1 00:00:50,565 --> 00:00:51,440 PROFESSOR: All right. 2 00:00:51,440 --> 00:00:53,170 Let's get started. 3 00:00:53,170 --> 00:00:57,130 So we are continuing the theme of unfolding polyhedra, 4 00:00:57,130 --> 00:01:01,290 and the general picture we are thinking about in terms of edge 5 00:01:01,290 --> 00:01:03,670 unfolding versus general unfolding which 6 00:01:03,670 --> 00:01:05,440 are these two pictures. 7 00:01:05,440 --> 00:01:07,030 Top is an edge unfolding of the cube. 8 00:01:07,030 --> 00:01:10,680 Bottom is a general unfolding of the cube. 9 00:01:10,680 --> 00:01:12,640 If you have a complex polyhedron, 10 00:01:12,640 --> 00:01:14,930 we found general unfoldings. 11 00:01:14,930 --> 00:01:16,241 There are like four of them. 12 00:01:16,241 --> 00:01:16,740 They work. 13 00:01:16,740 --> 00:01:18,799 We proved one of them. 14 00:01:18,799 --> 00:01:20,340 If you want an edge unfolding, that's 15 00:01:20,340 --> 00:01:22,760 the centuries-old open problem. 16 00:01:22,760 --> 00:01:24,352 For non-convex polyhedra, we know 17 00:01:24,352 --> 00:01:25,560 this is too much to hope for. 18 00:01:25,560 --> 00:01:27,879 Even if it's topologically convex, 19 00:01:27,879 --> 00:01:29,420 there's not always an edge unfolding. 20 00:01:29,420 --> 00:01:33,410 That was the tetrahedral Witch's Hat. 21 00:01:33,410 --> 00:01:37,470 But for general unfolding, we don't know. 22 00:01:37,470 --> 00:01:40,320 So today's lecture is actually mostly about these two 23 00:01:40,320 --> 00:01:45,910 open problems and different variations of it 24 00:01:45,910 --> 00:01:49,070 that we know how to solve, special cases, 25 00:01:49,070 --> 00:01:51,160 and changes in the model. 26 00:01:54,280 --> 00:01:56,280 At the end, there'll also be some stuff 27 00:01:56,280 --> 00:01:58,270 about the reverse direction folding, 28 00:01:58,270 --> 00:02:02,190 but mostly, it will be about unfolding. 29 00:02:02,190 --> 00:02:05,300 So there's a third kind of unfolding 30 00:02:05,300 --> 00:02:10,330 which we call vertex unfolding, and it's 31 00:02:10,330 --> 00:02:13,900 kind of like a hinged dissection. 32 00:02:13,900 --> 00:02:16,430 So instead of normally in unfolding, something 33 00:02:16,430 --> 00:02:23,450 like a cross, it's a nice, connected polygon. 34 00:02:23,450 --> 00:02:26,430 The faces are joined along edges. 35 00:02:26,430 --> 00:02:30,770 But what if I allowed disconnecting along edges, 36 00:02:30,770 --> 00:02:37,240 but I just wanted things to stay connected along vertices, 37 00:02:37,240 --> 00:02:38,610 like at a hinge. 38 00:02:38,610 --> 00:02:41,390 So it still should be one piece in the sense 39 00:02:41,390 --> 00:02:45,840 that this is still connected, and in this case, 40 00:02:45,840 --> 00:02:48,710 I still want an edge unfolding. 41 00:02:48,710 --> 00:02:50,280 You're only allowed to cut on edges. 42 00:02:53,480 --> 00:02:55,500 And in fact, we will cut on all the edges 43 00:02:55,500 --> 00:02:57,190 because that'll be the most flexible. 44 00:02:57,190 --> 00:02:59,510 Every edge gets cut, but you're going 45 00:02:59,510 --> 00:03:09,830 to leave intact certain vertices to make one, quote, 46 00:03:09,830 --> 00:03:14,970 "piece" at vertices. 47 00:03:18,635 --> 00:03:20,240 So we still want one piece. 48 00:03:23,310 --> 00:03:28,869 So this is vertex unfolding, and it's always possible. 49 00:03:28,869 --> 00:03:30,660 We've even implemented this algorithm here. 50 00:03:30,660 --> 00:03:32,560 A bunch of random points on a sphere. 51 00:03:32,560 --> 00:03:37,030 Take the convex hull, and then, take a vertex unfolding. 52 00:03:37,030 --> 00:03:40,330 So you get this nice chain of triangles, 53 00:03:40,330 --> 00:03:42,450 don't intersect each other, and this will fold up 54 00:03:42,450 --> 00:03:45,000 into that 3D polyhedron on the left. 55 00:03:45,000 --> 00:03:47,591 Here's some bigger examples, hundreds of vertices. 56 00:03:47,591 --> 00:03:48,090 Amazing. 57 00:03:52,880 --> 00:03:53,380 All right. 58 00:03:53,380 --> 00:03:57,179 So how do we do this? 59 00:03:57,179 --> 00:03:57,678 All right. 60 00:03:57,678 --> 00:04:01,330 Let me state a theorem. 61 00:04:01,330 --> 00:04:14,050 Every connected triangulated manifold-- 62 00:04:14,050 --> 00:04:15,300 this is a very general result. 63 00:04:15,300 --> 00:04:17,536 It actually holds in any dimension. 64 00:04:17,536 --> 00:04:19,910 We're going to think about two dimensional sources in 3D, 65 00:04:19,910 --> 00:04:21,493 but it could be D dimensional surfaces 66 00:04:21,493 --> 00:04:23,963 in D plus 1 dimensions. 67 00:04:23,963 --> 00:04:26,740 --has a vertex unfolding. 68 00:04:34,640 --> 00:04:38,420 So this works both for convex and for non-convex. 69 00:04:38,420 --> 00:04:42,740 The only catch is that every face has to be a triangle. 70 00:04:42,740 --> 00:04:44,660 It's an open problem for something 71 00:04:44,660 --> 00:04:48,955 like a cube where you actually have quadrilateral faces. 72 00:04:55,260 --> 00:05:00,720 So the way we prove this is to construct 73 00:05:00,720 --> 00:05:03,125 what we call a facet-path. 74 00:05:08,640 --> 00:05:14,330 This is a path that alternates between visiting 75 00:05:14,330 --> 00:05:22,910 faces, triangles, and vertices. 76 00:05:28,490 --> 00:05:31,960 So the idea is you have some-- say 77 00:05:31,960 --> 00:05:34,690 we're doing a tetrahedron or something. 78 00:05:34,690 --> 00:05:36,020 You start at a facet. 79 00:05:36,020 --> 00:05:37,520 Then, you go to one of its vertices. 80 00:05:37,520 --> 00:05:41,340 Then, you go to one of the facets that shares that vertex. 81 00:05:41,340 --> 00:05:42,840 Then, you go to one of the vertices. 82 00:05:42,840 --> 00:05:44,259 Then, you go to a facet. 83 00:05:44,259 --> 00:05:45,300 Then, you go to a vertex. 84 00:05:45,300 --> 00:05:46,490 Then, you go to a facet. 85 00:05:46,490 --> 00:05:48,380 This is a facet-path. 86 00:05:48,380 --> 00:05:55,680 It should visit every facet, every triangle, exactly once. 87 00:05:59,730 --> 00:06:01,900 Vertices you can visit multiple times, 88 00:06:01,900 --> 00:06:04,790 although I think it's a bad idea to visit the same vertex twice 89 00:06:04,790 --> 00:06:06,460 in a row. 90 00:06:06,460 --> 00:06:08,810 Other than that, you can visit a vertex more than once. 91 00:06:08,810 --> 00:06:10,964 Maybe I would visit it again coming up here. 92 00:06:10,964 --> 00:06:12,630 If there was another triangle like this, 93 00:06:12,630 --> 00:06:18,050 I could go up to this vertex again and over to the triangle. 94 00:06:18,050 --> 00:06:19,850 So the claim is facet-paths always 95 00:06:19,850 --> 00:06:25,390 exist for any triangulated, connected surface. 96 00:06:25,390 --> 00:06:28,690 Once you have this facet-path, you're 97 00:06:28,690 --> 00:06:36,810 basically golden because you can lay it out without overlap. 98 00:06:36,810 --> 00:06:40,970 And that's the next picture. 99 00:06:40,970 --> 00:06:46,980 So if you have a triangle and you have some corners of it 100 00:06:46,980 --> 00:06:49,120 that are hinged to adjacent triangles, 101 00:06:49,120 --> 00:06:50,930 you can rotate that triangle 'til 102 00:06:50,930 --> 00:06:52,910 it fits in a vertical slab. 103 00:06:52,910 --> 00:06:55,650 And the hinges are on the ends of the slab. 104 00:06:55,650 --> 00:06:58,150 And so each triangle lives in its own slab. 105 00:06:58,150 --> 00:06:59,499 Slabs don't intersect. 106 00:06:59,499 --> 00:07:00,165 No intersection. 107 00:07:13,970 --> 00:07:15,720 The hard part is really getting this path. 108 00:07:15,720 --> 00:07:18,190 Once you have that, you can just lay it out. 109 00:07:18,190 --> 00:07:20,540 It's a little bit nontrivial with obtuse triangles. 110 00:07:20,540 --> 00:07:23,680 They don't necessarily just lie along the horizontal line. 111 00:07:23,680 --> 00:07:25,940 You have to set things up so that those guys are 112 00:07:25,940 --> 00:07:28,420 on the boundary, but you can always 113 00:07:28,420 --> 00:07:29,965 rotate it so that that's possible. 114 00:07:34,260 --> 00:07:44,920 So the real question is, how do we construct a facet-path? 115 00:07:53,820 --> 00:07:54,800 All right. 116 00:07:54,800 --> 00:07:56,740 So I have a bunch of triangles. 117 00:07:56,740 --> 00:07:59,360 In general, they make some surface. 118 00:07:59,360 --> 00:08:04,340 And maybe I should draw a running example over here. 119 00:08:04,340 --> 00:08:08,960 Let's think about a triangulated cube, something simple. 120 00:08:13,220 --> 00:08:15,499 Imagine there's more triangles in the back. 121 00:08:15,499 --> 00:08:17,540 It's a little hard to think about the 3D picture. 122 00:08:17,540 --> 00:08:20,600 I would really like to two dimensionalify it, 123 00:08:20,600 --> 00:08:22,740 and because this theorem works, not only 124 00:08:22,740 --> 00:08:27,620 for a polyhedron-- it works for any manifold, any sort 125 00:08:27,620 --> 00:08:30,880 of locally, two dimensional thing-- it would be nice 126 00:08:30,880 --> 00:08:32,919 if I could just sort of cut this open 127 00:08:32,919 --> 00:08:36,730 and think about a disc instead of a sphere, topologically. 128 00:08:36,730 --> 00:08:37,436 And I can. 129 00:08:37,436 --> 00:08:39,470 I mean this theorem's supposed to work for discs just as well. 130 00:08:39,470 --> 00:08:41,110 It should work for anything that's connected. 131 00:08:41,110 --> 00:08:43,651 So ideally, I cut it all apart into lots of little triangles, 132 00:08:43,651 --> 00:08:46,100 but it has to stay connected. 133 00:08:46,100 --> 00:08:49,240 So I'll unfold it. 134 00:08:49,240 --> 00:08:49,920 Why not? 135 00:08:49,920 --> 00:08:53,420 So I can add some cuts until I get down 136 00:08:53,420 --> 00:09:02,160 to a spanning tree of the faces, a spanning tree 137 00:09:02,160 --> 00:09:03,921 of the dual graph. 138 00:09:03,921 --> 00:09:04,420 OK. 139 00:09:04,420 --> 00:09:09,084 For whatever reason, this is the triangulation I chose, 140 00:09:09,084 --> 00:09:10,500 and this is the unfolding I chose. 141 00:09:10,500 --> 00:09:13,230 But just keep cutting edges until cutting an edge 142 00:09:13,230 --> 00:09:14,990 would cause it to disconnect. 143 00:09:14,990 --> 00:09:17,740 So the maximal set of cuts, there are many ways to do it. 144 00:09:17,740 --> 00:09:19,512 When I unfold, it might overlap because we 145 00:09:19,512 --> 00:09:21,220 don't know whether edge unfoldings exist, 146 00:09:21,220 --> 00:09:22,590 but that's fine. 147 00:09:22,590 --> 00:09:24,810 You can think of it as a two dimensional picture, 148 00:09:24,810 --> 00:09:26,877 but it might need a few layers. 149 00:09:26,877 --> 00:09:28,710 We're not going to actually fold this thing, 150 00:09:28,710 --> 00:09:31,500 but we're going to cut this up into a facet-path. 151 00:09:31,500 --> 00:09:32,910 This could actually be our input. 152 00:09:32,910 --> 00:09:34,780 Instead of being given a polyhedron, 153 00:09:34,780 --> 00:09:37,270 we're given a disc like this, a triangulated disc, 154 00:09:37,270 --> 00:09:38,729 and we have to deal with it. 155 00:09:38,729 --> 00:09:40,770 Somehow we've got to construct a facet-path here, 156 00:09:40,770 --> 00:09:43,020 visit every triangle exactly once, 157 00:09:43,020 --> 00:09:44,825 and passing through vertices. 158 00:09:44,825 --> 00:09:46,200 AUDIENCE: So if you have overlap, 159 00:09:46,200 --> 00:09:47,682 it doesn't really matter. 160 00:09:47,682 --> 00:09:49,640 PROFESSOR: Yeah, overlap doesn't really matter. 161 00:09:49,640 --> 00:09:50,980 We're going to cut it up, and then, we're 162 00:09:50,980 --> 00:09:52,413 going to splay out the triangles. 163 00:09:52,413 --> 00:09:53,788 AUDIENCE: Distances don't matter. 164 00:09:53,788 --> 00:09:55,150 Right? 165 00:09:55,150 --> 00:09:56,620 PROFESSOR: No, uh. 166 00:09:56,620 --> 00:09:58,620 AUDIENCE: If you're trying to just find a path-- 167 00:09:58,620 --> 00:09:58,712 PROFESSOR: Right. 168 00:09:58,712 --> 00:10:00,410 From the perspective of facet-path, 169 00:10:00,410 --> 00:10:01,440 distances don't matter. 170 00:10:01,440 --> 00:10:02,360 It's just topology. 171 00:10:02,360 --> 00:10:02,859 Yeah. 172 00:10:02,859 --> 00:10:08,430 You could think of it as a circle with some decomposition 173 00:10:08,430 --> 00:10:12,000 into triangles, if you like, but that's maybe harder 174 00:10:12,000 --> 00:10:13,850 to think about. 175 00:10:13,850 --> 00:10:15,630 I got to think about it this way. 176 00:10:15,630 --> 00:10:17,970 It's useful because then, we'll get to Mickey Mouses, 177 00:10:17,970 --> 00:10:21,000 as we'll see. 178 00:10:21,000 --> 00:10:30,310 So cut edges until you can't anymore, 179 00:10:30,310 --> 00:10:31,925 so until cutting would disconnect. 180 00:10:38,520 --> 00:10:40,730 So this means what you're left with 181 00:10:40,730 --> 00:10:43,356 will be sort of a tree of faces. 182 00:10:43,356 --> 00:10:45,480 There'll be no cycles because if there was a cycle, 183 00:10:45,480 --> 00:10:49,770 you could cut one of the edges, and it wouldn't fall apart. 184 00:10:49,770 --> 00:10:52,570 So obviously, there's a tree here. 185 00:10:52,570 --> 00:10:54,980 Now, trees have leaves. 186 00:10:54,980 --> 00:10:57,260 That's our favorite lemma lately. 187 00:10:57,260 --> 00:10:59,480 They have at least two leaves. 188 00:10:59,480 --> 00:11:01,140 In the case of a triangulated polygon, 189 00:11:01,140 --> 00:11:02,330 we usually call them ears. 190 00:11:02,330 --> 00:11:03,580 So here's a fun term. 191 00:11:06,700 --> 00:11:11,740 So let's say color the ears. 192 00:11:11,740 --> 00:11:19,105 These are leaves and in that tree which call the dual tree. 193 00:11:22,190 --> 00:11:25,524 So in reality, we're thinking about a dual graph which 194 00:11:25,524 --> 00:11:27,190 looks something like this, where there's 195 00:11:27,190 --> 00:11:31,160 a vertex for every triangle and edges for every edge connecting 196 00:11:31,160 --> 00:11:33,590 triangles, and there's leaves of that tree. 197 00:11:33,590 --> 00:11:36,820 But in the original thing, we think of this triangle 198 00:11:36,820 --> 00:11:41,180 as being an ear, and this triangle is an ear. 199 00:11:41,180 --> 00:11:46,850 And this triangle is an ear, and this triangle is an ear. 200 00:11:46,850 --> 00:11:49,150 I like ears because they're kind of on the boundary, 201 00:11:49,150 --> 00:11:51,450 on the surface, so they're just triangles 202 00:11:51,450 --> 00:11:54,650 that are adjacent to only one other triangle. 