1 00:00:04,710 --> 00:00:06,420 PROFESSOR: Let's get started. 2 00:00:06,420 --> 00:00:09,310 Today we're really going to take on folding polygons 3 00:00:09,310 --> 00:00:11,630 into polyhedra in a big way. 4 00:00:11,630 --> 00:00:14,690 We got started last time. 5 00:00:14,690 --> 00:00:16,390 Today we're going to do the real thing 6 00:00:16,390 --> 00:00:18,280 with some tape and scissors. 7 00:00:22,800 --> 00:00:27,695 Folding polyhedra. 8 00:00:32,439 --> 00:00:34,640 It's pretty much the last kind of folding 9 00:00:34,640 --> 00:00:36,950 that we're going to be talking about in this class. 10 00:00:36,950 --> 00:00:42,770 We see linkage folding, paper folding, unfolding polyhedra, 11 00:00:42,770 --> 00:00:44,930 and finally, folding polyhedra. 12 00:00:47,789 --> 00:00:49,080 So this is a, sort of, problem. 13 00:00:49,080 --> 00:00:50,494 We're given some polygon. 14 00:00:50,494 --> 00:00:52,660 We're not told where to folder or how to glue it up, 15 00:00:52,660 --> 00:00:53,830 necessarily. 16 00:00:53,830 --> 00:00:55,970 We'd like to find, is there some way 17 00:00:55,970 --> 00:00:59,555 to glue this boundary to itself-- 18 00:00:59,555 --> 00:01:06,050 I've drawn this picture before, something like this-- 19 00:01:06,050 --> 00:01:08,925 in order to make a convex polyhedron? 20 00:01:15,695 --> 00:01:19,580 There's several versions of this problem. 21 00:01:19,580 --> 00:01:23,905 One is the decision version, which is, I give you a polygon. 22 00:01:23,905 --> 00:01:26,395 And I want to know, does it make any convex polyhedron? 23 00:01:30,840 --> 00:01:33,230 For the cross, the answer is yes. 24 00:01:33,230 --> 00:01:36,300 We will see examples later today where the answer is no. 25 00:01:36,300 --> 00:01:38,160 In fact, most of the time the answer is no. 26 00:01:43,580 --> 00:01:53,110 So given a polygon, can its boundary be glued to itself? 27 00:01:57,010 --> 00:01:59,350 And this is the distinguishing feature 28 00:01:59,350 --> 00:02:03,860 from origami is that's all you get to do 29 00:02:03,860 --> 00:02:06,420 and no multiple coverage. 30 00:02:06,420 --> 00:02:15,820 You want exactly that surface to be 31 00:02:15,820 --> 00:02:19,180 folded into convex polyhedron. 32 00:02:37,810 --> 00:02:41,580 And today's lecture is going to be mainly about mathematics 33 00:02:41,580 --> 00:02:43,630 for solving this problem. 34 00:02:43,630 --> 00:02:45,580 The next class will be algorithms for solving 35 00:02:45,580 --> 00:02:46,310 this problem. 36 00:02:46,310 --> 00:02:49,420 So we need some mathematical tools, some cool geometry 37 00:02:49,420 --> 00:02:54,172 stuff by a Russian geometer called Alexandrov, 38 00:02:54,172 --> 00:02:56,426 from the '40s. 39 00:02:56,426 --> 00:02:58,300 And that's what we'll be talking about today. 40 00:02:58,300 --> 00:03:00,758 Then we'll see how that turns into an algorithm next class. 41 00:03:07,100 --> 00:03:08,310 Decision is nice. 42 00:03:08,310 --> 00:03:13,490 But of course, we'd like to actually find these gluings. 43 00:03:13,490 --> 00:03:16,950 I want to actually know that this guy folds into a cube. 44 00:03:16,950 --> 00:03:19,860 So there's the enumeration problem, 45 00:03:19,860 --> 00:03:24,560 which is list all the gluings and all the foldings. 46 00:03:32,160 --> 00:03:35,110 And there's also the more mathematical combinatorial 47 00:03:35,110 --> 00:03:43,350 problem, which is, how many can there be? 48 00:03:53,960 --> 00:03:57,270 And we'll start addressing that today 49 00:03:57,270 --> 00:03:59,730 by showing that there can be infinitely many. 50 00:03:59,730 --> 00:04:01,890 There can be continua. 51 00:04:01,890 --> 00:04:04,960 For example, this polygon, this rectangle, 52 00:04:04,960 --> 00:04:07,680 can fold into infinitely many polyhedra. 53 00:04:07,680 --> 00:04:10,610 We'll prove that today. 54 00:04:10,610 --> 00:04:11,830 We won't do all of them. 55 00:04:11,830 --> 00:04:15,760 But we'll one of them, I guess. 56 00:04:15,760 --> 00:04:19,630 So that's makes this listing all of them a little bit 57 00:04:19,630 --> 00:04:21,310 difficult, when there's infinitely many. 58 00:04:21,310 --> 00:04:23,740 But it turns out they'll fall into some nice classes. 59 00:04:23,740 --> 00:04:25,156 We'll be able to characterize that 60 00:04:25,156 --> 00:04:26,666 at the end of today's class. 61 00:04:26,666 --> 00:04:28,540 And so this problem is actually well defined. 62 00:04:28,540 --> 00:04:31,780 They're a finite number of distinct classes. 63 00:04:31,780 --> 00:04:34,422 And you could list them all. 64 00:04:34,422 --> 00:04:35,880 There can actually be exponentially 65 00:04:35,880 --> 00:04:37,970 many of those classes. 66 00:04:37,970 --> 00:04:39,610 But most the time, it's polynomial. 67 00:04:39,610 --> 00:04:41,260 That'll be more next class. 68 00:04:41,260 --> 00:04:45,470 These are the sorts of problems we're interested in folding. 69 00:04:45,470 --> 00:04:48,270 Now, one natural question is, why am I 70 00:04:48,270 --> 00:04:50,240 restricting myself to convex? 71 00:04:50,240 --> 00:04:52,490 And one answer is, well, that's where most of the work 72 00:04:52,490 --> 00:04:53,370 has been done. 73 00:04:53,370 --> 00:04:56,530 But there is some nice work on the nonconvex case. 74 00:04:56,530 --> 00:04:57,780 So let me tell you about that. 75 00:05:02,090 --> 00:05:08,786 So for nonconvex-- or where you don't care about 76 00:05:08,786 --> 00:05:10,410 whether the result is convex-- you just 77 00:05:10,410 --> 00:05:13,420 want it to make some polyhedron. 78 00:05:13,420 --> 00:05:15,425 You can show it's always possible. 79 00:05:20,660 --> 00:05:24,040 What this means is if I'm given some polygon, 80 00:05:24,040 --> 00:05:25,900 and I glue up the boundary somehow-- 81 00:05:25,900 --> 00:05:27,390 and this result even holds if you 82 00:05:27,390 --> 00:05:29,410 don't glue up all of the boundary. 83 00:05:29,410 --> 00:05:32,250 Because then we're no longer trying to make a convex thing. 84 00:05:32,250 --> 00:05:34,600 For example, I could glue up all the boundary, 85 00:05:34,600 --> 00:05:38,510 as long as the way that I glue things is orientable-- I don't 86 00:05:38,510 --> 00:05:44,390 put twists in an unresolvable way, in these gluings-- 87 00:05:44,390 --> 00:05:47,590 then you're golden. 88 00:05:47,590 --> 00:05:58,875 So you need that the surface is orientable or has boundary. 89 00:06:06,700 --> 00:06:10,860 So this is posed as an open problem in our book. 90 00:06:10,860 --> 00:06:12,740 And then we discovered, this year, 91 00:06:12,740 --> 00:06:17,380 that it was already solved in 1960, but in Russian. 92 00:06:17,380 --> 00:06:19,490 And then, it was only translated in 1996. 93 00:06:19,490 --> 00:06:22,360 We still should have known about it in '96. 94 00:06:22,360 --> 00:06:25,641 But we finally realized that they 95 00:06:25,641 --> 00:06:27,140 didn't talk about folding or gluing. 96 00:06:27,140 --> 00:06:30,850 They were talking about realizing polyhedral metrics, 97 00:06:30,850 --> 00:06:33,210 which is the language we're going to translate to soon. 98 00:06:33,210 --> 00:06:37,680 But our bad. 99 00:06:37,680 --> 00:06:39,760 And I think this is a pretty complicated result. 100 00:06:39,760 --> 00:06:41,468 So we're not going to talk about it here. 101 00:06:41,468 --> 00:06:42,755 But it's interesting. 102 00:06:42,755 --> 00:06:45,200 I'd like to learn more about it. 103 00:06:45,200 --> 00:06:50,340 So it's by Burago and Zalgaller, I've 104 00:06:50,340 --> 00:06:51,910 used others of their theorems. 105 00:06:51,910 --> 00:06:55,350 So it's funny I didn't know this one. 106 00:06:55,350 --> 00:06:57,230 In some sense, the decision question 107 00:06:57,230 --> 00:07:00,190 isn't interesting for non-convex polyhedra. 108 00:07:00,190 --> 00:07:01,834 So by restricting the convex, saying, 109 00:07:01,834 --> 00:07:03,250 I want to make convex shapes, this 110 00:07:03,250 --> 00:07:04,541 becomes an interesting problem. 111 00:07:04,541 --> 00:07:07,200 And it leads to lots of cool mathematics and algorithms. 112 00:07:07,200 --> 00:07:10,580 And that's what we're going to talk about. 113 00:07:10,580 --> 00:07:15,680 So I want to talk about this guy, Alexandrov. 114 00:07:18,570 --> 00:07:22,380 Not really the guy, but the mathematics that he did. 115 00:07:22,380 --> 00:07:25,130 And we're going to appropriate his name a little bit 116 00:07:25,130 --> 00:07:27,294 and talk about Alexandrov gluings. 117 00:07:27,294 --> 00:07:29,460 This is a term that we made up, obviously he didn't. 118 00:07:29,460 --> 00:07:32,043 You don't usually make up your own terms named after yourself. 119 00:07:35,350 --> 00:07:37,644 We'd like to know which gluings are valid. 120 00:07:37,644 --> 00:07:40,060 We're not going to think about where the thing is creased, 121 00:07:40,060 --> 00:07:41,020 how to fold. 122 00:07:41,020 --> 00:07:43,730 We're just going to focus on the gluing for now. 123 00:07:43,730 --> 00:07:45,790 What makes a gluing valid? 124 00:07:45,790 --> 00:07:49,170 Well, one thing that we talked about last time 125 00:07:49,170 --> 00:07:51,210 is that once you have a gluing, in this picture, 126 00:07:51,210 --> 00:07:53,050 you can compute shortest paths. 127 00:07:53,050 --> 00:07:56,010 You can compute the shortest path from this vertex 128 00:07:56,010 --> 00:07:56,809 to this vertex. 129 00:07:56,809 --> 00:07:58,100 But here, it's a straight line. 130 00:07:58,100 --> 00:07:59,516 There's probably another path that 131 00:07:59,516 --> 00:08:01,210 goes around a different way. 132 00:08:01,210 --> 00:08:03,600 Last time we did the shortest path from here to here. 133 00:08:03,600 --> 00:08:05,882 And it was some complicated thing. 134 00:08:05,882 --> 00:08:08,544 I won't try to do it again. 135 00:08:08,544 --> 00:08:09,960 But you can compute shortest paths 136 00:08:09,960 --> 00:08:12,280 once you know what's connected to what. 137 00:08:12,280 --> 00:08:15,520 So this defines what we call a metric. 138 00:08:15,520 --> 00:08:17,770 We're going to learn something about that. 139 00:08:17,770 --> 00:08:29,820 Polygon plus gluing induce a metric. 140 00:08:29,820 --> 00:08:32,864 Metric just means it tells you how far different points are 141 00:08:32,864 --> 00:08:33,530 from each other. 142 00:08:36,360 --> 00:08:39,850 And we can compute that metric by computing shortest paths. 143 00:08:43,830 --> 00:08:45,830 I'm going to start abstracting a little bit away 144 00:08:45,830 --> 00:08:49,070 from polygon plus gluing and just think about, 145 00:08:49,070 --> 00:08:51,460 there's some surface that, in your mind, 146 00:08:51,460 --> 00:08:53,692 it's not really geometric thing entirely. 147 00:08:53,692 --> 00:08:55,400 But locally, you understand the geometry. 148 00:08:55,400 --> 00:08:57,540 If you're at some corner, you can 149 00:08:57,540 --> 00:09:01,410 understand what other vertices are near to you 150 00:09:01,410 --> 00:09:03,150 and how to walk around on that surface. 151 00:09:03,150 --> 00:09:06,800 So locally, you understand the metric and how it's laid out. 152 00:09:06,800 --> 00:09:09,750 When you're at this corner, you know-- 153 00:09:09,750 --> 00:09:13,310 and let's say I glued this to this-- that your curvature is 154 00:09:13,310 --> 00:09:16,290 90 degrees, that there's 270 degrees of material there. 155 00:09:16,290 --> 00:09:20,250 And you could go any one of those 270 degrees of directions 156 00:09:20,250 --> 00:09:22,410 from there. 157 00:09:22,410 --> 00:09:25,400 So that's the sense in which we have a metric. 158 00:09:25,400 --> 00:09:28,680 Now, there are three things that this metric should satisfy 159 00:09:28,680 --> 00:09:31,989 if we want to make something that's convex. 160 00:09:31,989 --> 00:09:32,655 Any suggestions? 161 00:09:38,240 --> 00:09:40,267 AUDIENCE: Less than or equal to 360. 162 00:09:40,267 --> 00:09:42,600 PROFESSOR: Less than or equal to 360 degrees of material 163 00:09:42,600 --> 00:09:43,141 an any point. 164 00:09:43,141 --> 00:09:46,730 Yep, that is what we would call convexity. 165 00:09:56,000 --> 00:09:57,470 It's really a local convexity. 166 00:10:00,910 --> 00:10:07,790 All points have 0 or positive curvature. 167 00:10:07,790 --> 00:10:09,040 That's the way I would say it. 168 00:10:09,040 --> 00:10:14,380 Remember, curvature was 360 minus some 169 00:10:14,380 --> 00:10:15,547 of the angles at the vertex. 170 00:10:15,547 --> 00:10:18,046 So this is the same as saying you have, at most, 360 degrees 171 00:10:18,046 --> 00:10:18,970 of material any point. 172 00:10:18,970 --> 00:10:20,720 This is obviously necessary. 173 00:10:20,720 --> 00:10:22,901 And the point is, you can evaluate this just knowing 174 00:10:22,901 --> 00:10:24,150 how things are glued together. 175 00:10:24,150 --> 00:10:26,350 You don't need to understand 3D geometry. 176 00:10:26,350 --> 00:10:27,867 It's a local property. 177 00:10:27,867 --> 00:10:29,450 And certainly necessary if we're going 178 00:10:29,450 --> 00:10:32,680 to try to make a convex polyhedron. 179 00:10:32,680 --> 00:10:33,480 Anything else? 180 00:10:39,950 --> 00:10:41,759 They get less obvious from here, I guess. 181 00:10:47,574 --> 00:10:48,240 Any topologists? 182 00:10:56,335 --> 00:10:57,800 AUDIENCE: You shouldn't have holes. 183 00:10:57,800 --> 00:10:59,060 PROFESSOR: Shouldn't have holes. 184 00:10:59,060 --> 00:10:59,559 Right. 185 00:10:59,559 --> 00:11:03,070 So I should definitely glue everything together. 186 00:11:03,070 --> 00:11:05,860 It's sort of implicit in this statement 187 00:11:05,860 --> 00:11:08,300 but not totally explicit. 