1 00:00:00,000 --> 00:00:04,320 2 00:00:04,320 --> 00:00:05,970 PROFESSOR: All right, welcome. 3 00:00:05,970 --> 00:00:10,630 We have some fun origami topics today, mostly 4 00:00:10,630 --> 00:00:12,715 related to a topic called pleat folding. 5 00:00:12,715 --> 00:00:22,330 6 00:00:22,330 --> 00:00:25,249 General idea of pleat folding is to fold 7 00:00:25,249 --> 00:00:27,290 alternating mountains and valleys back and forth. 8 00:00:27,290 --> 00:00:29,830 9 00:00:29,830 --> 00:00:34,260 And you can do a lot of cool things with pleat folding, 10 00:00:34,260 --> 00:00:36,220 and that's what I want to talk about today. 11 00:00:36,220 --> 00:00:40,130 In particular, this model is usually 12 00:00:40,130 --> 00:00:43,160 called the hyperbolic paraboloid. 13 00:00:43,160 --> 00:00:44,650 It's pretty simple. 14 00:00:44,650 --> 00:00:46,180 You start with a square paper. 15 00:00:46,180 --> 00:00:48,160 You fold this crease pattern, which 16 00:00:48,160 --> 00:00:50,360 is concentric squares alternating mountain 17 00:00:50,360 --> 00:00:52,580 and valley, and you fold the diagonals, 18 00:00:52,580 --> 00:00:54,100 alternating mountain and valley. 19 00:00:54,100 --> 00:00:55,475 You crush it all together, you'll 20 00:00:55,475 --> 00:00:56,880 get this sort of x-shape. 21 00:00:56,880 --> 00:00:59,460 And you sort of let go, give it a twist, 22 00:00:59,460 --> 00:01:06,260 and it pops into this saddle form, which 23 00:01:06,260 --> 00:01:09,745 looks a lot like a hyperbolic paraboloid, which 24 00:01:09,745 --> 00:01:12,900 is one of the standard saddle surfaces. 25 00:01:12,900 --> 00:01:15,860 It's approximating a hyperbolic paraboloid, we think, 26 00:01:15,860 --> 00:01:20,262 or we thought, and that's why it's called that. 27 00:01:20,262 --> 00:01:21,720 So you should all try this at home. 28 00:01:21,720 --> 00:01:22,511 It's a great model. 29 00:01:22,511 --> 00:01:23,222 It's very cool. 30 00:01:23,222 --> 00:01:24,680 It's an example of something I like 31 00:01:24,680 --> 00:01:27,890 to call self-folding origami because the paper basically 32 00:01:27,890 --> 00:01:28,670 folds itself. 33 00:01:28,670 --> 00:01:32,230 You put in a very simple crease pattern, concentric squares. 34 00:01:32,230 --> 00:01:33,780 What could be simpler than that? 35 00:01:33,780 --> 00:01:38,130 And yet you get this really cool 3D form automatically. 36 00:01:38,130 --> 00:01:44,070 Physics, in some sense, is finding this form for us. 37 00:01:44,070 --> 00:01:46,480 You can take this pleating idea and apply it 38 00:01:46,480 --> 00:01:49,980 to many different crease patterns. 39 00:01:49,980 --> 00:01:52,800 Another fun one if you have a compass lying around, 40 00:01:52,800 --> 00:01:56,000 to score circles is you just crease concentric circles, 41 00:01:56,000 --> 00:01:57,627 alternating mountain and valley. 42 00:01:57,627 --> 00:01:59,210 In this case, you also need to cut out 43 00:01:59,210 --> 00:02:01,550 a circular hole in the center. 44 00:02:01,550 --> 00:02:06,170 Then you get a different saddle form, 45 00:02:06,170 --> 00:02:10,090 which we don't know exactly what it is. 46 00:02:10,090 --> 00:02:15,730 Let's see, I have some various fun things to talk about here. 47 00:02:15,730 --> 00:02:20,790 So what's going on with paper-- if I take a piece of paper, 48 00:02:20,790 --> 00:02:24,260 paper is an elastic material. 49 00:02:24,260 --> 00:02:26,660 It remembers that it was made flat. 50 00:02:26,660 --> 00:02:28,860 It likes to be flat. 51 00:02:28,860 --> 00:02:31,070 If I curl a paper a little bit, for example, 52 00:02:31,070 --> 00:02:32,890 it flattens back out. 53 00:02:32,890 --> 00:02:35,960 That's elastic memory. 54 00:02:35,960 --> 00:02:39,540 If however, I crease a piece of paper, 55 00:02:39,540 --> 00:02:42,260 then that's called a plastic deformation 56 00:02:42,260 --> 00:02:45,150 beyond the yield point of the material. 57 00:02:45,150 --> 00:02:48,189 This works in sheet metal also, lots of materials. 58 00:02:48,189 --> 00:02:50,230 I've effectively changed the memory of the paper. 59 00:02:50,230 --> 00:02:51,640 It now wants to stay bent. 60 00:02:51,640 --> 00:02:55,620 If I try to unfold it, it goes back to some angle. 61 00:02:55,620 --> 00:02:57,430 Depending on how hard I crease it, 62 00:02:57,430 --> 00:03:01,520 it will go to a sharper angle. 63 00:03:01,520 --> 00:03:03,420 So that's basically what's going on. 64 00:03:03,420 --> 00:03:06,410 In these surfaces, where we crease the paper, 65 00:03:06,410 --> 00:03:08,060 it wants to stay bent. 66 00:03:08,060 --> 00:03:10,450 Where we don't crease the paper, it wants to stay flat. 67 00:03:10,450 --> 00:03:12,830 It can't do all of those things, but physics 68 00:03:12,830 --> 00:03:17,190 finds an equilibrium among all those forces. 69 00:03:17,190 --> 00:03:20,300 So we simulated that some years ago. 70 00:03:20,300 --> 00:03:23,850 This is with architecture undergrad Jenna Fizel 71 00:03:23,850 --> 00:03:27,200 and Professor John Ochsendorf, architecture. 72 00:03:27,200 --> 00:03:30,040 So on the right of each of these examples, 73 00:03:30,040 --> 00:03:33,770 we have photographs of real models, pleated foldings, 74 00:03:33,770 --> 00:03:37,090 a hyperbolic paraboloid, squares, hexagon, 75 00:03:37,090 --> 00:03:39,170 octagon, just not so pretty. 76 00:03:39,170 --> 00:03:44,120 But we re-created that physical model with a virtual model 77 00:03:44,120 --> 00:03:46,750 just using some spring approximation 78 00:03:46,750 --> 00:03:48,130 to the forces I described. 79 00:03:48,130 --> 00:03:50,380 And here's an approximation to a circle, where we just 80 00:03:50,380 --> 00:03:52,500 took a really big regular n-gon. 81 00:03:52,500 --> 00:03:55,890 This is real circles and the simulation. 82 00:03:55,890 --> 00:04:00,020 So this confirms that what I said is actually true. 83 00:04:00,020 --> 00:04:02,080 Those are the only forces you need to model, 84 00:04:02,080 --> 00:04:04,990 and you get an approximation of what 85 00:04:04,990 --> 00:04:06,720 really happens in real life. 86 00:04:06,720 --> 00:04:08,740 So instead of folding real paper in this way, 87 00:04:08,740 --> 00:04:09,660 you could simulate it. 88 00:04:09,660 --> 00:04:12,620 89 00:04:12,620 --> 00:04:14,180 Cool. 90 00:04:14,180 --> 00:04:19,899 Here is that simulator in action with pleated hexagons, 91 00:04:19,899 --> 00:04:21,470 just to show you what it looks like. 92 00:04:21,470 --> 00:04:25,960 So the creases are trying to become more bent, 93 00:04:25,960 --> 00:04:27,960 at this point have reached equilibrium, 94 00:04:27,960 --> 00:04:29,350 and you get your 3D form. 95 00:04:29,350 --> 00:04:32,070 Once you have that 3D form, so you 96 00:04:32,070 --> 00:04:34,340 have a virtual model of a physical piece of paper, 97 00:04:34,340 --> 00:04:36,890 the natural thing to do is build a physical model 98 00:04:36,890 --> 00:04:40,070 of the virtual model of the physical piece of paper. 99 00:04:40,070 --> 00:04:42,290 And you've seen this on the mailing list. 100 00:04:42,290 --> 00:04:45,420 This is what we're calling origami skeletons. 101 00:04:45,420 --> 00:04:49,630 Here the vertices, which you can see bigger here, 102 00:04:49,630 --> 00:04:54,190 are 3D printed plastic spheres, and there's aluminum rods. 103 00:04:54,190 --> 00:04:56,780 The spheres have holes at just the right angles 104 00:04:56,780 --> 00:05:00,570 to make exactly the 3D form that was made by that simulator. 105 00:05:00,570 --> 00:05:04,980 So this is something you could really only build 106 00:05:04,980 --> 00:05:08,410 if you had a virtual model of that thing. 107 00:05:08,410 --> 00:05:11,382 So this is a fun example of taking mathematics 108 00:05:11,382 --> 00:05:13,340 and our sort of the computational understanding 109 00:05:13,340 --> 00:05:14,840 of how paper folds and turning it 110 00:05:14,840 --> 00:05:21,980 into sculpture that requires that mathematical basis. 111 00:05:21,980 --> 00:05:25,430 On the topic of sculpture, at the very beginning-- 112 00:05:25,430 --> 00:05:30,250 so this is early on in my PhD, with my dad and my PhD advisor 113 00:05:30,250 --> 00:05:36,120 Anna Lubiw, same authors as like the folding problem, 114 00:05:36,120 --> 00:05:39,570 one of our early explorations on the mathematical sculpture side 115 00:05:39,570 --> 00:05:41,510 was to take hyperbolic paraboloids 116 00:05:41,510 --> 00:05:43,650 and take a lot of them and join them together 117 00:05:43,650 --> 00:05:45,870 to make polyhedral surfaces. 118 00:05:45,870 --> 00:05:47,520 These are what we call hyperhedra 119 00:05:47,520 --> 00:05:50,290 because hyperbolic paraboloids are also called hypars, 120 00:05:50,290 --> 00:05:54,110 I think, originally by the architect community. 121 00:05:54,110 --> 00:05:56,150 So these are algorithmically-generated 122 00:05:56,150 --> 00:05:56,890 sculpture. 123 00:05:56,890 --> 00:06:00,760 The input to the algorithm is a polyhedron, like the cube, 124 00:06:00,760 --> 00:06:04,410 and the output is a way to join hypars together 125 00:06:04,410 --> 00:06:06,050 to represent that cube. 126 00:06:06,050 --> 00:06:07,660 And the algorithm is very simple. 127 00:06:07,660 --> 00:06:11,300 For each face of the polyhedron-- so here it 128 00:06:11,300 --> 00:06:15,220 has four sides, you take four hyperbolic paraboloids 129 00:06:15,220 --> 00:06:19,395 and join them together in a cycle just sharing one edge. 130 00:06:19,395 --> 00:06:22,160 131 00:06:22,160 --> 00:06:24,380 So you do that for each of the six faces, so in all 132 00:06:24,380 --> 00:06:26,840 you have 24 hyperbolic paraboloids. 133 00:06:26,840 --> 00:06:28,590 Then to join two faces together, you 134 00:06:28,590 --> 00:06:31,660 join them along a pair of edges like this. 135 00:06:31,660 --> 00:06:36,040 And when you do that, you get an enclosure. 