203 00:11:54,650 --> 00:11:57,770 Now, the next step is to color what 204 00:11:57,770 --> 00:12:00,340 are called the second-level ears. 205 00:12:00,340 --> 00:12:02,020 I'll call them the remaining ears, 206 00:12:02,020 --> 00:12:04,970 if you remove those ears, what would, then, become an ear. 207 00:12:09,300 --> 00:12:09,800 All right. 208 00:12:09,800 --> 00:12:12,531 Now, I wish I had another color. 209 00:12:12,531 --> 00:12:14,260 Yeah, that's kind of yellowish. 210 00:12:14,260 --> 00:12:16,060 So this would become an ear. 211 00:12:16,060 --> 00:12:17,170 This would become an ear. 212 00:12:17,170 --> 00:12:19,742 This would become an ear, and this would become an ear. 213 00:12:22,340 --> 00:12:26,280 And I'm going to stop there, just two levels. 214 00:12:26,280 --> 00:12:29,609 What could I get in this process? 215 00:12:29,609 --> 00:12:31,150 I mean what it looks like I'm getting 216 00:12:31,150 --> 00:12:33,370 is I get an ear and then, a second-level ear. 217 00:12:33,370 --> 00:12:35,540 It could be a little more general than that. 218 00:12:35,540 --> 00:12:38,490 Maybe, for example, if I had a triangle like this, 219 00:12:38,490 --> 00:12:40,190 both of these would be first-level ears, 220 00:12:40,190 --> 00:12:42,600 and then, this would become a second-level ear. 221 00:12:42,600 --> 00:12:45,080 Turns out that's all that can happen. 222 00:12:45,080 --> 00:12:48,852 Because these are triangles, second-level ear, 223 00:12:48,852 --> 00:12:51,060 at this point, it's only adjacent to one other thing. 224 00:12:51,060 --> 00:12:52,760 So what was it adjacent to before? 225 00:12:52,760 --> 00:12:54,580 Well, maybe, one ear, certainly not 226 00:12:54,580 --> 00:12:57,000 zero because it wasn't a first-level ear. 227 00:12:57,000 --> 00:12:59,270 So at least one ear, maybe two ears. 228 00:12:59,270 --> 00:13:00,157 That's it. 229 00:13:00,157 --> 00:13:02,115 AUDIENCE: Unless there's only four pieces left. 230 00:13:02,115 --> 00:13:03,062 Right? 231 00:13:03,062 --> 00:13:04,520 PROFESSOR: Sorry, what do you mean? 232 00:13:04,520 --> 00:13:06,477 AUDIENCE: You could have three ears. 233 00:13:06,477 --> 00:13:08,060 PROFESSOR: You could have three years. 234 00:13:08,060 --> 00:13:09,180 Yeah, so here I have two. 235 00:13:09,180 --> 00:13:11,096 I mean the first-level ear and a second-level, 236 00:13:11,096 --> 00:13:14,020 or it could be a first-level-- Oh, you're saying at the end. 237 00:13:14,020 --> 00:13:14,740 Right. 238 00:13:14,740 --> 00:13:15,970 It could be like this. 239 00:13:15,970 --> 00:13:18,220 That would only happen at the very end. 240 00:13:18,220 --> 00:13:20,230 But yeah, this could be first-level ears, 241 00:13:20,230 --> 00:13:21,605 and this is the second-level ear. 242 00:13:21,605 --> 00:13:22,810 Good point. 243 00:13:22,810 --> 00:13:34,040 Most of the time, we will either get something 244 00:13:34,040 --> 00:13:37,470 like this, the rest of the polygons over here-- 245 00:13:37,470 --> 00:13:38,780 so this is a first-level ear. 246 00:13:38,780 --> 00:13:41,020 This is a second-level ear. 247 00:13:41,020 --> 00:13:53,110 --or I get-- this is the Mickey Mouse picture. 248 00:13:53,110 --> 00:13:55,435 Probably not allowed to say Mickey Mouse. 249 00:13:55,435 --> 00:14:00,650 It's under copyright, but there you go. 250 00:14:00,650 --> 00:14:02,820 So two first-level ears, second-level ear. 251 00:14:02,820 --> 00:14:03,677 Boom. 252 00:14:03,677 --> 00:14:05,260 This is, most of the time, what you'll 253 00:14:05,260 --> 00:14:07,670 get in the base case of this induction. 254 00:14:07,670 --> 00:14:09,054 I'm going to pluck off these ears 255 00:14:09,054 --> 00:14:10,470 and keep making the thing smaller. 256 00:14:10,470 --> 00:14:13,630 At the end, there are a few cases to think about. 257 00:14:13,630 --> 00:14:17,175 I have them drawn here somewhere, base cases. 258 00:14:20,190 --> 00:14:21,230 Nothing. 259 00:14:21,230 --> 00:14:21,900 Yeah, well. 260 00:14:30,500 --> 00:14:32,830 This won't work out if you have one triangle, 261 00:14:32,830 --> 00:14:37,670 if you have zero triangles, which is this empty picture, 262 00:14:37,670 --> 00:14:39,875 or if you just have two maybe. 263 00:14:39,875 --> 00:14:41,437 Well, I guess-- Yeah, because then, 264 00:14:41,437 --> 00:14:42,770 these are both first-level ears. 265 00:14:42,770 --> 00:14:44,780 It doesn't look quite the same. 266 00:14:44,780 --> 00:14:50,273 Or maybe just a Mickey Mouse because those are all-- Well, 267 00:14:50,273 --> 00:14:51,590 it probably works. 268 00:14:51,590 --> 00:14:57,082 Anyway, these are the sort of cases you worry about. 269 00:14:57,082 --> 00:14:58,790 But for these cases, I just need to check 270 00:14:58,790 --> 00:15:00,140 that I can find a facet-path. 271 00:15:00,140 --> 00:15:02,930 So for example, this one, I just visit the triangle. 272 00:15:02,930 --> 00:15:06,820 This one-- I don't know-- I do it like that. 273 00:15:06,820 --> 00:15:11,660 In fact, I can make it a cycle if I want to go crazy. 274 00:15:11,660 --> 00:15:15,166 This one-- I don't know-- something like this. 275 00:15:15,166 --> 00:15:17,290 That'd be one way to do it. 276 00:15:17,290 --> 00:15:18,290 (SINGING) Doo, doo, doo. 277 00:15:21,400 --> 00:15:24,350 Hm. 278 00:15:24,350 --> 00:15:26,500 Got to be a little careful. 279 00:15:26,500 --> 00:15:27,000 [INAUDIBLE] 280 00:15:30,980 --> 00:15:32,350 Something like that. 281 00:15:32,350 --> 00:15:33,100 All right. 282 00:15:33,100 --> 00:15:37,340 But really, I care about these two cases. 283 00:15:37,340 --> 00:15:39,856 So what I'm going to do for each of those-- 284 00:15:39,856 --> 00:15:48,430 I guess this is still step four-- 285 00:15:48,430 --> 00:15:53,706 is I actually want to make cycles for these guys. 286 00:15:53,706 --> 00:15:55,005 I care about that. 287 00:16:03,440 --> 00:16:05,220 Am I doing something wrong? 288 00:16:05,220 --> 00:16:05,720 Oh, no. 289 00:16:05,720 --> 00:16:06,630 Over there. 290 00:16:06,630 --> 00:16:07,130 Good. 291 00:16:09,906 --> 00:16:11,780 So in both of these cases, I can make cycles. 292 00:16:11,780 --> 00:16:13,720 In this one, in the base cases, not always. 293 00:16:13,720 --> 00:16:17,770 Like this guy, hard to make a cycle. 294 00:16:17,770 --> 00:16:19,870 But for the two general cases, if I 295 00:16:19,870 --> 00:16:22,370 find two ears or three ears, I can just draw that in. 296 00:16:22,370 --> 00:16:24,756 So I'll do that for this example, though, by now, 297 00:16:24,756 --> 00:16:26,756 it's gotten a little messy, so let me redraw it. 298 00:16:30,930 --> 00:16:43,630 So we have-- All right. 299 00:16:43,630 --> 00:16:49,390 So I'm going to connect these guys and connect these guys. 300 00:16:49,390 --> 00:16:51,080 This case, I only get the two-ear case, 301 00:16:51,080 --> 00:16:53,220 but I think we'll get another case shortly. 302 00:17:01,370 --> 00:17:02,180 OK? 303 00:17:02,180 --> 00:17:05,400 So obviously, I haven't finished it, and these are disconnected. 304 00:17:05,400 --> 00:17:07,750 There's lots of things left to do. 305 00:17:07,750 --> 00:17:11,170 But then, the idea is repeat. 306 00:17:13,690 --> 00:17:15,880 So imagine those guys as being done. 307 00:17:15,880 --> 00:17:19,349 I'm left with these four triangles, 308 00:17:19,349 --> 00:17:22,640 actually, a little boring because I 309 00:17:22,640 --> 00:17:25,089 don't get the Mickey Mouse case. 310 00:17:25,089 --> 00:17:26,720 But then, this will be an ear. 311 00:17:26,720 --> 00:17:28,410 This will be a second-level ear. 312 00:17:28,410 --> 00:17:32,380 And so I'll end up doing this. 313 00:17:32,380 --> 00:17:34,540 And this will be an ear, and this 314 00:17:34,540 --> 00:17:37,030 will be an ear, second-level here. 315 00:17:37,030 --> 00:17:40,369 I mean this is actually the base case, if you will. 316 00:17:40,369 --> 00:17:42,660 So in general, I just pluck off two or three triangles, 317 00:17:42,660 --> 00:17:45,040 repeat until I get one of the base cases. 318 00:17:45,040 --> 00:17:48,110 Now, what I have is not connected, 319 00:17:48,110 --> 00:17:50,310 but it's a bunch of cycles. 320 00:17:50,310 --> 00:17:54,545 But there's one cycle here, one cycle there, one cycle there. 321 00:17:54,545 --> 00:17:56,170 You could actually connect some of them 322 00:17:56,170 --> 00:17:57,211 together, like these two. 323 00:17:57,211 --> 00:17:59,820 You could go around like this and then, go like that, 324 00:17:59,820 --> 00:18:01,780 so that could be a bigger cycle. 325 00:18:01,780 --> 00:18:04,670 But these cycles are not even attached to these cycles, 326 00:18:04,670 --> 00:18:06,017 so it's kind of a problem. 327 00:18:06,017 --> 00:18:08,350 That's step five is we're going to fix all the problems. 328 00:18:11,020 --> 00:18:13,080 That'd be a great title. 329 00:18:13,080 --> 00:18:17,195 Connect cycles together. 330 00:18:20,800 --> 00:18:22,800 We're going to do that by local switches, 331 00:18:22,800 --> 00:18:24,870 so here's the general picture. 332 00:18:24,870 --> 00:18:28,660 Suppose you have two adjacent triangles and two completely 333 00:18:28,660 --> 00:18:31,940 separate paths. 334 00:18:31,940 --> 00:18:36,180 So it's a cycle, so some cycle over here. 335 00:18:36,180 --> 00:18:38,170 And if this guy shared a vertex, then I 336 00:18:38,170 --> 00:18:39,320 could actually connect them together. 337 00:18:39,320 --> 00:18:40,861 So suppose it doesn't share a vertex. 338 00:18:40,861 --> 00:18:42,640 That means it has to use these two, 339 00:18:42,640 --> 00:18:46,510 and then, it-- something like that. 340 00:18:46,510 --> 00:18:50,940 What I want to do is remove this edge and remove this edge 341 00:18:50,940 --> 00:18:55,060 and, instead, add this edge and that edge. 342 00:18:55,060 --> 00:18:58,620 So that's a local change, and now, it will be one big cycle. 343 00:18:58,620 --> 00:19:00,640 We've probably seen this trick once or twice 344 00:19:00,640 --> 00:19:05,840 before, I think in the Mountain Valley assignment stuff. 345 00:19:05,840 --> 00:19:09,940 So here I have, for example, these two triangles, 346 00:19:09,940 --> 00:19:12,760 which are adjacent, but the paths don't meet. 347 00:19:12,760 --> 00:19:15,390 So I'm just going to erase this edge, put in that one, 348 00:19:15,390 --> 00:19:17,295 erase this edge, put in that one. 349 00:19:17,295 --> 00:19:24,010 Lo and behold, I have a bigger cycle now, like that. 350 00:19:24,010 --> 00:19:26,410 Still not everything, so like these two triangles 351 00:19:26,410 --> 00:19:27,510 don't touch. 352 00:19:27,510 --> 00:19:28,400 So erase that edge. 353 00:19:28,400 --> 00:19:29,444 Erase that edge. 354 00:19:29,444 --> 00:19:30,110 Put in that one. 355 00:19:30,110 --> 00:19:31,620 Put in that one. 356 00:19:31,620 --> 00:19:34,140 I'm preserving, at all times, that I'm a facet path, 357 00:19:34,140 --> 00:19:36,270 and I'm merging components. 358 00:19:36,270 --> 00:19:40,365 So by the end, I'll have one big component. 359 00:19:40,365 --> 00:19:42,740 Now, I haven't necessarily described this as a big cycle, 360 00:19:42,740 --> 00:19:44,910 but as I've kind of been hinting, what I do now 361 00:19:44,910 --> 00:19:46,920 is take an Euler tour around this thing. 362 00:19:46,920 --> 00:19:48,870 We've seen Euler tours. 363 00:19:48,870 --> 00:19:52,350 All the vertices in this graph will have even degree. 364 00:19:52,350 --> 00:19:55,960 And so I can take an Euler tour, and really, I 365 00:19:55,960 --> 00:19:59,310 should take what's called a non-crossing Euler tour. 366 00:20:01,879 --> 00:20:03,920 Point is you've got a bunch of cycles that touch. 367 00:20:03,920 --> 00:20:06,540 You just walk around the outside. 368 00:20:06,540 --> 00:20:08,482 That will visit all the cycles. 369 00:20:08,482 --> 00:20:10,190 It'll visit all these edges exactly once, 370 00:20:10,190 --> 00:20:11,850 and that will actually be a facet-path. 371 00:20:18,340 --> 00:20:20,778 And we're done. 372 00:20:20,778 --> 00:20:24,210 Now, I have a facet-path for a triangulated cube. 373 00:20:24,210 --> 00:20:26,110 So I can splay out those triangles, 374 00:20:26,110 --> 00:20:28,940 get a non-overlapping chain like this. 375 00:20:28,940 --> 00:20:33,890 Actually, it's probably the top one, something like that, 376 00:20:33,890 --> 00:20:34,390 might be. 377 00:20:34,390 --> 00:20:36,640 I may not have matched exactly what's in the textbook. 378 00:20:40,360 --> 00:20:41,500 Cool. 379 00:20:41,500 --> 00:20:44,480 One slight detail is I was sort of waving my hands, 380 00:20:44,480 --> 00:20:47,430 assuming there was actually a cycle here. 381 00:20:47,430 --> 00:20:48,900 I really only need a path. 382 00:20:48,900 --> 00:20:52,270 In fact, there won't always be a cycle because at the very end, 383 00:20:52,270 --> 00:20:53,930 you're not able to construct a cycle. 384 00:20:53,930 --> 00:20:56,135 So that will actually cause you to make-- 385 00:20:56,135 --> 00:20:59,690 if I do something like this, so at least it 386 00:20:59,690 --> 00:21:02,510 can connect to other things. 387 00:21:02,510 --> 00:21:05,702 That will cause you make two vertices of odd degree. 388 00:21:05,702 --> 00:21:07,160 But that's OK because there's still 389 00:21:07,160 --> 00:21:10,850 an Euler path that starts at one of the vertices of odd degree, 390 00:21:10,850 --> 00:21:12,600 visits all the other edges, and then, 391 00:21:12,600 --> 00:21:15,460 comes to the other vertex of odd degree. 392 00:21:15,460 --> 00:21:16,925 And I just need a path. 393 00:21:16,925 --> 00:21:19,050 You can actually characterize when you get a cycle. 394 00:21:19,050 --> 00:21:24,860 It's when the original thing is not too colorable, I think. 395 00:21:24,860 --> 00:21:28,960 Anyway, that's vertex unfolding. 396 00:21:28,960 --> 00:21:29,710 It's kind of easy. 397 00:21:32,470 --> 00:21:34,837 I think we solved most of it in like an afternoon. 398 00:21:34,837 --> 00:21:35,545 We had this idea. 399 00:21:35,545 --> 00:21:39,785 It was cool, and then, we solved it kind of quickly. 400 00:21:39,785 --> 00:21:41,090 That's how it often goes. 401 00:21:41,090 --> 00:21:44,734 Once you have a cool problem, it falls quickly. 