188 00:11:08,300 --> 00:11:09,885 And there's a little more than that. 189 00:11:09,885 --> 00:11:11,760 Not only should everything to glued together, 190 00:11:11,760 --> 00:11:17,980 but for example, if I glued this edge to this edge 191 00:11:17,980 --> 00:11:24,410 and I glued this edge to this edge-- something like that. 192 00:11:24,410 --> 00:11:26,800 That's probably not going to work out. 193 00:11:26,800 --> 00:11:29,550 Crossings are bad. 194 00:11:29,550 --> 00:11:32,560 And what's really going wrong there is the topology. 195 00:11:32,560 --> 00:11:34,810 If we're trying to make something that's convex, 196 00:11:34,810 --> 00:11:38,060 it better be topologically a sphere. 197 00:11:38,060 --> 00:11:40,640 So that's the third condition. 198 00:11:46,336 --> 00:11:47,710 And this is, again, something you 199 00:11:47,710 --> 00:11:52,765 can figure out just by looking at the local metric. 200 00:12:01,636 --> 00:12:03,010 This is a property about metrics. 201 00:12:03,010 --> 00:12:04,670 In their case of polygons plus gluings, 202 00:12:04,670 --> 00:12:06,180 it's really easy to figure out when 203 00:12:06,180 --> 00:12:10,589 this is the case, which is that the gluing should be complete, 204 00:12:10,589 --> 00:12:11,380 as you were saying. 205 00:12:11,380 --> 00:12:14,170 You shouldn't leave anything blank. 206 00:12:14,170 --> 00:12:16,490 Everything gets glued to something. 207 00:12:16,490 --> 00:12:20,460 And it has no crossings that will 208 00:12:20,460 --> 00:12:23,952 be equivalent to being sphere like, in our case. 209 00:12:23,952 --> 00:12:25,660 The other property actually always holds. 210 00:12:25,660 --> 00:12:29,560 So it's no surprise that you didn't think of it. 211 00:12:32,430 --> 00:12:34,750 But if you want to think a little more generally, 212 00:12:34,750 --> 00:12:38,550 this a key property we're using that we started 213 00:12:38,550 --> 00:12:43,740 from a polygon, not some smooth curve thing, which 214 00:12:43,740 --> 00:12:50,380 is that only a finite number of points have nonzero curvature. 215 00:12:55,900 --> 00:12:58,150 If we want to make a polyhedron with a finite a number 216 00:12:58,150 --> 00:12:59,800 vertices, well, these are going to be 217 00:12:59,800 --> 00:13:03,490 the vertices, all the points with nonzero curvature. 218 00:13:03,490 --> 00:13:05,730 So there had better be a finite number of those. 219 00:13:05,730 --> 00:13:07,970 Now, when we start with a polygon and just glue 220 00:13:07,970 --> 00:13:10,220 some finite set of segments to each other, 221 00:13:10,220 --> 00:13:12,280 that will happen automatically. 222 00:13:12,280 --> 00:13:15,790 But it's a property we're using. 223 00:13:15,790 --> 00:13:19,020 So these three properties together 224 00:13:19,020 --> 00:13:22,340 are what I'm going to call Alexandrov gluing. 225 00:13:22,340 --> 00:13:28,200 If you satisfy all three of these, you are Alexandrov. 226 00:13:28,200 --> 00:13:31,950 And now, we have a cool theorem about Alexandrov 227 00:13:31,950 --> 00:13:34,100 gluings is called Alexandrov's Theorem. 228 00:13:37,160 --> 00:13:39,650 He had a lot of gluings, but this the one 229 00:13:39,650 --> 00:13:42,320 we use a lot in this field. 230 00:13:50,990 --> 00:13:54,810 Originally proved in 1941, I believe. 231 00:13:54,810 --> 00:13:59,370 Then finally, his big book about convex surfaces 232 00:13:59,370 --> 00:14:04,120 was translated to English in 2005, pretty recent. 233 00:14:04,120 --> 00:14:07,120 But we've been reading other translations, and so on, 234 00:14:07,120 --> 00:14:09,520 to understand this theorem. 235 00:14:23,900 --> 00:14:26,010 I guess I'm not using Alexandrov gluing here. 236 00:14:26,010 --> 00:14:28,260 But we have a convex, polyhedral, 237 00:14:28,260 --> 00:14:29,770 and topologically sphere. 238 00:14:42,160 --> 00:14:44,490 Take any one of those things. 239 00:14:44,490 --> 00:14:50,840 Then it's realized by a unique convex polyhedron. 240 00:14:58,900 --> 00:15:01,490 So this is basically the answer. 241 00:15:01,490 --> 00:15:04,150 And from our perspective, it's like , yeah, yeah, polyhedral. 242 00:15:04,150 --> 00:15:05,094 Yeah, no crossings. 243 00:15:05,094 --> 00:15:06,510 But really, the central constraint 244 00:15:06,510 --> 00:15:09,010 that we have to worry about is convexity, 245 00:15:09,010 --> 00:15:11,810 that we never glue together too much material. 246 00:15:11,810 --> 00:15:14,640 As long as you don't glue together more than 360 degrees 247 00:15:14,640 --> 00:15:17,630 material at any point, then that thing 248 00:15:17,630 --> 00:15:19,555 will realize a unique convex polyhedron. 249 00:15:22,710 --> 00:15:24,944 It's pretty cool but surprising. 250 00:15:24,944 --> 00:15:26,610 The uniqueness should not be surprising, 251 00:15:26,610 --> 00:15:29,900 because we proved that last class. 252 00:15:29,900 --> 00:15:31,570 I can remind you briefly. 253 00:15:31,570 --> 00:15:33,070 We proved Cauchy's Rigidity Theorem, 254 00:15:33,070 --> 00:15:34,570 which is not quite the same. 255 00:15:34,570 --> 00:15:37,824 And then we said, oh, yeah, if you have some convex polyhedron 256 00:15:37,824 --> 00:15:39,240 metric, you don't know necessarily 257 00:15:39,240 --> 00:15:40,490 know what it looks like in 3D. 258 00:15:40,490 --> 00:15:42,090 But you can compute all shortest paths 259 00:15:42,090 --> 00:15:45,070 from every vertex to every other vertex. 260 00:15:45,070 --> 00:15:48,710 And then however you try to fold that thing, 261 00:15:48,710 --> 00:15:50,310 every edge is a shortest path. 262 00:15:50,310 --> 00:15:53,630 That's just a fact about polyhedra. 263 00:15:53,630 --> 00:15:57,490 The edges must be some subset of these shortest paths. 264 00:15:57,490 --> 00:16:01,344 So you think of this as a convex polyhedron. 265 00:16:01,344 --> 00:16:02,760 And then Cauchy's Rigidity Theorem 266 00:16:02,760 --> 00:16:05,470 says, there's only one convex realization 267 00:16:05,470 --> 00:16:08,000 of that thing with those edges. 268 00:16:08,000 --> 00:16:11,690 And Cauchy allows some of the edges to be flat like this. 269 00:16:11,690 --> 00:16:14,310 So there will only be one way to embed that in 3D-- 270 00:16:14,310 --> 00:16:15,699 at most one way. 271 00:16:15,699 --> 00:16:17,490 The surprising thing is that there actually 272 00:16:17,490 --> 00:16:21,740 is one way that you can realize-- I'm just thinking 273 00:16:21,740 --> 00:16:25,330 totally locally in this kind of gluing-- 274 00:16:25,330 --> 00:16:27,590 and yet, as long as I don't glue together 275 00:16:27,590 --> 00:16:31,600 too much material at any point, I get a convex polyhedron. 276 00:16:31,600 --> 00:16:34,560 With the usual gluing here, without these crossings, 277 00:16:34,560 --> 00:16:35,945 I get a cube. 278 00:16:35,945 --> 00:16:38,670 No surprise, and it's unique. 279 00:16:38,670 --> 00:16:40,920 But there are other ways to glue this polygon. 280 00:16:40,920 --> 00:16:42,670 We saw them, actually, in Lecture 1-- 281 00:16:42,670 --> 00:16:44,439 I'll show them again next class-- 282 00:16:44,439 --> 00:16:45,980 that can make other convex polyhedra. 283 00:16:50,910 --> 00:16:56,180 Let me give you a little idea of the proof. 284 00:16:56,180 --> 00:16:59,460 This is going to be a pretty high-level sketch. 285 00:16:59,460 --> 00:17:02,010 But I'll tell you the combinatorial part. 286 00:17:02,010 --> 00:17:04,210 And then there's the topology analysis part 287 00:17:04,210 --> 00:17:06,710 that's a little less obvious. 288 00:17:15,680 --> 00:17:17,280 We've already proved uniqueness. 289 00:17:17,280 --> 00:17:19,170 I want to look at existence. 290 00:17:19,170 --> 00:17:24,130 And we're going to use induction on the number of vertices. 291 00:17:27,910 --> 00:17:30,220 And remember, vertices are well defined. 292 00:17:30,220 --> 00:17:32,640 When I say vertex here, I really mean 293 00:17:32,640 --> 00:17:35,907 point of nonzero curvature. 294 00:17:35,907 --> 00:17:37,490 We know there's finitely many of them. 295 00:17:37,490 --> 00:17:39,230 Call the number n. 296 00:17:39,230 --> 00:17:41,350 And we're going to try to simplify our polyhedron 297 00:17:41,350 --> 00:17:44,020 and reduce the number vertices. 298 00:17:44,020 --> 00:17:47,630 But there's lots of ways to do that with polyhedra. 299 00:17:47,630 --> 00:17:49,460 But here, we don't have a polyhedron. 300 00:17:49,460 --> 00:17:52,240 We have this kind of abstract polyhedron in Never Never Land. 301 00:17:52,240 --> 00:17:54,820 We know how to walk around on the surface, locally. 302 00:17:54,820 --> 00:17:59,180 But we don't really know any 3D geometry. 303 00:17:59,180 --> 00:18:01,010 So is this a crazy idea. 304 00:18:01,010 --> 00:18:03,030 Before we get to the crazy idea, I 305 00:18:03,030 --> 00:18:14,010 need an important fact, which is total curvature, if you 306 00:18:14,010 --> 00:18:22,690 sum over all vertices, is 720 degrees. 307 00:18:25,560 --> 00:18:27,870 This is actually true, even of nonconvex polyhedra, 308 00:18:27,870 --> 00:18:30,420 as long as you have something homeomorphic to a sphere, 309 00:18:30,420 --> 00:18:32,080 topologically a sphere. 310 00:18:32,080 --> 00:18:35,107 Total curvature is 720. 311 00:18:35,107 --> 00:18:37,440 This is actually why it's useful to talk about curvature 312 00:18:37,440 --> 00:18:41,310 and not how much angle is coming together at a point. 313 00:18:41,310 --> 00:18:43,940 So obviously, we've got zillions of points with a curvature 0. 314 00:18:43,940 --> 00:18:46,330 Those don't count for anything. 315 00:18:46,330 --> 00:18:49,230 But then, somehow this thing has to wrap around a sphere. 316 00:18:49,230 --> 00:18:52,660 And you can compute the curvature of a sphere at 720. 317 00:18:52,660 --> 00:18:54,652 And this has to match that. 318 00:18:54,652 --> 00:18:58,286 I can't give a lot of intuition for this, but it's true. 319 00:18:58,286 --> 00:19:00,415 And it's kind of powerful. 320 00:19:03,590 --> 00:19:05,590 It says you can't have very many sharp vertices. 321 00:19:05,590 --> 00:19:10,120 If I have a super-sharp point in my convex polyhedron, 322 00:19:10,120 --> 00:19:12,120 it has a curvature close to 360. 323 00:19:12,120 --> 00:19:15,000 It's going to be 260 minus almost 0. 324 00:19:15,000 --> 00:19:19,420 I can only have two of those in any polyhedron. 325 00:19:19,420 --> 00:19:21,050 Now, with a nonconvex polyhedron, 326 00:19:21,050 --> 00:19:22,940 I can have negative curvature to compensate. 327 00:19:22,940 --> 00:19:25,740 And so then, I can have lots of spikes, like an our witch's 328 00:19:25,740 --> 00:19:28,310 hats, where we had four spikes. 329 00:19:28,310 --> 00:19:31,114 But for convex, I don't have any negative numbers 330 00:19:31,114 --> 00:19:33,030 to compensate with these big positive numbers. 331 00:19:33,030 --> 00:19:36,190 So I can only have two spikes. 332 00:19:36,190 --> 00:19:38,890 We're going to use that a lot today, this fact. 333 00:19:38,890 --> 00:19:41,077 It's called Descartes Theorem. 334 00:19:41,077 --> 00:19:42,410 You may have heard of Descartes. 335 00:19:44,929 --> 00:19:46,470 Nowadays, you prove it in other ways. 336 00:19:46,470 --> 00:19:48,094 But we're not going to look at a proof. 337 00:19:48,094 --> 00:19:49,842 We're just going to use it. 338 00:19:49,842 --> 00:19:51,800 I'm also going to assume that my polyhedron has 339 00:19:51,800 --> 00:19:52,930 at least five vertices. 340 00:19:52,930 --> 00:19:57,830 Or really, my polyhedral metric has at least five vertices. 341 00:19:57,830 --> 00:19:59,300 If it has at least five vertices, 342 00:19:59,300 --> 00:20:01,380 in other words, more than four, then 343 00:20:01,380 --> 00:20:04,380 there will be some vertex that has less than a quarter 344 00:20:04,380 --> 00:20:08,630 of 720 curvature, in fact, two of them. 345 00:20:14,200 --> 00:20:23,000 Two vertices-- and I call them x and y-- have curvature. 346 00:20:27,188 --> 00:20:31,900 Call them alpha and beta, less than 180, 347 00:20:31,900 --> 00:20:35,740 which is one quarter of 720. 348 00:20:35,740 --> 00:20:38,050 The average is obviously going down as n goes up. 349 00:20:38,050 --> 00:20:42,940 So when n is 5, I can get two reasonably small curvature 350 00:20:42,940 --> 00:20:44,977 vertices. 351 00:20:44,977 --> 00:20:47,060 This is like saying, there's more than 180 degrees 352 00:20:47,060 --> 00:20:51,740 of material glued at these two points So what? 353 00:20:51,740 --> 00:20:55,580 Well, now I'm going to do some surgery, 354 00:20:55,580 --> 00:20:57,610 as topologists call it. 355 00:20:57,610 --> 00:21:05,024 I have these vertices, x and y, in this sphere-like thing. 356 00:21:05,024 --> 00:21:06,690 There's some shortest path between them. 357 00:21:06,690 --> 00:21:08,325 I can compute that. 358 00:21:08,325 --> 00:21:09,700 And now we're saying that there's 359 00:21:09,700 --> 00:21:12,050 a fair amount of material here and a fair amount of material 360 00:21:12,050 --> 00:21:12,580 here. 361 00:21:12,580 --> 00:21:17,520 What I'd like to do is slice the surface open along 362 00:21:17,520 --> 00:21:18,770 that shortest path. 363 00:21:18,770 --> 00:21:21,600 I've drawn it twice, because I've cut it open. 364 00:21:21,600 --> 00:21:24,370 There's surface here, surface here, and a hole there. 365 00:21:24,370 --> 00:21:28,110 And I'm going to glue in some more material. 366 00:21:28,110 --> 00:21:33,010 And I'm going to glue in a triangle-- 367 00:21:33,010 --> 00:21:36,190 actually, two triangles right on top of each other. 368 00:21:36,190 --> 00:21:38,470 So that here, the edges are glued together. 369 00:21:38,470 --> 00:21:42,760 Back here, the edges are glued together, here, they're not. 370 00:21:42,760 --> 00:21:45,460 So you can see, this is still topologically a sphere. 