136 00:06:36,040 --> 00:06:37,380 It's a closed solid. 137 00:06:37,380 --> 00:06:38,880 And you can do that for every-- here 138 00:06:38,880 --> 00:06:41,670 we're doing it for all the Platonic solids. 139 00:06:41,670 --> 00:06:43,890 You can do it with any polyhedron in theory. 140 00:06:43,890 --> 00:06:47,176 So it's like an infinite family of sculptures here, 141 00:06:47,176 --> 00:06:48,120 which is kind of fun. 142 00:06:48,120 --> 00:06:51,690 143 00:06:51,690 --> 00:06:55,310 Here is a simulation of that cube just for fun. 144 00:06:55,310 --> 00:06:56,370 That works, too. 145 00:06:56,370 --> 00:07:00,820 146 00:07:00,820 --> 00:07:02,790 And back to the curve creases. 147 00:07:02,790 --> 00:07:05,660 These are some examples I showed way back in lecture 1. 148 00:07:05,660 --> 00:07:08,380 These are sculptures in the permanent collection at MOMA. 149 00:07:08,380 --> 00:07:11,510 And the idea here is instead of taking 150 00:07:11,510 --> 00:07:15,600 just one concentric circle which goes around 360 degrees, 151 00:07:15,600 --> 00:07:19,500 we take a circular ramp which goes around twice, 152 00:07:19,500 --> 00:07:20,500 and then join the ends. 153 00:07:20,500 --> 00:07:23,050 So we have 720 degrees of material 154 00:07:23,050 --> 00:07:25,890 there, which you might think of as negative curvature. 155 00:07:25,890 --> 00:07:28,069 But it's a little weird because there's 156 00:07:28,069 --> 00:07:29,360 the hole cut out in the center. 157 00:07:29,360 --> 00:07:31,420 So it's a little hard to measure curvature, 158 00:07:31,420 --> 00:07:34,470 but you can actually define it. 159 00:07:34,470 --> 00:07:37,310 And these are three different foldings 160 00:07:37,310 --> 00:07:39,790 with the same idea, slightly different parameters 161 00:07:39,790 --> 00:07:45,070 in how big those ramps are, and different numbers of creases. 162 00:07:45,070 --> 00:07:49,800 And you get very different equilibrium forms. 163 00:07:49,800 --> 00:07:52,520 Again, this all sort of self-folding paper 164 00:07:52,520 --> 00:07:57,680 wants to live in these three configurations. 165 00:07:57,680 --> 00:07:59,890 Here's some that you may not have seen. 166 00:07:59,890 --> 00:08:01,400 They're on the web. 167 00:08:01,400 --> 00:08:05,720 But these are taking regular 360-degree circles 168 00:08:05,720 --> 00:08:08,100 but taking two or three or four of them 169 00:08:08,100 --> 00:08:11,680 and joining them at a couple of key points, 170 00:08:11,680 --> 00:08:13,180 and the rest is self-folding. 171 00:08:13,180 --> 00:08:20,070 So the big-- I mean, the sort of powerful scientific engineering 172 00:08:20,070 --> 00:08:23,230 idea here is that you could deploy complicated 173 00:08:23,230 --> 00:08:25,060 3D structures just by manufacturing 174 00:08:25,060 --> 00:08:27,790 very simple flat structures, maybe 175 00:08:27,790 --> 00:08:31,550 joining a few points together, and then just say go. 176 00:08:31,550 --> 00:08:33,500 If you can manufacture these things 177 00:08:33,500 --> 00:08:35,850 so that every crease locally wants to bend, 178 00:08:35,850 --> 00:08:38,320 then you'll get these 3D forms automatically. 179 00:08:38,320 --> 00:08:41,289 This is especially powerful at the nano scale, where 180 00:08:41,289 --> 00:08:44,300 you can't have your fingers moving around and pressing 181 00:08:44,300 --> 00:08:44,800 things. 182 00:08:44,800 --> 00:08:46,780 But you can probably use materials 183 00:08:46,780 --> 00:08:50,070 that, say, when heated or you add some chemical, 184 00:08:50,070 --> 00:08:51,510 cause everything to fold. 185 00:08:51,510 --> 00:08:54,430 It's very easy for us from all the chip fabrication 186 00:08:54,430 --> 00:09:00,460 we do to manufacture flat crease patterns, 187 00:09:00,460 --> 00:09:04,250 and that will let us manufacture 3D things at the nano scale. 188 00:09:04,250 --> 00:09:07,110 You could also imagine it a much larger scale like a space 189 00:09:07,110 --> 00:09:09,600 station-- like a space station that looks like that. 190 00:09:09,600 --> 00:09:14,060 That would be pretty cool-- and something 191 00:09:14,060 --> 00:09:16,110 where you don't want to have to physically 192 00:09:16,110 --> 00:09:17,450 fold everything by hand. 193 00:09:17,450 --> 00:09:19,450 But if it could be done automatically, 194 00:09:19,450 --> 00:09:20,490 life would be good. 195 00:09:20,490 --> 00:09:21,929 Now, we don't have any algorithms 196 00:09:21,929 --> 00:09:23,470 for the reverse engineering problem-- 197 00:09:23,470 --> 00:09:25,760 If I give you a 3D curved surface like this, 198 00:09:25,760 --> 00:09:29,460 find the crease pattern and the joins that make it happen. 199 00:09:29,460 --> 00:09:30,570 But that's the goal. 200 00:09:30,570 --> 00:09:33,320 And towards that goal, we make sculpture 201 00:09:33,320 --> 00:09:37,251 to explore the space of what you can make. 202 00:09:37,251 --> 00:09:37,750 All right. 203 00:09:37,750 --> 00:09:44,530 I think I have one more sculptural example here, 204 00:09:44,530 --> 00:09:50,240 which is combining these curve creases with glassblowing. 205 00:09:50,240 --> 00:09:52,120 And to make glassblowing more tactical, 206 00:09:52,120 --> 00:09:56,802 Marty here, our cameraman, is blowing glass blindfold. 207 00:09:56,802 --> 00:09:57,760 Don't try this at home. 208 00:09:57,760 --> 00:10:03,990 209 00:10:03,990 --> 00:10:06,180 So paper folding is a very tactile experience. 210 00:10:06,180 --> 00:10:08,680 To make glassblowing more about touching the material, which 211 00:10:08,680 --> 00:10:11,150 you're not usually supposed to do because it's over 1,000 212 00:10:11,150 --> 00:10:14,760 degrees Fahrenheit-- blindfolds. 213 00:10:14,760 --> 00:10:17,360 214 00:10:17,360 --> 00:10:19,180 AUDIENCE: 1,000 degrees Centigrade. 215 00:10:19,180 --> 00:10:21,010 PROFESSOR: 1,000 degrees centigrade. 216 00:10:21,010 --> 00:10:23,020 Wow. 217 00:10:23,020 --> 00:10:24,645 The temperature of an erupting volcano. 218 00:10:24,645 --> 00:10:27,978 [MUSIC PLAYING] 219 00:10:27,978 --> 00:10:35,460 220 00:10:35,460 --> 00:10:41,816 This is in the glassblowing studio in 4.003 near here. 221 00:10:41,816 --> 00:10:43,190 He's made a whole bunch of those. 222 00:10:43,190 --> 00:10:46,210 And here's what it looks like to fold from scratch, so to speak, 223 00:10:46,210 --> 00:10:47,900 a concentric circle model. 224 00:10:47,900 --> 00:10:49,740 Of course, it's accelerated in movie time. 225 00:10:49,740 --> 00:10:51,600 It only takes 10 seconds. 226 00:10:51,600 --> 00:11:00,320 In reality, it takes 10 minutes after pre-scoring, maybe more. 227 00:11:00,320 --> 00:11:02,420 And now we get some ship-in-the-bottle action. 228 00:11:02,420 --> 00:11:09,240 229 00:11:09,240 --> 00:11:11,704 And this is a lot of fun for us because not only 230 00:11:11,704 --> 00:11:13,370 do you have the self-folding constraint, 231 00:11:13,370 --> 00:11:16,495 but you have this enclosure constraint. 232 00:11:16,495 --> 00:11:18,110 These forms would not look as exciting 233 00:11:18,110 --> 00:11:19,526 if they could sprawl out, and they 234 00:11:19,526 --> 00:11:23,880 didn't have any constraints to live inside these bubbles. 235 00:11:23,880 --> 00:11:26,270 So you get yet another collection 236 00:11:26,270 --> 00:11:31,460 of forms from that glass. 237 00:11:31,460 --> 00:11:32,134 All right. 238 00:11:32,134 --> 00:11:34,300 I think that's the end of our little sculpture tour. 239 00:11:34,300 --> 00:11:37,866 We'll come back to sculpture at the end of this lecture. 240 00:11:37,866 --> 00:11:39,740 But I want to talk more about-- oh, question. 241 00:11:39,740 --> 00:11:41,781 AUDIENCE: What was the idea behind the blindfold? 242 00:11:41,781 --> 00:11:44,380 PROFESSOR: What was the idea behind the blindfold? 243 00:11:44,380 --> 00:11:47,300 So paper folding is all about touching material. 244 00:11:47,300 --> 00:11:49,070 Glassblowing is usually very visual. 245 00:11:49,070 --> 00:11:51,400 It's about you look at the material, 246 00:11:51,400 --> 00:11:52,970 and you don't usually touch it. 247 00:11:52,970 --> 00:11:57,080 So we wanted to unify the two in order to put them together. 248 00:11:57,080 --> 00:11:59,430 Plus it was just a crazy idea. 249 00:11:59,430 --> 00:12:01,780 I think what happened is I was in my office. 250 00:12:01,780 --> 00:12:02,620 My dad calls me up. 251 00:12:02,620 --> 00:12:03,411 He's blowing glass. 252 00:12:03,411 --> 00:12:04,890 He's like, I got this great idea. 253 00:12:04,890 --> 00:12:06,260 Come over with a camera. 254 00:12:06,260 --> 00:12:09,260 So in that video, I was the cameraman. 255 00:12:09,260 --> 00:12:11,904 And I was like, all right, you want 256 00:12:11,904 --> 00:12:13,195 to burn yourself blowing glass. 257 00:12:13,195 --> 00:12:14,528 He didn't actually burn himself. 258 00:12:14,528 --> 00:12:15,480 Usually, he does. 259 00:12:15,480 --> 00:12:16,938 But blindfold, he was more careful. 260 00:12:16,938 --> 00:12:20,305 261 00:12:20,305 --> 00:12:22,760 Yeah, blindfold glassblowing, it's pretty crazy. 262 00:12:22,760 --> 00:12:24,960 That was his first try ever blindfold 263 00:12:24,960 --> 00:12:29,300 glassblowing in that video. 264 00:12:29,300 --> 00:12:29,800 All right. 265 00:12:29,800 --> 00:12:31,800 So this hyperbolic paraboloid, it's 266 00:12:31,800 --> 00:12:32,982 been around for a long time. 267 00:12:32,982 --> 00:12:34,190 I didn't mention the history. 268 00:12:34,190 --> 00:12:36,850 It goes back to the Bauhaus in the late '20s. 269 00:12:36,850 --> 00:12:40,110 Albers, who I'm sure many of you know of, 270 00:12:40,110 --> 00:12:43,780 taught a class about design. 