402 00:21:44,734 --> 00:21:47,400 There's lots of interesting open problems remaining about vertex 403 00:21:47,400 --> 00:21:49,900 unfolding, and they seem a lot harder. 404 00:21:49,900 --> 00:21:53,920 So for example, what if I have non-triangulated polyhedra? 405 00:21:53,920 --> 00:21:56,710 And natural version is to think about what we were originally 406 00:21:56,710 --> 00:21:58,382 trying to attack, convex polyhedra. 407 00:21:58,382 --> 00:22:00,090 This turned out to not require convexity. 408 00:22:00,090 --> 00:22:03,290 But what about convex polyhedra, not triangulated? 409 00:22:03,290 --> 00:22:05,330 Is there always a vertex unfolding? 410 00:22:05,330 --> 00:22:07,490 We don't know about edge unfoldings. 411 00:22:07,490 --> 00:22:11,620 And the answer is no. 412 00:22:11,620 --> 00:22:13,710 Well, no that's not right. 413 00:22:13,710 --> 00:22:15,050 Sorry. 414 00:22:15,050 --> 00:22:17,030 The answer is we don't know. 415 00:22:17,030 --> 00:22:18,970 What's annoying about this example 416 00:22:18,970 --> 00:22:20,610 is that there's no facet-path. 417 00:22:20,610 --> 00:22:22,620 So there are two things that could go wrong. 418 00:22:22,620 --> 00:22:24,350 One is that the facet-path doesn't exist, 419 00:22:24,350 --> 00:22:26,690 and that can happen in this more general scenario. 420 00:22:26,690 --> 00:22:29,400 And the other is that when you lay it out, it overlaps. 421 00:22:29,400 --> 00:22:31,770 Both of these things could go wrong 422 00:22:31,770 --> 00:22:33,990 in the general convex case. 423 00:22:33,990 --> 00:22:36,640 So in this example, this is a truncated cube. 424 00:22:36,640 --> 00:22:41,360 There's eight triangles and only six octagons. 425 00:22:41,360 --> 00:22:43,847 And if you look, once you're at a triangle, 426 00:22:43,847 --> 00:22:45,680 you have to go to an octagon because there's 427 00:22:45,680 --> 00:22:47,380 no adjacent triangles. 428 00:22:47,380 --> 00:22:50,400 So at best, you could alternate triangle-octagon-triangle-octagon 429 00:22:50,400 --> 00:22:52,870 if you want to pack all those triangles in, but you run out 430 00:22:52,870 --> 00:22:54,310 of octagons to get there. 431 00:22:54,310 --> 00:22:58,714 So there's no facet-path, but maybe, you 432 00:22:58,714 --> 00:22:59,630 don't need facet-path. 433 00:22:59,630 --> 00:23:03,960 You could make a tree, just a little trickier. 434 00:23:03,960 --> 00:23:06,450 Obviously, if you triangulate that surface, you're done. 435 00:23:06,450 --> 00:23:11,030 So the analog of general unfolding with vertex unfolding 436 00:23:11,030 --> 00:23:11,830 is trivial. 437 00:23:11,830 --> 00:23:15,130 You just triangulate, and then, you use the edge case. 438 00:23:15,130 --> 00:23:17,110 But if you really only want to cut along edges, 439 00:23:17,110 --> 00:23:18,510 this example can be done. 440 00:23:18,510 --> 00:23:21,450 I mean it has an edge unfolding, so if it has an edge unfolding, 441 00:23:21,450 --> 00:23:23,150 it definitely has a vertex unfolding, 442 00:23:23,150 --> 00:23:25,010 but we don't know how to prove it. 443 00:23:25,010 --> 00:23:27,176 The other thing that could go wrong is once you have 444 00:23:27,176 --> 00:23:33,690 octagons, even if you could find a way to lay them out-- 445 00:23:33,690 --> 00:23:37,630 that's not a very good octagon-- you can't-- let's say 446 00:23:37,630 --> 00:23:39,650 if your two hinges were here and here, 447 00:23:39,650 --> 00:23:42,110 if that's where you attach two adjacent pieces, 448 00:23:42,110 --> 00:23:44,076 you can't fit that in a vertical strip. 449 00:23:44,076 --> 00:23:46,450 There's no way to turn it so it fits in a vertical strip. 450 00:23:46,450 --> 00:23:49,180 So also this layout problem doesn't 451 00:23:49,180 --> 00:23:52,044 work if you have something more than triangles. 452 00:23:52,044 --> 00:23:53,585 So some pretty fascinating questions. 453 00:23:53,585 --> 00:23:57,210 It's even open for non-convex. 454 00:23:57,210 --> 00:24:03,460 If I take non-convex polyhedra, and I want a vertex unfolding-- 455 00:24:03,460 --> 00:24:06,400 let's say all the faces are convex. 456 00:24:06,400 --> 00:24:10,635 At the very least, you need to forbid faces having holes. 457 00:24:10,635 --> 00:24:17,480 If you remember this example, the box on a box, 458 00:24:17,480 --> 00:24:19,720 this also doesn't have a vertex unfolding 459 00:24:19,720 --> 00:24:23,220 because still, this guy has to fit in that little square hole. 460 00:24:25,840 --> 00:24:27,930 But as long as the faces don't have holes-- 461 00:24:27,930 --> 00:24:31,310 let's say the faces are convex-- would be a nice version, 462 00:24:31,310 --> 00:24:36,550 like the Witch's Hat, the spiked tetrahedron. 463 00:24:36,550 --> 00:24:38,280 That probably has a vertex unfolding. 464 00:24:38,280 --> 00:24:40,902 AUDIENCE: If you triangulate that, [INAUDIBLE]. 465 00:24:40,902 --> 00:24:42,360 PROFESSOR: If you triangulate this, 466 00:24:42,360 --> 00:24:44,490 it'll definitely have a-- if you triangulate anything, 467 00:24:44,490 --> 00:24:45,740 it'll have a vertex unfolding. 468 00:24:45,740 --> 00:24:47,380 Yeah. 469 00:24:47,380 --> 00:24:47,880 All right. 470 00:24:47,880 --> 00:24:50,110 That's all I want to say about vertex unfolding, 471 00:24:50,110 --> 00:24:53,060 and that's sort of addressing edge unfolding of convex 472 00:24:53,060 --> 00:24:57,060 polyhedra, or actually, both of these. 473 00:24:57,060 --> 00:24:59,485 Now, I'd like to go to sort of the real problem. 474 00:24:59,485 --> 00:25:01,360 This is one of my favorite problems, I think. 475 00:25:01,360 --> 00:25:04,520 A bunch of us posed it in '98, which was right when I was-- 476 00:25:04,520 --> 00:25:08,220 or '99, right when I was starting out. 477 00:25:08,220 --> 00:25:11,020 See, it's tantalizing, in some ways more natural, 478 00:25:11,020 --> 00:25:13,566 because it's nice to allow cuts anywhere. 479 00:25:13,566 --> 00:25:15,440 And it could potentially work for everything. 480 00:25:15,440 --> 00:25:19,850 I conjecture every non-convex polyhedron without boundary 481 00:25:19,850 --> 00:25:22,220 can be generally unfolded, and there's 482 00:25:22,220 --> 00:25:26,220 some really good evidence for this as of a couple years ago. 483 00:25:26,220 --> 00:25:50,720 That's what I want to talk about, 484 00:25:50,720 --> 00:25:52,045 which is orthogonal polyhedra. 485 00:25:58,810 --> 00:26:02,120 This is one of my favorite unfolding results. 486 00:26:02,120 --> 00:26:08,830 It's by Mirela Damian, Robin Flatland, and Joe O'Rourke. 487 00:26:08,830 --> 00:26:11,530 They've done a lot of work in this unfolding area. 488 00:26:11,530 --> 00:26:14,880 An orthogonal polyhedron is one where all the faces are 489 00:26:14,880 --> 00:26:17,640 perpendicular to one of the three coordinate axes. 490 00:26:17,640 --> 00:26:21,160 So for example, here is a orthogonal polyhedron 491 00:26:21,160 --> 00:26:22,726 I drew this morning. 492 00:26:22,726 --> 00:26:24,470 If you want to draw orthogonal polyhedra, 493 00:26:24,470 --> 00:26:26,880 Google SketchUp makes it really easy, 494 00:26:26,880 --> 00:26:30,900 and you can add shadows and texture. 495 00:26:30,900 --> 00:26:32,970 So there are three kinds of faces. 496 00:26:32,970 --> 00:26:37,230 There's the ones perpendicular to x, like these guys. 497 00:26:37,230 --> 00:26:40,470 There's the ones perpendicular to y. 498 00:26:40,470 --> 00:26:42,494 That's all the yellow faces. 499 00:26:42,494 --> 00:26:44,160 And there's the ones perpendicular to z. 500 00:26:44,160 --> 00:26:45,870 That's these top guys. 501 00:26:45,870 --> 00:26:47,710 So we call them x-faces, y-faces, z-faces. 502 00:26:51,480 --> 00:26:54,060 What we're going to do-- so the theorem is these 503 00:26:54,060 --> 00:26:56,540 have general unfoldings. 504 00:26:56,540 --> 00:26:59,520 That's pretty awesome because every polyhedron 505 00:26:59,520 --> 00:27:03,780 is approximately orthogonal if you can voxelize it. 506 00:27:03,780 --> 00:27:05,469 So this is really a lot of stuff. 507 00:27:05,469 --> 00:27:08,010 I would love to generalize this approach arbitrary polyhedra, 508 00:27:08,010 --> 00:27:11,900 but that's the big open question. 509 00:27:11,900 --> 00:27:13,380 So what do we do? 510 00:27:13,380 --> 00:27:16,270 Well, we're going to single out, from this color coding, 511 00:27:16,270 --> 00:27:18,430 the y-faces. 512 00:27:18,430 --> 00:27:20,290 Just color them yellow. 513 00:27:20,290 --> 00:27:21,740 Then, there's all the other faces. 514 00:27:21,740 --> 00:27:25,090 Well, they form bands. 515 00:27:25,090 --> 00:27:26,470 They're cycles. 516 00:27:26,470 --> 00:27:29,174 They go around in a loop. 517 00:27:29,174 --> 00:27:32,820 A lot of them here, I've just drawn as rectangular loops, 518 00:27:32,820 --> 00:27:36,280 but in general, all those wooden faces, the x and z-faces, 519 00:27:36,280 --> 00:27:39,290 will form a bunch of loops. 520 00:27:39,290 --> 00:27:41,120 And then, there's the y-faces which 521 00:27:41,120 --> 00:27:43,495 we're going to have to deal with, but sort of ignore them 522 00:27:43,495 --> 00:27:44,374 for a while. 523 00:27:44,374 --> 00:27:46,040 I should have drawn it with them erased. 524 00:27:46,040 --> 00:27:47,230 It would look cool. 525 00:27:47,230 --> 00:27:50,250 But if you think about just those bands, 526 00:27:50,250 --> 00:27:53,270 this is sort of how they're connected together, this tree. 527 00:27:53,270 --> 00:27:57,270 There's a big one out here, and then, it has two children. 528 00:27:57,270 --> 00:27:59,405 There's this one and this one. 529 00:27:59,405 --> 00:28:02,450 And then, this child has one child hanging off of it, 530 00:28:02,450 --> 00:28:05,120 and this one has two children hanging off of it. 531 00:28:05,120 --> 00:28:08,810 So that's these two guys. 532 00:28:08,810 --> 00:28:12,014 In general, this guy might have some children hanging off 533 00:28:12,014 --> 00:28:12,930 the back side as well. 534 00:28:12,930 --> 00:28:14,880 I'm not going to try to represent that in this picture. 535 00:28:14,880 --> 00:28:16,350 There's just a bunch of children. 536 00:28:16,350 --> 00:28:17,725 There will be some front children 537 00:28:17,725 --> 00:28:18,975 and some back children. 538 00:28:18,975 --> 00:28:20,850 You pick some root arbitrarily, and then, you 539 00:28:20,850 --> 00:28:22,370 have children going off of there. 540 00:28:22,370 --> 00:28:26,040 Now, if you're orthogonal polyhedron has genus 0-- 541 00:28:26,040 --> 00:28:29,100 it's topologically a sphere-- this will be a tree. 542 00:28:29,100 --> 00:28:32,730 If it's like a doughnut, it will have a cycle. 543 00:28:32,730 --> 00:28:35,420 So this theorem only applies for our genius zero. 544 00:28:39,380 --> 00:28:44,370 So we're going to exploit that that dual drawing, how 545 00:28:44,370 --> 00:28:47,540 the bands are connected together, is like a tree. 546 00:28:47,540 --> 00:28:52,960 So why don't I write down, a band 547 00:28:52,960 --> 00:29:09,640 is a cycle of x and z-faces, and they are connected together 548 00:29:09,640 --> 00:29:12,610 in a tree. 549 00:29:12,610 --> 00:29:14,550 Now, the rough idea is we're going 550 00:29:14,550 --> 00:29:17,180 to take a depth-first traversal of this tree. 551 00:29:17,180 --> 00:29:18,790 We're going to start at the root, 552 00:29:18,790 --> 00:29:21,720 work our way down and come back, work our way down, 553 00:29:21,720 --> 00:29:23,710 and something like that. 554 00:29:23,710 --> 00:29:25,360 It's not going to be quite so simple. 555 00:29:28,710 --> 00:29:31,910 The challenge, I guess you could say, is avoiding overlap. 556 00:29:31,910 --> 00:29:32,410 OK? 557 00:29:32,410 --> 00:29:34,451 If you wanted to unfold a band, obviously, a band 558 00:29:34,451 --> 00:29:36,010 can just unfold straight. 559 00:29:36,010 --> 00:29:38,630 It's like a nice, long strip. 560 00:29:38,630 --> 00:29:40,220 So each band, individually, is fine. 561 00:29:40,220 --> 00:29:42,386 It's how do you piece those bands together and then, 562 00:29:42,386 --> 00:29:45,100 have room for the yellow faces to attach 563 00:29:45,100 --> 00:29:49,366 on the sides, no overlap? 564 00:29:49,366 --> 00:29:53,690 But it can be done with the awesome, crazy idea 565 00:29:53,690 --> 00:29:54,815 that we'll get to shortly. 566 00:29:57,452 --> 00:29:59,160 It's going to start out kind of innocent, 567 00:29:59,160 --> 00:30:11,450 but the general approach is always 568 00:30:11,450 --> 00:30:18,640 proceed rightward in the unfolding. 569 00:30:21,870 --> 00:30:27,495 So the unfolding will look something like this. 570 00:30:36,910 --> 00:30:38,587 OK, whatever. 571 00:30:38,587 --> 00:30:39,670 Always going to the right. 572 00:30:39,670 --> 00:30:42,540 We start here, and we might go up and down, 573 00:30:42,540 --> 00:30:46,080 but we never go left. 574 00:30:46,080 --> 00:30:49,100 And then, that's going to be all the band faces. 575 00:30:49,100 --> 00:30:51,102 All the band stuff will be connected like that, 576 00:30:51,102 --> 00:30:53,060 and then, there's going to be yellow faces that 577 00:30:53,060 --> 00:30:54,226 can just hang off the sides. 578 00:30:56,809 --> 00:30:57,850 So these are the y-faces. 579 00:31:01,140 --> 00:31:03,130 As long as I get the band to do this, 580 00:31:03,130 --> 00:31:05,260 y-faces can hang up and down. 581 00:31:05,260 --> 00:31:07,600 It's not going to intersect anybody. 582 00:31:07,600 --> 00:31:08,580 Pretty clear? 583 00:31:08,580 --> 00:31:10,060 So it's clear if we could do this, 584 00:31:10,060 --> 00:31:12,060 we can get non-selfintersection. 585 00:31:12,060 --> 00:31:15,050 The amazing thing is that this is possible. 586 00:31:15,050 --> 00:31:16,900 What this is essentially a limitation on 587 00:31:16,900 --> 00:31:19,900 is how far you could turn your bearing. 588 00:31:19,900 --> 00:31:21,502 So you start going right. 589 00:31:21,502 --> 00:31:23,710 You can turn right, but I could not turn right again. 590 00:31:23,710 --> 00:31:25,371 I have to turn left next. 591 00:31:25,371 --> 00:31:27,120 I can actually do two left turns in a row, 592 00:31:27,120 --> 00:31:29,145 as long as I was initially going down. 593 00:31:29,145 --> 00:31:31,770 I can turn left twice, then, I could alternate left-right. 