371 00:21:45,460 --> 00:21:49,920 As you walk on to this edge, you end up on the top triangle. 372 00:21:49,920 --> 00:21:52,670 I can go around the back to the bottom triangle. 373 00:21:52,670 --> 00:21:55,410 And eventually, I will get to the back edge. 374 00:21:55,410 --> 00:21:57,186 And then I can walk like that. 375 00:21:57,186 --> 00:21:58,560 Shortest paths are not preserved. 376 00:21:58,560 --> 00:22:00,730 But it's at least still topologically a sphere. 377 00:22:00,730 --> 00:22:05,040 I've slipped this open, wedged in two triangles. 378 00:22:05,040 --> 00:22:06,980 I get a new metric. 379 00:22:06,980 --> 00:22:12,820 Now, I get to choose what triangles I glue in. 380 00:22:12,820 --> 00:22:17,730 And I'm going to set these angles. 381 00:22:17,730 --> 00:22:20,770 Ultimately, I'd like this angle to be 382 00:22:20,770 --> 00:22:26,840 alpha over 2 and this angle to be beta over 2. 383 00:22:26,840 --> 00:22:30,950 Remember, curvature is 360 minus the sum of the angles there. 384 00:22:30,950 --> 00:22:33,440 That means that's how much extra material 385 00:22:33,440 --> 00:22:37,690 you need to stick in until that vertex is flat. 386 00:22:37,690 --> 00:22:40,260 So if I stick in an angle of alpha over 2 387 00:22:40,260 --> 00:22:43,420 here, at this point, and there's two copies of it. 388 00:22:43,420 --> 00:22:46,080 Because there's the front triangle and the back triangle, 389 00:22:46,080 --> 00:22:47,580 Then I'll be wedging in alpha, which 390 00:22:47,580 --> 00:22:51,010 is exactly what it takes to make x flat. 391 00:22:51,010 --> 00:22:54,360 And this is exactly what it takes to make y flat. 392 00:22:54,360 --> 00:22:56,221 The result will be I'd obliterate x. 393 00:22:56,221 --> 00:22:57,220 It's no longer a vertex. 394 00:22:57,220 --> 00:22:57,845 I obliterate y. 395 00:22:57,845 --> 00:22:58,870 It's no longer a vertex. 396 00:22:58,870 --> 00:23:01,020 But I add this new vertex, z. 397 00:23:04,240 --> 00:23:06,670 In that way, I remove two vertices, add one, 398 00:23:06,670 --> 00:23:08,190 which decreases n. 399 00:23:08,190 --> 00:23:10,210 And then I can use induction. 400 00:23:10,210 --> 00:23:13,350 Now, there's lots of things to say why this works. 401 00:23:13,350 --> 00:23:15,140 But this is the crazy idea. 402 00:23:15,140 --> 00:23:18,464 It's the Alexandrov induction, and it's useful. 403 00:23:18,464 --> 00:23:19,880 If you want to prove, for example, 404 00:23:19,880 --> 00:23:21,800 that the star unfolding doesn't overlap, 405 00:23:21,800 --> 00:23:23,035 you use this induction also. 406 00:23:23,035 --> 00:23:24,441 It's the only proof that's known. 407 00:23:27,590 --> 00:23:31,540 So why did we need these properties? 408 00:23:31,540 --> 00:23:34,176 Well, the biggest triangle you could make, 409 00:23:34,176 --> 00:23:35,550 something like this, like we were 410 00:23:35,550 --> 00:23:37,800 doing in witch's hats, where this is almost 90. 411 00:23:37,800 --> 00:23:39,470 This is almost 90. 412 00:23:39,470 --> 00:23:41,430 This is x and y. 413 00:23:44,670 --> 00:23:47,190 The biggest we can make alpha over 2 is almost 90. 414 00:23:47,190 --> 00:23:49,900 And the biggest we can make beta over 2 is almost 90. 415 00:23:49,900 --> 00:23:53,440 So we'd really like alpha and beta to be less than 180. 416 00:23:53,440 --> 00:23:55,660 But then there is a valid triangle that does this. 417 00:23:55,660 --> 00:24:00,130 Once you fix two angles, it of course determines third one. 418 00:24:00,130 --> 00:24:02,070 It might be very close to 0. 419 00:24:02,070 --> 00:24:05,260 So z might have very large curvature, but that's OK. 420 00:24:08,040 --> 00:24:10,580 What else? 421 00:24:10,580 --> 00:24:13,480 The other thing is, in what sense could you induct? 422 00:24:13,480 --> 00:24:15,700 And this is where I'm going to be a little hand wavy. 423 00:24:15,700 --> 00:24:19,230 Yeah, I've found some other polyhedral metric. 424 00:24:19,230 --> 00:24:21,880 It has one fewer vertex. 425 00:24:21,880 --> 00:24:24,960 So by induction I know that it's realized by a unique convex 426 00:24:24,960 --> 00:24:26,040 polyhedron. 427 00:24:26,040 --> 00:24:29,000 The how in the world would I convert that 428 00:24:29,000 --> 00:24:32,860 into a realization of the original polyhedron? 429 00:24:32,860 --> 00:24:37,260 And the answer is continuity and magic. 430 00:24:37,260 --> 00:24:39,819 The continuity is easy to see. 431 00:24:39,819 --> 00:24:41,360 When I glue in this triangle, I don't 432 00:24:41,360 --> 00:24:43,160 have to just glue in the triangle 433 00:24:43,160 --> 00:24:44,810 with those final angles. 434 00:24:44,810 --> 00:24:47,970 I could actually glue in a very tiny triangle initially. 435 00:24:47,970 --> 00:24:50,616 And I could change these angles continuously. 436 00:24:50,616 --> 00:24:52,240 That makes me feel a little bit better. 437 00:24:52,240 --> 00:24:53,650 I start with something that's very, very 438 00:24:53,650 --> 00:24:54,608 close to my polyhedron. 439 00:24:54,608 --> 00:24:56,220 Obviously, If I could realize that, 440 00:24:56,220 --> 00:24:58,167 I could still realize the original, right? 441 00:24:58,167 --> 00:25:00,416 It's almost the same, if I glue in a tiny, tiny sliver 442 00:25:00,416 --> 00:25:01,850 of a triangle. 443 00:25:01,850 --> 00:25:04,030 That's not obvious, but it's true. 444 00:25:04,030 --> 00:25:07,490 And you vary it until the point, where you actually 445 00:25:07,490 --> 00:25:09,070 get something with one fewer vertex. 446 00:25:09,070 --> 00:25:10,695 Then you actually do get a realization. 447 00:25:10,695 --> 00:25:15,070 And then you continuously morph it back to your original. 448 00:25:15,070 --> 00:25:16,804 That's the idea. 449 00:25:16,804 --> 00:25:18,220 I'm not going to detail that idea. 450 00:25:18,220 --> 00:25:23,510 It uses something called the inverse function theorem, which 451 00:25:23,510 --> 00:25:28,250 is a cool theorem in real analysis. 452 00:25:28,250 --> 00:25:30,690 But I think most of you haven't had real analysis. 453 00:25:30,690 --> 00:25:33,860 So you can read about it if you're interested. 454 00:25:33,860 --> 00:25:35,420 It's cool. 455 00:25:35,420 --> 00:25:37,350 The main consequence for us algorithms 456 00:25:37,350 --> 00:25:40,140 people is that it's non constructive. 457 00:25:40,140 --> 00:25:41,984 It doesn't actually tell you how to do this. 458 00:25:41,984 --> 00:25:43,400 It just says, well, by continuity, 459 00:25:43,400 --> 00:25:46,084 it really ought to work out somehow. 460 00:25:46,084 --> 00:25:47,000 But we don't know how. 461 00:25:47,000 --> 00:25:51,110 We've tried to make it work out and failed. 462 00:25:51,110 --> 00:25:54,791 While this does sort of prove the theorem by continuity, 463 00:25:54,791 --> 00:25:56,290 it doesn't actually give us any idea 464 00:25:56,290 --> 00:25:59,610 of how to find what polyhedron we are realizing, 465 00:25:59,610 --> 00:26:02,310 which is a bit frustrating. 466 00:26:02,310 --> 00:26:05,780 And that was the state of the art until four years ago. 467 00:26:14,850 --> 00:26:21,890 Four years ago, these guys, Bobenko and Izmestiev, 468 00:26:21,890 --> 00:26:25,200 came up with a constructive version 469 00:26:25,200 --> 00:26:26,360 of Alexandrov's Theorem. 470 00:26:30,020 --> 00:26:33,860 And I just want to sketch an idea of how this works. 471 00:26:33,860 --> 00:26:41,410 But the end consequence, which is done in this class, I think, 472 00:26:41,410 --> 00:26:43,650 as a class project three years ago, 473 00:26:43,650 --> 00:26:46,180 is that you get a pseudo polynomial algorithm 474 00:26:46,180 --> 00:26:49,160 for solving this problem. 475 00:26:49,160 --> 00:26:51,020 So I'll jump ahead a little bit. 476 00:26:55,030 --> 00:26:57,340 Running time, we get-- this, again, 477 00:26:57,340 --> 00:27:05,995 for amusement value-- 1891. 478 00:27:05,995 --> 00:27:06,960 It's a good year. 479 00:27:16,290 --> 00:27:20,330 I think I said, last time, that n to the 125 times r to the 41 480 00:27:20,330 --> 00:27:21,060 was my record. 481 00:27:21,060 --> 00:27:23,460 Well, it's been surpassed. 482 00:27:23,460 --> 00:27:24,900 I just forgot about it. 483 00:27:24,900 --> 00:27:29,850 n to the 456.5 times r to the 1891, over epsilon epsilon. 484 00:27:29,850 --> 00:27:33,650 Here is the desired error. 485 00:27:33,650 --> 00:27:35,740 So you can make the error as small as you want. 486 00:27:35,740 --> 00:27:37,660 We can't do it perfectly. 487 00:27:37,660 --> 00:27:41,470 But your running time increases as the error goes down. 488 00:27:41,470 --> 00:27:44,230 This is our usual feature size. 489 00:27:44,230 --> 00:27:51,390 It's the longest length in your input metric, let's say, 490 00:27:51,390 --> 00:27:54,260 divided by the shortest length. 491 00:27:54,260 --> 00:27:57,010 So that's a measure of how tight the features are. 492 00:27:57,010 --> 00:28:00,230 We had that before with carpenter's rule stuff. 493 00:28:00,230 --> 00:28:04,170 And n is the number vertices. 494 00:28:04,170 --> 00:28:06,764 Obviously, this is a very bad bound. 495 00:28:06,764 --> 00:28:08,430 But the point is it's pseudo polynomial. 496 00:28:08,430 --> 00:28:10,310 It's a bad bound for the same reason 497 00:28:10,310 --> 00:28:12,640 that our last giant ginormous bound was ginormous. 498 00:28:12,640 --> 00:28:16,300 Because differential flow is hard to get good bounds on. 499 00:28:16,300 --> 00:28:19,264 See it's possible to get some kind of bound. 500 00:28:19,264 --> 00:28:21,930 But they don't usually represent how fast the algorithm actually 501 00:28:21,930 --> 00:28:22,430 is. 502 00:28:22,430 --> 00:28:24,764 Again, this algorithm is pretty practical. 503 00:28:24,764 --> 00:28:25,930 There's an implementational. 504 00:28:25,930 --> 00:28:27,690 I'll show it to you in a moment. 505 00:28:27,690 --> 00:28:29,265 Maybe I'll show it to you right now. 506 00:28:29,265 --> 00:28:32,530 It'll be more fun. 507 00:28:32,530 --> 00:28:35,630 It is available on the web for free. 508 00:28:35,630 --> 00:28:37,510 Try it out. 509 00:28:37,510 --> 00:28:41,731 I assume this is a student of Bobenko and Izmestiev 510 00:28:41,731 --> 00:28:47,400 in Berlin, and he implemented this program, Java. 511 00:28:47,400 --> 00:28:50,500 So you specify a polyhedral metric. 512 00:28:50,500 --> 00:28:52,326 Now, that's the tricky part. 513 00:28:52,326 --> 00:28:53,700 And especially, it's tricky here, 514 00:28:53,700 --> 00:28:56,230 because it has to be triangulated. 515 00:28:56,230 --> 00:28:58,930 But we would normally do it by specifying 516 00:28:58,930 --> 00:29:00,662 a polygon plus a gluing. 517 00:29:00,662 --> 00:29:02,620 But of course, by computing all shortest paths, 518 00:29:02,620 --> 00:29:05,570 you can eventually make that a nice triangulated thing. 519 00:29:05,570 --> 00:29:09,250 So here I have a very simple triangulated thing, namely, 520 00:29:09,250 --> 00:29:11,660 a complete graph on four vertices, which 521 00:29:11,660 --> 00:29:13,280 makes a regular tetrahedron. 522 00:29:13,280 --> 00:29:15,580 It doesn't look so regular, because I 523 00:29:15,580 --> 00:29:19,230 have a lot of perspective in a small, narrow angle of view. 524 00:29:19,230 --> 00:29:22,840 But that is a regular tetrahedron, believe me. 525 00:29:22,840 --> 00:29:24,460 Then I can change the edge lengths. 526 00:29:24,460 --> 00:29:27,070 Right now, they're all one, so I should 527 00:29:27,070 --> 00:29:33,470 be able to make one of the edges longer, like 2. 528 00:29:33,470 --> 00:29:34,370 I haven't tried this. 529 00:29:34,370 --> 00:29:35,328 We'll see what happens. 530 00:29:35,328 --> 00:29:41,400 I say, Compute, and it says, Starting Calculations-- 531 00:29:41,400 --> 00:29:45,880 not my intended answer. 532 00:29:45,880 --> 00:29:47,380 I like it to finish the calculation. 533 00:29:49,874 --> 00:29:51,665 That's why it prepared some other examples. 534 00:29:55,210 --> 00:29:56,950 I suspect it's not the program failing, 535 00:29:56,950 --> 00:30:00,305 but I've had some trouble running it on this computer. 536 00:30:07,210 --> 00:30:09,160 I think we have demo effect. 537 00:30:09,160 --> 00:30:10,990 Finally, something failed in this class. 538 00:30:10,990 --> 00:30:12,892 It took a long time. 539 00:30:12,892 --> 00:30:14,100 You'll have to try it online. 540 00:30:14,100 --> 00:30:17,140 You can change the edge lengths to all sorts of crazy things. 541 00:30:17,140 --> 00:30:19,360 If you have very close to degenerate situations, 542 00:30:19,360 --> 00:30:20,744 it does tend to fail. 543 00:30:20,744 --> 00:30:22,160 Because there's some tricky issues 544 00:30:22,160 --> 00:30:25,374 to deal with and this floating point. 545 00:30:25,374 --> 00:30:26,790 Oops, it might be doing something. 546 00:30:32,820 --> 00:30:35,190 Dare I try to open a file? 547 00:30:38,760 --> 00:30:41,030 Here, you get to see my organizational structure 548 00:30:41,030 --> 00:30:42,710 or lack thereof. 549 00:30:42,710 --> 00:30:52,070 Courses, Slides, 15, and let's take Cube. 550 00:30:52,070 --> 00:30:53,395 Exciting. 551 00:30:53,395 --> 00:30:54,020 This is a cube. 552 00:30:54,020 --> 00:30:57,130 It's not so obvious that it is a cube. 553 00:30:57,130 --> 00:30:59,050 But you set the edge links. 554 00:30:59,050 --> 00:31:02,910 And a lot of these are sort of diagonals. 555 00:31:02,910 --> 00:31:06,220 And if I do it right, maybe add some iterations. 556 00:31:08,564 --> 00:31:10,480 It says, [INAUDIBLE] successfully constructed. 557 00:31:10,480 --> 00:31:13,540 You can see it, right? 