271 00:12:43,780 --> 00:12:46,630 And he liked using paper as a material that 272 00:12:46,630 --> 00:12:49,955 would force you to focus-- not worry about material 273 00:12:49,955 --> 00:12:53,500 in the sort of architectural scale and what would stand up-- 274 00:12:53,500 --> 00:12:55,260 and just think about design. 275 00:12:55,260 --> 00:13:00,000 And paper folding was really tactile and good for that. 276 00:13:00,000 --> 00:13:01,880 And I'm not sure exactly whether it was him 277 00:13:01,880 --> 00:13:05,930 or a student of his, it's somebody in that period, 1927, 278 00:13:05,930 --> 00:13:09,810 '28, came up with this model and the circular one. 279 00:13:09,810 --> 00:13:13,005 And then it's been taught many times since then. 280 00:13:13,005 --> 00:13:19,310 Then it really hit it big in the origami community in the 1980s 281 00:13:19,310 --> 00:13:23,760 by [INAUDIBLE], and since then everybody's been folding it. 282 00:13:23,760 --> 00:13:24,330 Question? 283 00:13:24,330 --> 00:13:28,654 AUDIENCE: Is it not rigid, but paper [INAUDIBLE]? 284 00:13:28,654 --> 00:13:29,820 PROFESSOR: Ah, you made one. 285 00:13:29,820 --> 00:13:31,260 Can I show it? 286 00:13:31,260 --> 00:13:34,570 287 00:13:34,570 --> 00:13:35,480 Thanks, [INAUDIBLE]. 288 00:13:35,480 --> 00:13:40,850 Simple little example, but here is concentric squares, 289 00:13:40,850 --> 00:13:43,490 and you crease it down. 290 00:13:43,490 --> 00:13:47,760 Normally you get this kind of X. You let go, 291 00:13:47,760 --> 00:13:49,360 and it pops into a little saddle. 292 00:13:49,360 --> 00:13:52,300 So this is a sort of low-resolution one. 293 00:13:52,300 --> 00:13:54,510 If you spend twice as much time, you 294 00:13:54,510 --> 00:13:57,190 can double the resolution and so on. 295 00:13:57,190 --> 00:13:58,860 Your question, is it rigid? 296 00:13:58,860 --> 00:13:59,730 Probably not rigid. 297 00:13:59,730 --> 00:14:02,310 There's like this degree of freedom. 298 00:14:02,310 --> 00:14:04,331 AUDIENCE: Rigid in the sense of that 299 00:14:04,331 --> 00:14:06,894 between creases [INAUDIBLE]. 300 00:14:06,894 --> 00:14:07,560 PROFESSOR: Yeah. 301 00:14:07,560 --> 00:14:10,830 What's happening in between the creases? 302 00:14:10,830 --> 00:14:11,580 AUDIENCE: Exactly. 303 00:14:11,580 --> 00:14:13,913 PROFESSOR: That is exactly the topic of today's lecture. 304 00:14:13,913 --> 00:14:16,840 In fact, we have a paper called "How Does Paper Fold Between 305 00:14:16,840 --> 00:14:18,790 Creases" to address exactly this question. 306 00:14:18,790 --> 00:14:19,682 I'm going to hang onto it, if you 307 00:14:19,682 --> 00:14:21,910 don't mind because it'll be useful to point at. 308 00:14:21,910 --> 00:14:24,780 309 00:14:24,780 --> 00:14:28,110 In fact, it is completely impossible 310 00:14:28,110 --> 00:14:31,412 to fold that crease pattern into this shape. 311 00:14:31,412 --> 00:14:34,540 And so your idea that there's something weird going on 312 00:14:34,540 --> 00:14:36,980 is an idea-- we've known for a long time 313 00:14:36,980 --> 00:14:40,030 that these faces could not stay planar. 314 00:14:40,030 --> 00:14:44,170 I mean, at least visually it's hard to see unless you stare 315 00:14:44,170 --> 00:14:45,680 at it with all the right angles. 316 00:14:45,680 --> 00:14:48,670 But the faces look like they twist. 317 00:14:48,670 --> 00:14:49,390 Now, that's OK. 318 00:14:49,390 --> 00:14:53,770 Paper can do all sorts of curving stuff without creasing. 319 00:14:53,770 --> 00:14:58,540 I mean, this is sort of like a twist, no creases involved. 320 00:14:58,540 --> 00:15:02,520 So we thought this was possible, but in fact, it's not. 321 00:15:02,520 --> 00:15:04,780 So this is the big surprise. 322 00:15:04,780 --> 00:15:08,460 It's something we discovered just last year, 323 00:15:08,460 --> 00:15:10,620 and I'm going to prove that to you today. 324 00:15:10,620 --> 00:15:13,860 So the theorem is, if I have this concentric square crease 325 00:15:13,860 --> 00:15:16,370 pattern, even ignoring the mountains and valleys, 326 00:15:16,370 --> 00:15:19,370 it is impossible to fold that crease pattern 327 00:15:19,370 --> 00:15:21,430 into anything that is not flat. 328 00:15:21,430 --> 00:15:23,180 So you can, of course, not fold it at all, 329 00:15:23,180 --> 00:15:24,680 then none of the creases get folded. 330 00:15:24,680 --> 00:15:27,890 You can collapse it all the way down. 331 00:15:27,890 --> 00:15:29,610 That probably isn't even allowed. 332 00:15:29,610 --> 00:15:31,030 But never mind. 333 00:15:31,030 --> 00:15:33,490 But what we really want is a 3D form 334 00:15:33,490 --> 00:15:35,840 where every crease is bent by a non-zero angle 335 00:15:35,840 --> 00:15:38,500 and also not by 180 degrees. 336 00:15:38,500 --> 00:15:40,810 So we'll call that a proper folding, something 337 00:15:40,810 --> 00:15:44,854 where every crease is strictly between 0 and 180, 338 00:15:44,854 --> 00:15:46,520 which is what we want in these 3D forms. 339 00:15:46,520 --> 00:15:48,620 And the theorem is, that is impossible 340 00:15:48,620 --> 00:15:51,560 for the hyperbolic paraboloid. 341 00:15:51,560 --> 00:15:52,422 There is none. 342 00:15:52,422 --> 00:15:57,250 343 00:15:57,250 --> 00:16:00,060 So that's weird because we fold them all the time. 344 00:16:00,060 --> 00:16:02,425 We've been folding them for like 11 years, 345 00:16:02,425 --> 00:16:07,210 and other people have been folding them for 80 years. 346 00:16:07,210 --> 00:16:10,940 What's happening with the real piece of paper? 347 00:16:10,940 --> 00:16:13,310 Well, one possible answer is that there's more creases 348 00:16:13,310 --> 00:16:15,330 that you don't see in this model. 349 00:16:15,330 --> 00:16:17,410 And if you add more creases, it is 350 00:16:17,410 --> 00:16:19,590 possible to fold something that looks 351 00:16:19,590 --> 00:16:22,090 like a hyperbolic paraboloid. 352 00:16:22,090 --> 00:16:24,960 So here we have the regular crease pattern in black, 353 00:16:24,960 --> 00:16:27,500 and then I've added some purple diagonals. 354 00:16:27,500 --> 00:16:29,770 Wherever we had a black trapezoid, 355 00:16:29,770 --> 00:16:32,910 I've added one purple diagonal to triangulate 356 00:16:32,910 --> 00:16:34,000 the crease pattern. 357 00:16:34,000 --> 00:16:36,200 And here I've chosen what seems to be an especially 358 00:16:36,200 --> 00:16:38,700 good triangulation where I zigzag 359 00:16:38,700 --> 00:16:44,240 back and forth within one quarter. 360 00:16:44,240 --> 00:16:49,600 And then also from around a ring, I zigzag back and forth. 361 00:16:49,600 --> 00:16:52,370 So that triangulation folds into this. 362 00:16:52,370 --> 00:16:54,030 That's another theorem. 363 00:16:54,030 --> 00:16:57,350 This is construction on a computer, obviously, where 364 00:16:57,350 --> 00:17:03,130 we have 16 rings, and the central crease here 365 00:17:03,130 --> 00:17:06,980 is folded by an angle of 30 degrees. 366 00:17:06,980 --> 00:17:08,839 That's the theta. 367 00:17:08,839 --> 00:17:12,880 Notice I also had to remove part of a diagonal. 368 00:17:12,880 --> 00:17:15,619 That's also necessary. 369 00:17:15,619 --> 00:17:17,170 In the center, you can't crease both 370 00:17:17,170 --> 00:17:22,490 of those, the folds in an X, by a non-zero amount. 371 00:17:22,490 --> 00:17:24,490 Those are all things we're going to prove today. 372 00:17:24,490 --> 00:17:26,871 But before we prove the negative things, 373 00:17:26,871 --> 00:17:28,329 I want to prove the positive thing, 374 00:17:28,329 --> 00:17:30,920 that this thing can actually be built. 375 00:17:30,920 --> 00:17:33,320 That may seem obvious because here it is. 376 00:17:33,320 --> 00:17:33,940 I built one. 377 00:17:33,940 --> 00:17:37,280 But because there's all these arguments of, well, here it 378 00:17:37,280 --> 00:17:41,010 is, I built one, we've got to be especially careful about, 379 00:17:41,010 --> 00:17:43,790 does this thing really truly exist? 380 00:17:43,790 --> 00:17:46,220 So let me tell you how it's constructed 381 00:17:46,220 --> 00:17:49,624 and how we can actually prove not only can we build it 382 00:17:49,624 --> 00:17:52,040 approximately on a computer, but we can prove there really 383 00:17:52,040 --> 00:17:54,655 is one there even though we don't have it exactly. 384 00:17:54,655 --> 00:17:57,300 385 00:17:57,300 --> 00:18:01,920 So it's actually pretty cool and pretty easy. 386 00:18:01,920 --> 00:18:08,355 So this is the triangulated hyperbolic paraboloid. 387 00:18:08,355 --> 00:18:13,280 388 00:18:13,280 --> 00:18:16,600 So the idea is to work from the inside out. 389 00:18:16,600 --> 00:18:19,140 We're going to start with this central square 390 00:18:19,140 --> 00:18:25,810 here-- and let me draw it over here-- fold it 391 00:18:25,810 --> 00:18:28,390 by some angle theta. 392 00:18:28,390 --> 00:18:31,072 That, I think, we all know how to do. 393 00:18:31,072 --> 00:18:35,200 It's some rotation matrix. 394 00:18:35,200 --> 00:18:36,840 And then I want to work my way out. 395 00:18:36,840 --> 00:18:39,410 So at this point, I know the location 396 00:18:39,410 --> 00:18:40,840 of these four vertices. 397 00:18:40,840 --> 00:18:45,290 In general, I know some square and everything inside. 398 00:18:45,290 --> 00:18:52,510 I want to figure out everything in the next square. 399 00:18:52,510 --> 00:18:58,690 And the creases are going to look like this, from my zigzag 400 00:18:58,690 --> 00:18:59,650 pattern. 401 00:18:59,650 --> 00:19:01,935 So there's stuff in here, which is known. 402 00:19:01,935 --> 00:19:04,550 403 00:19:04,550 --> 00:19:07,665 So I already have figured out the location of these vertices. 404 00:19:07,665 --> 00:19:09,900 And I want to know, how do I figure out 405 00:19:09,900 --> 00:19:11,330 these vertices on the outside? 