594 00:31:31,770 --> 00:31:32,650 That's always good. 595 00:31:32,650 --> 00:31:37,940 Or I could turn right twice, but only if I'm initially going up. 596 00:31:37,940 --> 00:31:38,780 That's the rules. 597 00:31:38,780 --> 00:31:41,500 As long as I adhere to those rules, I'm fine. 598 00:31:41,500 --> 00:31:43,950 Now, we're going to heavily exploit 599 00:31:43,950 --> 00:31:45,760 that we can do general unfolding, 600 00:31:45,760 --> 00:31:48,260 that we can subdivide those strips 601 00:31:48,260 --> 00:31:50,210 into lots of little pieces. 602 00:31:50,210 --> 00:31:52,600 We're going to subdivide into a lot of little pieces, 603 00:31:52,600 --> 00:32:00,100 an exponential number of pieces, so this is kind of hard core. 604 00:32:00,100 --> 00:32:02,210 So here is one example. 605 00:32:05,430 --> 00:32:07,190 This is a leaf. 606 00:32:07,190 --> 00:32:09,360 So trees have leaves, and at the end, 607 00:32:09,360 --> 00:32:10,860 we're going to have to visit a leaf. 608 00:32:10,860 --> 00:32:13,140 So this is one box. 609 00:32:13,140 --> 00:32:15,250 There's this funny view, so you can 610 00:32:15,250 --> 00:32:19,490 see like a mirror on the bottom and a mirror on the right 611 00:32:19,490 --> 00:32:21,780 and on the side. 612 00:32:21,780 --> 00:32:27,850 So this is if you had one box, here's what you would do. 613 00:32:27,850 --> 00:32:29,800 And we're actually assuming-- notice 614 00:32:29,800 --> 00:32:34,710 this side does not get covered. 615 00:32:34,710 --> 00:32:36,210 The idea is that site doesn't exist. 616 00:32:36,210 --> 00:32:37,920 That's attached to the rest of the polyhedron, 617 00:32:37,920 --> 00:32:39,410 so that's where our parent lives. 618 00:32:39,410 --> 00:32:42,600 And our parent tells us you have to start at s, 619 00:32:42,600 --> 00:32:45,280 and it says you better finish at t. 620 00:32:45,280 --> 00:32:49,180 And I want the property that if initially, 621 00:32:49,180 --> 00:32:51,720 I think, initially, you're going right. 622 00:32:51,720 --> 00:32:55,900 No, it looks like initially, you're going up. 623 00:32:55,900 --> 00:32:57,680 It matters. 624 00:32:57,680 --> 00:32:59,910 You can do stuff, and then, at the end, 625 00:32:59,910 --> 00:33:02,060 you should still be facing up. 626 00:33:02,060 --> 00:33:06,395 So you have to visit all these faces, but not turn in total. 627 00:33:06,395 --> 00:33:08,020 And normally, that would be hard to do. 628 00:33:08,020 --> 00:33:09,936 If you just tried to visit one face at a time, 629 00:33:09,936 --> 00:33:12,640 you can't do that, but if you visit 630 00:33:12,640 --> 00:33:15,660 faces multiple times and kind of weave around in a clever way, 631 00:33:15,660 --> 00:33:16,880 you can do it. 632 00:33:16,880 --> 00:33:24,061 So maybe I'll point with this thing. 633 00:33:24,061 --> 00:33:24,560 Yeah. 634 00:33:24,560 --> 00:33:25,910 So I start at s. 635 00:33:25,910 --> 00:33:27,060 I go up. 636 00:33:27,060 --> 00:33:28,670 I turn right. 637 00:33:28,670 --> 00:33:29,700 Now, I better turn left. 638 00:33:29,700 --> 00:33:32,840 I go down over here, up there. 639 00:33:32,840 --> 00:33:34,140 I turn left. 640 00:33:34,140 --> 00:33:36,560 Then, I turn right. 641 00:33:36,560 --> 00:33:40,420 So if you follow along here, I just turn right here. 642 00:33:40,420 --> 00:33:41,890 So now, I go down here. 643 00:33:41,890 --> 00:33:44,780 And that is a left turn because it's 644 00:33:44,780 --> 00:33:46,990 on the bottom, a little hard to think about. 645 00:33:46,990 --> 00:33:52,330 So I turn left here, and then, I go, turn right. 646 00:33:52,330 --> 00:33:58,900 And then, I go down, turn left and then, right. 647 00:33:58,900 --> 00:34:00,560 This is confusing that I'm upside down. 648 00:34:00,560 --> 00:34:06,310 And I come to t, and lo and behold, I'm facing up again. 649 00:34:06,310 --> 00:34:08,520 In fact, I basically just zigzagged. 650 00:34:08,520 --> 00:34:11,231 This would also work if it was rotated 90 degrees. 651 00:34:11,231 --> 00:34:13,480 I'd initially be going right and, then, down and right 652 00:34:13,480 --> 00:34:14,659 and down and right and down. 653 00:34:14,659 --> 00:34:16,090 So this can kind of go in a couple 654 00:34:16,090 --> 00:34:17,726 of different orientations. 655 00:34:17,726 --> 00:34:18,600 It's really powerful. 656 00:34:18,600 --> 00:34:20,474 It also works if t is on the other side of s. 657 00:34:20,474 --> 00:34:22,560 You could do sort of the mirror image traversal. 658 00:34:22,560 --> 00:34:24,949 Now, obviously, I didn't cover the entire surface. 659 00:34:24,949 --> 00:34:27,940 I'm leaving room for later, but if this 660 00:34:27,940 --> 00:34:32,710 was all I was going to do, I would actually sort of fill out 661 00:34:32,710 --> 00:34:35,360 all those strips, just kind of extend them. 662 00:34:35,360 --> 00:34:37,469 It just makes this kind of fatter. 663 00:34:37,469 --> 00:34:39,070 So this got a little bigger. 664 00:34:39,070 --> 00:34:42,290 I've got the first half and then, the second half. 665 00:34:42,290 --> 00:34:44,929 This is really glued up there. 666 00:34:44,929 --> 00:34:47,489 But you can imagine once you have these sort of paths that 667 00:34:47,489 --> 00:34:49,889 visit everything, you just fatten out, 668 00:34:49,889 --> 00:34:51,889 and it's no big deal. 669 00:34:51,889 --> 00:34:53,770 And also, in this case here, we're 670 00:34:53,770 --> 00:34:56,870 imagining-- oh, this is actually two of them. 671 00:34:56,870 --> 00:34:58,040 Fun. 672 00:34:58,040 --> 00:35:00,770 Two of these strips joined together. 673 00:35:00,770 --> 00:35:02,670 And so there's a few side faces. 674 00:35:02,670 --> 00:35:04,415 They just attach up and down. 675 00:35:04,415 --> 00:35:06,040 They're not going to intersect anything 676 00:35:06,040 --> 00:35:07,770 because this is not actually below this. 677 00:35:07,770 --> 00:35:08,686 This is way over here. 678 00:35:12,330 --> 00:35:16,610 So that's the leaves, and I still 679 00:35:16,610 --> 00:35:18,110 haven't gotten to the exciting part. 680 00:35:20,940 --> 00:35:23,010 So imagine you have a band. 681 00:35:23,010 --> 00:35:25,889 Just going to represent that by this big rectangle, 682 00:35:25,889 --> 00:35:27,180 and it has a bunch of children. 683 00:35:27,180 --> 00:35:29,030 Remember, it can have front children. 684 00:35:29,030 --> 00:35:31,370 This is down in the y-coordinate. 685 00:35:31,370 --> 00:35:37,640 And it could have back children up in the y-coordinate. 686 00:35:37,640 --> 00:35:41,070 And suppose I'm actually attached to some parent, 687 00:35:41,070 --> 00:35:45,011 let's say, as a down neighbor, and I start at some s. 688 00:35:45,011 --> 00:35:46,760 Let's say I'm told you have to start here. 689 00:35:46,760 --> 00:35:49,340 You have to finish here, and you should preserve orientation 690 00:35:49,340 --> 00:35:52,519 because I don't want to have to think about whether it turned, 691 00:35:52,519 --> 00:35:54,060 don't want to have to depend on that. 692 00:35:54,060 --> 00:35:56,127 So you can do it. 693 00:35:56,127 --> 00:35:58,460 Initially, you must be facing up because immediately I'm 694 00:35:58,460 --> 00:35:59,892 going to make two right turns. 695 00:35:59,892 --> 00:36:01,350 And I could handle two right turns, 696 00:36:01,350 --> 00:36:03,141 as long as the next thing I did was a left. 697 00:36:03,141 --> 00:36:05,210 So I come into this thing saying, 698 00:36:05,210 --> 00:36:07,940 look, you're facing-- this is facing up. 699 00:36:07,940 --> 00:36:09,430 Now, you're facing down. 700 00:36:09,430 --> 00:36:11,870 You better turn left next, and by the end, 701 00:36:11,870 --> 00:36:13,590 I still want to be facing down. 702 00:36:13,590 --> 00:36:14,090 OK. 703 00:36:14,090 --> 00:36:15,409 Now, I make two left turns. 704 00:36:15,409 --> 00:36:16,450 Now, I'm facing up again. 705 00:36:16,450 --> 00:36:20,230 I tell this guy, you better turn right next, and preserve. 706 00:36:20,230 --> 00:36:22,084 At the end, you should be facing up again. 707 00:36:22,084 --> 00:36:23,250 Now, I make two right turns. 708 00:36:23,250 --> 00:36:25,160 Now, I'm facing down, and so on and so on. 709 00:36:25,160 --> 00:36:28,380 And here, I'm wrapping around to here 710 00:36:28,380 --> 00:36:30,829 because this is actually a band that cycles around. 711 00:36:30,829 --> 00:36:31,620 Then, I go in here. 712 00:36:31,620 --> 00:36:32,520 It's the same thing. 713 00:36:32,520 --> 00:36:34,820 It's just a little hard to see because I'm 714 00:36:34,820 --> 00:36:37,970 drawing it on a flat surface. 715 00:36:37,970 --> 00:36:40,170 But if it was on a ring, it would be much clearer. 716 00:36:40,170 --> 00:36:42,190 Just going left and right and left and right, 717 00:36:42,190 --> 00:36:46,570 alternating direction, so that I preserve my orientation. 718 00:36:46,570 --> 00:36:50,160 At some point, I get to here. 719 00:36:50,160 --> 00:36:51,090 I loop around. 720 00:36:51,090 --> 00:36:53,530 I make a little wiggle at some point, 721 00:36:53,530 --> 00:36:55,429 and then, I can visit all the top neighbors. 722 00:36:55,429 --> 00:36:57,970 You just have to slightly switch your orientation, but again, 723 00:36:57,970 --> 00:37:00,310 preserve that you're doing left-left-right-right, 724 00:37:00,310 --> 00:37:02,890 left-left-right-right, left-left-right-right. 725 00:37:02,890 --> 00:37:05,030 Then, you will preserve your orientation. 726 00:37:05,030 --> 00:37:07,363 You tell each of the children which way you're initially 727 00:37:07,363 --> 00:37:10,070 going, and they can deal with it. 728 00:37:10,070 --> 00:37:11,969 It's basically telling you whether s and t 729 00:37:11,969 --> 00:37:13,510 is like this or the other way around. 730 00:37:16,380 --> 00:37:17,350 OK? 731 00:37:17,350 --> 00:37:20,000 So now, we end up way up there where 732 00:37:20,000 --> 00:37:24,100 the lavender edge is at t10. 733 00:37:24,100 --> 00:37:25,620 Now what? 734 00:37:25,620 --> 00:37:29,040 We want to come back here, and I'm not 735 00:37:29,040 --> 00:37:30,587 allowed to sort of intersect myself. 736 00:37:30,587 --> 00:37:32,420 That would be the paper going into two parts 737 00:37:32,420 --> 00:37:34,620 of this unfolding, so that's not good. 738 00:37:34,620 --> 00:37:37,700 But I have all this space, so natural thing 739 00:37:37,700 --> 00:37:40,670 is to just wander from there back down to here, 740 00:37:40,670 --> 00:37:42,450 using up the space. 741 00:37:42,450 --> 00:37:45,650 So it's going to look like this. 742 00:37:45,650 --> 00:37:49,090 Everything that you did, you just undo. 743 00:37:49,090 --> 00:37:51,310 Now, where this is painful is not only 744 00:37:51,310 --> 00:37:53,030 do I have to undo it in this diagram, 745 00:37:53,030 --> 00:37:54,924 but I have to recursively undo everything 746 00:37:54,924 --> 00:37:57,340 I did in here, everything I didn't in here, and everything 747 00:37:57,340 --> 00:37:58,400 I did in here. 748 00:37:58,400 --> 00:38:01,930 So this recursive thing from this structure 749 00:38:01,930 --> 00:38:03,360 ends up getting doubled. 750 00:38:03,360 --> 00:38:05,700 At the parent structure, it will also get doubled. 751 00:38:05,700 --> 00:38:07,620 At every level of the tree, you're 752 00:38:07,620 --> 00:38:10,144 going to double what was below you, 753 00:38:10,144 --> 00:38:12,060 so that's why you get exponential, in general. 754 00:38:12,060 --> 00:38:21,941 If your tree is ugly like something like this, 755 00:38:21,941 --> 00:38:23,690 you'll start with something nice and small 756 00:38:23,690 --> 00:38:26,100 down here, maybe constant number of terms. 757 00:38:26,100 --> 00:38:26,970 Then, you'll double. 758 00:38:26,970 --> 00:38:27,730 Then, you'll double again. 759 00:38:27,730 --> 00:38:28,490 Then, you'll double again. 760 00:38:28,490 --> 00:38:30,910 Then, you'll double again, and it will be exponential. 761 00:38:30,910 --> 00:38:34,230 So if this is n, the number of things you're doing here 762 00:38:34,230 --> 00:38:37,055 is 2 theta n. 763 00:38:37,055 --> 00:38:38,680 On the other hand, if your tree happens 764 00:38:38,680 --> 00:38:43,930 to be nice and balanced, doubling is not so bad 765 00:38:43,930 --> 00:38:46,270 because here you'll have constant. 766 00:38:46,270 --> 00:38:48,507 This will double everything below. 767 00:38:48,507 --> 00:38:51,090 This a double everything below, but there's only log n levels. 768 00:38:54,610 --> 00:38:57,486 So is that linear? 769 00:38:57,486 --> 00:38:59,610 It should be about linear. 770 00:38:59,610 --> 00:39:03,140 It's certainly 2 to the theta log n, 771 00:39:03,140 --> 00:39:04,800 and it matters what this constant is. 772 00:39:04,800 --> 00:39:09,790 I think it's n or maybe n squared, but not too bad. 773 00:39:09,790 --> 00:39:12,330 So if you're lucky and the just the structure of your bands 774 00:39:12,330 --> 00:39:14,220 is balanced, it's good. 775 00:39:14,220 --> 00:39:16,600 In general, though, it's going to be exponential. 776 00:39:16,600 --> 00:39:18,420 Open problem. 777 00:39:18,420 --> 00:39:21,100 Can you deal with these situations and sort of balance 778 00:39:21,100 --> 00:39:24,670 them and make them only make a polynomial number of cuts. 779 00:39:24,670 --> 00:39:26,320 Certainly be nice. 780 00:39:26,320 --> 00:39:31,960 Exponential number cuts is a lot, but it works. 781 00:39:31,960 --> 00:39:34,380 You can unfold every orthogonal polyhedron this way. 782 00:39:34,380 --> 00:39:35,921 I would love to see an implementation 783 00:39:35,921 --> 00:39:37,610 of this algorithm. 784 00:39:37,610 --> 00:39:39,069 You could only do it in a computer 785 00:39:39,069 --> 00:39:41,360 because you'd be splicing into all these little things, 786 00:39:41,360 --> 00:39:42,960 and it would fall apart. 787 00:39:42,960 --> 00:39:44,400 Jason? 788 00:39:44,400 --> 00:39:47,476 AUDIENCE: You've been making these, I guess, 789 00:39:47,476 --> 00:39:55,305 gadgets [INAUDIBLE] voxel would attach just by a side. 790 00:39:55,305 --> 00:39:59,091 You could imagine it attaching at a corner attaching 791 00:39:59,091 --> 00:40:01,550 to multiple sides. 