558 00:31:13,540 --> 00:31:15,852 My job is failing, I'm afraid. 559 00:31:15,852 --> 00:31:16,560 Sorry about that. 560 00:31:20,479 --> 00:31:20,979 Go away. 561 00:31:23,850 --> 00:31:25,100 You'll have to try it at home. 562 00:31:25,100 --> 00:31:25,540 AUDIENCE: It was there. 563 00:31:25,540 --> 00:31:26,240 PROFESSOR: It was there? 564 00:31:26,240 --> 00:31:26,740 Oh. 565 00:31:26,740 --> 00:31:29,730 AUDIENCE: [LAUGHTER] 566 00:31:29,730 --> 00:31:32,940 PROFESSOR: Wait, I don't see a cube. 567 00:31:32,940 --> 00:31:36,190 What did you see? 568 00:31:36,190 --> 00:31:37,170 AUDIENCE: It was there. 569 00:31:37,170 --> 00:31:38,169 PROFESSOR: It was there. 570 00:31:38,169 --> 00:31:40,040 All right, you saw it. 571 00:31:40,040 --> 00:31:40,950 It's like it ghost. 572 00:31:40,950 --> 00:31:43,530 It's the left over from Halloween. 573 00:31:43,530 --> 00:31:45,620 Let me tell you a little bit about how this works. 574 00:31:45,620 --> 00:31:47,570 And you'll have to try the program at home. 575 00:31:54,030 --> 00:31:56,500 A crazy idea is we have this polyhedron, which 576 00:31:56,500 --> 00:31:58,700 we want to find. 577 00:31:58,700 --> 00:31:59,960 It's a surface. 578 00:31:59,960 --> 00:32:03,080 It's hard to think about surfaces that live in 3D. 579 00:32:03,080 --> 00:32:06,530 So I want to make it more three dimensional. 580 00:32:06,530 --> 00:32:07,970 And the way I going to do that is 581 00:32:07,970 --> 00:32:10,720 by thinking about the inside of the polyhedron. 582 00:32:10,720 --> 00:32:13,027 And say, well, imagine it's convex. 583 00:32:13,027 --> 00:32:14,860 So there's some point inside the polyhedron. 584 00:32:14,860 --> 00:32:16,290 Start with one point. 585 00:32:16,290 --> 00:32:18,930 And then, I'd like to fill the interior in between. 586 00:32:18,930 --> 00:32:22,137 So the surface, as you saw-- we're assuming that everything 587 00:32:22,137 --> 00:32:23,220 is initially triangulated. 588 00:32:23,220 --> 00:32:25,832 We can do that by adding shortest paths. 589 00:32:25,832 --> 00:32:27,540 Well, if this triangle is on the surface, 590 00:32:27,540 --> 00:32:29,960 and this point is in the center, the natural thing to do 591 00:32:29,960 --> 00:32:33,860 is to make tetrahedra inside. 592 00:32:37,180 --> 00:32:39,760 If I could find the 3D triangles, 593 00:32:39,760 --> 00:32:41,930 I could also find the 3D tetrahedra. 594 00:32:41,930 --> 00:32:43,550 So we're going to do a harder job 595 00:32:43,550 --> 00:32:44,777 of finding the 3D tetrahedra. 596 00:32:44,777 --> 00:32:46,610 From that, we will derive what the triangles 597 00:32:46,610 --> 00:32:48,820 are-- easy enough idea. 598 00:32:48,820 --> 00:32:50,150 Make your problem harder. 599 00:32:50,150 --> 00:32:51,500 That often makes things easier. 600 00:32:55,690 --> 00:32:56,850 How do we do that? 601 00:32:56,850 --> 00:32:59,440 Well, for every vertex up here-- call 602 00:32:59,440 --> 00:33:02,000 it vi-- there's some distance. 603 00:33:02,000 --> 00:33:04,740 This dashed line-- we're going to call that ri. 604 00:33:04,740 --> 00:33:06,850 That's really what we'd like to figure out. 605 00:33:06,850 --> 00:33:10,530 We already know the triangles-- we know their geometry. 606 00:33:10,530 --> 00:33:12,870 That's given to us as part of the metric. 607 00:33:12,870 --> 00:33:14,662 We don't know how the triangles are hinged, 608 00:33:14,662 --> 00:33:15,786 with respect to each other. 609 00:33:15,786 --> 00:33:17,040 That's the dihedral angles. 610 00:33:17,040 --> 00:33:18,320 That's the tricky part. 611 00:33:18,320 --> 00:33:20,361 But we're not going to worry about that directly. 612 00:33:20,361 --> 00:33:23,530 We're going to think about these edge lengths, ri. 613 00:33:23,530 --> 00:33:27,570 Because if I knew all the ri lengths-- 614 00:33:27,570 --> 00:33:30,971 they're the sort of radii from the center point-- then 615 00:33:30,971 --> 00:33:32,970 I'd know all the edge lengths of the tetrahedron 616 00:33:32,970 --> 00:33:34,689 that uniquely determined the tetrahedron. 617 00:33:34,689 --> 00:33:36,230 If I do that for all the tetrahedron, 618 00:33:36,230 --> 00:33:37,820 there would be a unique way to glue them together. 619 00:33:37,820 --> 00:33:39,050 And I would get the answer. 620 00:33:39,050 --> 00:33:40,500 So I really just need these ri's. 621 00:33:43,110 --> 00:33:44,660 What I'd like to do is characterize, 622 00:33:44,660 --> 00:33:48,130 when are the ri's valid? 623 00:33:48,130 --> 00:33:53,230 And there's a few conditions to make them reasonable. 624 00:33:53,230 --> 00:33:56,610 The first thing, I guess I didn't even write in the notes. 625 00:33:56,610 --> 00:33:59,550 You might call it sanity, which is 626 00:33:59,550 --> 00:34:05,145 that these are real 3D tetrahedra. 627 00:34:08,139 --> 00:34:10,560 I'm not going to try to characterize when that's true. 628 00:34:10,560 --> 00:34:13,630 It's some function on the ri lengths and existing lengths. 629 00:34:13,630 --> 00:34:16,260 But I always want these to correspond actual tetrahedra. 630 00:34:16,260 --> 00:34:18,310 The trouble is, they might not fit together right 631 00:34:18,310 --> 00:34:19,710 to make 3D polyhedron. 632 00:34:19,710 --> 00:34:22,630 So I won't really have to worry about this condition. 633 00:34:22,630 --> 00:34:28,254 The next condition-- what do I call it-- is convexity. 634 00:34:32,830 --> 00:34:34,550 This will also be kind of easy. 635 00:34:34,550 --> 00:34:38,770 What I want is that the outside surface is convex. 636 00:34:38,770 --> 00:34:42,620 Now, if you look at the outside surface, what we really want 637 00:34:42,620 --> 00:34:44,810 is that one of these edges, on the outside surface, 638 00:34:44,810 --> 00:34:47,170 bends the correct way. 639 00:34:47,170 --> 00:34:48,337 So when will that be true? 640 00:34:48,337 --> 00:34:50,170 Well, I'm going to look at the two triangles 641 00:34:50,170 --> 00:34:51,550 next to that edge. 642 00:34:51,550 --> 00:34:58,874 That defines two tetrahedra that share a face. 643 00:34:58,874 --> 00:35:00,290 And if I knew what the ri's where, 644 00:35:00,290 --> 00:35:02,020 I'd know what those tetrahedra are. 645 00:35:02,020 --> 00:35:05,290 And what I really need is that if I look at the angle-- 646 00:35:05,290 --> 00:35:07,290 I'm going to draw this a little bit thicker-- 647 00:35:07,290 --> 00:35:12,160 this dihedral angle between-- it's hard to draw. 648 00:35:12,160 --> 00:35:13,840 If you look at this edge, there's 649 00:35:13,840 --> 00:35:15,690 two tetrahedra glued there. 650 00:35:15,690 --> 00:35:18,210 So there's some solid dihedral angle 651 00:35:18,210 --> 00:35:20,760 of tetrahedron glued at that edge from this tetrahedron. 652 00:35:20,760 --> 00:35:22,620 And there's some angle over here that's 653 00:35:22,620 --> 00:35:24,650 glued to this edge from that tetrahedron. 654 00:35:24,650 --> 00:35:29,750 I want the sum of those two dihedral angles, 655 00:35:29,750 --> 00:35:35,100 the total material there, to be less than or equal to 180. 656 00:35:35,100 --> 00:35:37,170 That is, the sum of those angles is really 657 00:35:37,170 --> 00:35:39,180 the dihedral angle along this edge. 658 00:35:39,180 --> 00:35:41,870 If it's less than 180, it'll be convex. 659 00:35:41,870 --> 00:35:45,940 It's hard to draw, but very intuitive. 660 00:35:45,940 --> 00:35:48,860 This is also pretty easy to get. 661 00:35:48,860 --> 00:35:50,780 You can set the ri so that that's true. 662 00:35:50,780 --> 00:35:54,700 The hard part is looking at a vertex. 663 00:35:54,700 --> 00:35:55,970 You think about a vertex. 664 00:35:55,970 --> 00:35:57,940 It has a whole bunch of triangles around it. 665 00:36:01,080 --> 00:36:06,650 From this vertex to the central point, which we usually call p, 666 00:36:06,650 --> 00:36:10,350 if you look at that edge-- I'm not going to try to draw it-- 667 00:36:10,350 --> 00:36:12,360 there's, in this case, five tetrahedra 668 00:36:12,360 --> 00:36:15,530 glued around that edge. 669 00:36:15,530 --> 00:36:19,300 The total dihedral angle of those five tetrahedra 670 00:36:19,300 --> 00:36:21,620 ought to be exactly 360. 671 00:36:21,620 --> 00:36:23,870 If these tetrahedra are going to fit together and make 672 00:36:23,870 --> 00:36:29,545 a solid thing-- and this we call the reality constraint. 673 00:36:32,050 --> 00:36:34,170 I'm not usually bound by the reality constraint. 674 00:36:34,170 --> 00:36:36,040 In fact, we will relax it a little bit. 675 00:36:36,040 --> 00:36:42,850 But we would like that the sum of the dihedral angles 676 00:36:42,850 --> 00:36:52,110 around some edge from P to vi equals 360. 677 00:36:52,110 --> 00:36:54,270 This is the hard constraint to get. 678 00:36:54,270 --> 00:36:56,340 Reality is tough. 679 00:36:56,340 --> 00:36:57,740 Sanity, convexity, easy. 680 00:37:02,240 --> 00:37:06,740 I guess I shouldn't kill this yet. 681 00:37:06,740 --> 00:37:10,290 So let me tell you a little bit more about how we get this. 682 00:37:36,210 --> 00:37:38,380 I'll just tell you some of this stuff. 683 00:37:38,380 --> 00:37:41,330 The first thing we do is get sanity and convexity 684 00:37:41,330 --> 00:37:43,340 and forget about reality. 685 00:37:43,340 --> 00:37:44,215 Reality is overrated. 686 00:37:46,870 --> 00:37:48,600 To do that, we actually need two things. 687 00:37:48,600 --> 00:37:51,220 One, is we need a triangulation of the surface. 688 00:37:51,220 --> 00:37:52,970 We're presumably given some triangulation, 689 00:37:52,970 --> 00:37:56,000 but that one might be hard to work with. 690 00:37:56,000 --> 00:37:59,790 And the answer is, to start out, it's 691 00:37:59,790 --> 00:38:03,630 nice to use Delaunay triangulation. 692 00:38:03,630 --> 00:38:06,330 How many people know about the Delaunay triangulations? 693 00:38:06,330 --> 00:38:09,440 They're nice triangulations. 694 00:38:09,440 --> 00:38:11,340 And you can define Delaunay triangulation 695 00:38:11,340 --> 00:38:13,390 in an implicit surface like this. 696 00:38:13,390 --> 00:38:15,510 I won't do that here. 697 00:38:15,510 --> 00:38:17,980 But it can be done, and it can be computed. 698 00:38:17,980 --> 00:38:20,380 One of the innovations in this paper 699 00:38:20,380 --> 00:38:22,120 was to actually show how to compute it 700 00:38:22,120 --> 00:38:23,680 in pseudo polynomial time. 701 00:38:23,680 --> 00:38:26,580 It's not too hard. 702 00:38:26,580 --> 00:38:28,960 It's just shortest paths. 703 00:38:28,960 --> 00:38:32,140 Then, it turns out, if you start with that triangulation, 704 00:38:32,140 --> 00:38:35,020 and you let all the ri's be really, really big, close 705 00:38:35,020 --> 00:38:39,440 to infinity, then sanity and convexity hold. 706 00:38:39,440 --> 00:38:41,859 So I guess intuition may be like witch's hats. 707 00:38:41,859 --> 00:38:42,400 I don't know. 708 00:38:42,400 --> 00:38:45,690 You're making these super-sharp triangles, tetrahedra. 709 00:38:45,690 --> 00:38:46,450 And it will work. 710 00:38:46,450 --> 00:38:50,480 Now, it'll make everything big and equal. 711 00:38:50,480 --> 00:38:54,210 And so reality will be violated. 712 00:38:54,210 --> 00:38:59,330 But sanity and convexity are OK, and that 713 00:38:59,330 --> 00:39:01,830 will be your starting point. 714 00:39:01,830 --> 00:39:04,460 So now the crazy idea is to fix it. 715 00:39:11,920 --> 00:39:14,720 I'm going to define a kind of curvature 716 00:39:14,720 --> 00:39:25,430 around each edge, around that center line from p to vi. 717 00:39:25,430 --> 00:39:28,690 That's the sum that we wanted to be equal to 360. 718 00:39:28,690 --> 00:39:30,570 And now I'm just taking 360 minus that. 719 00:39:30,570 --> 00:39:31,470 That's the deficit. 720 00:39:31,470 --> 00:39:33,810 This is how much we're off by. 721 00:39:33,810 --> 00:39:35,330 So we have some starting point. 722 00:39:35,330 --> 00:39:40,250 And it turns out the Ki will be positive, I believe. 723 00:39:40,250 --> 00:39:52,175 And we want to make Ki evolve with time, so that it 724 00:39:52,175 --> 00:39:55,170 is 1 minus t, times the initial Ki. 725 00:39:57,750 --> 00:40:00,000 So we start at times 0, with the solution 726 00:40:00,000 --> 00:40:01,439 where all the ri's are large. 727 00:40:01,439 --> 00:40:02,980 So we're staying in convex, and we're 728 00:40:02,980 --> 00:40:05,510 going to be staying in convex from then on. 729 00:40:05,510 --> 00:40:09,350 And then, if we could do this, we would start at t equals 0. 730 00:40:09,350 --> 00:40:12,520 This is 1 times the original curvature at every edge, 731 00:40:12,520 --> 00:40:14,140 so it's a problem. 732 00:40:14,140 --> 00:40:17,360 But at t equals 1, at time 1, when this is finished, 733 00:40:17,360 --> 00:40:20,140 we will get 0 times whatever we had. 734 00:40:20,140 --> 00:40:22,310 So all of these numbers will magically go to 0. 735 00:40:22,310 --> 00:40:25,160 And then it adds up to 360. 736 00:40:25,160 --> 00:40:28,070 It's not obvious that this works, but it does. 737 00:40:28,070 --> 00:40:29,610 It defines a differential flow. 738 00:40:29,610 --> 00:40:34,670 And those who know differential equations, 739 00:40:34,670 --> 00:40:38,127 this will look pretty. 740 00:40:38,127 --> 00:40:39,710 This is partial differential equations 741 00:40:39,710 --> 00:40:41,890 to make it a little more exciting. 742 00:40:41,890 --> 00:40:49,560 This is a kappa and inverse and phi. 743 00:40:49,560 --> 00:40:51,270 What was phi? 744 00:40:51,270 --> 00:40:55,690 I'm forgetting my own notation, some initial value. 745 00:40:58,610 --> 00:41:00,806 It should probably be r. 746 00:41:00,806 --> 00:41:01,306 r? 747 00:41:01,306 --> 00:41:04,590 We'll see. 748 00:41:04,590 --> 00:41:08,500 All this is saying is what I really 749 00:41:08,500 --> 00:41:11,007 want is to evolve kappas to go smaller. 