406 00:19:11,330 --> 00:19:14,260 If I can do that, I just repeat, and I get a bigger and bigger 407 00:19:14,260 --> 00:19:17,300 hyperbolic paraboloid. 408 00:19:17,300 --> 00:19:21,840 So what I do is pretty easy. 409 00:19:21,840 --> 00:19:24,660 I'm going to look at this vertex first and say, 410 00:19:24,660 --> 00:19:27,720 well, I have these three points, and I 411 00:19:27,720 --> 00:19:31,860 have known distances between those three points. 412 00:19:31,860 --> 00:19:34,640 I'm going to assume here, and we'll see why later, 413 00:19:34,640 --> 00:19:37,250 that each of these creases remains 414 00:19:37,250 --> 00:19:38,990 a straight line in three dimensions. 415 00:19:38,990 --> 00:19:43,700 It's not obvious, because creases might bend around. 416 00:19:43,700 --> 00:19:45,840 But let's assume that we were going 417 00:19:45,840 --> 00:19:46,966 to fold it in a simple way. 418 00:19:46,966 --> 00:19:48,881 These triangles are going to remain triangles. 419 00:19:48,881 --> 00:19:50,370 These edges will remain straight. 420 00:19:50,370 --> 00:19:51,840 And they have to remain the same length 421 00:19:51,840 --> 00:19:53,006 because we're paper folding. 422 00:19:53,006 --> 00:19:54,480 You can't stretch. 423 00:19:54,480 --> 00:19:56,800 And so I know these three points in 3D, 424 00:19:56,800 --> 00:19:58,630 and I know these three distances, just 425 00:19:58,630 --> 00:20:03,120 measuring them on the crease pattern, flat crease pattern. 426 00:20:03,120 --> 00:20:07,750 So this point is on the intersection of three spheres, 427 00:20:07,750 --> 00:20:10,250 and the centers of the spheres are not collinear. 428 00:20:10,250 --> 00:20:13,420 This is a trick we used last class but in two dimensions. 429 00:20:13,420 --> 00:20:16,590 So I have three non-collinear points. 430 00:20:16,590 --> 00:20:19,450 I have three spheres-- little hard to draw-- 431 00:20:19,450 --> 00:20:20,570 centered at them. 432 00:20:20,570 --> 00:20:22,210 The intersection of two of the spheres 433 00:20:22,210 --> 00:20:26,990 is going to be a circle, and the intersection 434 00:20:26,990 --> 00:20:33,040 with the third sphere is going to be actually two points. 435 00:20:33,040 --> 00:20:36,950 So the intersection of three spheres is two points. 436 00:20:36,950 --> 00:20:38,330 So a little bit of ambiguity. 437 00:20:38,330 --> 00:20:40,440 But it turns out one of these points 438 00:20:40,440 --> 00:20:43,020 will set the mountain-valley assignment correctly, 439 00:20:43,020 --> 00:20:44,770 and the other one will set it incorrectly. 440 00:20:44,770 --> 00:20:47,080 Like if I want this to be a mountain, one of them 441 00:20:47,080 --> 00:20:49,260 will be inside and one of them will be outside. 442 00:20:49,260 --> 00:20:50,760 One of them will make this mountain, 443 00:20:50,760 --> 00:20:51,820 one will make it valley. 444 00:20:51,820 --> 00:20:53,930 So it turns out if you actually do this, 445 00:20:53,930 --> 00:20:56,620 it's uniquely determined at every step of the way. 446 00:20:56,620 --> 00:20:58,620 Because you know what mountain-valley assignment 447 00:20:58,620 --> 00:21:02,280 you're aiming for, you uniquely figure out what this point is. 448 00:21:02,280 --> 00:21:04,010 By the same reasoning, you can figure out 449 00:21:04,010 --> 00:21:08,020 what this point is, intersect these three spheres. 450 00:21:08,020 --> 00:21:09,710 And then once I know those two points, 451 00:21:09,710 --> 00:21:11,376 I can figure out this point because it's 452 00:21:11,376 --> 00:21:14,130 the intersection of these three spheres, 453 00:21:14,130 --> 00:21:16,070 with now these points are known. 454 00:21:16,070 --> 00:21:20,365 And then I can figure out this point in the symmetric way. 455 00:21:20,365 --> 00:21:21,250 OK? 456 00:21:21,250 --> 00:21:22,250 That's how you do it. 457 00:21:22,250 --> 00:21:22,990 We repeat. 458 00:21:22,990 --> 00:21:25,890 And that is exactly how this model is built. 459 00:21:25,890 --> 00:21:29,096 460 00:21:29,096 --> 00:21:33,620 Now, this is still not a proof that it really folds. 461 00:21:33,620 --> 00:21:35,052 It's a construction method. 462 00:21:35,052 --> 00:21:36,135 I'd say it's an algorithm. 463 00:21:36,135 --> 00:21:38,720 464 00:21:38,720 --> 00:21:41,160 If I start out with the inner thing here 465 00:21:41,160 --> 00:21:43,640 and I give you some angle, I can approximate where 466 00:21:43,640 --> 00:21:45,030 these vertices are. 467 00:21:45,030 --> 00:21:47,350 And then I can keep going and, at each step of the way, 468 00:21:47,350 --> 00:21:49,469 approximate where the vertices are. 469 00:21:49,469 --> 00:21:52,010 The worry is the approximation gets worse and worse because I 470 00:21:52,010 --> 00:21:53,980 have this propagating error effect. 471 00:21:53,980 --> 00:21:56,020 The larger n is, the number of rings 472 00:21:56,020 --> 00:22:01,830 in my hyperbolic paraboloid, the lower the accuracy will be. 473 00:22:01,830 --> 00:22:03,490 But I get to choose, at each step 474 00:22:03,490 --> 00:22:05,140 of the way, how much precision I use 475 00:22:05,140 --> 00:22:06,790 to compute all of these numbers. 476 00:22:06,790 --> 00:22:10,150 Let me tell you how this computation actually works. 477 00:22:10,150 --> 00:22:14,210 I did this in Mathematica, or we did this in Mathematica. 478 00:22:14,210 --> 00:22:15,620 Here's Mathematica. 479 00:22:15,620 --> 00:22:17,636 And I asked Mathematica, well, here 480 00:22:17,636 --> 00:22:20,790 is the equations for the intersection of three spheres. 481 00:22:20,790 --> 00:22:24,160 I say, well, squared Euclidean distance between this point 482 00:22:24,160 --> 00:22:26,724 and some unknown thing x, y, z is this distance squared. 483 00:22:26,724 --> 00:22:28,890 And here's the second one, and here's the third one. 484 00:22:28,890 --> 00:22:31,180 It's kind of tiny. 485 00:22:31,180 --> 00:22:32,340 And then here's the answer. 486 00:22:32,340 --> 00:22:36,615 487 00:22:36,615 --> 00:22:38,650 It's a little messy. 488 00:22:38,650 --> 00:22:41,780 In fact, you can ask how many terms are in this thing. 489 00:22:41,780 --> 00:22:46,750 It's 444,000 terms in the solution. 490 00:22:46,750 --> 00:22:50,025 Don't try this at home, I guess, by hand. 491 00:22:50,025 --> 00:22:51,900 Intersection of three spheres is a bit messy. 492 00:22:51,900 --> 00:22:54,880 There's probably a cleaner way than what Mathematica does, 493 00:22:54,880 --> 00:22:56,600 but this is an easy way to get it in. 494 00:22:56,600 --> 00:22:59,150 495 00:22:59,150 --> 00:23:02,640 Now, in theory-- so if you look at all of this stuff, 496 00:23:02,640 --> 00:23:04,210 all that's happening is you have all 497 00:23:04,210 --> 00:23:08,920 the various inputs, x1, y1, x2, z2, and so on. 498 00:23:08,920 --> 00:23:13,152 You have some numbers like 4 and minus and 2. 499 00:23:13,152 --> 00:23:14,860 All you're doing is taking these numbers, 500 00:23:14,860 --> 00:23:18,640 adding them, multiplying them, dividing them, squaring them, 501 00:23:18,640 --> 00:23:20,210 subtracting them. 502 00:23:20,210 --> 00:23:22,290 And at some point, taking square roots. 503 00:23:22,290 --> 00:23:24,110 I don't know if we'll ever see that. 504 00:23:24,110 --> 00:23:26,735 I mean, if we search through, there are some square roots, 505 00:23:26,735 --> 00:23:28,735 but they're going to be in very specific places. 506 00:23:28,735 --> 00:23:31,782 507 00:23:31,782 --> 00:23:35,140 Yeah, so I probably won't find one instantly. 508 00:23:35,140 --> 00:23:37,990 Oh, there's one, square root. 509 00:23:37,990 --> 00:23:39,927 So all I'm claiming at this point 510 00:23:39,927 --> 00:23:41,760 is you can compute the intersection of three 511 00:23:41,760 --> 00:23:44,570 spheres just using basic arithmetic and square roots. 512 00:23:44,570 --> 00:23:46,745 This is called a radical expression, 513 00:23:46,745 --> 00:23:50,670 not because it's so amazing and controversial. 514 00:23:50,670 --> 00:23:54,790 But it's radical because that symbol is called rad, I guess, 515 00:23:54,790 --> 00:23:56,960 and radical refers to square roots. 516 00:23:56,960 --> 00:24:00,160 I guess they were crazy at the time. 517 00:24:00,160 --> 00:24:01,440 All right. 518 00:24:01,440 --> 00:24:04,160 Actually, I want to stay with Mathematica. 519 00:24:04,160 --> 00:24:06,770 So that's the idea. 520 00:24:06,770 --> 00:24:10,040 Still not a proof, just a construction method. 521 00:24:10,040 --> 00:24:12,640 But here's a trick, which you can 522 00:24:12,640 --> 00:24:15,580 use to turn a construction into an actual proof 523 00:24:15,580 --> 00:24:17,460 that this thing exists. 524 00:24:17,460 --> 00:24:22,240 It's called interval arithmetic, little computer science lesson. 525 00:24:22,240 --> 00:24:26,410 526 00:24:26,410 --> 00:24:29,640 How many people have heard of interval arithmetic? 527 00:24:29,640 --> 00:24:31,720 No one-- one person, all right. 528 00:24:31,720 --> 00:24:34,200 Yeah, even computer scientists probably don't necessarily 529 00:24:34,200 --> 00:24:37,200 know this unless they've seen some numerical analysis. 530 00:24:37,200 --> 00:24:40,590 So it's an idea that instead of computing 531 00:24:40,590 --> 00:24:42,950 an approximate location for this point, 532 00:24:42,950 --> 00:24:45,740 I want to get not only an approximate location, but also 533 00:24:45,740 --> 00:24:49,270 an error bound on how much I don't know it. 534 00:24:49,270 --> 00:24:52,240 So there are three coordinates to every point. 535 00:24:52,240 --> 00:24:55,240 For each coordinate, every number I want to represent I'm 536 00:24:55,240 --> 00:24:57,770 going to represent as an interval 537 00:24:57,770 --> 00:25:01,196 from some lower bound to some upper bound. 