if you 1279 01:13:53,510 --> 01:13:56,050 want to visit all the vertices and start somewhere 1280 01:13:56,050 --> 01:13:58,640 on the boundary and get to the x, get to the peak. 1281 01:14:05,280 --> 01:14:06,350 That's all you can do. 1282 01:14:06,350 --> 01:14:08,600 You couldn't have multiple connections to the boundary 1283 01:14:08,600 --> 01:14:10,780 because then you would disconnect. 1284 01:14:10,780 --> 01:14:12,340 Then there's really only two choices 1285 01:14:12,340 --> 01:14:16,480 and they're reflectionally symmetric. 1286 01:14:16,480 --> 01:14:18,310 And we're only allowed to go along edges. 1287 01:14:18,310 --> 01:14:19,760 It's super constrained. 1288 01:14:19,760 --> 01:14:21,870 You can go here, walk around, and go up, 1289 01:14:21,870 --> 01:14:24,309 or you can walk around the other way and go up. 1290 01:14:24,309 --> 01:14:26,350 Those are actually slightly different because you 1291 01:14:26,350 --> 01:14:29,280 have two choices of which edge to follow here. 1292 01:14:29,280 --> 01:14:33,240 They're both screwed because if you 1293 01:14:33,240 --> 01:14:36,540 look at this point, the white dot, or the white dot 1294 01:14:36,540 --> 01:14:40,610 up there, what remains here on the outside 1295 01:14:40,610 --> 01:14:44,230 is almost 300 degrees of material on the base 1296 01:14:44,230 --> 01:14:46,840 plus one of the 90 degree faces, the back one 1297 01:14:46,840 --> 01:14:47,910 that you can't see. 1298 01:14:47,910 --> 01:14:49,320 It's easier to see here. 1299 01:14:49,320 --> 01:14:51,200 You have the 300 degrees on the bottom 1300 01:14:51,200 --> 01:14:54,630 and then the white face is still attached to it, 1301 01:14:54,630 --> 01:14:57,415 and that's almost 390. 1302 01:14:57,415 --> 01:14:58,790 When you flatten that thing, it's 1303 01:14:58,790 --> 01:15:01,650 going to overlap itself at that point. 1304 01:15:01,650 --> 01:15:03,020 Bad news. 1305 01:15:03,020 --> 01:15:05,810 So this just says, if I look at a hat in isolation, 1306 01:15:05,810 --> 01:15:08,510 it can't unfold, but that's not what I care about. 1307 01:15:08,510 --> 01:15:10,720 I care about four of them joined together. 1308 01:15:17,050 --> 01:15:19,550 Suppose you had some unfolding of the whole thing, 1309 01:15:19,550 --> 01:15:21,290 and then I look at, well, what cuts 1310 01:15:21,290 --> 01:15:27,090 happen within the witch's hat? 1311 01:15:27,090 --> 01:15:29,364 I know the witch's hat cannot remain in one piece. 1312 01:15:29,364 --> 01:15:30,780 Therefore, it must be disconnected 1313 01:15:30,780 --> 01:15:35,100 into multiple pieces, something like this. 1314 01:15:35,100 --> 01:15:45,050 Again, the cuts have to visit all the vertices somehow, 1315 01:15:45,050 --> 01:15:48,320 but we know from the perspective of a single hat, 1316 01:15:48,320 --> 01:15:51,590 that hat must split into two parts. 1317 01:15:51,590 --> 01:15:54,430 There are lots of things you could consider. 1318 01:15:54,430 --> 01:15:57,300 Let's suppose this is possible, not even worry 1319 01:15:57,300 --> 01:15:59,540 about these kinds of pictures. 1320 01:15:59,540 --> 01:16:02,255 Well, I claim we have a problem. 1321 01:16:27,521 --> 01:16:28,395 Here's a tetrahedron. 1322 01:16:31,410 --> 01:16:34,394 These vertices are all the same point, actually. 1323 01:16:34,394 --> 01:16:35,810 I've just unfolded the tetrahedron 1324 01:16:35,810 --> 01:16:37,893 because it's way easier to draw in two dimensions. 1325 01:16:41,720 --> 01:16:46,670 So if I look at the hat that is on this triangle, 1326 01:16:46,670 --> 01:16:49,070 this hat gets disconnected into two parts. 1327 01:16:49,070 --> 01:16:51,090 There's only three connection points 1328 01:16:51,090 --> 01:16:52,300 to the rest of the world. 1329 01:16:52,300 --> 01:16:54,890 So what these pictures have to look like is they 1330 01:16:54,890 --> 01:16:59,266 connect two of the vertices by a collection of cuts. 1331 01:16:59,266 --> 01:17:00,890 If you're going to cut into two halves, 1332 01:17:00,890 --> 01:17:03,380 you've got to have a path across, 1333 01:17:03,380 --> 01:17:08,150 and there's only three vertices to visit. 1334 01:17:08,150 --> 01:17:10,026 There's some collection of cuts that go from, 1335 01:17:10,026 --> 01:17:11,608 let's say, this vertex to this vertex. 1336 01:17:11,608 --> 01:17:13,440 At this point, everything's symmetric. 1337 01:17:13,440 --> 01:17:16,689 Maybe it would be more obvious if I started the center. 