750 00:41:11,007 --> 00:41:13,465 I don't know how to do that, because all I can do is change 751 00:41:13,465 --> 00:41:14,147 the ri's. 752 00:41:14,147 --> 00:41:15,480 That's the only thing I control. 753 00:41:15,480 --> 00:41:18,220 The kappas are computed as a function of the ri's. 754 00:41:18,220 --> 00:41:21,240 There's a standard trick in analysis-- or I guess, whatever 755 00:41:21,240 --> 00:41:27,300 that is, calculus-- to rewrite things. 756 00:41:27,300 --> 00:41:28,680 You get to control the ri's. 757 00:41:28,680 --> 00:41:31,950 You want to control the kappas. 758 00:41:31,950 --> 00:41:36,500 So you use this thing, which is called the Jacobian. 759 00:41:39,140 --> 00:41:40,650 It's a matrix. 760 00:41:40,650 --> 00:41:43,600 But really, it says, if I change ri, 761 00:41:43,600 --> 00:41:45,230 how does that change kappa j? 762 00:41:45,230 --> 00:41:46,732 It says that for all i and j. 763 00:41:46,732 --> 00:41:48,690 So it's just a whole bunch of different values. 764 00:41:48,690 --> 00:41:50,550 They're really functions. 765 00:41:50,550 --> 00:41:51,980 You invert that because you really 766 00:41:51,980 --> 00:41:55,640 want to know how-- I want to change 767 00:41:55,640 --> 00:41:58,350 the ri's in order to affect the kappas. 768 00:41:58,350 --> 00:42:01,590 So you write this differential equation. 769 00:42:01,590 --> 00:42:07,590 And you just follow your nose, and it tells you what to do. 770 00:42:07,590 --> 00:42:10,370 I'm going to slide a whole bunch of details under the rug. 771 00:42:10,370 --> 00:42:13,520 The hard part is proving that this relation is actually 772 00:42:13,520 --> 00:42:15,810 feasible, that you can change the ri's in order 773 00:42:15,810 --> 00:42:18,190 to change the kappas, no matter how you want. 774 00:42:18,190 --> 00:42:22,010 This is equivalent to saying that the Jacobian is never 0, 775 00:42:22,010 --> 00:42:24,709 and it always has an inverse. 776 00:42:24,709 --> 00:42:25,750 And that's hard to prove. 777 00:42:25,750 --> 00:42:28,570 And in fact, they prove it using the Inverse Function Theorem, 778 00:42:28,570 --> 00:42:30,490 which is what we were trying to avoid. 779 00:42:30,490 --> 00:42:33,610 But hey, it's a construction of sorts, 780 00:42:33,610 --> 00:42:35,790 and it leads to that implementation. 781 00:42:35,790 --> 00:42:38,990 This, in some sense, gives you an algorithm. 782 00:42:38,990 --> 00:42:41,040 To turn it into an actual algorithm-- 783 00:42:41,040 --> 00:42:47,210 as we did in this paper, which appeared last year-- you need 784 00:42:47,210 --> 00:42:49,800 to make this proof a little bit more constructive, 785 00:42:49,800 --> 00:42:52,700 a little bit more algorithmic, let's say. 786 00:42:52,700 --> 00:42:55,342 You don't just want to prove that this Jacobian is never 787 00:42:55,342 --> 00:42:57,050 zero 0 and that it always has an inverse. 788 00:42:57,050 --> 00:42:58,570 You need to prove that it's actually 789 00:42:58,570 --> 00:43:00,300 always at least some epsilon. 790 00:43:00,300 --> 00:43:02,960 It's bounded away from 0, and same for the inverse. 791 00:43:05,812 --> 00:43:07,520 Instead of using inverse functions there, 792 00:43:07,520 --> 00:43:08,850 and we're totally constructive, we just 793 00:43:08,850 --> 00:43:10,730 look at second derivatives and bound those. 794 00:43:10,730 --> 00:43:14,290 We get a really awful bound, which is this one. 795 00:43:14,290 --> 00:43:17,830 But we do get an explicit bound on how long, essentially, 796 00:43:17,830 --> 00:43:23,810 the algorithm is implemented and the applet takes. 797 00:43:23,810 --> 00:43:26,420 So, a high-level sketch, but it gives you an idea. 798 00:43:26,420 --> 00:43:30,961 This is pretty new stuff. 799 00:43:30,961 --> 00:43:31,460 Questions? 800 00:43:34,690 --> 00:43:42,639 I want to move on to more fun topics, let's technical, 801 00:43:42,639 --> 00:43:43,180 I should say. 802 00:43:46,270 --> 00:43:48,340 So that's Alexandrov's Theorem algorithms. 803 00:43:48,340 --> 00:43:50,550 In theory, there's now a computer program 804 00:43:50,550 --> 00:43:56,150 that will tell you how to fold something, 805 00:43:56,150 --> 00:43:58,530 as long as we have an Alexandrov gluing. 806 00:43:58,530 --> 00:43:59,710 So it has to be polyhedral. 807 00:43:59,710 --> 00:44:00,876 That's pretty much for free. 808 00:44:00,876 --> 00:44:01,724 It has to be convex. 809 00:44:01,724 --> 00:44:02,890 That's the interesting part. 810 00:44:02,890 --> 00:44:04,810 It has to be a topological sphere that 811 00:44:04,810 --> 00:44:06,850 is just non-crossing. 812 00:44:06,850 --> 00:44:09,090 So let's think about gluings. 813 00:44:09,090 --> 00:44:11,160 We know that as long as we find a good gluing, 814 00:44:11,160 --> 00:44:13,180 it corresponds to something. 815 00:44:13,180 --> 00:44:15,230 We know that something's a little hard to find. 816 00:44:15,230 --> 00:44:17,435 But we'll see how we find them in practice. 817 00:44:17,435 --> 00:44:18,170 It's kind of fun. 818 00:44:21,810 --> 00:44:24,300 We talked about the decision problem. 819 00:44:24,300 --> 00:44:27,720 Is it possible at all for a given polygon? 820 00:44:27,720 --> 00:44:31,212 So here's a polygon where it's not possible at all. 821 00:44:31,212 --> 00:44:32,420 It's kind of fun-- ungluable. 822 00:44:38,740 --> 00:44:39,865 I should make that sharper. 823 00:44:43,970 --> 00:44:45,841 So this is a polygon. 824 00:44:45,841 --> 00:44:46,715 This is the material. 825 00:44:50,100 --> 00:44:52,220 I want to glue it into a convex shape. 826 00:44:52,220 --> 00:44:55,240 I claim it's not possible. 827 00:44:55,240 --> 00:44:58,620 The reason is, think about this vertex. 828 00:44:58,620 --> 00:45:02,518 What could get glued to that vertex? 829 00:45:02,518 --> 00:45:04,031 It has to be less than 360. 830 00:45:04,031 --> 00:45:05,280 Right now, it's less than 360. 831 00:45:05,280 --> 00:45:07,640 It's that much material. 832 00:45:07,640 --> 00:45:11,410 Could I glue any other vertex to that point? 833 00:45:11,410 --> 00:45:11,910 No. 834 00:45:11,910 --> 00:45:14,450 Because all the other vertices have at least 90 degrees 835 00:45:14,450 --> 00:45:15,630 of material. 836 00:45:15,630 --> 00:45:17,500 This one has even more. 837 00:45:17,500 --> 00:45:18,750 But all them have at least 90. 838 00:45:18,750 --> 00:45:20,820 And there's less than 90 remaining. 839 00:45:20,820 --> 00:45:22,680 So no other vertex could be glued there. 840 00:45:22,680 --> 00:45:24,930 The other possibility, it doesn't have to be a vertex. 841 00:45:24,930 --> 00:45:26,910 It could be a point in the middle of an edge. 842 00:45:26,910 --> 00:45:28,330 But that has 180 degrees. 843 00:45:28,330 --> 00:45:31,610 That's way too much, so nothing fits there. 844 00:45:31,610 --> 00:45:33,620 Therefore, I have glue like this. 845 00:45:33,620 --> 00:45:36,830 This is what we call zipping. 846 00:45:36,830 --> 00:45:39,300 I zip those two edges to each other. 847 00:45:39,300 --> 00:45:41,490 Now, they happen to be exactly the same length. 848 00:45:41,490 --> 00:45:45,310 Therefore, this vertex gets glued to that vertex. 849 00:45:45,310 --> 00:45:47,640 But that's not allowed, because there's more than 180 850 00:45:47,640 --> 00:45:50,640 and more than 180 here-- contradiction. 851 00:45:50,640 --> 00:45:52,568 So that's it. 852 00:45:52,568 --> 00:45:56,345 This can actually happen a lot. 853 00:45:56,345 --> 00:45:59,580 Let me formalize that. 854 00:46:06,850 --> 00:46:09,515 So we could look at what you might call the generic case. 855 00:46:13,520 --> 00:46:15,990 And I won't call it the generic case. 856 00:46:15,990 --> 00:46:20,400 But there's a back reference there, all the linkage stuff. 857 00:46:20,400 --> 00:46:22,480 I can explicitly think about the random case. 858 00:46:22,480 --> 00:46:24,520 Suppose you choose all the lengths of your edges 859 00:46:24,520 --> 00:46:27,890 and all you angles at random in your polygon. 860 00:46:27,890 --> 00:46:29,760 You get some messy thing. 861 00:46:29,760 --> 00:46:36,580 But the point is, around half the vertices 862 00:46:36,580 --> 00:46:42,320 will be reflex angle, more than 180. 863 00:46:42,320 --> 00:46:43,900 And those are kind of troubled. 864 00:46:43,900 --> 00:46:47,850 Because if you have a reflex vertex like this, 865 00:46:47,850 --> 00:46:51,150 in particular, you can't glue the middle of an edge. 866 00:46:51,150 --> 00:46:53,590 Because that has 180. 867 00:46:53,590 --> 00:46:55,800 You can only blue convex vertices 868 00:46:55,800 --> 00:46:59,400 that have some smaller angle into there. 869 00:46:59,400 --> 00:47:04,510 Otherwise, use zip, and zipping would be like this. 870 00:47:04,510 --> 00:47:08,490 So, what do I want to say? 871 00:47:08,490 --> 00:47:09,100 Yeah, I see. 872 00:47:09,100 --> 00:47:10,760 Right, cool. 873 00:47:10,760 --> 00:47:14,071 Before I get to zipping, maybe I glue some convex angle 874 00:47:14,071 --> 00:47:14,570 in there. 875 00:47:14,570 --> 00:47:15,930 It's the same kind of analysis. 876 00:47:15,930 --> 00:47:17,221 Maybe I glue some convex angle. 877 00:47:17,221 --> 00:47:19,312 But if the angles are chosen at random, 878 00:47:19,312 --> 00:47:21,520 I'm not going to get lucky and completely flatten out 879 00:47:21,520 --> 00:47:22,019 the vertex. 880 00:47:22,019 --> 00:47:22,890 It won't disappear. 881 00:47:22,890 --> 00:47:24,860 That would be too much to hope for. 882 00:47:24,860 --> 00:47:26,460 So most the time, I'm going to glue 883 00:47:26,460 --> 00:47:28,290 in-- maybe I glue in some material. 884 00:47:28,290 --> 00:47:29,436 Then I glue in some more. 885 00:47:29,436 --> 00:47:30,560 At some point, I get stuck. 886 00:47:30,560 --> 00:47:33,690 I can't glue anymore in, or I decide I don't want to. 887 00:47:33,690 --> 00:47:35,950 At that point, I must zip. 888 00:47:35,950 --> 00:47:38,180 This is a rather ambiguous notation. 889 00:47:38,180 --> 00:47:41,870 But zipping, I want to glue this edge to that edge. 890 00:47:41,870 --> 00:47:44,370 Well, how long can I zip them for? 891 00:47:47,660 --> 00:47:49,731 Well, let's say I zip them. 892 00:47:52,350 --> 00:47:54,430 At any moment here, I'm gluing a 180 degree 893 00:47:54,430 --> 00:47:56,010 angle to another 180 degree angle. 894 00:47:56,010 --> 00:47:57,742 I can't stop zipping once I start. 895 00:47:57,742 --> 00:47:59,950 Because there's nothing else that could fit in there. 896 00:47:59,950 --> 00:48:05,210 So I've got to zip until I get to a corner. 897 00:48:05,210 --> 00:48:08,000 There's going to be some corner, some vertex, that's 898 00:48:08,000 --> 00:48:10,662 glued to some point. 899 00:48:10,662 --> 00:48:12,370 Now, is it going to be glued to a vertex? 900 00:48:12,370 --> 00:48:13,710 Well, that would be awfully lucky. 901 00:48:13,710 --> 00:48:14,920 That would mean that these two edges 902 00:48:14,920 --> 00:48:16,128 have exactly the same length. 903 00:48:16,128 --> 00:48:18,480 That's not going to happen randomly. 904 00:48:18,480 --> 00:48:21,150 One of these is going to be larger than the other. 905 00:48:21,150 --> 00:48:25,620 Now I'm gluing some angle to a 180 degree angle. 906 00:48:25,620 --> 00:48:28,770 The result is another reflex vertex. 907 00:48:28,770 --> 00:48:30,730 This will keep going. 908 00:48:30,730 --> 00:48:33,890 And you'll never finish. 909 00:48:33,890 --> 00:48:35,410 So this is a bit hand wavy. 910 00:48:35,410 --> 00:48:39,000 But you can see the textbook for more formal argument. 911 00:48:43,050 --> 00:48:43,690 I have it here. 912 00:48:43,690 --> 00:48:47,210 I'll finish it for you. 913 00:48:47,210 --> 00:48:49,920 This would be fine if this vertex is convex. 914 00:48:49,920 --> 00:48:51,610 This is less than 180. 915 00:48:51,610 --> 00:48:54,596 But actually, with probability 1/2, 916 00:48:54,596 --> 00:48:55,970 it's going to be a reflex vertex. 917 00:48:55,970 --> 00:48:58,830 And then you're screwed, because now you have more than 180 918 00:48:58,830 --> 00:48:59,790 gluing to 180. 919 00:48:59,790 --> 00:49:01,450 That's more than 360. 920 00:49:01,450 --> 00:49:03,850 So you don't even have to go all the way to the end. 921 00:49:03,850 --> 00:49:06,270 Immediately, after the very first zip, 922 00:49:06,270 --> 00:49:08,400 with probability 1/2, you'll fail. 923 00:49:08,400 --> 00:49:12,710 I you have n vertices, and half of them are reflex, 924 00:49:12,710 --> 00:49:14,700 a quarter of them are going to fail. 925 00:49:14,700 --> 00:49:18,108 So that's plenty, as long as n is bigger than 4. 926 00:49:18,108 --> 00:49:21,160 For n large, you're going to get exponentially high probability 927 00:49:21,160 --> 00:49:24,300 that this fails. 928 00:49:24,300 --> 00:49:27,170 Most of the time, if you're choosing random polyhedra, 929 00:49:27,170 --> 00:49:30,100 random polygons, you can't glue them. 930 00:49:35,110 --> 00:49:40,390 So you've got to be clever, choose some nice polygons. 931 00:49:40,390 --> 00:49:41,890 It's actually not that hard. 932 00:49:41,890 --> 00:49:45,130 Like the cross, if you just glued together 933 00:49:45,130 --> 00:49:47,750 a bunch of unit squares, it'll go into something nice 934 00:49:47,750 --> 00:49:48,710 probably. 935 00:49:48,710 --> 00:49:51,680 Or here's another great, class. 936 00:49:51,680 --> 00:49:52,785 Convex polygons. 937 00:49:56,670 --> 00:50:01,660 Convex polygons do always glue to something 938 00:50:01,660 --> 00:50:04,490 using something called perimeter having. 939 00:50:10,170 --> 00:50:13,820 What to do, basically, by having the perimeter. 