538 00:25:01,196 --> 00:25:03,070 So say, well, I don't know what the value is, 539 00:25:03,070 --> 00:25:08,710 but I know that it is somewhere in between these two numbers. 540 00:25:08,710 --> 00:25:11,800 So represent every number like this. 541 00:25:11,800 --> 00:25:14,831 542 00:25:14,831 --> 00:25:16,580 And then you just need to define, how do I 543 00:25:16,580 --> 00:25:18,871 add numbers, subtract them, multiply them, divide them, 544 00:25:18,871 --> 00:25:20,460 and take square roots? 545 00:25:20,460 --> 00:25:23,910 And the answer is carefully. 546 00:25:23,910 --> 00:25:25,980 I'll show you one example. 547 00:25:25,980 --> 00:25:30,150 If I have two numbers, L1, U1, and L2, U2, 548 00:25:30,150 --> 00:25:33,450 and I want to add them together, then I 549 00:25:33,450 --> 00:25:35,200 believe it's pretty simple. 550 00:25:35,200 --> 00:25:40,060 It's just L1 plus L2, and U1 plus U2. 551 00:25:40,060 --> 00:25:42,440 This is in perfect mathematical world 552 00:25:42,440 --> 00:25:43,820 where there's no round off. 553 00:25:43,820 --> 00:25:45,540 In reality, when you add two numbers, 554 00:25:45,540 --> 00:25:47,067 you lose a bit of precision. 555 00:25:47,067 --> 00:25:49,150 And you make sure that when you add these numbers, 556 00:25:49,150 --> 00:25:51,820 you always round down, and when you add these numbers 557 00:25:51,820 --> 00:25:53,600 you always round up. 558 00:25:53,600 --> 00:25:57,680 So that way, these intervals, the accumulation error 559 00:25:57,680 --> 00:26:00,750 is realized by these intervals getting wider. 560 00:26:00,750 --> 00:26:02,280 You can start with them super tiny, 561 00:26:02,280 --> 00:26:03,780 maybe, in fact, 0 length because you 562 00:26:03,780 --> 00:26:07,430 know exactly where these points are, so they're 0 intervals. 563 00:26:07,430 --> 00:26:10,150 But then, because of the error in every operation 564 00:26:10,150 --> 00:26:14,040 you do on the computer, the intervals will widen. 565 00:26:14,040 --> 00:26:17,040 But as long as you do this computation 566 00:26:17,040 --> 00:26:21,820 with enough bits of precision, they'll widen slowly. 567 00:26:21,820 --> 00:26:24,390 If you do it slowly enough-- if you do it 568 00:26:24,390 --> 00:26:26,870 with enough precision, and the errors accumulate slowly 569 00:26:26,870 --> 00:26:31,070 enough, you can build your n-ring hyperbolic paraboloid 570 00:26:31,070 --> 00:26:34,660 without any error, or without too much error 571 00:26:34,660 --> 00:26:37,030 to make things go wrong. 572 00:26:37,030 --> 00:26:41,840 What could go wrong is that these three spheres might not 573 00:26:41,840 --> 00:26:42,960 intersect. 574 00:26:42,960 --> 00:26:44,260 That's really the worry here. 575 00:26:44,260 --> 00:26:45,320 There are two things that could go wrong. 576 00:26:45,320 --> 00:26:46,986 One is that the spheres don't intersect. 577 00:26:46,986 --> 00:26:49,590 The other is that the surface intersects itself. 578 00:26:49,590 --> 00:26:51,480 Both would be bad. 579 00:26:51,480 --> 00:26:54,270 How do you tell when the spheres don't intersect? 580 00:26:54,270 --> 00:26:58,704 Well, we have this formula, this ginormous formula. 581 00:26:58,704 --> 00:27:00,120 The only thing that could go wrong 582 00:27:00,120 --> 00:27:03,056 is that you take a square root of a negative number. 583 00:27:03,056 --> 00:27:04,930 Now, hopefully that never happens in reality. 584 00:27:04,930 --> 00:27:06,890 But what could happen for us is we 585 00:27:06,890 --> 00:27:10,110 have such a poor approximation of our numbers. 586 00:27:10,110 --> 00:27:13,200 And we try to take the square root of some interval, 587 00:27:13,200 --> 00:27:16,440 and L is less than 0. 588 00:27:16,440 --> 00:27:19,310 Now, probably the actual number is more than 0, 589 00:27:19,310 --> 00:27:21,000 but we can't tell, and we just know 590 00:27:21,000 --> 00:27:22,708 the number is somewhere in this interval. 591 00:27:22,708 --> 00:27:25,060 If the lower bound is negative, then we 592 00:27:25,060 --> 00:27:27,260 can't take the square root. 593 00:27:27,260 --> 00:27:30,750 We don't know what the right answer would be. 594 00:27:30,750 --> 00:27:33,940 So Mathematica conveniently can do all of this for you. 595 00:27:33,940 --> 00:27:36,360 If you just plug in intervals instead of numbers, 596 00:27:36,360 --> 00:27:38,610 it will do interval arithmetic correctly, 597 00:27:38,610 --> 00:27:40,850 and you can tell it what precision to do. 598 00:27:40,850 --> 00:27:44,370 And that is how we found this example. 599 00:27:44,370 --> 00:27:51,840 In fact, I will show you the notebook, 600 00:27:51,840 --> 00:27:54,500 and there's all this computation and stuff. 601 00:27:54,500 --> 00:27:56,770 This is all, I believe, it's in our paper, 602 00:27:56,770 --> 00:27:58,006 so if you want the code. 603 00:27:58,006 --> 00:27:59,380 So we compute the crease patterns 604 00:27:59,380 --> 00:28:01,450 so I can measure all the distances. 605 00:28:01,450 --> 00:28:03,580 And there's some collision detection and stuff 606 00:28:03,580 --> 00:28:05,270 to make sure everything's working. 607 00:28:05,270 --> 00:28:06,680 And it computes some rings. 608 00:28:06,680 --> 00:28:09,920 And then, actually, the one I want to show you is this one. 609 00:28:09,920 --> 00:28:11,420 This is model we've been looking at, 610 00:28:11,420 --> 00:28:13,216 and here it is in three dimensions. 611 00:28:13,216 --> 00:28:15,860 612 00:28:15,860 --> 00:28:19,690 The way it's being rendered is a bit odd, but you get the idea. 613 00:28:19,690 --> 00:28:21,900 That is the hyperbolic paraboloid we construct. 614 00:28:21,900 --> 00:28:24,120 Now, in reality, each of these points 615 00:28:24,120 --> 00:28:25,500 is actually a little interval. 616 00:28:25,500 --> 00:28:26,958 It's hard to draw that because it's 617 00:28:26,958 --> 00:28:29,780 smaller than the resolution of the screen. 618 00:28:29,780 --> 00:28:34,230 I think I compute up here the-- this 619 00:28:34,230 --> 00:28:36,670 is like how much we've messed up the edge lengths. 620 00:28:36,670 --> 00:28:38,170 It's like all of these 9's, and then 621 00:28:38,170 --> 00:28:40,692 this little area at the end. 622 00:28:40,692 --> 00:28:42,850 OK. 623 00:28:42,850 --> 00:28:44,210 Cool. 624 00:28:44,210 --> 00:28:46,970 So the point is, you just do this with enough precision. 625 00:28:46,970 --> 00:28:48,550 As long as you don't end up computing 626 00:28:48,550 --> 00:28:50,610 any negative square roots, you get a surface 627 00:28:50,610 --> 00:28:52,880 where every point is actually a little box. 628 00:28:52,880 --> 00:28:55,470 You don't know where the point is exactly in that box. 629 00:28:55,470 --> 00:28:57,366 Then you check for collision, just knowing 630 00:28:57,366 --> 00:28:59,240 that the points are somewhere in those boxes. 631 00:28:59,240 --> 00:29:01,460 You try to intersect two triangles. 632 00:29:01,460 --> 00:29:04,300 As long as they intersect away from the boxes, you're OK. 633 00:29:04,300 --> 00:29:07,350 Then you know there's no actual intersection. 634 00:29:07,350 --> 00:29:10,540 And we have done that for this triangulation up 635 00:29:10,540 --> 00:29:15,540 to-- get it right-- up to n equals 636 00:29:15,540 --> 00:29:20,400 100, 100 rings, and where the theta angle here 637 00:29:20,400 --> 00:29:27,970 is any even number between 2 and 178 degrees, so 2 degrees, 638 00:29:27,970 --> 00:29:31,380 4 degrees, up to 178 degrees. 639 00:29:31,380 --> 00:29:33,982 We're not interested in 180 because that would be flat. 640 00:29:33,982 --> 00:29:34,940 That's not interesting. 641 00:29:34,940 --> 00:29:36,464 We're not interested in 0. 642 00:29:36,464 --> 00:29:38,130 Every even number of degrees in between. 643 00:29:38,130 --> 00:29:39,240 Why even? 644 00:29:39,240 --> 00:29:40,840 Just because of the representation. 645 00:29:40,840 --> 00:29:42,090 I'm sure it works for the odd. 646 00:29:42,090 --> 00:29:43,530 In fact, I'm pretty sure it should 647 00:29:43,530 --> 00:29:46,790 work for any theta and any n. 648 00:29:46,790 --> 00:29:49,060 But this technique will only let us to prove it 649 00:29:49,060 --> 00:29:51,501 for specific theta and specific n. 650 00:29:51,501 --> 00:29:53,000 Because we're just using a computer, 651 00:29:53,000 --> 00:29:54,730 it's only going to check one example. 652 00:29:54,730 --> 00:29:58,030 We don't have a nice way to do them all at once. 653 00:29:58,030 --> 00:30:00,590 In case you're interested-- oh, here I've 654 00:30:00,590 --> 00:30:06,184 built it out of sheet aluminum, I think? 655 00:30:06,184 --> 00:30:07,100 AUDIENCE: Galvanized-- 656 00:30:07,100 --> 00:30:08,480 PROFESSOR: Galvanized steel? 657 00:30:08,480 --> 00:30:09,380 All right. 658 00:30:09,380 --> 00:30:11,780 Water jet cut along the creases. 659 00:30:11,780 --> 00:30:14,180 Now, steel's a little tricky to not add extra pieces 660 00:30:14,180 --> 00:30:16,300 by accident, so there's a few defects. 661 00:30:16,300 --> 00:30:21,160 But this is also some kind of verification that it works. 662 00:30:21,160 --> 00:30:25,750 In the computer here, the number of digits of precision. 663 00:30:25,750 --> 00:30:27,670 So for whatever reason, Mathematica 664 00:30:27,670 --> 00:30:29,450 speaks base 10 instead of base 2. 665 00:30:29,450 --> 00:30:34,000 Which is weird to me, but maybe intuitive to everyone else, 666 00:30:34,000 --> 00:30:35,370 non-computer scientist, I guess. 667 00:30:35,370 --> 00:30:38,090 So there's normal sort of floating points 668 00:30:38,090 --> 00:30:40,420 like 16 digits of precision or so. 669 00:30:40,420 --> 00:30:43,380 And there you can build this thing up to n equals 3, 3 670 00:30:43,380 --> 00:30:44,680 rings. 