792 00:40:01,550 --> 00:40:04,655 PROFESSOR: So you're worried about-- not quite sure. 793 00:40:07,210 --> 00:40:10,840 What we think about is one band, which looks something 794 00:40:10,840 --> 00:40:15,090 like this, attaching to another band. 795 00:40:15,090 --> 00:40:17,310 That will always happen on a face. 796 00:40:20,582 --> 00:40:22,290 I'm not quite sure what you're imagining. 797 00:40:22,290 --> 00:40:29,260 Maybe something like that where they share a partial face here? 798 00:40:29,260 --> 00:40:30,665 AUDIENCE: Yeah, but it could also 799 00:40:30,665 --> 00:40:31,980 be inset into the [INAUDIBLE]. 800 00:40:31,980 --> 00:40:35,320 PROFESSOR: If it's inset, I'm cutting with every-- I maybe 801 00:40:35,320 --> 00:40:37,940 didn't mention that-- through every vertex, 802 00:40:37,940 --> 00:40:40,230 I'm going to slice with a y-plane. 803 00:40:40,230 --> 00:40:42,252 So that will cut into lots of little strips, 804 00:40:42,252 --> 00:40:44,460 and then, there's no sort of overlap with the strips. 805 00:40:44,460 --> 00:40:47,299 I'm subdividing into little substrips. 806 00:40:47,299 --> 00:40:48,840 So that sort of deals with that issue 807 00:40:48,840 --> 00:40:51,760 if this was moved that way. 808 00:40:51,760 --> 00:40:53,592 Then, there will be three strips, one 809 00:40:53,592 --> 00:40:55,300 over here, one where they're overlapping, 810 00:40:55,300 --> 00:40:57,020 and one on the right. 811 00:40:57,020 --> 00:40:57,520 Yeah. 812 00:40:57,520 --> 00:40:58,103 Good question. 813 00:40:58,103 --> 00:41:02,190 I forgot to mention the subdivision at the beginning. 814 00:41:02,190 --> 00:41:05,520 Speaking of subdivision at the beginning, 815 00:41:05,520 --> 00:41:09,245 this leads to another notion which we call grid unfolding. 816 00:41:37,010 --> 00:41:41,610 So the grid of an orthogonal polyhedron 817 00:41:41,610 --> 00:41:45,850 is what you get when you subdivide 818 00:41:45,850 --> 00:42:01,730 by extending every face into a plane 819 00:42:01,730 --> 00:42:03,455 and cutting with that plane. 820 00:42:03,455 --> 00:42:05,080 So that's sort of what I was doing here 821 00:42:05,080 --> 00:42:06,121 when they're overlapping. 822 00:42:06,121 --> 00:42:10,439 Even in this picture, there's like a face here, 823 00:42:10,439 --> 00:42:11,980 this vertical face, and so I'd end up 824 00:42:11,980 --> 00:42:15,755 slicing through this thing with a band in that direction. 825 00:42:19,590 --> 00:42:21,927 And I don't know, this vertex you'll 826 00:42:21,927 --> 00:42:23,260 end up slicing through this guy. 827 00:42:26,690 --> 00:42:28,800 So hopefully, you can imagine that. 828 00:42:28,800 --> 00:42:31,400 With every vertex, slice x, y, and z. 829 00:42:31,400 --> 00:42:32,620 That's another way to do it. 830 00:42:32,620 --> 00:42:35,840 And that subdivides in sort of a nice grid 831 00:42:35,840 --> 00:42:38,370 where every face will now be a rectangle, 832 00:42:38,370 --> 00:42:41,730 and rectangles always meet whole edge to whole edge. 833 00:42:41,730 --> 00:42:43,400 So it's a nice simplification. 834 00:42:43,400 --> 00:42:46,870 What I'm proposing is add those edges to your polyhedron. 835 00:42:46,870 --> 00:42:49,670 It's kind of like assuming that you started with unit cubes 836 00:42:49,670 --> 00:42:54,710 and build something but kept all the edges of all the cubes. 837 00:42:54,710 --> 00:42:57,700 I want an edge unfolding of that. 838 00:42:57,700 --> 00:42:58,720 Do those exist? 839 00:42:58,720 --> 00:43:00,545 These are what we call grid unfoldings. 840 00:43:07,270 --> 00:43:11,787 So grid unfolding is an edge unfolding of the grid. 841 00:43:11,787 --> 00:43:13,745 This only makes sense for orthogonal polyhedra. 842 00:43:20,460 --> 00:43:21,730 Open question. 843 00:43:21,730 --> 00:43:24,300 Do grid unfoldings always exist? 844 00:43:24,300 --> 00:43:28,170 It's essentially the orthogonal analog 845 00:43:28,170 --> 00:43:33,587 of this question, edge unfolding a convex polyhedra. 846 00:43:33,587 --> 00:43:35,170 If you want to go to orthogonal, which 847 00:43:35,170 --> 00:43:38,832 is like in between convex and general non-convex, 848 00:43:38,832 --> 00:43:40,540 maybe you could hope for grid unfoldings. 849 00:43:40,540 --> 00:43:42,081 Edge unfoldings obviously don't work. 850 00:43:42,081 --> 00:43:45,600 We had lots of examples where those fail, 851 00:43:45,600 --> 00:43:49,990 like the cube with little bites taken out of the edges. 852 00:43:49,990 --> 00:43:52,220 But grid unfolding, you get lots of subdivision. 853 00:43:52,220 --> 00:43:53,590 It might be easy. 854 00:43:53,590 --> 00:43:55,660 Well, it's not easy. 855 00:43:55,660 --> 00:43:58,760 I would guess, actually, it's not possible. 856 00:43:58,760 --> 00:44:01,810 The next best thing you could hope for is to refine. 857 00:44:08,490 --> 00:44:14,880 So you take each of the grid rectangles 858 00:44:14,880 --> 00:44:20,350 and divide it into k by k, so subgrid. 859 00:44:26,460 --> 00:44:29,780 So ideally, k is one, and you're not subdividing at all. 860 00:44:29,780 --> 00:44:33,420 But maybe, you take every rectangle, divide it in half. 861 00:44:33,420 --> 00:44:36,640 Maybe that's enough to then be edge unfoldable. 862 00:44:36,640 --> 00:44:42,220 That would be sort of a refined level two grid-like unfolding. 863 00:44:42,220 --> 00:44:45,590 There are a ton of results about this. 864 00:44:45,590 --> 00:44:47,670 They're all partial. 865 00:44:47,670 --> 00:44:49,610 Obviously, in the general situation-- 866 00:44:49,610 --> 00:44:51,480 I mean this algorithm we just covered-- 867 00:44:51,480 --> 00:44:53,720 you can achieve a refinement of only 2 868 00:44:53,720 --> 00:44:57,170 to the theta n exponential. 869 00:44:57,170 --> 00:44:59,030 When can you do better? 870 00:44:59,030 --> 00:45:03,040 Ideally, you get 1 by 1, but maybe, you can do something. 871 00:45:10,875 --> 00:45:11,375 What? 872 00:45:14,870 --> 00:45:15,630 OK. 873 00:45:15,630 --> 00:45:16,130 Interesting. 874 00:45:22,420 --> 00:45:28,620 One thing you could do, with merely 5 by 4 refinement, 875 00:45:28,620 --> 00:45:30,690 is something called Manhattan Towers. 876 00:45:30,690 --> 00:45:34,329 Let me show you a picture of Manhattan Tower. 877 00:45:34,329 --> 00:45:36,120 No that's not a picture of Manhattan Tower. 878 00:45:36,120 --> 00:45:39,410 This is more crazy examples of what it's like to visit. 879 00:45:39,410 --> 00:45:42,260 This is not-- this probably is complete, 880 00:45:42,260 --> 00:45:45,250 but here, there isn't too much doubling because there's only 881 00:45:45,250 --> 00:45:47,920 a single child, more or less, everywhere. 882 00:45:47,920 --> 00:45:51,350 But the unfolding looks something like that. 883 00:45:51,350 --> 00:45:53,160 Here is Manhattan Tower. 884 00:45:53,160 --> 00:45:59,070 So it has a connected base on the x-y plane. 885 00:45:59,070 --> 00:46:04,780 And I want to consider z-slices as I go up in z-coordinate, 886 00:46:04,780 --> 00:46:07,810 and I want those z-slices to get smaller and smaller, always 887 00:46:07,810 --> 00:46:09,930 contained in what I had before. 888 00:46:09,930 --> 00:46:11,260 So I never have overhang. 889 00:46:11,260 --> 00:46:13,550 That's a Manhattan Tower. 890 00:46:13,550 --> 00:46:16,240 And in that case, 5 by 4 refinement 891 00:46:16,240 --> 00:46:19,080 is enough to unfold these things. 892 00:46:19,080 --> 00:46:22,020 So that's pretty good, still not perfect, but pretty good. 893 00:46:22,020 --> 00:46:24,620 And this is by the same authors, like a year 894 00:46:24,620 --> 00:46:27,974 before the general result. 895 00:46:27,974 --> 00:46:29,650 Let's see. 896 00:46:29,650 --> 00:46:31,350 I think maybe I have a movie. 897 00:46:31,350 --> 00:46:31,995 Yeah. 898 00:46:31,995 --> 00:46:33,850 So this algorithm has been implemented, 899 00:46:33,850 --> 00:46:36,740 at least in some simple examples. 900 00:46:36,740 --> 00:46:37,990 And it kind of nicely unrolls. 901 00:46:37,990 --> 00:46:41,320 You can see a 5 by 4 refinement in that little staircase. 902 00:46:41,320 --> 00:46:44,750 It's, again, to make everything keep going to the right, 903 00:46:44,750 --> 00:46:47,630 but here, they find a clever way to visit all the faces 904 00:46:47,630 --> 00:46:51,415 without having to revisit, basically, at all, 905 00:46:51,415 --> 00:46:53,540 just visiting each face a constant number of times. 906 00:46:59,990 --> 00:47:03,530 And then, we can zoom out, and you get the unfolding. 907 00:47:03,530 --> 00:47:05,354 So it looks very similar in spirit. 908 00:47:05,354 --> 00:47:07,770 Of course, the details is how do you do all that visiting. 909 00:47:07,770 --> 00:47:10,970 I'm not going to cover that here, 910 00:47:10,970 --> 00:47:13,050 but you get substantially less refinement 911 00:47:13,050 --> 00:47:14,100 for that special case. 912 00:47:18,150 --> 00:47:18,810 Yeah. 913 00:47:18,810 --> 00:47:20,710 Another case looks like this. 914 00:47:20,710 --> 00:47:21,380 Boom! 915 00:47:21,380 --> 00:47:22,555 AUDIENCE: Woah. 916 00:47:22,555 --> 00:47:23,680 PROFESSOR: Isn't that cool? 917 00:47:23,680 --> 00:47:24,780 I'll play it again. 918 00:47:24,780 --> 00:47:27,190 This is just slightly more special. 919 00:47:27,190 --> 00:47:30,907 So again-- I have three of them. 920 00:47:30,907 --> 00:47:31,740 They're so much fun. 921 00:47:31,740 --> 00:47:33,591 It's like exploding a city. 922 00:47:33,591 --> 00:47:34,090 Boom! 923 00:47:37,220 --> 00:47:40,300 So here, the floor is a rectangle. 924 00:47:40,300 --> 00:47:42,590 That's the only additional requirement, 925 00:47:42,590 --> 00:47:47,270 and again, as you slice upwards, things only get smaller. 926 00:47:47,270 --> 00:47:48,140 Here's a bigger one. 927 00:47:50,760 --> 00:47:52,850 Boom! 928 00:47:52,850 --> 00:47:54,680 So exciting. 929 00:47:54,680 --> 00:47:55,700 I could do this all day. 930 00:47:58,860 --> 00:48:02,970 So I'm not going to describe how this works, 931 00:48:02,970 --> 00:48:06,040 but you could almost reconstruct it from these diagrams. 932 00:48:06,040 --> 00:48:10,060 This is what we call an orthogonal terrain. 933 00:48:10,060 --> 00:48:13,840 This result by Joe O'Rourke. 934 00:48:13,840 --> 00:48:17,190 Here, you don't need any refinement, grid unfolding, one 935 00:48:17,190 --> 00:48:18,097 by one. 936 00:48:18,097 --> 00:48:18,930 That's pretty sweet. 937 00:48:21,671 --> 00:48:22,170 All right. 938 00:48:22,170 --> 00:48:26,400 Next one is what we call orthostacks. 939 00:48:26,400 --> 00:48:30,460 These are like a stack of a bunch of orthogonal polygons, 940 00:48:30,460 --> 00:48:31,670 a bunch of bands, basically. 941 00:48:31,670 --> 00:48:33,420 This is where the idea of bands came from. 942 00:48:33,420 --> 00:48:37,546 This is from an old paper in 1998, from the beginning. 943 00:48:37,546 --> 00:48:39,170 So it's just I have a band, and then, I 944 00:48:39,170 --> 00:48:40,350 stack another band on top. 945 00:48:40,350 --> 00:48:44,372 So each z cross-section is connected. 946 00:48:44,372 --> 00:48:45,580 So that's a little different. 947 00:48:45,580 --> 00:48:48,090 With towers, I could have multiple towers here. 948 00:48:48,090 --> 00:48:51,404 I really only want one tower built slab by slab. 949 00:48:51,404 --> 00:48:53,320 These things we don't know how to grid unfold. 950 00:48:53,320 --> 00:48:56,330 That's an open problem, but if you refine just 951 00:48:56,330 --> 00:49:01,360 in z by a factor of 2, that's enough to unfold. 952 00:49:01,360 --> 00:49:03,690 So 1 by 2 refinement is enough for orthostacks. 953 00:49:12,840 --> 00:49:15,420 Now, you could go a little crazier 954 00:49:15,420 --> 00:49:20,030 and allow vertex unfolding of orthostacks with some grid 955 00:49:20,030 --> 00:49:24,420 refinement, and in that case, you don't need any refinement. 956 00:49:24,420 --> 00:49:27,190 So grid vertex unfolding orthostacks 957 00:49:27,190 --> 00:49:30,510 was the title of paper. 958 00:49:30,510 --> 00:49:33,570 These guys, John Iacono and Stefan Langerman. 959 00:49:33,570 --> 00:49:36,050 And it looks something like this. 960 00:49:36,050 --> 00:49:38,920 He uses vertex unfolding to fix the direction. 961 00:49:38,920 --> 00:49:41,730 Here you were going up, but you really wanted to go right. 962 00:49:41,730 --> 00:49:43,180 So it makes things easier. 963 00:49:43,180 --> 00:49:46,830 And in fact, the other guys, Damian, Flatland, 964 00:49:46,830 --> 00:49:50,130 and O'Rourke-- It's got to be awesome doing geometry 965 00:49:50,130 --> 00:49:55,030 and your last name is Flatland, unless she 966 00:49:55,030 --> 00:49:57,490 does a lot of three dimensional stuff. 967 00:49:57,490 --> 00:49:59,110 Irony. 968 00:49:59,110 --> 00:50:04,234 You can do vertex grid unfolding of any orthogonal polyhedron 969 00:50:04,234 --> 00:50:05,400 is what I have written here. 970 00:50:05,400 --> 00:50:06,608 I haven't actually read that. 971 00:50:06,608 --> 00:50:08,400 I should read that paper. 972 00:50:08,400 --> 00:50:09,650 What else do I have? 973 00:50:09,650 --> 00:50:11,770 Orthotubes. 974 00:50:11,770 --> 00:50:15,420 Orthotubes, this is again in the old paper. 975 00:50:15,420 --> 00:50:20,590 Orthotube is just sort of thickness one orthogonal tube. 976 00:50:20,590 --> 00:50:23,095 It could even be closed, I think, in a loop, 977 00:50:23,095 --> 00:50:25,320 but here I've shown it open. 978 00:50:25,320 --> 00:50:27,200 And here, grid unfolding is enough. 979 00:50:27,200 --> 00:50:29,090 You just do all the grid refinement. 980 00:50:29,090 --> 00:50:32,030 You could even just do it locally. 981 00:50:32,030 --> 00:50:35,412 Technically, there's a slice here 982 00:50:35,412 --> 00:50:36,870 that might slice over here, but you 983 00:50:36,870 --> 00:50:38,161 don't have to worry about that. 984 00:50:38,161 --> 00:50:40,330 You just subdivide into a bunch of boxes, 985 00:50:40,330 --> 00:50:45,250 and this can be unfolded in a sort of zigzag fashion. 986 00:50:45,250 --> 00:50:46,850 So 1 by 1. 987 00:50:46,850 --> 00:50:48,620 You can generalize this to trees also, 988 00:50:48,620 --> 00:50:50,110 though, it's not totally known. 989 00:50:50,110 --> 00:50:52,750 As long as you have a tree of cubes 990 00:50:52,750 --> 00:50:56,870 with fairly long connectors in between the branch points-- 991 00:50:56,870 --> 00:50:59,990 those are called well-separated orthotrees-- 992 00:50:59,990 --> 00:51:02,090 that works grid unfolding. 