940 00:50:13,820 --> 00:50:17,090 I have some convex polygon. 941 00:50:17,090 --> 00:50:20,200 I'm going to choose any point on the boundary. 942 00:50:20,200 --> 00:50:21,880 And then have the perimeter from there. 943 00:50:21,880 --> 00:50:30,560 So I walk equal distance, all around this thing-- equal 944 00:50:30,560 --> 00:50:31,410 speed, I should say. 945 00:50:38,000 --> 00:50:38,940 Something like that. 946 00:50:45,890 --> 00:50:47,510 This is x. 947 00:50:47,510 --> 00:50:53,070 This is the antipodal point, in terms of measuring perimeter. 948 00:50:53,070 --> 00:50:57,080 Now I zip. 949 00:50:57,080 --> 00:50:59,110 So I'm going to glue this to this. 950 00:50:59,110 --> 00:51:00,880 I'm going to glue this to this. 951 00:51:00,880 --> 00:51:02,396 I drew all those marks. 952 00:51:02,396 --> 00:51:03,270 I was planning ahead. 953 00:51:03,270 --> 00:51:04,870 Can you tell? 954 00:51:04,870 --> 00:51:07,810 I was trying to make all the segments the same length, 955 00:51:07,810 --> 00:51:10,252 so that I could properly glue. 956 00:51:10,252 --> 00:51:12,210 Something I've never really said about gluings, 957 00:51:12,210 --> 00:51:16,400 but you should always glue same length things to other things. 958 00:51:16,400 --> 00:51:16,900 Segments. 959 00:51:20,004 --> 00:51:20,670 OK, there we go. 960 00:51:20,670 --> 00:51:21,378 There's a gluing. 961 00:51:21,378 --> 00:51:23,920 There's no crossings in that glowing. 962 00:51:23,920 --> 00:51:24,730 You can check. 963 00:51:24,730 --> 00:51:25,980 Its Alexandrov. 964 00:51:25,980 --> 00:51:30,260 It is convex, because what do I glue to what? 965 00:51:30,260 --> 00:51:32,895 Well, here, maybe I'm going this vertex 966 00:51:32,895 --> 00:51:34,020 to the middle of this edge. 967 00:51:34,020 --> 00:51:35,220 But it's a convex vertex. 968 00:51:35,220 --> 00:51:35,820 So that's OK. 969 00:51:38,075 --> 00:51:39,200 Everything looks like that. 970 00:51:39,200 --> 00:51:42,042 You're always gluing some vertex to some other edge. 971 00:51:42,042 --> 00:51:43,375 And all the vertices are convex. 972 00:51:43,375 --> 00:51:45,670 So it will be less than 360. 973 00:51:45,670 --> 00:51:48,730 Maybe, if you got lucky, some edge will glue to some edge. 974 00:51:48,730 --> 00:51:51,240 But that's still barely OK. 975 00:51:51,240 --> 00:51:53,850 So for convex polygons, it's always going to work. 976 00:51:53,850 --> 00:51:56,650 Let's try it out, shall we? 977 00:51:56,650 --> 00:51:59,150 I don't want to use this page, because I'm not done with it. 978 00:51:59,150 --> 00:52:02,470 We'll take page one, make a convex polygon. 979 00:52:11,140 --> 00:52:13,790 I don't want to make it too complicated. 980 00:52:13,790 --> 00:52:16,731 I'll spend a lot of time taping. 981 00:52:16,731 --> 00:52:18,980 You an try this at home with your own, favorite convex 982 00:52:18,980 --> 00:52:19,479 polygon. 983 00:52:19,479 --> 00:52:21,360 Here's a convex polygon. 984 00:52:21,360 --> 00:52:23,590 And now, we're going to pick a point. 985 00:52:28,430 --> 00:52:31,670 Do I have a good point written here? 986 00:52:31,670 --> 00:52:34,750 Let's try here. 987 00:52:37,650 --> 00:52:41,090 See that point, purple? 988 00:52:41,090 --> 00:52:43,480 Now we are going to zip. 989 00:52:43,480 --> 00:52:46,800 So take this. 990 00:52:46,800 --> 00:52:49,110 I glue those edges together. 991 00:52:49,110 --> 00:52:51,636 I don't have glue, or glue takes a while to dry. 992 00:52:51,636 --> 00:52:52,760 So we're going to use tape. 993 00:52:55,520 --> 00:52:56,020 Ta-da. 994 00:52:58,560 --> 00:53:01,310 Now, we have to glue a little more. 995 00:53:01,310 --> 00:53:04,796 I'm going to pretend those just met. 996 00:53:04,796 --> 00:53:08,130 Eh, it's a little ugly. 997 00:53:08,130 --> 00:53:09,680 Man, couldn't I have chosen something 998 00:53:09,680 --> 00:53:10,721 a little more degenerate? 999 00:53:14,225 --> 00:53:16,100 Here, it really does work in the random case, 1000 00:53:16,100 --> 00:53:18,605 which is fine, as long as I was restricted to convex. 1001 00:53:21,636 --> 00:53:23,851 Now, we're going to If you brought tape, 1002 00:53:23,851 --> 00:53:24,725 you can try yourself. 1003 00:53:28,898 --> 00:53:30,190 Tape a little more. 1004 00:53:34,190 --> 00:53:36,680 See, it's already making a convex polyhedron. 1005 00:53:36,680 --> 00:53:39,780 It's like magic. 1006 00:53:39,780 --> 00:53:42,230 For a long time, we've tried to turn this process 1007 00:53:42,230 --> 00:53:43,420 into an algorithm. 1008 00:53:43,420 --> 00:53:46,240 Because it looks pretty good, right? 1009 00:53:46,240 --> 00:53:49,925 But we have not been able to formalize this. 1010 00:53:49,925 --> 00:53:52,425 This differential flow does not really follow our intuition. 1011 00:53:56,390 --> 00:53:58,390 Now, I'm going to glue these are edges together. 1012 00:54:05,537 --> 00:54:07,120 This is when I wish I had three hands. 1013 00:54:20,498 --> 00:54:21,310 A little more. 1014 00:54:40,720 --> 00:54:44,050 And there, we've computed the antipodal point. 1015 00:54:44,050 --> 00:54:45,420 In theory, you would zip that. 1016 00:54:45,420 --> 00:54:47,410 But I'm going to leave it open to give myself 1017 00:54:47,410 --> 00:54:49,570 some maneuverability here. 1018 00:54:49,570 --> 00:54:51,070 So you puff it out a little. 1019 00:54:51,070 --> 00:54:54,630 It will be kind of round and convex. 1020 00:54:54,630 --> 00:54:56,090 Now, that's not quite a polyhedron. 1021 00:54:56,090 --> 00:54:58,460 But this is a polyhedral metric. 1022 00:54:58,460 --> 00:55:00,570 And Alexandrov's Theorem says this 1023 00:55:00,570 --> 00:55:02,870 should make a unique convex polyhedron. 1024 00:55:02,870 --> 00:55:06,350 And with a little bit of practice and thinking about it, 1025 00:55:06,350 --> 00:55:09,310 you can derive that actually this must be an edge here. 1026 00:55:12,740 --> 00:55:15,660 It's more of an intuition thing. 1027 00:55:15,660 --> 00:55:17,890 See, it looks like this really wants to bend there. 1028 00:55:17,890 --> 00:55:20,430 So that must be an edge. 1029 00:55:20,430 --> 00:55:23,430 This one looks like it must be an edge here. 1030 00:55:23,430 --> 00:55:24,680 This gets a little hard to do. 1031 00:55:27,860 --> 00:55:30,220 But this is how we used to do them. 1032 00:55:30,220 --> 00:55:34,020 Wow, this probably still is how we do them. 1033 00:55:34,020 --> 00:55:37,557 I haven't done a lot of these in a while. 1034 00:55:37,557 --> 00:55:39,015 It looks like there's an edge here. 1035 00:55:41,725 --> 00:55:47,466 Oh boy, something like that. 1036 00:55:47,466 --> 00:55:51,320 Here there already is and edge, kind of convenient. 1037 00:55:51,320 --> 00:55:52,320 Here there's an edge. 1038 00:55:57,450 --> 00:56:00,715 I'm just folding point to point. 1039 00:56:00,715 --> 00:56:02,750 I'm almost triangulated. 1040 00:56:02,750 --> 00:56:04,625 I've got a nice line there. 1041 00:56:09,784 --> 00:56:11,450 It's starting to look like a polyhedron. 1042 00:56:11,450 --> 00:56:12,491 There's a couple missing. 1043 00:56:12,491 --> 00:56:15,620 This guy probably has a diagonal somewhere. 1044 00:56:15,620 --> 00:56:17,560 I would guess here. 1045 00:56:17,560 --> 00:56:20,970 And on the bottom, there's a diagonal missing, 1046 00:56:20,970 --> 00:56:24,887 I would guess, here. 1047 00:56:24,887 --> 00:56:26,470 One of them is going to make it reflex 1048 00:56:26,470 --> 00:56:28,250 when the other one will make it convex. 1049 00:56:28,250 --> 00:56:29,410 You can experiment. 1050 00:56:29,410 --> 00:56:33,090 Then you unfold, ideally, and make a better version 1051 00:56:33,090 --> 00:56:36,670 of this with more properly drawn lines and then refold it. 1052 00:56:36,670 --> 00:56:42,430 And I bet you it makes a beautiful convex polyhedron. 1053 00:56:42,430 --> 00:56:46,560 So this is the experimental approach. 1054 00:56:46,560 --> 00:56:51,040 And this gives you a hands-on feel for Alexandrov's Theorem. 1055 00:56:57,844 --> 00:56:58,816 Like that. 1056 00:57:03,690 --> 00:57:06,130 Yeah, almost. 1057 00:57:06,130 --> 00:57:09,350 Believe me, it's a triangulated convex polyhedron. 1058 00:57:09,350 --> 00:57:09,850 Gorgeous. 1059 00:57:13,660 --> 00:57:14,874 That's how it works. 1060 00:57:14,874 --> 00:57:16,790 And you can try for your own convex polyhedron 1061 00:57:16,790 --> 00:57:19,070 where you're guaranteed not to fail. 1062 00:57:19,070 --> 00:57:22,210 Now, you prove some nice things about these perimeter havings. 1063 00:57:22,210 --> 00:57:25,450 In particular, I had this flexibility of where I started 1064 00:57:25,450 --> 00:57:26,950 and where I ended. 1065 00:57:26,950 --> 00:57:29,810 And I could move those points continuously. 1066 00:57:29,810 --> 00:57:33,190 There's infinitely many choices for x and y. 1067 00:57:33,190 --> 00:57:36,480 And certainly, there's infinitely many gluings. 1068 00:57:36,480 --> 00:57:39,300 I can just keep moving x and moving y correspondingly. 1069 00:57:39,300 --> 00:57:41,650 There's a whole continuum of gluings. 1070 00:57:41,650 --> 00:57:43,490 They're all different. 1071 00:57:43,490 --> 00:57:47,000 They all generate different polyhedra, 1072 00:57:47,000 --> 00:57:48,190 if you think about it. 1073 00:57:48,190 --> 00:57:55,127 Because if you think of x being very close. 1074 00:57:55,127 --> 00:57:57,460 x is definitely going to be a vertex of your polyhedron. 1075 00:57:57,460 --> 00:58:01,359 Because you end up gluing this part of the edge 1076 00:58:01,359 --> 00:58:02,400 to this part of the edge. 1077 00:58:02,400 --> 00:58:04,710 So you have 180 degrees of material there. 1078 00:58:04,710 --> 00:58:09,279 That's a vertex, less than 360. 1079 00:58:09,279 --> 00:58:10,820 And this is also a vertex, let's say. 1080 00:58:10,820 --> 00:58:13,660 Look at the nearest neighbor to x. 1081 00:58:13,660 --> 00:58:16,200 Here is a distance between two vertices. 1082 00:58:16,200 --> 00:58:17,216 It's the shortest path. 1083 00:58:17,216 --> 00:58:18,840 If you make x very close to the vertex, 1084 00:58:18,840 --> 00:58:21,180 it will be a shortest path. 1085 00:58:21,180 --> 00:58:22,850 And you're setting that to infinitely 1086 00:58:22,850 --> 00:58:26,650 many different values, a whole continuum, very close to 0. 1087 00:58:26,650 --> 00:58:29,090 If you look at some polyhedron that this thing realizes, 1088 00:58:29,090 --> 00:58:30,877 it has whatever, n vertices. 1089 00:58:30,877 --> 00:58:32,960 You look at the n squared different shortest paths 1090 00:58:32,960 --> 00:58:33,501 between them. 1091 00:58:33,501 --> 00:58:35,126 That's some finite set of real numbers. 1092 00:58:35,126 --> 00:58:37,542 And here, I'm supposed to get a continuum of real numbers. 1093 00:58:37,542 --> 00:58:39,190 Therefore, the set of all polyhedra 1094 00:58:39,190 --> 00:58:42,044 that you are making in this process is a continuum. 1095 00:58:42,044 --> 00:58:42,960 There's a lot of them. 1096 00:58:45,892 --> 00:58:47,600 Most of the things you'll get out of this 1097 00:58:47,600 --> 00:58:48,927 are different polyhedra. 1098 00:58:48,927 --> 00:58:50,510 If I started with a different x and y, 1099 00:58:50,510 --> 00:58:52,176 I'd get a slightly different polyhedron. 1100 00:58:52,176 --> 00:58:57,921 It will change continuously, but it will be different. 1101 00:58:57,921 --> 00:58:59,920 So this is the sense in which, at the beginning, 1102 00:58:59,920 --> 00:59:02,255 I said there infinitely many gluings. 1103 00:59:05,549 --> 00:59:07,340 Really, the only time that they're infinite 1104 00:59:07,340 --> 00:59:09,790 is when you have a convex polygon somewhere 1105 00:59:09,790 --> 00:59:11,755 embedded inside your polygon. 1106 00:59:11,755 --> 00:59:14,880 It doesn't have to be at the top. 1107 00:59:14,880 --> 00:59:16,798 All right, where do I want to go? 1108 00:59:16,798 --> 00:59:17,298 Here. 1109 00:59:43,670 --> 00:59:48,510 One way to think about gluings is all these arrows 1110 00:59:48,510 --> 00:59:49,469 that are not crossing. 1111 00:59:49,469 --> 00:59:51,260 But it's a little bit awkward to work with. 1112 00:59:51,260 --> 00:59:54,080 And next class we're going to really find 1113 00:59:54,080 --> 00:59:56,070 algorithms to compute these gluings. 1114 00:59:56,070 --> 00:59:58,320 And it's useful to have another structure, another way 1115 00:59:58,320 --> 01:00:02,890 of looking and gluings, called the gluing tree. 1116 01:00:02,890 --> 01:00:06,210 And the main idea is to take your polygon, which 1117 01:00:06,210 --> 01:00:08,340 I'm going to explicitly shade. 1118 01:00:08,340 --> 01:00:09,820 Because you're soon going to lose 1119 01:00:09,820 --> 01:00:13,680 track of where it is if I don't shade it. 1120 01:00:13,680 --> 01:00:15,180 So that's the inside of the polygon, 1121 01:00:15,180 --> 01:00:16,530 and there's outside space. 1122 01:00:16,530 --> 01:00:19,520 I want to turn this whole picture inside out. 1123 01:00:19,520 --> 01:00:21,641 Think of this as living on a sphere. 1124 01:00:21,641 --> 01:00:23,390 On the sphere, there's some shaded region. 1125 01:00:23,390 --> 01:00:24,760 That's the material. 1126 01:00:24,760 --> 01:00:29,390 And then there's the rest, the black of the blackboard. 1127 01:00:29,390 --> 01:00:31,510 If I look on the other side of the sphere, 1128 01:00:31,510 --> 01:00:35,760 my perspective will be, I have some convex polygon. 1129 01:00:35,760 --> 01:00:38,080 And the interior of the polygon is on the outside. 1130 01:00:41,040 --> 01:00:44,210 This is a useful way of thinking about things. 1131 01:00:44,210 --> 01:00:46,820 So there's my polygons out there. 1132 01:00:46,820 --> 01:00:52,210 Now in fact, in a convex case, this would be less than 180. 