671 00:30:44,680 --> 00:30:47,780 But you go up to about 1,000 digits of precision, 672 00:30:47,780 --> 00:30:49,520 and then we can get beyond 100. 673 00:30:49,520 --> 00:30:52,610 It depends, though, on what the angle is that you fold. 674 00:30:52,610 --> 00:30:56,160 So for angles that are very big, close to 90, 675 00:30:56,160 --> 00:30:59,220 we had to go up to 2,000 digits of precision. 676 00:30:59,220 --> 00:31:01,150 And I don't know how far n can go here. 677 00:31:01,150 --> 00:31:04,760 I think maybe a couple 100, but I'm not sure exactly. 678 00:31:04,760 --> 00:31:07,340 The larger n is, of course, the more accumulation you have, 679 00:31:07,340 --> 00:31:08,960 and so you have to do every operation 680 00:31:08,960 --> 00:31:11,410 with more digits of precision. 681 00:31:11,410 --> 00:31:15,030 But the conjecture would be, any specific data and n, there's 682 00:31:15,030 --> 00:31:17,590 some precision for which this approach will work, 683 00:31:17,590 --> 00:31:21,790 but we don't actually know how to prove that. 684 00:31:21,790 --> 00:31:24,151 All right. 685 00:31:24,151 --> 00:31:27,380 So that's a triangulated hypar. 686 00:31:27,380 --> 00:31:29,880 Here's another triangulation, which we also 687 00:31:29,880 --> 00:31:34,130 studied in this paper, where instead of zigzagging up 688 00:31:34,130 --> 00:31:36,130 one quarter of the square, we just 689 00:31:36,130 --> 00:31:38,765 do all the diagonals in the same direction. 690 00:31:38,765 --> 00:31:44,520 We still zigzag around a ring but not between rings. 691 00:31:44,520 --> 00:31:47,486 And this can also fold, as the other model 692 00:31:47,486 --> 00:31:48,860 that was in the Mathematica file. 693 00:31:48,860 --> 00:31:50,090 I won't bother going there. 694 00:31:50,090 --> 00:31:54,710 This is for a small fold angle of just 8 degrees in here, 695 00:31:54,710 --> 00:31:55,480 n equals 16. 696 00:31:55,480 --> 00:31:57,480 And there's a reason I did it for a small angle, 697 00:31:57,480 --> 00:32:00,170 because it doesn't work for large angles. 698 00:32:00,170 --> 00:32:03,040 So that triangulation we started with was a good one. 699 00:32:03,040 --> 00:32:06,010 It's actually not the first one we tried, 700 00:32:06,010 --> 00:32:09,170 but it is sort of natural. 701 00:32:09,170 --> 00:32:11,210 If you fold by a very small amount, 702 00:32:11,210 --> 00:32:13,090 you can get all the way up to 133 rings, 703 00:32:13,090 --> 00:32:14,560 but then it fails after that. 704 00:32:14,560 --> 00:32:18,910 The spheres just don't intersect anymore. 705 00:32:18,910 --> 00:32:21,810 Depending on how much you fold, like if I fold by 22 degrees, 706 00:32:21,810 --> 00:32:23,590 I can get up to 13 rings. 707 00:32:23,590 --> 00:32:25,510 But here I wanted to get to 16 rings 708 00:32:25,510 --> 00:32:29,010 so I only went up to, what was it, 8 degrees or something. 709 00:32:29,010 --> 00:32:32,360 I could have gotten a little beyond but not a lot. 710 00:32:32,360 --> 00:32:34,840 And up at 178, you can still get three rings, 711 00:32:34,840 --> 00:32:36,350 but it doesn't fold after that. 712 00:32:36,350 --> 00:32:39,450 713 00:32:39,450 --> 00:32:43,920 So triangulation matters, which triangulation you do. 714 00:32:43,920 --> 00:32:47,280 Going back to the one that works well, 715 00:32:47,280 --> 00:32:48,910 natural question is, is it actually 716 00:32:48,910 --> 00:32:51,040 a hyperbolic paraboloid? 717 00:32:51,040 --> 00:32:53,540 It's called a hyperbolic paraboloid because-- 718 00:32:53,540 --> 00:32:56,850 or there is a surface called a hyperbolic paraboloid, where 719 00:32:56,850 --> 00:33:00,280 if you take a cross-section this way, you get a parabola. 720 00:33:00,280 --> 00:33:01,980 That's the paraboloid part. 721 00:33:01,980 --> 00:33:04,817 And if you take a cross-section this way, you get a hyperbola. 722 00:33:04,817 --> 00:33:06,400 That's a little harder to draw, but it 723 00:33:06,400 --> 00:33:08,570 goes around here and around here. 724 00:33:08,570 --> 00:33:13,330 Hyperbolas have two connecting components. 725 00:33:13,330 --> 00:33:16,565 So let's look at the parabolic part here. 726 00:33:16,565 --> 00:33:18,690 We're supposed to be approximating a parabola if we 727 00:33:18,690 --> 00:33:22,280 look at all the points on the top here and also maybe 728 00:33:22,280 --> 00:33:24,010 on the bottom. 729 00:33:24,010 --> 00:33:25,290 So that's what I've drawn. 730 00:33:25,290 --> 00:33:27,420 The green lines, which are very light so a little 731 00:33:27,420 --> 00:33:29,800 tricky to see, they zigzag back and forth, 732 00:33:29,800 --> 00:33:32,520 and that is what we compute. 733 00:33:32,520 --> 00:33:35,970 Again, it's approximate, but it's so close to accurate 734 00:33:35,970 --> 00:33:39,520 that I just draw them as single points. 735 00:33:39,520 --> 00:33:42,150 The error is much smaller than the thickness of these lines. 736 00:33:42,150 --> 00:33:44,550 And then the blue and purple lines 737 00:33:44,550 --> 00:33:48,520 here are fits of the best parabola 738 00:33:48,520 --> 00:33:49,880 that matches these points. 739 00:33:49,880 --> 00:33:52,319 Actually, it's not even the best parabola. 740 00:33:52,319 --> 00:33:53,110 It's kind of funny. 741 00:33:53,110 --> 00:33:55,930 I just take the last three points-- three points 742 00:33:55,930 --> 00:33:57,210 determine a parabola. 743 00:33:57,210 --> 00:33:59,410 I take the parabola that fits through those three 744 00:33:59,410 --> 00:34:00,700 points and bam! 745 00:34:00,700 --> 00:34:02,360 It is almost a perfect fit. 746 00:34:02,360 --> 00:34:04,300 These are the error charts, I guess. 747 00:34:04,300 --> 00:34:07,450 This is relative errors, probably the most informative. 748 00:34:07,450 --> 00:34:14,000 Or actually, it's the ratio-- it's not really an error-- 749 00:34:14,000 --> 00:34:15,620 the fit value over the actual value. 750 00:34:15,620 --> 00:34:18,080 So when it's 1, that means it's perfect. 751 00:34:18,080 --> 00:34:22,520 And yeah, this is at the end of the chain where I fit it, 752 00:34:22,520 --> 00:34:24,710 so of course it's going to be perfect out here. 753 00:34:24,710 --> 00:34:28,580 At the center, at the very beginning-- 754 00:34:28,580 --> 00:34:32,630 so I'm only looking at one quarter of this thing-- yeah, 755 00:34:32,630 --> 00:34:35,210 the error is a little bit. 756 00:34:35,210 --> 00:34:39,989 The ratio is not 1, but it's 0.9997 or so, 757 00:34:39,989 --> 00:34:42,719 maybe a little bit less, so that I had to write it down. 758 00:34:42,719 --> 00:34:49,260 It's like 0.003% error, if I got it right, 759 00:34:49,260 --> 00:34:52,726 maybe just 0.03% error. 760 00:34:52,726 --> 00:34:54,060 Fix the notes. 761 00:34:54,060 --> 00:34:55,510 Something like that. 762 00:34:55,510 --> 00:34:57,260 It's very small is the point. 763 00:34:57,260 --> 00:35:00,092 But it is non-zero. 764 00:35:00,092 --> 00:35:01,550 I mean, initially we thought, well, 765 00:35:01,550 --> 00:35:04,080 maybe if you increase the resolution-- you 766 00:35:04,080 --> 00:35:06,080 make a finer and finer hyperbolic paraboloid-- 767 00:35:06,080 --> 00:35:10,870 it will more closely approximate a hyperbolic paraboloid. 768 00:35:10,870 --> 00:35:13,800 That does not seem to be true because, really, 769 00:35:13,800 --> 00:35:16,530 making it finer is really just like making it bigger. 770 00:35:16,530 --> 00:35:18,826 You never really change the center behavior. 771 00:35:18,826 --> 00:35:19,700 It's always the same. 772 00:35:19,700 --> 00:35:21,060 And this construction proves it. 773 00:35:21,060 --> 00:35:24,160 We build the center, and we can go as far out as we want. 774 00:35:24,160 --> 00:35:25,939 It's just changing the scale of the thing. 775 00:35:25,939 --> 00:35:27,730 But the center will always remain the same, 776 00:35:27,730 --> 00:35:29,750 and it will always remain off the parabola, 777 00:35:29,750 --> 00:35:31,250 but super, super close. 778 00:35:31,250 --> 00:35:34,960 Really, it's all right to call this a hyperbolic paraboloid, 779 00:35:34,960 --> 00:35:39,520 but you should triangulate, especially 780 00:35:39,520 --> 00:35:43,460 if you're making something out of more rigid material. 781 00:35:43,460 --> 00:35:44,510 Cool. 782 00:35:44,510 --> 00:35:45,630 Let's go on. 783 00:35:45,630 --> 00:35:49,335 784 00:35:49,335 --> 00:35:50,251 AUDIENCE: [INAUDIBLE]. 785 00:35:50,251 --> 00:35:51,451 PROFESSOR: Yeah, question. 786 00:35:51,451 --> 00:35:53,375 AUDIENCE: Do the creases have to be uniform? 787 00:35:53,375 --> 00:35:57,230 I mean, could you tighten up inside? 788 00:35:57,230 --> 00:35:59,410 PROFESSOR: The creases do not have to be uniform. 789 00:35:59,410 --> 00:36:01,400 Most of the hyperbolic paraboloids we've made, 790 00:36:01,400 --> 00:36:03,520 we do evenly space all the squares, 791 00:36:03,520 --> 00:36:06,320 but they don't have to be. 792 00:36:06,320 --> 00:36:09,490 I say that in that we've made them out of paper, 793 00:36:09,490 --> 00:36:11,160 and they fold to something, and you 794 00:36:11,160 --> 00:36:13,190 get other kinds of surfaces. 795 00:36:13,190 --> 00:36:16,550 Probably not going to be a hyperbolic paraboloid anymore. 796 00:36:16,550 --> 00:36:18,490 I have not done it with Mathematica 797 00:36:18,490 --> 00:36:22,155 and checked that it really is possible, but it should be. 798 00:36:22,155 --> 00:36:24,280 That would be a fun thing to explore at some point. 799 00:36:24,280 --> 00:36:27,000 800 00:36:27,000 --> 00:36:28,960 Other questions? 801 00:36:28,960 --> 00:36:29,460 All right. 802 00:36:29,460 --> 00:36:32,090 So this is the end of the positive news 803 00:36:32,090 --> 00:36:33,360 for hyperbolic paraboloids. 804 00:36:33,360 --> 00:36:35,720 Now we're going to go to the negative stuff, 805 00:36:35,720 --> 00:36:39,300 showing that it is impossible to fold 806 00:36:39,300 --> 00:36:41,590 this with this crease pattern. 