993 00:51:02,090 --> 00:51:03,540 If you don't have that condition, 994 00:51:03,540 --> 00:51:05,814 so just have cubes connect in some treelike fashion, 995 00:51:05,814 --> 00:51:07,730 it's open whether you can do a grid unfolding. 996 00:51:07,730 --> 00:51:09,104 We've worked on that in the past. 997 00:51:09,104 --> 00:51:15,925 My conjecture's, in general, you need to omega n refinement. 998 00:51:24,830 --> 00:51:28,460 My belief is that this kind of exponential blow 999 00:51:28,460 --> 00:51:32,720 up is necessary, but that you can do it only a balance tree. 1000 00:51:32,720 --> 00:51:35,089 So this would give like linear refinement. 1001 00:51:35,089 --> 00:51:36,880 I think that's necessary, but we can't even 1002 00:51:36,880 --> 00:51:40,670 prove that you need 2 buy 1 refinement in any example. 1003 00:51:40,670 --> 00:51:44,210 We don't have anything where grid unfolding is definitely 1004 00:51:44,210 --> 00:51:46,190 impossible. 1005 00:51:46,190 --> 00:51:49,630 It's quite sad state, I guess. 1006 00:51:52,940 --> 00:51:55,440 It's very hard to prove that there aren't unfoldings, accept 1007 00:51:55,440 --> 00:51:59,372 by exhaustive enumeration, and that's 1008 00:51:59,372 --> 00:52:00,580 hard to do because it's slow. 1009 00:52:09,604 --> 00:52:11,520 We've come up with lots of candidate examples, 1010 00:52:11,520 --> 00:52:13,370 but eventually, we unfold them all. 1011 00:52:16,690 --> 00:52:21,430 I have a bunch of other open problems. 1012 00:52:21,430 --> 00:52:23,080 This was genus 0. 1013 00:52:23,080 --> 00:52:27,620 Interesting question is can you do genus higher than 0? 1014 00:52:27,620 --> 00:52:30,670 Orthogonal polyhedra. 1015 00:52:30,670 --> 00:52:32,530 I would guess so, but I'm not sure. 1016 00:52:32,530 --> 00:52:34,196 I think the biggest question is, can you 1017 00:52:34,196 --> 00:52:35,440 make this non-orthogonal? 1018 00:52:35,440 --> 00:52:37,850 But then, the bands get messy. 1019 00:52:37,850 --> 00:52:39,661 Haven't been able to do that. 1020 00:52:39,661 --> 00:52:40,160 All right. 1021 00:52:40,160 --> 00:52:42,167 I think those were the main problems. 1022 00:52:42,167 --> 00:52:42,750 Any questions? 1023 00:52:45,960 --> 00:52:48,250 I'm going to take a break from unfolding now 1024 00:52:48,250 --> 00:52:50,340 and switch the other direction of folding. 1025 00:52:53,100 --> 00:53:09,695 So with folding, we're imagining we're given some polygon, 1026 00:53:09,695 --> 00:53:11,570 and we'd like to make a polyhedron out of it. 1027 00:53:11,570 --> 00:53:14,840 It's exactly the reverse of what we've been thinking about. 1028 00:53:17,730 --> 00:53:19,202 When is this possible? 1029 00:53:19,202 --> 00:53:21,660 Now, the rules of the game here are different from origami. 1030 00:53:21,660 --> 00:53:24,250 With origami, we showed from any shape, 1031 00:53:24,250 --> 00:53:27,350 you can make anything if you scale it down. 1032 00:53:27,350 --> 00:53:29,840 But here, I really want exact coverage. 1033 00:53:29,840 --> 00:53:34,360 Every point here, or let's say every little patch here, 1034 00:53:34,360 --> 00:53:37,800 should be covered by exactly one layer over here, 1035 00:53:37,800 --> 00:53:39,330 not allowing multiple layers. 1036 00:53:39,330 --> 00:53:41,590 So this means not everything is possible. 1037 00:53:41,590 --> 00:53:43,950 I also care about scale factor, but-- 1038 00:53:43,950 --> 00:53:46,190 This one, of course, you can crease like this, 1039 00:53:46,190 --> 00:53:49,600 and more importantly, you glue these edges together. 1040 00:53:49,600 --> 00:53:51,240 You glue these edges together. 1041 00:53:51,240 --> 00:53:54,564 The opposite of cutting is gluing. 1042 00:53:54,564 --> 00:53:56,730 We'll be more formal about defining gluing, I think, 1043 00:53:56,730 --> 00:53:58,520 next lecture. 1044 00:53:58,520 --> 00:54:00,810 This is just a sort of prelude. 1045 00:54:00,810 --> 00:54:03,440 But you end up gluing-- I want to make something, 1046 00:54:03,440 --> 00:54:05,280 let's say-- in fact, we're always 1047 00:54:05,280 --> 00:54:08,820 going to talk about folding convex polyhedra. 1048 00:54:08,820 --> 00:54:14,459 There's very little work on the non-convex case, 1049 00:54:14,459 --> 00:54:16,250 though, there was actually a recent result. 1050 00:54:16,250 --> 00:54:19,419 I'll mention that next lecture. 1051 00:54:19,419 --> 00:54:20,960 If you want to make something convex, 1052 00:54:20,960 --> 00:54:22,510 and therefore, sphere-like, you have 1053 00:54:22,510 --> 00:54:25,400 to get rid of all the boundary, so you've got a glue 1054 00:54:25,400 --> 00:54:25,927 every edge. 1055 00:54:25,927 --> 00:54:28,010 You don't have to glue whole edges to whole edges. 1056 00:54:28,010 --> 00:54:29,180 Maybe you just glue part of an edge 1057 00:54:29,180 --> 00:54:31,390 to another part of an edge, but somehow, boundary 1058 00:54:31,390 --> 00:54:32,650 has to get glued up. 1059 00:54:32,650 --> 00:54:34,140 And if you want something sphere-like, in fact, 1060 00:54:34,140 --> 00:54:35,723 those gluings have to be non-crossing. 1061 00:54:35,723 --> 00:54:38,130 I have to be able to draw a picture like this. 1062 00:54:38,130 --> 00:54:41,840 Question is when do these gluings make a polyhedron? 1063 00:54:41,840 --> 00:54:44,870 That is the question we will be answering next class. 1064 00:54:44,870 --> 00:54:47,930 But first question is suppose I gave you one of these pictures. 1065 00:54:47,930 --> 00:54:50,200 I give you a polygon, and I give you a gluing. 1066 00:54:50,200 --> 00:54:54,030 What this tells you is sort of how to locally walk around. 1067 00:54:54,030 --> 00:54:57,060 So if I'm here, I could walk over here. 1068 00:54:57,060 --> 00:55:01,080 I could walk over here, teleport over there, walk over here, 1069 00:55:01,080 --> 00:55:02,520 teleport over here. 1070 00:55:02,520 --> 00:55:03,410 Whatever. 1071 00:55:03,410 --> 00:55:03,910 OK? 1072 00:55:03,910 --> 00:55:06,720 The gluing tells you locally what the surface looks like, 1073 00:55:06,720 --> 00:55:09,400 even though you don't know what it looks like yet in 3D. 1074 00:55:09,400 --> 00:55:13,320 In particular, you can compute shortest paths here. 1075 00:55:13,320 --> 00:55:15,920 I could compute the shortest path from this point 1076 00:55:15,920 --> 00:55:18,790 to this point you might think is a straight line. 1077 00:55:18,790 --> 00:55:20,950 But no, it's not. 1078 00:55:24,375 --> 00:55:25,160 I don't think. 1079 00:55:25,160 --> 00:55:26,410 Or maybe it is. 1080 00:55:26,410 --> 00:55:27,812 Let's see. 1081 00:55:27,812 --> 00:55:31,310 A little tricky. 1082 00:55:31,310 --> 00:55:34,141 AUDIENCE: Should be diagonal with the bottom square. 1083 00:55:34,141 --> 00:55:35,890 PROFESSOR: Diagonal with the bottom square 1084 00:55:35,890 --> 00:55:37,640 because these guys are both in the bottom. 1085 00:55:37,640 --> 00:55:38,230 Very good. 1086 00:55:38,230 --> 00:55:43,820 So this point is the same as this point, or no, this point. 1087 00:55:43,820 --> 00:55:46,190 Because these get zipped together. 1088 00:55:46,190 --> 00:55:48,840 This point is the same as this point, 1089 00:55:48,840 --> 00:55:52,490 so in fact, that diagonal is the shortest path between those two 1090 00:55:52,490 --> 00:55:53,310 points. 1091 00:55:53,310 --> 00:55:55,060 So you have to think about it for a while, 1092 00:55:55,060 --> 00:55:57,310 but it turns out, in polynomial time, you can do that. 1093 00:55:59,890 --> 00:56:02,070 That's cool. 1094 00:56:02,070 --> 00:56:08,670 What I want to show now is that suppose 1095 00:56:08,670 --> 00:56:10,860 you could make a convex polyhedron in this way. 1096 00:56:10,860 --> 00:56:14,370 I claim you can only make one, never more than one 1097 00:56:14,370 --> 00:56:16,440 from the same gluing. 1098 00:56:16,440 --> 00:56:18,376 So I've defined locally what this thing is. 1099 00:56:18,376 --> 00:56:19,500 It's like a piece of paper. 1100 00:56:19,500 --> 00:56:20,710 I can mangle it around. 1101 00:56:20,710 --> 00:56:22,760 If I want to make something convex, 1102 00:56:22,760 --> 00:56:24,820 there's only one thing it could possibly make. 1103 00:56:31,290 --> 00:56:34,390 Finding out what that one thing is quite a challenge, 1104 00:56:34,390 --> 00:56:37,800 but at least, we can prove that it's unique. 1105 00:56:37,800 --> 00:56:38,925 Sorry about the screeching. 1106 00:56:41,830 --> 00:56:45,190 This is Cauchy's rigidity theorem. 1107 00:56:45,190 --> 00:56:49,880 I think we mentioned it in a previous lecture when 1108 00:56:49,880 --> 00:56:52,266 we were talking about rigidity and three dimensions 1109 00:56:52,266 --> 00:56:56,169 and like why domes stand up. 1110 00:56:56,169 --> 00:56:57,460 But now, we're going to use it. 1111 00:56:57,460 --> 00:56:58,750 We're actually going to prove this theorem, 1112 00:56:58,750 --> 00:57:01,140 and we're going to use it to study these kinds of gluings 1113 00:57:01,140 --> 00:57:04,467 and say there's, at most, one way to do this. 1114 00:57:04,467 --> 00:57:06,300 There's a lot of ways to state this theorem, 1115 00:57:06,300 --> 00:57:11,400 but one way is to say, suppose you have two convex polyhedra, 1116 00:57:11,400 --> 00:57:13,810 and suppose they came from the same sort 1117 00:57:13,810 --> 00:57:17,580 of intrinsic geometry. 1118 00:57:17,580 --> 00:57:20,450 So there's the geometry of the faces, 1119 00:57:20,450 --> 00:57:23,060 and there's how they're connected together. 1120 00:57:23,060 --> 00:57:24,920 So here, initially, I drew a tree 1121 00:57:24,920 --> 00:57:26,980 of how the faces were connected together, 1122 00:57:26,980 --> 00:57:30,820 and then, I drew some other connections like this. 1123 00:57:30,820 --> 00:57:33,630 So the dual here is, of course, an octahedron. 1124 00:57:33,630 --> 00:57:36,960 But if you have two convex polyhedra 1125 00:57:36,960 --> 00:57:39,360 and they are combinatorally equivalent, they 1126 00:57:39,360 --> 00:57:41,570 have the same way that things are connected 1127 00:57:41,570 --> 00:57:51,710 together, the same graph, and they have congruent faces, 1128 00:57:51,710 --> 00:57:57,060 so the geometries match also, then, they 1129 00:57:57,060 --> 00:58:06,954 are actually the same thing, the same polyhedron. 1130 00:58:06,954 --> 00:58:11,070 AUDIENCE: Is that something that-- 1131 00:58:11,070 --> 00:58:14,137 PROFESSOR: Up to rotation and translation. 1132 00:58:14,137 --> 00:58:17,217 AUDIENCE: Is it the same set of congruent faces? 1133 00:58:17,217 --> 00:58:18,050 PROFESSOR: Oh, yeah. 1134 00:58:18,050 --> 00:58:19,591 So when I say congruent faces, I mean 1135 00:58:19,591 --> 00:58:21,150 according to this equivalence. 1136 00:58:21,150 --> 00:58:22,600 If you take a face on one that has 1137 00:58:22,600 --> 00:58:24,250 a corresponding face on the other, 1138 00:58:24,250 --> 00:58:27,100 those two faces should be congruent, not just any pair, 1139 00:58:27,100 --> 00:58:28,860 and they're not all the same. 1140 00:58:28,860 --> 00:58:30,380 Different faces can be different, 1141 00:58:30,380 --> 00:58:33,450 but they're identical in pairs. 1142 00:58:33,450 --> 00:58:36,930 So I'm just saying basically, if you have this picture, 1143 00:58:36,930 --> 00:58:38,330 there's only one realization. 1144 00:58:38,330 --> 00:58:41,450 So this picture defines what are the geometry of the faces, 1145 00:58:41,450 --> 00:58:43,810 how are they connected together. 1146 00:58:43,810 --> 00:58:45,800 And so if you had two convex polyhedra 1147 00:58:45,800 --> 00:58:47,880 with that same underlying diagram, 1148 00:58:47,880 --> 00:58:49,890 they have to be the same polyhedron. 1149 00:58:49,890 --> 00:58:53,115 That's what we're claiming. 1150 00:58:53,115 --> 00:58:54,490 That's what we're going to prove. 1151 00:59:04,591 --> 00:59:05,698 Is this one any better? 1152 00:59:05,698 --> 00:59:06,448 Yeah, it's better. 1153 00:59:16,420 --> 00:59:18,370 This is an old theorem. 1154 00:59:18,370 --> 00:59:21,820 You may have heard of Cauchy, famous French mathematician. 1155 00:59:21,820 --> 00:59:24,262 Cauchy-Schwarz inequality, all those good things. 1156 00:59:24,262 --> 00:59:25,470 You don't need to know those. 1157 00:59:25,470 --> 00:59:27,240 He proved a lot of things. 1158 00:59:27,240 --> 00:59:29,480 This theorem he didn't actually prove. 1159 00:59:29,480 --> 00:59:31,880 He wrote a paper about it or, I think, partly a letter, 1160 00:59:31,880 --> 00:59:34,890 partly a paper in 1813. 1161 00:59:34,890 --> 00:59:38,730 Proof was wrong, and it was fixed in 1934, 1162 00:59:38,730 --> 00:59:41,010 over 100 years later, by Steinitz. 1163 00:59:41,010 --> 00:59:44,880 So sometimes it's called Cauchy-Steinitz rigidity 1164 00:59:44,880 --> 00:59:47,250 theorem, although, usually, Cauchy. 1165 00:59:47,250 --> 00:59:49,116 There's a lemma in here that's often 1166 00:59:49,116 --> 00:59:50,240 attributed to both of them. 1167 00:59:55,190 --> 01:00:00,550 So it's sort of a proof by contradiction. 1168 01:00:00,550 --> 01:00:02,490 We want to prove uniqueness. 1169 01:00:02,490 --> 01:00:04,420 So we're supposing, well, maybe, there's 1170 01:00:04,420 --> 01:00:09,510 two polyhedra, p and p prime, and they're 1171 01:00:09,510 --> 01:00:12,030 combinatory equivalent and have matching faces congruent. 1172 01:00:15,370 --> 01:00:24,890 What I want to do is look at corresponding vertices, 1173 01:00:24,890 --> 01:00:30,760 let's say a vertex v and p and a vertex v prime and p prime. 1174 01:00:30,760 --> 01:00:35,170 So there corresponding in the combinatorial equivalence. 1175 01:00:35,170 --> 01:00:41,075 And then, I want to slice the polyhedra, p 1176 01:00:41,075 --> 01:00:49,820 and p prime, with an epsilon sphere, 1177 01:00:49,820 --> 01:00:55,530 epsilon radius sphere centered at v and v prime. 1178 01:01:02,460 --> 01:01:04,750 Quick mention, this is not true if you 1179 01:01:04,750 --> 01:01:06,500 allow non-convex realizations. 1180 01:01:06,500 --> 01:01:08,770 You may have seen that example before. 1181 01:01:08,770 --> 01:01:11,910 These have exactly the same combinatorial structure, 1182 01:01:11,910 --> 01:01:14,824 same geometry on each face, but one's non-convex, 1183 01:01:14,824 --> 01:01:15,740 and they're different. 