1133 01:00:52,210 --> 01:00:53,840 It's hard to see that in this picture. 1134 01:00:53,840 --> 01:00:55,330 But just think of it topologically. 1135 01:00:55,330 --> 01:00:57,184 Don't worry so much about the geometry. 1136 01:00:57,184 --> 01:00:59,600 Now, what I'm trying to do-- it's a little easier to think 1137 01:00:59,600 --> 01:01:02,450 about, oh, I need to glue this edge to this edge 1138 01:01:02,450 --> 01:01:06,410 and then maybe glue up to whatever. 1139 01:01:06,410 --> 01:01:08,070 Maybe these were the full length. 1140 01:01:08,070 --> 01:01:11,580 Then I'll glue this edge to this portion of that edge. 1141 01:01:11,580 --> 01:01:21,275 So I still can draw my arrows, something like that. 1142 01:01:21,275 --> 01:01:24,067 This would be a parameter having gluing. 1143 01:01:24,067 --> 01:01:25,650 I can still draw them, but now they're 1144 01:01:25,650 --> 01:01:27,200 on the inside instead of the outside. 1145 01:01:27,200 --> 01:01:28,860 It's easier to see them. 1146 01:01:28,860 --> 01:01:30,520 And in particular, I could actually 1147 01:01:30,520 --> 01:01:33,103 say, well, if I want to go that edge to that edge, why don't I 1148 01:01:33,103 --> 01:01:35,370 draw them next to each other? 1149 01:01:35,370 --> 01:01:39,510 So it would look like this. 1150 01:01:39,510 --> 01:01:43,700 Then have these edges when I draw them next to each other. 1151 01:01:43,700 --> 01:01:49,500 And then I have those edges and then that edge and then 1152 01:01:49,500 --> 01:01:54,620 the little edges, except these are actually the same point. 1153 01:01:54,620 --> 01:01:57,920 So it would look like that. 1154 01:01:57,920 --> 01:02:01,480 I think of these as almost touching and then the material 1155 01:02:01,480 --> 01:02:04,000 still on the outside. 1156 01:02:04,000 --> 01:02:08,880 It's not looking so white anymore, but you get the idea. 1157 01:02:08,880 --> 01:02:10,290 Well, that's a path. 1158 01:02:10,290 --> 01:02:12,990 In general, you get a tree. 1159 01:02:12,990 --> 01:02:18,690 So a gluing tree will look something like this, maybe. 1160 01:02:18,690 --> 01:02:19,760 It's a double tree. 1161 01:02:19,760 --> 01:02:23,440 There's an underlying tree here, and then you walk around it. 1162 01:02:23,440 --> 01:02:25,080 And the material is all out here. 1163 01:02:29,110 --> 01:02:32,020 It's like that's where you're gluing. 1164 01:02:32,020 --> 01:02:34,340 Now, this is actually really intuitive to us. 1165 01:02:34,340 --> 01:02:36,730 It could be. 1166 01:02:36,730 --> 01:02:39,290 When we were thinking about where to cut along 1167 01:02:39,290 --> 01:02:41,440 the surface of a convex polyhedron, 1168 01:02:41,440 --> 01:02:46,030 at some point we said, well, in a convex polyhedron, 1169 01:02:46,030 --> 01:02:48,050 we had all these properties that, in the end, 1170 01:02:48,050 --> 01:02:51,000 said the cuts must be a spanning tree of the vertices. 1171 01:02:51,000 --> 01:02:52,631 Every vertex must get cut too. 1172 01:02:52,631 --> 01:02:54,380 And you can't have any cycles in the cuts, 1173 01:02:54,380 --> 01:02:56,680 because that would disconnect the surface. 1174 01:02:56,680 --> 01:02:59,140 So where you cut was a set of was a tree, 1175 01:02:59,140 --> 01:03:01,140 a set of edges forming a tree. 1176 01:03:01,140 --> 01:03:06,570 That's the cut tree, just viewed from the other side. 1177 01:03:06,570 --> 01:03:07,904 That's where we want to glue. 1178 01:03:07,904 --> 01:03:09,820 Folding is supposed to be exactly the opposite 1179 01:03:09,820 --> 01:03:12,120 of unfolding. 1180 01:03:12,120 --> 01:03:14,570 That's why the gluing tree is a tree. 1181 01:03:21,410 --> 01:03:23,610 You could think about some interesting things 1182 01:03:23,610 --> 01:03:28,940 like where are the vertices of my polygon in that picture? 1183 01:03:28,940 --> 01:03:31,577 So here, I made all these notches, but not all of them 1184 01:03:31,577 --> 01:03:32,160 were vertices. 1185 01:03:32,160 --> 01:03:34,870 Some of them were the middles of edges. 1186 01:03:34,870 --> 01:03:37,550 So this one might be 180, meaning it wasn't really 1187 01:03:37,550 --> 01:03:39,140 a vertex of the polygon. 1188 01:03:39,140 --> 01:03:43,110 It was the middle of an edge. 1189 01:03:43,110 --> 01:03:45,690 Obviously, if I look at some vertex 1190 01:03:45,690 --> 01:03:52,570 where three corners are coming together, if one of them 1191 01:03:52,570 --> 01:03:55,930 was 180 and another one was 180, we 1192 01:03:55,930 --> 01:03:59,200 would not have room for a third. 1193 01:03:59,200 --> 01:04:01,510 At a degree 3 vertex or more, it could have, 1194 01:04:01,510 --> 01:04:03,410 at most, one middle of an edge. 1195 01:04:03,410 --> 01:04:05,890 These guys, the other remaining guys, 1196 01:04:05,890 --> 01:04:09,080 must be vertices of the polygon. 1197 01:04:09,080 --> 01:04:12,600 The middle of an edge could be two 180s. 1198 01:04:12,600 --> 01:04:15,360 That's actually the typical case. 1199 01:04:15,360 --> 01:04:20,245 If you look at one of these gluings, most of the points, 1200 01:04:20,245 --> 01:04:21,620 it's the middle of an edge gluing 1201 01:04:21,620 --> 01:04:23,200 to another middle of an edge. 1202 01:04:23,200 --> 01:04:26,080 That's what's happening almost everywhere. 1203 01:04:26,080 --> 01:04:31,210 But you could also have some 180 gluing to some vertex. 1204 01:04:31,210 --> 01:04:36,727 But then it had better be a convex vertex, less than 180. 1205 01:04:36,727 --> 01:04:38,310 You can go around and think about what 1206 01:04:38,310 --> 01:04:41,637 all these situations are. 1207 01:04:41,637 --> 01:04:43,220 When there's a 180, the remaining guys 1208 01:04:43,220 --> 01:04:44,160 had better be convex. 1209 01:04:44,160 --> 01:04:48,949 And their total angle had better be less than 180. 1210 01:04:48,949 --> 01:04:49,865 What about the leaves? 1211 01:04:57,740 --> 01:04:58,855 This is a zipping place. 1212 01:04:58,855 --> 01:05:01,650 I was talking about zips before, were you just locally join 1213 01:05:01,650 --> 01:05:04,730 the two incident edges to themselves. 1214 01:05:04,730 --> 01:05:06,450 The leaves are where zips happen. 1215 01:05:06,450 --> 01:05:09,110 Trees have leaves, so zips happen. 1216 01:05:12,020 --> 01:05:13,536 Zip happens. 1217 01:05:13,536 --> 01:05:15,366 [LAUGHTER] 1218 01:05:15,366 --> 01:05:16,740 PROFESSOR: This angle, obviously, 1219 01:05:16,740 --> 01:05:18,340 will be less than 360. 1220 01:05:18,340 --> 01:05:21,080 It could be a vertex, and then at some angle, 1221 01:05:21,080 --> 01:05:23,330 or it could be the middle of an edge. 1222 01:05:23,330 --> 01:05:25,270 And then it will be 180. 1223 01:05:25,270 --> 01:05:27,360 That's what we had over here. 1224 01:05:33,900 --> 01:05:37,712 I chose one and x to be a vertex. 1225 01:05:37,712 --> 01:05:39,420 But then, generically, on the other side, 1226 01:05:39,420 --> 01:05:41,170 you're going to get the middle of an edge. 1227 01:05:41,170 --> 01:05:44,470 And the example I did in reality, both of them 1228 01:05:44,470 --> 01:05:46,390 were in the middle of an edge. 1229 01:05:46,390 --> 01:05:50,040 I'm going to make special note of the ones 1230 01:05:50,040 --> 01:05:55,820 where we have material like this, 1231 01:05:55,820 --> 01:05:58,390 and you end up zipping like that, 1232 01:05:58,390 --> 01:06:02,490 we call this a fold point. 1233 01:06:02,490 --> 01:06:05,430 I don't know why, but you fold at it. 1234 01:06:05,430 --> 01:06:08,190 So it's some shorthand. 1235 01:06:08,190 --> 01:06:11,210 So these are fold points, the leaves that 1236 01:06:11,210 --> 01:06:14,630 are at the middle of an edge, they're 1237 01:06:14,630 --> 01:06:19,170 a little special or a little restricted. 1238 01:06:19,170 --> 01:06:22,580 Because how much curvature is at that point? 1239 01:06:22,580 --> 01:06:25,050 180. 1240 01:06:25,050 --> 01:06:32,590 Fold points have curvature 180. 1241 01:06:32,590 --> 01:06:35,000 The total curvature is 720. 1242 01:06:35,000 --> 01:06:37,705 So I can't have more than four fold points. 1243 01:06:46,980 --> 01:06:50,030 They're actually quite rare, but they can happen. 1244 01:06:50,030 --> 01:06:52,185 Obviously, we had two of them in these examples. 1245 01:06:56,540 --> 01:06:57,890 Can actually have four? 1246 01:07:01,220 --> 01:07:02,631 Yeah I think. 1247 01:07:02,631 --> 01:07:04,172 AUDIENCE: Could you have [INAUDIBLE]? 1248 01:07:12,040 --> 01:07:14,010 PROFESSOR: I'm going to draw an actual folding, 1249 01:07:14,010 --> 01:07:15,940 with creases and everything. 1250 01:07:15,940 --> 01:07:19,260 This is a blintz space, for the origamists. 1251 01:07:19,260 --> 01:07:20,230 You fold like that. 1252 01:07:20,230 --> 01:07:24,020 You get a doubly covered square. 1253 01:07:24,020 --> 01:07:28,225 The gluing tree is going to look like this. 1254 01:07:30,869 --> 01:07:31,410 You see that? 1255 01:07:31,410 --> 01:07:35,310 And it will be drawn right on top of that, 1256 01:07:35,310 --> 01:07:38,440 and the actual material is back here. 1257 01:07:38,440 --> 01:07:40,600 So this will be exactly four fold points. 1258 01:07:40,600 --> 01:07:43,040 And just by luck, you have these four 90 degree angles. 1259 01:07:43,040 --> 01:07:44,649 So there's no more curvature there. 1260 01:07:44,649 --> 01:07:46,690 So yeah, you can definitely get four fold points. 1261 01:07:46,690 --> 01:07:48,455 I don't know if you can get a large examples four 1262 01:07:48,455 --> 01:07:49,200 fold points. 1263 01:07:49,200 --> 01:07:52,180 AUDIENCE: I think four fold points means it'll be flat. 1264 01:07:52,180 --> 01:07:54,180 PROFESSOR: Four fold points means it'll be flat. 1265 01:07:54,180 --> 01:07:57,235 AUDIENCE: So that's going to be 0 curvature at that. 1266 01:07:57,235 --> 01:07:58,610 PROFESSOR: You're going to have 0 1267 01:07:58,610 --> 01:08:00,700 curvature at every other vertex. 1268 01:08:00,700 --> 01:08:03,230 It's certainly implies that you are a tetrahedron. 1269 01:08:03,230 --> 01:08:07,250 Because you only have four vertices at all. 1270 01:08:07,250 --> 01:08:07,751 So yeah. 1271 01:08:07,751 --> 01:08:10,166 You might be able to start with some complicate a polygon. 1272 01:08:10,166 --> 01:08:11,930 And then, everything somehow disappears, 1273 01:08:11,930 --> 01:08:15,990 because all the angles match up in a lucky way, like this. 1274 01:08:15,990 --> 01:08:18,744 But the polyhedron itself will definitely be a tetrahedron. 1275 01:08:18,744 --> 01:08:20,160 I'm not sure if it has to be flat, 1276 01:08:20,160 --> 01:08:23,050 but tetrahedron is pretty simple. 1277 01:08:23,050 --> 01:08:25,180 So it's not so exciting. 1278 01:08:25,180 --> 01:08:26,830 Let me tell you about rolling belts, 1279 01:08:26,830 --> 01:08:29,760 because they're really cool. 1280 01:08:29,760 --> 01:08:32,280 And then I think we're done. 1281 01:09:00,691 --> 01:09:03,920 A rolling belt is basically an embedded, convex polygon. 1282 01:09:06,479 --> 01:09:08,870 And we saw that when we looked at a convex polygon, 1283 01:09:08,870 --> 01:09:13,497 from the perspective of a gluing tree, it was a path. 1284 01:09:13,497 --> 01:09:14,580 In general, I have a tree. 1285 01:09:14,580 --> 01:09:17,859 And I want to define when a path in that tree 1286 01:09:17,859 --> 01:09:20,210 is like a convex polygon. 1287 01:09:20,210 --> 01:09:22,319 And like in the sense that it can roll. 1288 01:09:22,319 --> 01:09:25,582 I could move x continuously and move y corresponding, 1289 01:09:25,582 --> 01:09:27,290 and I'd always have an Alexandrov gluing. 1290 01:09:27,290 --> 01:09:29,710 So it's like one of these infinite families. 1291 01:09:29,710 --> 01:09:34,720 I'd like to detect those things, and we call them rolling belts. 1292 01:09:34,720 --> 01:09:37,689 They're going to be a path in the gluing tree. 1293 01:09:37,689 --> 01:09:40,180 Here are the conditions you need. 1294 01:09:40,180 --> 01:09:52,060 The endpoints are either fold points 1295 01:09:52,060 --> 01:09:54,184 or convex vertices, no reflex. 1296 01:10:01,020 --> 01:10:03,390 In that case, they must be leaves. 1297 01:10:03,390 --> 01:10:12,180 And along that path, you always have less than 1298 01:10:12,180 --> 01:10:19,580 or equal to 180 degrees of material on either side. 1299 01:10:24,860 --> 01:10:26,630 This is pretty intuitive. 1300 01:10:26,630 --> 01:10:28,210 So you have some tree. 1301 01:10:31,652 --> 01:10:33,610 I'll draw a slightly more general picture here. 1302 01:10:42,160 --> 01:10:49,082 And then, I look at some path in that tree, maybe from here 1303 01:10:49,082 --> 01:10:50,380 to here. 1304 01:10:55,632 --> 01:10:57,340 Yeah, this was the way I glued things up. 1305 01:10:57,340 --> 01:11:00,239 Now, imagine that I recut here. 1306 01:11:00,239 --> 01:11:02,280 Ideally, these are supposed to be glued together. 1307 01:11:02,280 --> 01:11:05,150 But what if I separated, I pulled just those parts apart? 1308 01:11:05,150 --> 01:11:07,600 I left these intact, all the sub trees hanging off I 1309 01:11:07,600 --> 01:11:08,810 didn't touch. 1310 01:11:08,810 --> 01:11:10,540 And then I just rolled that thing 1311 01:11:10,540 --> 01:11:11,880 like it was a convex polygon. 1312 01:11:11,880 --> 01:11:14,420 Which means, instead of going here to here, 1313 01:11:14,420 --> 01:11:17,240 I'm going to glue this point to this point. 1314 01:11:17,240 --> 01:11:21,080 I'm going to slide this over a little bit. 1315 01:11:21,080 --> 01:11:22,580 Whereas before, this point was glued 1316 01:11:22,580 --> 01:11:26,790 to itself-- that was the end of the zip-- the new zip point is 1317 01:11:26,790 --> 01:11:31,250 going to be-- I can't tell, everything's moving this way. 1318 01:11:31,250 --> 01:11:34,220 This point is going to move up here. 1319 01:11:34,220 --> 01:11:37,080 And it's going to become the new zip point. 