807 00:36:41,590 --> 00:36:45,540 Hyperbolic paraboloids don't exist without triangulation. 808 00:36:45,540 --> 00:36:51,320 For this we need a little bit of math tools 809 00:36:51,320 --> 00:37:05,020 in this paper, "How Paper Folds Between Creases." 810 00:37:05,020 --> 00:37:08,120 So in the study that we just did, 811 00:37:08,120 --> 00:37:11,000 I assumed that all of the creases stayed straight. 812 00:37:11,000 --> 00:37:15,430 And therefore that all of the faces-- therefore? 813 00:37:15,430 --> 00:37:18,470 Yeah, I guess, because triangles are rigid. 814 00:37:18,470 --> 00:37:20,905 If I forced the edges of the triangle to stay straight, 815 00:37:20,905 --> 00:37:22,280 then the interior of the triangle 816 00:37:22,280 --> 00:37:24,990 must stay flat just to preserve distances. 817 00:37:24,990 --> 00:37:29,560 So I assumed that every face of the piece of paper stayed flat. 818 00:37:29,560 --> 00:37:30,980 Why did I assume that? 819 00:37:30,980 --> 00:37:33,110 Because paper, real paper, does not 820 00:37:33,110 --> 00:37:37,946 have to stay flat in between the creases. 821 00:37:37,946 --> 00:37:40,510 This is real stuff here. 822 00:37:40,510 --> 00:37:45,730 But paper is constrained on how it can curve without creases, 823 00:37:45,730 --> 00:37:49,780 and that is the purpose of this little mathematical endeavour. 824 00:37:49,780 --> 00:37:54,130 825 00:37:54,130 --> 00:37:56,790 There's some technical stuff, and I want to get to the meat 826 00:37:56,790 --> 00:37:58,500 as quickly as possible. 827 00:37:58,500 --> 00:38:01,950 But I'll just mention some assumptions. 828 00:38:01,950 --> 00:38:04,230 We assume that the thing that we fold, 829 00:38:04,230 --> 00:38:07,140 the folding of our piece of paper, is piecewise C2. 830 00:38:07,140 --> 00:38:09,750 C2 means you can take two derivatives, 831 00:38:09,750 --> 00:38:13,290 and it's still good and continuous and sort of smooth 832 00:38:13,290 --> 00:38:14,790 up to the second level. 833 00:38:14,790 --> 00:38:17,580 Piecewise means, of course, we have creases. 834 00:38:17,580 --> 00:38:20,250 Those are not C2, not even C1. 835 00:38:20,250 --> 00:38:22,820 So we have some crease pattern on our piece of paper. 836 00:38:22,820 --> 00:38:24,120 It's whatever. 837 00:38:24,120 --> 00:38:28,020 And what we mean is that inside one of these regions, it's C2. 838 00:38:28,020 --> 00:38:29,860 On the creases, it's nothing. 839 00:38:29,860 --> 00:38:30,450 It's C0. 840 00:38:30,450 --> 00:38:31,460 It's continuous. 841 00:38:31,460 --> 00:38:32,790 We don't rip the paper. 842 00:38:32,790 --> 00:38:35,330 But we don't necessarily have derivatives everywhere. 843 00:38:35,330 --> 00:38:36,840 So that's the assumption. 844 00:38:36,840 --> 00:38:39,170 Now, one annoying thing here is you 845 00:38:39,170 --> 00:38:44,460 can have something called a semi-crease, something 846 00:38:44,460 --> 00:38:49,770 we call a semi-crease, which is C1 but not C2. 847 00:38:49,770 --> 00:38:50,970 Yeah. 848 00:38:50,970 --> 00:38:53,730 So you have to divide into pieces, 849 00:38:53,730 --> 00:38:55,856 but it's not technically a crease. 850 00:38:55,856 --> 00:38:58,230 And this is some of the worry of what might be happening. 851 00:38:58,230 --> 00:38:59,970 Maybe you don't need creases here, 852 00:38:59,970 --> 00:39:01,220 you only need semi-creases. 853 00:39:01,220 --> 00:39:03,595 Maybe you only need to violate the second derivative, not 854 00:39:03,595 --> 00:39:04,890 the first. 855 00:39:04,890 --> 00:39:06,940 Creases should be violation of first derivative. 856 00:39:06,940 --> 00:39:08,510 Those are sharp things. 857 00:39:08,510 --> 00:39:12,690 Semi-creases are just kind of little sharp. 858 00:39:12,690 --> 00:39:16,310 It's like-- what's a good example of a semi-sharp thing? 859 00:39:16,310 --> 00:39:18,730 I guess if I take a parabola, and then 860 00:39:18,730 --> 00:39:23,194 I take a more shallow parabola, then at this point 861 00:39:23,194 --> 00:39:25,610 there's no second derivative because the first derivatives 862 00:39:25,610 --> 00:39:26,110 don't meet. 863 00:39:26,110 --> 00:39:27,920 This one has a first derivative of this. 864 00:39:27,920 --> 00:39:30,000 This one has a first derivative of that. 865 00:39:30,000 --> 00:39:32,910 They're not the same. 866 00:39:32,910 --> 00:39:35,270 Is that true? 867 00:39:35,270 --> 00:39:36,670 Parabolas maybe not. 868 00:39:36,670 --> 00:39:37,780 But you get the idea. 869 00:39:37,780 --> 00:39:40,500 This is a discontinuity in the second derivative, 870 00:39:40,500 --> 00:39:42,010 not the first. 871 00:39:42,010 --> 00:39:42,510 All right. 872 00:39:42,510 --> 00:39:44,300 I'm going to basically ignore semi-creases here, 873 00:39:44,300 --> 00:39:46,120 though, because they're just kind of a technicality. 874 00:39:46,120 --> 00:39:47,286 They don't end up mattering. 875 00:39:47,286 --> 00:39:50,170 876 00:39:50,170 --> 00:39:53,050 So we have piecewise C2. 877 00:39:53,050 --> 00:39:56,820 And we assume that our surface is intrinsically flat, 878 00:39:56,820 --> 00:40:02,166 meaning it came from a piece of paper-- trinsic-- 879 00:40:02,166 --> 00:40:07,830 oh, boy, intrinsically flat. 880 00:40:07,830 --> 00:40:11,690 Now this is something we know as curvature zero. 881 00:40:11,690 --> 00:40:15,956 882 00:40:15,956 --> 00:40:18,330 And I want to tell you a little bit more about curvature. 883 00:40:18,330 --> 00:40:20,650 We have defined curvature in a few different-- well, 884 00:40:20,650 --> 00:40:22,680 I guess in one particular way, which 885 00:40:22,680 --> 00:40:27,030 is you add up the material, and you take 360 minus that. 886 00:40:27,030 --> 00:40:28,790 So curvature zero means you have 360 887 00:40:28,790 --> 00:40:30,765 of material, which is good news. 888 00:40:30,765 --> 00:40:34,067 889 00:40:34,067 --> 00:40:35,650 But there are other ways to define it, 890 00:40:35,650 --> 00:40:37,830 in particular, the way Gauss defined it. 891 00:40:37,830 --> 00:40:40,365 This is usually called Gaussian curvature 892 00:40:40,365 --> 00:40:41,880 because he invented it. 893 00:40:41,880 --> 00:40:46,270 Gauss defined curvature of a 3D surface. 894 00:40:46,270 --> 00:40:49,930 You have some weird curved 3D thing, 895 00:40:49,930 --> 00:40:53,720 like this shape, the orange part. 896 00:40:53,720 --> 00:40:56,580 And there's actually a lot of natural notions of curvature 897 00:40:56,580 --> 00:40:57,160 here. 898 00:40:57,160 --> 00:40:59,219 Gaussian curvature is just one of them. 899 00:40:59,219 --> 00:41:01,010 So let me tell you a little bit about that. 900 00:41:01,010 --> 00:41:02,670 We're looking at this point, and I 901 00:41:02,670 --> 00:41:05,880 want to compute the curvature of this point. 902 00:41:05,880 --> 00:41:09,000 Well, if I look in any direction, 903 00:41:09,000 --> 00:41:11,290 like say this red direction-- so it's 904 00:41:11,290 --> 00:41:15,660 like I slice this world with a plane, this blue plane, 905 00:41:15,660 --> 00:41:17,730 I get a nice one-dimensional curve. 906 00:41:17,730 --> 00:41:23,250 Then the curvature is how bent that curve is at that point. 907 00:41:23,250 --> 00:41:24,820 That's like a directional curvature. 908 00:41:24,820 --> 00:41:28,880 In this direction, how bent is-- what does how bent mean? 909 00:41:28,880 --> 00:41:31,530 It just means you try to nestle a circle in there, 910 00:41:31,530 --> 00:41:34,290 in that plane, and you take 1 over the radius. 911 00:41:34,290 --> 00:41:35,281 That's a curvature. 912 00:41:35,281 --> 00:41:35,780 OK? 913 00:41:35,780 --> 00:41:38,350 So if it's flat, the radius could be infinite, and so 914 00:41:38,350 --> 00:41:39,680 curvature zero. 915 00:41:39,680 --> 00:41:42,630 If it's very sharp, then the radius is very small. 916 00:41:42,630 --> 00:41:45,760 And so 1 over the radius is very large, big curvature. 917 00:41:45,760 --> 00:41:48,350 So it's some thing here. 918 00:41:48,350 --> 00:41:49,880 Let's say it's a positive number. 919 00:41:49,880 --> 00:41:53,260 And then if I take, for example, this other blue plane, so 920 00:41:53,260 --> 00:41:55,490 this cross-section, in that direction 921 00:41:55,490 --> 00:41:57,250 the curvature is bent the other way. 922 00:41:57,250 --> 00:41:59,555 So you say, well, there the directional curvature 923 00:41:59,555 --> 00:42:01,195 is negative. 924 00:42:01,195 --> 00:42:02,320 It depends which way is up. 925 00:42:02,320 --> 00:42:04,720 One of them is positive, one of them is negative. 926 00:42:04,720 --> 00:42:08,420 Somewhere in between it's going to be 0. 927 00:42:08,420 --> 00:42:11,250 But you have all these different directional curvatures. 928 00:42:11,250 --> 00:42:14,500 The Gaussian curvature, which is the one 929 00:42:14,500 --> 00:42:17,930 that we sort of know and love and have used a lot, mostly 930 00:42:17,930 --> 00:42:24,390 for polyhedra, is the min directional curvature 931 00:42:24,390 --> 00:42:28,330 times the max directional curvature. 932 00:42:28,330 --> 00:42:30,110 Now, I really mean min and max. 933 00:42:30,110 --> 00:42:32,250 So the smallest one, in this case, is negative. 934 00:42:32,250 --> 00:42:34,600 The largest one is positive. 935 00:42:34,600 --> 00:42:37,490 You take the product, and that's the Gaussian curvature. 936 00:42:37,490 --> 00:42:39,564 It's a weird thing. 937 00:42:39,564 --> 00:42:40,980 But in particular, because there's 938 00:42:40,980 --> 00:42:42,605 a negative one and a positive one here, 939 00:42:42,605 --> 00:42:45,200 that means the product is negative, 940 00:42:45,200 --> 00:42:47,269 and that's because this is a saddle. 