1184 01:01:15,740 --> 01:01:18,450 But as long as they're convex, they're going to be the same. 1185 01:01:18,450 --> 01:01:21,170 In a convex situation, here's what the slice looks like. 1186 01:01:21,170 --> 01:01:27,610 So here's little vertex, degree like 5, 1187 01:01:27,610 --> 01:01:30,360 and I slice the polyhedron with this tiny sphere centered 1188 01:01:30,360 --> 01:01:35,630 at v, not the interior, just the boundary of the sphere. 1189 01:01:35,630 --> 01:01:37,100 What I get are these arcs. 1190 01:01:37,100 --> 01:01:40,130 They'll be great circular arcs. 1191 01:01:40,130 --> 01:01:42,250 Here we can see all five of them. 1192 01:01:42,250 --> 01:01:43,610 They're great circular arcs. 1193 01:01:43,610 --> 01:01:44,990 There on the sphere. 1194 01:01:44,990 --> 01:01:46,680 I get a polygon. 1195 01:01:46,680 --> 01:01:48,980 I get a convex polygon on the sphere. 1196 01:01:55,030 --> 01:01:58,466 Convex spherical polygons, convex 1197 01:01:58,466 --> 01:01:59,840 because the polyhedra are convex. 1198 01:01:59,840 --> 01:02:01,130 I actually get two of them. 1199 01:02:01,130 --> 01:02:01,630 Right? 1200 01:02:01,630 --> 01:02:04,695 One for p, one for p prime. 1201 01:02:04,695 --> 01:02:05,195 Polygons. 1202 01:02:07,960 --> 01:02:09,500 What do I know about those polygons? 1203 01:02:09,500 --> 01:02:13,050 I know they're edge lengths because the length of an edge 1204 01:02:13,050 --> 01:02:16,300 here is equal to-- if this is a unit sphere, 1205 01:02:16,300 --> 01:02:18,800 if I rescale the epsilon to be 1, 1206 01:02:18,800 --> 01:02:21,660 that edge length is actually this angle. 1207 01:02:21,660 --> 01:02:25,440 That angle is an angle of the face at the vertex. 1208 01:02:25,440 --> 01:02:26,686 So I know all the angles. 1209 01:02:26,686 --> 01:02:28,310 I know all the geometries of the faces. 1210 01:02:28,310 --> 01:02:29,820 I know they're congruent. 1211 01:02:29,820 --> 01:02:34,130 So I know what these edge lengths are in the sphere. 1212 01:02:34,130 --> 01:02:37,080 What I don't know are these angles of the polygon. 1213 01:02:37,080 --> 01:02:38,850 I know the lengths of the polygon, 1214 01:02:38,850 --> 01:02:40,600 but I don't know the angles of the polygon 1215 01:02:40,600 --> 01:02:46,010 because that's essentially the dihedral angle of that edge. 1216 01:02:46,010 --> 01:02:48,610 And the worry is, well, maybe all the edge lengths match. 1217 01:02:48,610 --> 01:02:50,110 We could do this at every vertex, 1218 01:02:50,110 --> 01:02:52,070 but maybe the dihedral angles are different. 1219 01:02:52,070 --> 01:02:54,000 Maybe the convex polyhedron could flex. 1220 01:02:54,000 --> 01:02:55,720 That's why this is about rigidity. 1221 01:02:55,720 --> 01:02:57,750 Maybe it's flexible, and then, maybe there 1222 01:02:57,750 --> 01:02:59,916 are two different states. 1223 01:02:59,916 --> 01:03:02,290 All the faces are the same, and therefore, all those edge 1224 01:03:02,290 --> 01:03:05,644 lengths are the same, but the angles might differ. 1225 01:03:05,644 --> 01:03:07,560 If p and p prime are supposed to be different, 1226 01:03:07,560 --> 01:03:10,440 then there must be two angles that differ. 1227 01:03:10,440 --> 01:03:13,330 So I want to look at those angles, 1228 01:03:13,330 --> 01:03:31,270 and I want to label vertex of a spherical polygon. 1229 01:03:31,270 --> 01:03:36,630 So I have n of these spherical polygons for p n of them 1230 01:03:36,630 --> 01:03:37,900 and p prime. 1231 01:03:37,900 --> 01:03:39,890 Let's look at them in p. 1232 01:03:39,890 --> 01:03:47,780 I'm going to label it plus if the angle there in p is bigger 1233 01:03:47,780 --> 01:03:50,886 than the angle in p prime. 1234 01:03:50,886 --> 01:03:53,010 Remember I have a correspondence between everything 1235 01:03:53,010 --> 01:03:54,770 in p and everything and p prime. 1236 01:03:54,770 --> 01:04:00,964 Minus, if the angle is less, and 0, if the angles are equal. 1237 01:04:00,964 --> 01:04:02,380 So what I want to show is actually 1238 01:04:02,380 --> 01:04:03,421 all the angles are equal. 1239 01:04:03,421 --> 01:04:05,810 Therefore, the polyhedra will be identical. 1240 01:04:05,810 --> 01:04:08,937 If all the faces are the same and all the angles at which you 1241 01:04:08,937 --> 01:04:10,770 join them are the same and they're connected 1242 01:04:10,770 --> 01:04:12,686 in the same way, they are the same polyhedron. 1243 01:04:12,686 --> 01:04:15,710 There's no flexibility there, but it 1244 01:04:15,710 --> 01:04:17,399 could be there are pluses and minuses. 1245 01:04:17,399 --> 01:04:19,690 But if there's going to be a problem with this theorem, 1246 01:04:19,690 --> 01:04:21,189 there have to be pluses and minuses. 1247 01:04:21,189 --> 01:04:23,170 That's the proof by contradiction. 1248 01:04:23,170 --> 01:04:24,799 So let's look at one of them. 1249 01:04:24,799 --> 01:04:27,090 Let's look at a vertex that has some pluses or minuses. 1250 01:04:44,470 --> 01:04:47,260 So we have-- it's a spherical polygon. 1251 01:04:47,260 --> 01:04:53,520 I'm going to draw it more like a polygon, maybe some pluses, 1252 01:04:53,520 --> 01:04:57,160 some zeroes, some minuses, whatever. 1253 01:04:57,160 --> 01:05:02,327 First question is could it be all pluses and zeroes? 1254 01:05:02,327 --> 01:05:03,035 Is that possible? 1255 01:05:09,630 --> 01:05:12,345 No. 1256 01:05:12,345 --> 01:05:13,220 It doesn't look good. 1257 01:05:13,220 --> 01:05:14,530 What does that mean? 1258 01:05:14,530 --> 01:05:16,270 It would mean this is like a linkage. 1259 01:05:16,270 --> 01:05:17,710 We're used to linkages. 1260 01:05:17,710 --> 01:05:19,190 It just happens to be on a sphere. 1261 01:05:19,190 --> 01:05:20,260 Forget this on a sphere. 1262 01:05:20,260 --> 01:05:23,074 Think of it is as almost flat. 1263 01:05:23,074 --> 01:05:24,990 What that would mean is there's some other way 1264 01:05:24,990 --> 01:05:26,146 to draw this thing. 1265 01:05:26,146 --> 01:05:28,020 Basically, there's a way to flex this linkage 1266 01:05:28,020 --> 01:05:30,320 so that all of these angles increase and this one 1267 01:05:30,320 --> 01:05:32,070 stays the same. 1268 01:05:32,070 --> 01:05:35,380 How could I get a polygon where all the angles increase 1269 01:05:35,380 --> 01:05:37,610 and still be convex? 1270 01:05:37,610 --> 01:05:38,860 Ain't possible. 1271 01:05:38,860 --> 01:05:40,360 Why is it not possible? 1272 01:05:40,360 --> 01:05:45,650 I think we've used this fact a couple lectures ago. 1273 01:05:45,650 --> 01:05:48,161 It's not possible by something called the Cauchy Arm Lemma. 1274 01:05:51,107 --> 01:05:52,800 This is the part that Cauchy got wrong, 1275 01:05:52,800 --> 01:05:55,880 so it's also called the Cauchy-Steinitz Arm Lemma. 1276 01:05:55,880 --> 01:05:57,870 And here's the thing. 1277 01:05:57,870 --> 01:06:04,530 If you have a convex chain but open chain here. 1278 01:06:04,530 --> 01:06:06,580 There's a missing bar. 1279 01:06:06,580 --> 01:06:08,370 So suppose that even when you add the bar, 1280 01:06:08,370 --> 01:06:09,470 it's a convex polygon. 1281 01:06:09,470 --> 01:06:11,740 But then, I take a convex polygon, remove an edge. 1282 01:06:11,740 --> 01:06:14,940 This is what we call convex chain. 1283 01:06:14,940 --> 01:06:21,280 And if you open all the angles, increasing all the angles, 1284 01:06:21,280 --> 01:06:34,125 in a convex chain, then this distance increases. 1285 01:06:42,044 --> 01:06:42,960 It's pretty intuitive. 1286 01:06:42,960 --> 01:06:45,660 I open all these angles. 1287 01:06:45,660 --> 01:06:46,670 So I put plus. 1288 01:06:46,670 --> 01:06:48,940 Some of them could stay the same, 1289 01:06:48,940 --> 01:06:51,465 but then, this distance will increase, 1290 01:06:51,465 --> 01:06:52,590 as long as you stay convex. 1291 01:06:55,270 --> 01:06:56,590 I should mention that. 1292 01:06:56,590 --> 01:06:59,650 But in this situation, we know that both the initial position 1293 01:06:59,650 --> 01:07:02,125 in p and its target position in p prime are both convex. 1294 01:07:08,420 --> 01:07:09,010 OK. 1295 01:07:09,010 --> 01:07:11,500 Let's just take that lemma as given. 1296 01:07:11,500 --> 01:07:12,840 This is the one I don't like. 1297 01:07:25,250 --> 01:07:27,660 Then, I know, in particular, I can't have all pluses 1298 01:07:27,660 --> 01:07:32,530 because then, if I just pretend one of these edges wasn't here, 1299 01:07:32,530 --> 01:07:36,614 I know that that distance must increase. 1300 01:07:36,614 --> 01:07:37,530 But it can't increase. 1301 01:07:37,530 --> 01:07:38,821 It's supposed to stay the same. 1302 01:07:38,821 --> 01:07:40,370 The edge lengths are fixed. 1303 01:07:40,370 --> 01:07:42,800 So if they're all pluses and zeroes, or all minuses 1304 01:07:42,800 --> 01:07:46,335 and zeroes, the same is true just viewing p prime as p and p 1305 01:07:46,335 --> 01:07:49,009 as p prime. 1306 01:07:49,009 --> 01:07:50,050 They can't be all pluses. 1307 01:07:50,050 --> 01:07:52,040 They can't be all minuses. 1308 01:07:52,040 --> 01:07:54,180 So if there's anything in there other than zeroes, 1309 01:07:54,180 --> 01:07:57,540 there has to be at least one plus, at least one minus. 1310 01:07:57,540 --> 01:08:01,050 In particular, there have to be at least two alternations. 1311 01:08:03,620 --> 01:08:07,390 Alternation is either going from plus to minus or from minus 1312 01:08:07,390 --> 01:08:08,800 to plus. 1313 01:08:08,800 --> 01:08:10,353 So it could be something like plus, 1314 01:08:10,353 --> 01:08:14,950 plus, plus, minus, minus, minus, minus, plus, plus. 1315 01:08:14,950 --> 01:08:16,050 Whatever. 1316 01:08:16,050 --> 01:08:16,550 OK? 1317 01:08:16,550 --> 01:08:19,399 Maybe that's your polygon, and that's your labeling. 1318 01:08:26,410 --> 01:08:27,190 Is that possible? 1319 01:08:31,089 --> 01:08:33,130 So once you have at least one plus and one minus, 1320 01:08:33,130 --> 01:08:38,380 you have to have these two switches at least. 1321 01:08:38,380 --> 01:08:39,693 Could this happen? 1322 01:08:39,693 --> 01:08:40,660 AUDIENCE: No. 1323 01:08:40,660 --> 01:08:42,370 PROFESSOR: No. 1324 01:08:42,370 --> 01:08:43,950 Right. 1325 01:08:43,950 --> 01:08:48,590 Because you pick some chord. 1326 01:08:48,590 --> 01:08:52,002 What do I do here? 1327 01:08:52,002 --> 01:08:53,000 Just subdivide. 1328 01:08:53,000 --> 01:08:53,500 All right. 1329 01:08:53,500 --> 01:08:54,890 Whatever. 1330 01:08:54,890 --> 01:08:58,505 Pick some chord like this one. 1331 01:08:58,505 --> 01:08:59,505 I'm not sure it matters. 1332 01:08:59,505 --> 01:09:00,609 Maybe here? 1333 01:09:00,609 --> 01:09:03,020 Whatever. 1334 01:09:03,020 --> 01:09:05,550 These angles down here are decreasing. 1335 01:09:05,550 --> 01:09:08,229 Therefore, this distance decreases. 1336 01:09:08,229 --> 01:09:10,870 The angles up here are all increasing. 1337 01:09:10,870 --> 01:09:13,200 Therefore, this distance increases. 1338 01:09:13,200 --> 01:09:15,310 Can't have both. 1339 01:09:15,310 --> 01:09:18,109 So this is also not possible. 1340 01:09:18,109 --> 01:09:20,767 So in fact, you have to have at least four alternations. 1341 01:09:20,767 --> 01:09:21,475 It's always even. 1342 01:09:27,020 --> 01:09:30,760 And so it has to be at least a bunch of pluses, then a bunch 1343 01:09:30,760 --> 01:09:32,910 of minuses, then a bunch of pluses, then 1344 01:09:32,910 --> 01:09:34,560 a bunch of minuses. 1345 01:09:34,560 --> 01:09:37,910 And so we're counting these transitions from plus to minus. 1346 01:09:37,910 --> 01:09:41,380 This is a lemma that we used when we were locking trees, 1347 01:09:41,380 --> 01:09:42,000 I think. 1348 01:09:42,000 --> 01:09:43,000 We had a convex polygon. 1349 01:09:43,000 --> 01:09:45,654 I said at least two of the angles have to decrease, 1350 01:09:45,654 --> 01:09:48,279 or at least two of them have to increase, one way or the other. 1351 01:09:48,279 --> 01:09:51,460 That's because there have to be at least two groups of pluses, 1352 01:09:51,460 --> 01:09:55,382 not only at least two pluses and at least two minuses. 1353 01:09:55,382 --> 01:09:56,840 You might think, well, what happens 1354 01:09:56,840 --> 01:09:59,465 if there's only three vertices. 1355 01:09:59,465 --> 01:10:01,340 Then, you can't have these four alternations. 1356 01:10:01,340 --> 01:10:03,450 Well, yeah, you can't have those four alternation 1357 01:10:03,450 --> 01:10:05,830 because if you have a triangle, even on the sphere, 1358 01:10:05,830 --> 01:10:07,240 triangles are rigid. 1359 01:10:07,240 --> 01:10:11,917 So you would know if I had a degree 3 vertex, locally 1360 01:10:11,917 --> 01:10:12,750 that thing is rigid. 1361 01:10:12,750 --> 01:10:13,830 It can't flex at all. 1362 01:10:13,830 --> 01:10:17,090 We're only interested in cases where it might flex locally 1363 01:10:17,090 --> 01:10:20,230 at a vertex like the pentagon, like a quadrilateral. 1364 01:10:22,760 --> 01:10:23,550 All right. 1365 01:10:23,550 --> 01:10:25,480 So what? 1366 01:10:25,480 --> 01:10:30,610 This was true at every vertex that was not entirely zero. 1367 01:10:30,610 --> 01:10:35,807 So if we look at-- let me write this down. 1368 01:10:35,807 --> 01:10:37,640 I really just care about the non-zero edges, 1369 01:10:37,640 --> 01:10:38,973 the ones that are plus or minus. 1370 01:10:42,510 --> 01:10:51,520 So I'll call the subgraph of plus and minus edges. 1371 01:10:54,480 --> 01:11:02,482 The number of alternations is at least 4 times 1372 01:11:02,482 --> 01:11:03,440 the number of vertices. 1373 01:11:03,440 --> 01:11:10,083 I'm going to denote the number of vertices by a capital V. OK? 1374 01:11:10,083 --> 01:11:11,030 That's page one. 1375 01:11:13,670 --> 01:11:16,620 We're going to use a trick. 1376 01:11:16,620 --> 01:11:18,120 It has many names, I suppose. 1377 01:11:18,120 --> 01:11:21,000 I usually call it double counting in combinatorics, 1378 01:11:21,000 --> 01:11:22,500 where you have one quantity, namely, 1379 01:11:22,500 --> 01:11:23,583 the number of alterations. 1380 01:11:23,583 --> 01:11:25,830 We're going to count it in two different ways. 1381 01:11:25,830 --> 01:11:27,455 We'll get two different answers, but we 1382 01:11:27,455 --> 01:11:29,150 know they must end up being the same. 1383 01:11:29,150 --> 01:11:30,650 And then, we'll get a contradiction. 