1320 01:11:37,080 --> 01:11:39,390 Everybody here is moving in that direction. 1321 01:11:39,390 --> 01:11:41,460 Everybody here is moving in that direction. 1322 01:11:41,460 --> 01:11:47,080 I just kind of roll that belt along, and then I reglue. 1323 01:11:47,080 --> 01:11:49,950 And as long as it looks like a convex polygon-- meaning, 1324 01:11:49,950 --> 01:11:52,680 as you walk around here, the total amount of material 1325 01:11:52,680 --> 01:11:55,590 getting glued, like, here I have two portions of material-- 1326 01:11:55,590 --> 01:11:59,927 as long as that's, at most, 180 in total, I can do that. 1327 01:11:59,927 --> 01:12:01,760 Because if it's, at most, 180 on both sides, 1328 01:12:01,760 --> 01:12:03,330 it will be, at most, 360 in total. 1329 01:12:05,930 --> 01:12:07,060 So that's it. 1330 01:12:07,060 --> 01:12:09,050 And there's a separate corner condition. 1331 01:12:09,050 --> 01:12:12,707 But all it's saying is that it's, at most, 180 everywhere. 1332 01:12:12,707 --> 01:12:14,790 And then it's really acting like a convex polygon, 1333 01:12:14,790 --> 01:12:19,280 but not in total, just in that little subpath of the tree. 1334 01:12:22,280 --> 01:12:24,060 Turns out, this is the only way to have 1335 01:12:24,060 --> 01:12:26,470 an infinite set of gluings. 1336 01:12:26,470 --> 01:12:30,590 All infinite goings will look like rolling belts. 1337 01:12:30,590 --> 01:12:32,850 Now, there can be more than one rolling belt 1338 01:12:32,850 --> 01:12:35,830 in a single example. 1339 01:12:35,830 --> 01:12:39,011 And this I can even build. 1340 01:12:39,011 --> 01:12:40,080 It's pretty simple. 1341 01:12:40,080 --> 01:12:46,595 I take a rectangle, and I glue it into a cylinder. 1342 01:12:55,630 --> 01:12:57,535 Beautiful, what an amazing cylinder. 1343 01:13:06,487 --> 01:13:08,820 But I'm not going to commit to how the rest of the thing 1344 01:13:08,820 --> 01:13:10,420 is glued. 1345 01:13:10,420 --> 01:13:11,470 There's a cylinder. 1346 01:13:11,470 --> 01:13:12,740 What did I draw? 1347 01:13:12,740 --> 01:13:13,420 The gluing tree. 1348 01:13:13,420 --> 01:13:18,270 So initially, my rectangles out here, imagine. 1349 01:13:18,270 --> 01:13:20,370 And I've glued-- what did I glue, 1350 01:13:20,370 --> 01:13:23,290 the shortage to the shortage? 1351 01:13:23,290 --> 01:13:25,410 So what I end up with, in terms of gluing tree, 1352 01:13:25,410 --> 01:13:27,050 is I have these two edges that are glued to each other. 1353 01:13:27,050 --> 01:13:29,080 And then I have this big thing, which 1354 01:13:29,080 --> 01:13:31,450 I don't know how I want to glue that yet. 1355 01:13:31,450 --> 01:13:32,960 I haven't decided. 1356 01:13:32,960 --> 01:13:35,720 So those loops are supposed to get squashed into a tree. 1357 01:13:35,720 --> 01:13:38,760 And that's this loop and this loop. 1358 01:13:38,760 --> 01:13:43,186 You can almost see this is a weird projection of a cylinder. 1359 01:13:43,186 --> 01:13:44,810 A cylinder goes around on the backside, 1360 01:13:44,810 --> 01:13:46,351 because all the material is out here. 1361 01:13:48,860 --> 01:13:50,990 I'm totally free, what I do with the top here. 1362 01:13:50,990 --> 01:13:52,030 It's a rolling belt. 1363 01:13:52,030 --> 01:13:53,071 Look, I can even role it. 1364 01:13:53,071 --> 01:13:53,580 It's great. 1365 01:13:53,580 --> 01:13:59,890 I can slide it around, slide, slide, slide. 1366 01:13:59,890 --> 01:14:02,640 I can do this forever, because it's cyclic. 1367 01:14:02,640 --> 01:14:06,700 And then separately, I can slide this one however I want. 1368 01:14:06,700 --> 01:14:07,750 It doesn't matter. 1369 01:14:07,750 --> 01:14:11,590 At all times, I'm just gluing 180 to 180. 1370 01:14:11,590 --> 01:14:14,170 And at the ends, I'm getting to just single 180's. 1371 01:14:14,170 --> 01:14:16,356 Those are fold points. 1372 01:14:16,356 --> 01:14:18,230 Well, this one's not technically a fold point 1373 01:14:18,230 --> 01:14:22,660 if I did it right at the vertex, but it acts the same way. 1374 01:14:22,660 --> 01:14:24,320 So the gluing tree is always going 1375 01:14:24,320 --> 01:14:27,982 to look something like this. 1376 01:14:27,982 --> 01:14:29,190 But each of these could roll. 1377 01:14:29,190 --> 01:14:30,340 So it could look like that. 1378 01:14:30,340 --> 01:14:33,290 It could look like it's even. 1379 01:14:33,290 --> 01:14:36,450 You get to slide this around. 1380 01:14:36,450 --> 01:14:40,870 So it's a double continuum, a double rainbow. 1381 01:14:43,870 --> 01:14:46,460 In some cases, like this one, when there are lines, 1382 01:14:46,460 --> 01:14:49,280 you actually get a flat thing, which is kind of boring. 1383 01:14:49,280 --> 01:14:55,550 In all other cases, you will get a convex tetrahedron, non-flat, 1384 01:14:55,550 --> 01:14:57,510 for this one example. 1385 01:14:57,510 --> 01:14:58,640 That's two rolling belts. 1386 01:14:58,640 --> 01:15:00,280 Now notice, to have to rolling belts, 1387 01:15:00,280 --> 01:15:03,040 I basically had to have four fold points. 1388 01:15:03,040 --> 01:15:04,290 Sounds familiar. 1389 01:15:04,290 --> 01:15:08,050 I can only have four fold points. 1390 01:15:08,050 --> 01:15:09,880 So it seems like maybe two rolling 1391 01:15:09,880 --> 01:15:11,830 belts is the most I can have. 1392 01:15:11,830 --> 01:15:15,670 Because each rolling belt-- if you roll a little bit, 1393 01:15:15,670 --> 01:15:17,450 it will have a fold point on either end. 1394 01:15:19,980 --> 01:15:24,220 Two is kind of the max, but only kind of. 1395 01:15:24,220 --> 01:15:25,100 You can do three. 1396 01:15:29,036 --> 01:15:29,790 Let's do three. 1397 01:15:38,500 --> 01:15:40,055 Three rolling belts. 1398 01:15:44,880 --> 01:15:48,570 I'm going to take this example, the blintz space. 1399 01:15:52,100 --> 01:15:54,400 Yeah, let's look at this example for a little bit. 1400 01:15:54,400 --> 01:15:57,650 I hadn't planned this. 1401 01:15:57,650 --> 01:16:01,630 The tree here, is this nice four star, four-armed star. 1402 01:16:01,630 --> 01:16:07,780 And there's kind of a rolling belt from here to here. 1403 01:16:07,780 --> 01:16:10,860 If I ignore the fact that there are these things hanging off, 1404 01:16:10,860 --> 01:16:14,605 then I have, at most, 180 on both sides. 1405 01:16:14,605 --> 01:16:16,960 It acts just like a rolling belt Also, 1406 01:16:16,960 --> 01:16:18,360 there's a rolling belt here. 1407 01:16:18,360 --> 01:16:20,090 They cross each other. 1408 01:16:20,090 --> 01:16:21,820 Crazy. 1409 01:16:21,820 --> 01:16:28,480 But in theory, it's a little tricky. 1410 01:16:28,480 --> 01:16:30,210 They're not independent anymore. 1411 01:16:30,210 --> 01:16:33,480 I can roll one of them however I want. 1412 01:16:33,480 --> 01:16:37,090 But if I roll that one at all, I cannot roll the other one. 1413 01:16:37,090 --> 01:16:39,320 Because as soon as you roll-- let's say 1414 01:16:39,320 --> 01:16:41,100 I roll the horizontal one. 1415 01:16:41,100 --> 01:16:44,060 It'll look like this. 1416 01:16:46,620 --> 01:16:49,880 They'll be if you roll that. 1417 01:16:49,880 --> 01:16:53,690 So these top and bottom guys are no longer touching. 1418 01:16:53,690 --> 01:16:57,402 And if you try to make this path a rolling belt, 1419 01:16:57,402 --> 01:17:00,420 it doesn't look so good. 1420 01:17:00,420 --> 01:17:08,210 Because here, this side, there's more than 180. 1421 01:17:08,210 --> 01:17:12,232 It's going to have a 90 from here and 180 from down there. 1422 01:17:12,232 --> 01:17:13,690 So that's no longer a rolling belt. 1423 01:17:13,690 --> 01:17:15,064 Right now it is, and I could roll 1424 01:17:15,064 --> 01:17:18,040 just the vertical one or the horizontal one but not both. 1425 01:17:20,430 --> 01:17:22,680 But the point here is, you can have rolling belts that 1426 01:17:22,680 --> 01:17:26,670 cross or overlap each other, in general. 1427 01:17:26,670 --> 01:17:35,020 If we do the same thing with a triangle-- in fact, 1428 01:17:35,020 --> 01:17:38,460 I think I'm going to make a tetrahedron-- look at that. 1429 01:17:38,460 --> 01:17:39,089 Amazing. 1430 01:17:39,089 --> 01:17:40,505 Bring those three points together. 1431 01:17:44,320 --> 01:17:47,932 The gluing tree looks like that. 1432 01:17:47,932 --> 01:17:49,390 This is the top of the tetrahedron. 1433 01:17:49,390 --> 01:17:52,030 These are the other three vertices of the tetrahedron. 1434 01:17:52,030 --> 01:17:53,571 It's a spanning tree of the vertices. 1435 01:17:56,450 --> 01:17:58,790 I claim this is a rolling belt. 1436 01:17:58,790 --> 01:18:01,930 And therefore, so is this and so is this. 1437 01:18:01,930 --> 01:18:04,610 So there are three of them. 1438 01:18:04,610 --> 01:18:07,200 Because at this point, well, that was like a fold point. 1439 01:18:07,200 --> 01:18:09,220 There's only 180 degrees there. 1440 01:18:09,220 --> 01:18:13,910 As I walk around, here I have two 60s going together. 1441 01:18:13,910 --> 01:18:16,620 That's less than 180. 1442 01:18:16,620 --> 01:18:18,670 And on the other side, I just have 160. 1443 01:18:18,670 --> 01:18:21,560 So it's definitely less than 180 on both sides, 1444 01:18:21,560 --> 01:18:22,910 all the way along this curve. 1445 01:18:22,910 --> 01:18:24,430 And by symmetry, along all three. 1446 01:18:24,430 --> 01:18:26,390 So I can kind of get three rolling belts. 1447 01:18:26,390 --> 01:18:29,200 They're not independent, I don't think. 1448 01:18:29,200 --> 01:18:34,220 If I roll one of them, it looks like actually maybe I 1449 01:18:34,220 --> 01:18:36,960 can keep rolling the others. 1450 01:18:36,960 --> 01:18:39,420 But this is the only way you can get three rolling belts. 1451 01:18:39,420 --> 01:18:42,685 It turns out, four rolling belts are impossible. 1452 01:18:50,470 --> 01:18:53,410 This is actually something we proved in this class. 1453 01:18:53,410 --> 01:18:56,880 We've proved it six years ago. 1454 01:18:56,880 --> 01:18:58,580 So it's probably even in the textbook. 1455 01:18:58,580 --> 01:19:00,215 I don't remember, very simple proof. 1456 01:19:05,080 --> 01:19:08,270 If you have four rolling belts, even if they overlap, 1457 01:19:08,270 --> 01:19:14,015 you have to have a lot of fold points, at least four of them. 1458 01:19:14,015 --> 01:19:16,390 There has to be at least one fold point per rolling belt, 1459 01:19:16,390 --> 01:19:17,764 because they have different ends. 1460 01:19:17,764 --> 01:19:19,740 At least one end is different. 1461 01:19:19,740 --> 01:19:23,006 Here, we had three fold points and three belts. 1462 01:19:23,006 --> 01:19:26,890 If we have four fold points, at least four belts. 1463 01:19:26,890 --> 01:19:30,190 If you have four rolling belts, at least four fold points. 1464 01:19:30,190 --> 01:19:31,780 Get the right direction. 1465 01:19:31,780 --> 01:19:33,480 We know there's only four fold points. 1466 01:19:33,480 --> 01:19:35,409 So it's actually exactly four fold points. 1467 01:19:35,409 --> 01:19:37,700 But as you were saying, when you have four fold points, 1468 01:19:37,700 --> 01:19:39,616 there's really no more curvature to go around. 1469 01:19:41,986 --> 01:19:43,110 In fact, this can't happen. 1470 01:19:43,110 --> 01:19:45,620 Because your four fold points-- all the curvature 1471 01:19:45,620 --> 01:19:47,440 is at those four leaves. 1472 01:19:47,440 --> 01:19:51,130 Every other vertex must be perfectly balanced, has to have 1473 01:19:51,130 --> 01:19:51,740 0 curvature. 1474 01:19:56,690 --> 01:19:58,606 And then things break. 1475 01:19:58,606 --> 01:20:00,105 It's not a very convincing argument. 1476 01:20:07,190 --> 01:20:08,460 You imagine these fold points. 1477 01:20:08,460 --> 01:20:15,586 They're somewhere in your gluing tree. 1478 01:20:15,586 --> 01:20:17,890 Maybe they're here. 1479 01:20:17,890 --> 01:20:22,330 In order to fit four rolling belts, there's got to be, 1480 01:20:22,330 --> 01:20:26,990 on average, two rolling belts coming out of every vertex. 1481 01:20:26,990 --> 01:20:30,000 And where they diverge, it's a problem. 1482 01:20:30,000 --> 01:20:32,749 Because there has to be basically 0 degrees of material 1483 01:20:32,749 --> 01:20:35,040 out here for them to roll that way and to role that way 1484 01:20:35,040 --> 01:20:36,760 and have 0 curvature. 1485 01:20:36,760 --> 01:20:38,230 So it fails. 1486 01:20:41,630 --> 01:20:43,130 One rolling belt, two rolling belts, 1487 01:20:43,130 --> 01:20:45,320 three rolling belts, no more. 1488 01:20:45,320 --> 01:20:47,200 So it's not that complicated, in terms 1489 01:20:47,200 --> 01:20:48,660 of the infinite structure. 1490 01:20:48,660 --> 01:20:51,530 What's really interesting is all the very combinatorially 1491 01:20:51,530 --> 01:20:52,459 different trees. 1492 01:20:52,459 --> 01:20:54,000 When I roll a belt, not much changes. 1493 01:20:54,000 --> 01:20:56,180 It's just changing a few of the lengths. 1494 01:20:56,180 --> 01:21:00,180 Next class, we're going to look at how the trees themselves 1495 01:21:00,180 --> 01:21:03,250 can actually change combinatorially and get bounds 1496 01:21:03,250 --> 01:21:04,980 on how many there or how to compute them. 1497 01:21:04,980 --> 01:21:07,840 There's good algorithms for it, all that stuff. 1498 01:21:07,840 --> 01:21:09,640 Still some open problems too. 1499 01:21:09,640 --> 01:21:12,774 That'll be next class, which is on Monday. 1500 01:21:12,774 --> 01:21:13,690 No class on Wednesday. 1501 01:21:16,240 --> 01:21:17,930 That's it.