1338 01:17:16,689 --> 01:17:18,230 It could be from here to there, could 1339 01:17:18,230 --> 01:17:20,771 be from here to there or from here to there, but at least one 1340 01:17:20,771 --> 01:17:23,880 of those things exist, and by rotational symmetry 1341 01:17:23,880 --> 01:17:27,990 of this diagram, say it's that one. 1342 01:17:27,990 --> 01:17:30,540 Well, what happens to this face? 1343 01:17:30,540 --> 01:17:32,780 Could there be something like this? 1344 01:17:32,780 --> 01:17:36,170 No, because then this would be disconnected 1345 01:17:36,170 --> 01:17:38,480 from the rest of the world. 1346 01:17:38,480 --> 01:17:41,720 So suddenly, this hat is constrained. 1347 01:17:41,720 --> 01:17:43,890 Maybe it could look like this. 1348 01:17:43,890 --> 01:17:44,640 You have a choice. 1349 01:17:44,640 --> 01:17:46,392 It could look like that or like that, 1350 01:17:46,392 --> 01:17:48,100 but by reflectional symmetry, same thing. 1351 01:17:48,100 --> 01:17:49,740 So let's say this one. 1352 01:17:49,740 --> 01:17:53,100 Remember, x is the same everywhere. 1353 01:17:53,100 --> 01:17:56,280 Well, that means this is impossible 1354 01:17:56,280 --> 01:17:59,420 because this edge is actually glued to this edge, 1355 01:17:59,420 --> 01:18:01,440 and so then this thing would be disconnected 1356 01:18:01,440 --> 01:18:03,220 from the rest of the world. 1357 01:18:03,220 --> 01:18:05,280 So there's a couple of possibilities. 1358 01:18:05,280 --> 01:18:08,880 It could look like this, or it could look like this. 1359 01:18:12,417 --> 01:18:14,000 It was one of those two for this face. 1360 01:18:14,000 --> 01:18:15,000 We've got one face left. 1361 01:18:18,120 --> 01:18:23,190 This is impossible because this edge glues to this one, 1362 01:18:23,190 --> 01:18:26,070 so imagine this thing being picked up and moved over here. 1363 01:18:26,070 --> 01:18:28,615 So we have a wiggly line here and then this stuff, 1364 01:18:28,615 --> 01:18:29,990 and so that would be disconnected 1365 01:18:29,990 --> 01:18:33,660 from the rest of the world, so that can't happen. 1366 01:18:33,660 --> 01:18:36,660 What about this one? 1367 01:18:36,660 --> 01:18:38,340 Is that the harder one? 1368 01:18:38,340 --> 01:18:41,322 I don't know. 1369 01:18:41,322 --> 01:18:43,280 It's been a while since I've used the argument. 1370 01:18:43,280 --> 01:18:45,200 If we have this together with this, 1371 01:18:45,200 --> 01:18:48,010 that's clearly bad because that forms a cycle. 1372 01:18:48,010 --> 01:18:50,290 No good. 1373 01:18:50,290 --> 01:18:52,430 But what if I have this together with this one? 1374 01:18:57,377 --> 01:18:58,210 It gets hard to see. 1375 01:19:02,130 --> 01:19:03,110 It's bad. 1376 01:19:03,110 --> 01:19:03,990 It's a cycle. 1377 01:19:03,990 --> 01:19:08,370 It starts and ends at x, and if you fold it up right, 1378 01:19:08,370 --> 01:19:10,470 you'll see there's really two sides to that cycle. 1379 01:19:10,470 --> 01:19:13,550 It's actually forced, so that's bad. 1380 01:19:13,550 --> 01:19:19,380 All right, one more choice, this one. 1381 01:19:19,380 --> 01:19:22,394 If I do this together with this one, 1382 01:19:22,394 --> 01:19:24,310 that's going to be bad because that's a cycle. 1383 01:19:24,310 --> 01:19:27,360 We start and end at x. 1384 01:19:27,360 --> 01:19:29,930 What if I do this one and that one? 1385 01:19:29,930 --> 01:19:31,430 Well, that's also bad because here's 1386 01:19:31,430 --> 01:19:33,880 a cycle that starts at x, ends at x. 1387 01:19:33,880 --> 01:19:36,540 This and this form the inner of the cycle. 1388 01:19:36,540 --> 01:19:42,595 All cases are bad, so no edge unfolding. 1389 01:19:46,960 --> 01:19:49,910 Tragic. 1390 01:19:49,910 --> 01:19:52,680 We can think briefly about the case-- do I have time? 1391 01:19:52,680 --> 01:19:54,720 I have 10 seconds. 1392 01:19:54,720 --> 01:19:56,960 About the case where there are two triangles. 1393 01:19:56,960 --> 01:20:01,960 I guess I should draw them like this. 1394 01:20:01,960 --> 01:20:05,276 So this point is the same as this point. 1395 01:20:05,276 --> 01:20:07,650 So if I try to simplify this, instead of using four hats, 1396 01:20:07,650 --> 01:20:10,220 I just use two hats, put one here, one here. 1397 01:20:10,220 --> 01:20:16,060 Then I could do something like this, I think, 1398 01:20:16,060 --> 01:20:20,530 and maybe that's OK if there's no cycle formed there. 1399 01:20:20,530 --> 01:20:23,240 So we really needed the tetrahedron somehow. 1400 01:20:23,240 --> 01:20:26,080 I think it does work for octahedron and larger also, 1401 01:20:26,080 --> 01:20:29,610 but just two triangles is not enough. 1402 01:20:29,610 --> 01:20:32,875 And that is unfolding. 1403 01:20:32,875 --> 01:20:37,080 We did not always edge foldable for general polyhedra, even 1404 01:20:37,080 --> 01:20:39,127 topologically convex polyhedra. 1405 01:20:39,127 --> 01:20:41,210 Next time, we'll talk more about general unfolding 1406 01:20:41,210 --> 01:20:43,440 of arbitrary polyhedra.