1384 01:11:33,410 --> 01:11:35,760 So what's the second way of counting. 1385 01:11:35,760 --> 01:11:39,390 Well, we counted local to a vertex. 1386 01:11:39,390 --> 01:11:42,420 The other natural way to count angles 1387 01:11:42,420 --> 01:11:43,936 is by looking at the faces. 1388 01:11:43,936 --> 01:11:44,810 There are also faces. 1389 01:11:44,810 --> 01:11:46,226 It's sort of the dual perspective. 1390 01:11:46,226 --> 01:11:48,610 Every phase has a bunch of angles that have some degree 1391 01:11:48,610 --> 01:11:50,767 or whatever. 1392 01:11:50,767 --> 01:11:52,350 They're really kind of the same thing. 1393 01:11:52,350 --> 01:11:53,250 Oh, here was Cauchy's Arm Lemma. 1394 01:11:53,250 --> 01:11:53,750 Beautiful. 1395 01:11:56,230 --> 01:11:57,830 If you look at the alternations as you 1396 01:11:57,830 --> 01:12:02,420 walk around a vertex versus as you walk around a face, 1397 01:12:02,420 --> 01:12:04,810 you'll end up counting them the same number. 1398 01:12:04,810 --> 01:12:05,310 Right? 1399 01:12:05,310 --> 01:12:09,290 Here was an alternation from plus to minus. 1400 01:12:09,290 --> 01:12:10,857 What's interesting here-- before we 1401 01:12:10,857 --> 01:12:12,440 were thinking of labeling the vertices 1402 01:12:12,440 --> 01:12:15,380 of the spherical polygon, but in fact, whatever this edge does, 1403 01:12:15,380 --> 01:12:18,300 it does the same thing local to that vertex as the thing local 1404 01:12:18,300 --> 01:12:19,020 to that vertex. 1405 01:12:19,020 --> 01:12:21,640 So really the labels are on the edges of the graph. 1406 01:12:21,640 --> 01:12:24,030 They could be zero, plus, or minus. 1407 01:12:24,030 --> 01:12:26,660 And if I have an alternation from plus to minus, 1408 01:12:26,660 --> 01:12:28,710 view from the vertex, it's also an alternation 1409 01:12:28,710 --> 01:12:30,650 as I walk around the face. 1410 01:12:30,650 --> 01:12:32,800 So instead of counting by walking around all 1411 01:12:32,800 --> 01:12:35,216 the vertices-- which are just did, and I got at least four 1412 01:12:35,216 --> 01:12:37,579 at every vertex-- let's do it from the perspective 1413 01:12:37,579 --> 01:12:38,120 of the faces. 1414 01:12:41,215 --> 01:12:43,590 And we're in this weird subgraph of plus and minus edges, 1415 01:12:43,590 --> 01:12:44,870 so assume there are no zeroes. 1416 01:12:49,410 --> 01:12:49,910 All right. 1417 01:12:49,910 --> 01:13:02,110 If I have a face of 2 k or 2 k plus 1 edges, 1418 01:13:02,110 --> 01:13:08,500 then it will have, at most, 2 k alternations. 1419 01:13:13,710 --> 01:13:16,600 So I already have a lower bound number of alternations. 1420 01:13:16,600 --> 01:13:18,360 I'm going to try and prove an upper bound, 1421 01:13:18,360 --> 01:13:20,901 sandwich it between, and show that, actually, the upper bound 1422 01:13:20,901 --> 01:13:23,850 is smaller than the lower bound, and that's a contradiction. 1423 01:13:23,850 --> 01:13:25,760 So this is kind of obvious. 1424 01:13:25,760 --> 01:13:26,260 Right? 1425 01:13:26,260 --> 01:13:29,350 If you have 2 k vertices, no more than 2 k alternations, 1426 01:13:29,350 --> 01:13:31,770 slight, the place where we're making a little improvement 1427 01:13:31,770 --> 01:13:32,975 is for the odd case. 1428 01:13:32,975 --> 01:13:34,600 We know because a number of alterations 1429 01:13:34,600 --> 01:13:38,990 has to be even you can't get up to 2 k plus 1 alternations. 1430 01:13:38,990 --> 01:13:41,360 Has to be even because for every plus to minus, 1431 01:13:41,360 --> 01:13:44,220 there has to be a matching minus to plus because it's cyclic. 1432 01:13:44,220 --> 01:13:46,460 So even here, you can only get 2 k alternations. 1433 01:13:46,460 --> 01:13:50,670 That helps us a little bit because now, we 1434 01:13:50,670 --> 01:13:59,430 can talk about number of alternation 1435 01:13:59,430 --> 01:14:03,730 is at most two times the number of triangles, 1436 01:14:03,730 --> 01:14:08,320 f sub 3 is going to be the number of faces of degree 3, 1437 01:14:08,320 --> 01:14:14,010 plus 4 times the number of quadrilaterals 1438 01:14:14,010 --> 01:14:17,490 plus 4 times the number of pentagons 1439 01:14:17,490 --> 01:14:21,937 plus 6 times the number of hexagons plus-- 1440 01:14:21,937 --> 01:14:22,770 why'd I write seven? 1441 01:14:22,770 --> 01:14:23,850 I wrote seven. 1442 01:14:23,850 --> 01:14:26,150 I'm being sloppy. 1443 01:14:26,150 --> 01:14:27,860 At that point, I don't care. 1444 01:14:27,860 --> 01:14:31,050 7 f 7, 8 f 8, 9 f 9-- I'm not going 1445 01:14:31,050 --> 01:14:35,580 to try to be clever from 6 on, but I'm 1446 01:14:35,580 --> 01:14:38,270 going to be clever at 5 and 3. 1447 01:14:38,270 --> 01:14:39,750 Why 5 and 3? 1448 01:14:39,750 --> 01:14:41,330 As you may remember from way back 1449 01:14:41,330 --> 01:14:44,160 when, you have a planar graph-- because polyhedra 1450 01:14:44,160 --> 01:14:45,190 are planar graphs. 1451 01:14:45,190 --> 01:14:47,020 They're convex. 1452 01:14:47,020 --> 01:14:53,700 The average degree is 5? 1453 01:14:53,700 --> 01:14:57,680 Slightly under 6, 4, 3, 2, 1? 1454 01:14:57,680 --> 01:14:59,940 One of those numbers. 1455 01:14:59,940 --> 01:15:01,080 Let's see. 1456 01:15:01,080 --> 01:15:06,120 Should be like 3 n minus 6 edges, so that should be 3. 1457 01:15:09,025 --> 01:15:10,600 Yeah, three. 1458 01:15:10,600 --> 01:15:13,830 So most of the faces are going to have low degree. 1459 01:15:13,830 --> 01:15:14,580 That's the points. 1460 01:15:14,580 --> 01:15:17,062 So 3 and 5 really matter, but out here, it 1461 01:15:17,062 --> 01:15:18,020 doesn't matter so much. 1462 01:15:36,750 --> 01:15:39,160 This is kind of a magical proof. 1463 01:15:39,160 --> 01:15:43,130 It shouldn't be intuitive where it came from, 1464 01:15:43,130 --> 01:15:44,440 but it's really beautiful. 1465 01:15:44,440 --> 01:15:47,390 You'll see as it all comes together. 1466 01:15:47,390 --> 01:15:48,670 Fun. 1467 01:15:48,670 --> 01:15:51,680 What do I do next? 1468 01:15:51,680 --> 01:15:52,400 Right. 1469 01:15:52,400 --> 01:15:56,000 I want to relate-- I have a vertex count here. 1470 01:15:56,000 --> 01:16:00,330 I have a face count here, and I know Euler's formula. 1471 01:16:00,330 --> 01:16:01,902 Hopefully, we know it. 1472 01:16:01,902 --> 01:16:02,735 It's a cool formula. 1473 01:16:06,340 --> 01:16:07,350 V minus E plus F is 2. 1474 01:16:07,350 --> 01:16:09,350 This is the number of vertices, number of edges, 1475 01:16:09,350 --> 01:16:11,630 number faces is two. 1476 01:16:11,630 --> 01:16:16,494 [? For ?] connected, planar graphs. 1477 01:16:16,494 --> 01:16:18,910 There are other versions when you have multiple components 1478 01:16:18,910 --> 01:16:22,420 or when you have tori, genus, whatever, 1479 01:16:22,420 --> 01:16:24,930 but for convex polyhedra, this is true. 1480 01:16:24,930 --> 01:16:28,430 So this conveniently relates vertices to faces, 1481 01:16:28,430 --> 01:16:30,790 but it involves edges. 1482 01:16:30,790 --> 01:16:33,616 So somehow, I have to bring edges into the mix. 1483 01:16:33,616 --> 01:16:34,370 All right. 1484 01:16:34,370 --> 01:16:38,930 Well, edges. 1485 01:16:38,930 --> 01:16:41,190 I want to count the number of edges 1486 01:16:41,190 --> 01:16:43,667 in terms of the number of faces. 1487 01:16:43,667 --> 01:16:45,500 I could do it in terms of vertices or faces. 1488 01:16:45,500 --> 01:16:47,710 The number of edges is half the sum 1489 01:16:47,710 --> 01:16:49,310 of the degrees of the vertices. 1490 01:16:49,310 --> 01:16:52,240 Remember, that's handshaking lemma from way back when. 1491 01:16:52,240 --> 01:16:57,200 It's also half the sum of the degrees of the faces. 1492 01:16:57,200 --> 01:17:00,170 If I look at every face and I count the number of edges, 1493 01:17:00,170 --> 01:17:02,560 I will end up counting every edge twice, once 1494 01:17:02,560 --> 01:17:07,515 from each side, so this is half the number of faces. 1495 01:17:07,515 --> 01:17:10,240 Well, number faces I want to write in this form. 1496 01:17:10,240 --> 01:17:15,445 So this is half 2-- No, sorry. 1497 01:17:15,445 --> 01:17:16,320 Not the number faces. 1498 01:17:16,320 --> 01:17:18,460 What am I doing? 1499 01:17:18,460 --> 01:17:20,680 Half the sum of the degrees of the faces. 1500 01:17:23,810 --> 01:17:28,690 So this is half-- what is the degree of degree 3 faces? 1501 01:17:28,690 --> 01:17:30,340 3. 1502 01:17:30,340 --> 01:17:32,110 What is the degree of degree 4 faces? 1503 01:17:32,110 --> 01:17:32,881 4. 1504 01:17:32,881 --> 01:17:33,380 And so on. 1505 01:17:41,795 --> 01:17:42,295 Exactly. 1506 01:17:45,567 --> 01:17:47,400 So now, things are starting to look similar, 1507 01:17:47,400 --> 01:17:51,300 and I want to get some cancellation going on. 1508 01:17:51,300 --> 01:17:53,530 Use my cheat sheet here. 1509 01:17:53,530 --> 01:17:56,120 I'm going to rewrite this formula 1510 01:17:56,120 --> 01:18:02,830 as V equals 2 plus E minus F. Hopefully, that's the same. 1511 01:18:02,830 --> 01:18:04,270 I put E over here. 1512 01:18:04,270 --> 01:18:05,495 I put F over there. 1513 01:18:05,495 --> 01:18:07,650 We'll get this. 1514 01:18:07,650 --> 01:18:08,260 OK. 1515 01:18:08,260 --> 01:18:12,790 So now, I have E minus F. E is this. 1516 01:18:12,790 --> 01:18:29,390 F-- I have F. Am I missing something here? 1517 01:18:29,390 --> 01:18:31,430 I'll write the next one, and I'll 1518 01:18:31,430 --> 01:18:32,680 figure out where it came from. 1519 01:18:52,800 --> 01:18:55,690 Oh, duh, I just skipped a step. 1520 01:18:55,690 --> 01:18:59,620 F is the sum of f3 plus f4 plus f5 plus f6. 1521 01:18:59,620 --> 01:19:00,215 OK? 1522 01:19:00,215 --> 01:19:03,020 All I did here was decrease by-- well, 1523 01:19:03,020 --> 01:19:05,540 because there's a half out here, I decrease each coefficient 1524 01:19:05,540 --> 01:19:09,204 by 2, nothing surprising. 1525 01:19:09,204 --> 01:19:11,470 Whew! 1526 01:19:11,470 --> 01:19:16,610 So I took E, I subtracted F, just took away one of each. 1527 01:19:16,610 --> 01:19:17,670 Now, I have this formula. 1528 01:19:17,670 --> 01:19:18,690 That's V. 1529 01:19:18,690 --> 01:19:23,850 Now, I also know that 4V is at most, 1530 01:19:23,850 --> 01:19:26,538 the number of alternations. 1531 01:19:26,538 --> 01:19:27,430 Hm. 1532 01:19:27,430 --> 01:19:29,291 So I could get a formula for 4V here. 1533 01:19:29,291 --> 01:19:29,790 Right? 1534 01:19:29,790 --> 01:19:36,230 4V is going to be 8 plus this is going to be like 2. 1535 01:19:36,230 --> 01:19:43,670 So I get 2 f3 plus-- oh boy, 1 times-- 4 times f4 1536 01:19:43,670 --> 01:19:47,890 plus-- just double these numbers-- 6 times 1537 01:19:47,890 --> 01:19:50,990 f5 plus-- what's the next one? 1538 01:19:50,990 --> 01:19:54,810 4-- 8 times f6, and so on. 1539 01:20:04,470 --> 01:20:06,240 Yes. 1540 01:20:06,240 --> 01:20:06,790 OK. 1541 01:20:06,790 --> 01:20:15,620 Now, these guys look very similar to these guys. 1542 01:20:18,560 --> 01:20:20,101 Now, here it gets bigger. 1543 01:20:20,101 --> 01:20:20,600 8. 1544 01:20:20,600 --> 01:20:23,670 It's going to go 10, instead of 6 and 7. 1545 01:20:23,670 --> 01:20:25,080 We also have a plus 8. 1546 01:20:25,080 --> 01:20:27,660 We don't know whether there any faces of degree 6 or more, 1547 01:20:27,660 --> 01:20:29,790 so we can't rely on that, but we have plus 8. 1548 01:20:29,790 --> 01:20:33,402 So somehow, 4V, which is, at most, 1549 01:20:33,402 --> 01:20:34,860 the number of alternations-- that's 1550 01:20:34,860 --> 01:20:37,070 the reverse of what we said before-- 4V 1551 01:20:37,070 --> 01:20:38,970 is, at most, this number, and yet, it's 1552 01:20:38,970 --> 01:20:40,670 also equal to this number. 1553 01:20:40,670 --> 01:20:41,620 It can't be both. 1554 01:20:41,620 --> 01:20:43,680 This number's at least 8 larger than this number. 1555 01:20:43,680 --> 01:20:46,380 It could be even more larger, but at least 1556 01:20:46,380 --> 01:20:49,320 that contradiction done. 1557 01:20:49,320 --> 01:20:51,750 This works as long as there's at least one face, 1558 01:20:51,750 --> 01:20:54,310 meaning there's at least 1 plus or minus 1559 01:20:54,310 --> 01:20:56,700 because we're only looking at the subgraph plus and minus 1560 01:20:56,700 --> 01:20:57,530 edges. 1561 01:20:57,530 --> 01:20:59,320 And that is Cauchy's rigidity theorem. 1562 01:20:59,320 --> 01:21:04,944 Let me quickly tell you in our situation, 1563 01:21:04,944 --> 01:21:06,610 here, we don't actually necessarily know 1564 01:21:06,610 --> 01:21:07,526 where the creases are. 1565 01:21:07,526 --> 01:21:10,302 We just know how things are glued together. 1566 01:21:10,302 --> 01:21:12,010 Even in that situation, you could sort of 1567 01:21:12,010 --> 01:21:14,890 figure out where the creases must be because as I said, 1568 01:21:14,890 --> 01:21:17,360 you can compute shortest paths once you have the gluing. 1569 01:21:17,360 --> 01:21:18,440 So you compute the shortest paths 1570 01:21:18,440 --> 01:21:20,898 between all pairs of vertices, something like this picture, 1571 01:21:20,898 --> 01:21:23,040 except you don't know what it looks like in 3D. 1572 01:21:23,040 --> 01:21:24,748 You can still compute the shortest paths. 1573 01:21:24,748 --> 01:21:27,030 You know every edge must be a shortest path. 1574 01:21:27,030 --> 01:21:29,660 So the edges are some subset of these guys. 1575 01:21:29,660 --> 01:21:33,500 And so you've got lots of little convex polygons here. 1576 01:21:33,500 --> 01:21:35,360 We know it must make a convex polyhedron. 1577 01:21:35,360 --> 01:21:38,710 If it made two, Cauchy's rigidity theorem 1578 01:21:38,710 --> 01:21:40,330 would tell you that they're the same. 1579 01:21:40,330 --> 01:21:42,090 So even once you fix the gluing, you 1580 01:21:42,090 --> 01:21:46,590 know that there's a unique convex realization, 1581 01:21:46,590 --> 01:21:49,710 and there will be a unique set of edges from the shortest 1582 01:21:49,710 --> 01:21:51,340 paths that actually realize it. 1583 01:21:51,340 --> 01:21:53,184 The next class will be all about how 1584 01:21:53,184 --> 01:21:55,600 to actually find those gluings and know that they actually 1585 01:21:55,600 --> 01:21:58,290 will fold into some convex shape and how to find that convex 1586 01:21:58,290 --> 01:22:01,880 shape, but that's it for today.