941 00:42:47,269 --> 00:42:49,060 Still the case, negative Gaussian curvature 942 00:42:49,060 --> 00:42:49,920 means saddle. 943 00:42:49,920 --> 00:42:51,590 Positive means a convex cone. 944 00:42:51,590 --> 00:42:54,880 0 means intrinsically flat. 945 00:42:54,880 --> 00:42:57,355 So this is still the thing we know, 946 00:42:57,355 --> 00:42:59,230 but this is a weird way of thinking about it. 947 00:42:59,230 --> 00:43:00,790 This is how Gauss defined it. 948 00:43:00,790 --> 00:43:03,240 And he proved that even if you fold the surface, 949 00:43:03,240 --> 00:43:05,160 the Gaussian curvature never changes. 950 00:43:05,160 --> 00:43:10,560 That is called the theorema egregium. 951 00:43:10,560 --> 00:43:12,540 Cool name. 952 00:43:12,540 --> 00:43:15,200 So Gaussian curvature doesn't change under folding. 953 00:43:15,200 --> 00:43:18,000 We start with something that's flat, zero curvature. 954 00:43:18,000 --> 00:43:20,776 Because if you take a flat plane, 955 00:43:20,776 --> 00:43:22,900 you take any directional curvature, everything's 0. 956 00:43:22,900 --> 00:43:24,560 So it's the product of min and mix. 957 00:43:24,560 --> 00:43:25,840 They're both 0. 958 00:43:25,840 --> 00:43:29,970 So we start with something zero curvature, it will remain so. 959 00:43:29,970 --> 00:43:31,940 Now, if I have a product of two things, 960 00:43:31,940 --> 00:43:34,260 and I know this is equal to 0, that 961 00:43:34,260 --> 00:43:36,955 means one of the two things is 0, maybe both. 962 00:43:36,955 --> 00:43:40,610 If it's still a plane, both of them will be 0. 963 00:43:40,610 --> 00:43:42,200 But one of them still has to be 0. 964 00:43:42,200 --> 00:43:45,490 What this means is, basically, locally at any point, 965 00:43:45,490 --> 00:43:49,980 we have a cylinder, some kind of generalized cylinder. 966 00:43:49,980 --> 00:43:53,189 But it really only curves in one direction 967 00:43:53,189 --> 00:43:55,730 because there's some direction where it doesn't curve at all. 968 00:43:55,730 --> 00:43:58,049 Everything's straight. 969 00:43:58,049 --> 00:43:59,590 In all the other directions, yeah, it 970 00:43:59,590 --> 00:44:00,990 curves different amounts. 971 00:44:00,990 --> 00:44:04,040 The orthogonal direction will be where it curves the most. 972 00:44:04,040 --> 00:44:09,340 That will be the max, I guess, and the min will be 0. 973 00:44:09,340 --> 00:44:12,490 So that is what a folded sheet looks like. 974 00:44:12,490 --> 00:44:14,230 And it's maybe not so obvious, but when 975 00:44:14,230 --> 00:44:16,230 I did all this contorting and what not, 976 00:44:16,230 --> 00:44:21,115 really I was only bending in one dimension, like a cylinder. 977 00:44:21,115 --> 00:44:22,740 That's not exactly a cylinder because I 978 00:44:22,740 --> 00:44:27,880 can change the radius of the cylinder all over the place, 979 00:44:27,880 --> 00:44:30,740 but I'm really only bending in one direction. 980 00:44:30,740 --> 00:44:34,550 I was reading on Wikipedia, this explains how we eat pizza. 981 00:44:34,550 --> 00:44:36,840 Because you take a piece of pizza, 982 00:44:36,840 --> 00:44:38,710 which is basically like a piece of paper, 983 00:44:38,710 --> 00:44:42,030 and if you bend it a little bit, like you push in the center 984 00:44:42,030 --> 00:44:44,382 and push up on the sides, you give it 985 00:44:44,382 --> 00:44:45,715 some curvature in one direction. 986 00:44:45,715 --> 00:44:47,923 And therefore it has to remain straight in the other, 987 00:44:47,923 --> 00:44:53,219 so it kind of supports the piece of pizza. 988 00:44:53,219 --> 00:44:55,010 Never thought of it that way, but there you 989 00:44:55,010 --> 00:44:57,920 go, practical applications for this stuff. 990 00:44:57,920 --> 00:45:00,070 All right. 991 00:45:00,070 --> 00:45:03,280 These things we call planar points. 992 00:45:03,280 --> 00:45:07,440 If I have a point p and it's locally flat like a plane, 993 00:45:07,440 --> 00:45:08,840 call it planar. 994 00:45:08,840 --> 00:45:12,285 These things, for some crazy reason, we call parabolic. 995 00:45:12,285 --> 00:45:16,190 996 00:45:16,190 --> 00:45:18,100 This is to be consistent with other notation. 997 00:45:18,100 --> 00:45:20,990 I know it looks-- cylindrical would be another fine term. 998 00:45:20,990 --> 00:45:23,010 But there's a third kind called a elliptic, 999 00:45:23,010 --> 00:45:24,460 which would be like this stuff. 1000 00:45:24,460 --> 00:45:25,390 That doesn't happen. 1001 00:45:25,390 --> 00:45:27,320 So we just worry about locally cylinder, which 1002 00:45:27,320 --> 00:45:29,820 we're going to call parabolic because it's also like locally 1003 00:45:29,820 --> 00:45:35,190 a parabola, doesn't matter, and locally planar. 1004 00:45:35,190 --> 00:45:37,670 Those are the two kinds of points we can have. 1005 00:45:37,670 --> 00:45:44,020 Now, I'm going to give you some accelerated facts we're just 1006 00:45:44,020 --> 00:45:49,230 going to take as given from differential geometry. 1007 00:45:49,230 --> 00:45:51,150 Well, really, we had to take some facts that 1008 00:45:51,150 --> 00:45:53,430 were about differential geometry and sort of port 1009 00:45:53,430 --> 00:45:55,600 them to our context. 1010 00:45:55,600 --> 00:45:57,590 They didn't give us exactly what we wanted. 1011 00:45:57,590 --> 00:46:00,510 We had to generalize them a little. 1012 00:46:00,510 --> 00:46:03,200 Differential geometry, if you were at Sunday's lectures, 1013 00:46:03,200 --> 00:46:08,090 that was one of the main tools being used there. 1014 00:46:08,090 --> 00:46:12,150 Differential geometry is about smooth things, like C4 usually. 1015 00:46:12,150 --> 00:46:13,960 Now, sometimes about C2 things. 1016 00:46:13,960 --> 00:46:17,270 It is almost never about piecewise C2 things. 1017 00:46:17,270 --> 00:46:19,334 So you got to worry about the pieces. 1018 00:46:19,334 --> 00:46:20,750 Now, most the time, we're thinking 1019 00:46:20,750 --> 00:46:24,300 about one little region here, and that's nice in C2. 1020 00:46:24,300 --> 00:46:25,480 And you can check. 1021 00:46:25,480 --> 00:46:28,940 Most of the differential geometry still applies there. 1022 00:46:28,940 --> 00:46:29,986 Blah, blah, blah. 1023 00:46:29,986 --> 00:46:31,110 Let me tell you some facts. 1024 00:46:31,110 --> 00:46:33,720 1025 00:46:33,720 --> 00:46:39,170 If I take a smooth point, so that means not on a crease 1026 00:46:39,170 --> 00:46:47,110 and not a semi-crease, then it lies on something 1027 00:46:47,110 --> 00:46:52,790 called a rule segment, which is a line segment, 1028 00:46:52,790 --> 00:46:56,180 also called a rule line. 1029 00:46:56,180 --> 00:46:57,740 And the endpoints of that segment, 1030 00:46:57,740 --> 00:47:07,650 here's the interesting part, are on creases or the boundary. 1031 00:47:07,650 --> 00:47:14,630 1032 00:47:14,630 --> 00:47:17,430 So we already know from this picture 1033 00:47:17,430 --> 00:47:20,470 that any point lies on a segment, 1034 00:47:20,470 --> 00:47:23,440 like an actual 3D line segment, because 1035 00:47:23,440 --> 00:47:25,470 of this parabolic nature. 1036 00:47:25,470 --> 00:47:28,240 What's interesting is that segment, it can't stop. 1037 00:47:28,240 --> 00:47:32,010 Just keeps on going, like the Energizer bunny, 1038 00:47:32,010 --> 00:47:33,370 until it hits a crease. 1039 00:47:33,370 --> 00:47:34,980 At that point, things aren't smooth. 1040 00:47:34,980 --> 00:47:36,340 We don't know what happens. 1041 00:47:36,340 --> 00:47:38,640 But really, these creases go straight. 1042 00:47:38,640 --> 00:47:40,820 Those are rule lines. 1043 00:47:40,820 --> 00:47:43,770 And here, actually, we have a choice, many different rule 1044 00:47:43,770 --> 00:47:44,470 lines. 1045 00:47:44,470 --> 00:47:48,660 But in the parabolic case, that rule line is unique. 1046 00:47:48,660 --> 00:47:54,735 It's going to be unique for parabolic points. 1047 00:47:54,735 --> 00:48:00,640 1048 00:48:00,640 --> 00:48:08,980 And so we get what's called a ruled surface, which is just 1049 00:48:08,980 --> 00:48:14,900 the union of a whole bunch of line segments, rule lines, 1050 00:48:14,900 --> 00:48:15,980 around any point. 1051 00:48:15,980 --> 00:48:23,750 1052 00:48:23,750 --> 00:48:30,590 Maybe any smooth point, just to be safe. 1053 00:48:30,590 --> 00:48:32,545 So you may have heard of ruled surfaces. 1054 00:48:32,545 --> 00:48:33,420 They're quite common. 1055 00:48:33,420 --> 00:48:36,460 They're fun because you can build them out of strings. 1056 00:48:36,460 --> 00:48:39,450 So each string, if you hold taut, it's a line segment. 1057 00:48:39,450 --> 00:48:41,950 Take a whole bunch of them and just imagine the envelope 1058 00:48:41,950 --> 00:48:42,449 there. 1059 00:48:42,449 --> 00:48:44,491 That is a 3D surface, and that's a ruled surface. 1060 00:48:44,491 --> 00:48:46,240 Now this one does not have zero curvature. 1061 00:48:46,240 --> 00:48:47,850 It has negative curvature everywhere. 1062 00:48:47,850 --> 00:48:49,020 So that can't happen. 1063 00:48:49,020 --> 00:48:50,860 This actually can happen. 1064 00:48:50,860 --> 00:48:54,240 This is like you take a helix, and so there's 1065 00:48:54,240 --> 00:48:57,550 a blue curve in 3D, a space curve. 1066 00:48:57,550 --> 00:49:01,619 And then you imagine taking the tangent at every point. 1067 00:49:01,619 --> 00:49:04,160 So just like if you just went straight at every point instead 1068 00:49:04,160 --> 00:49:07,050 of turning, then you get a bunch of lines. 1069 00:49:07,050 --> 00:49:08,430 Those are rule lines. 1070 00:49:08,430 --> 00:49:10,950 And you get this cool surface. 1071 00:49:10,950 --> 00:49:13,420 Now, that is a valid folding of a piece of paper. 1072 00:49:13,420 --> 00:49:15,380 Doesn't look like a cylinder, does it? 1073 00:49:15,380 --> 00:49:18,150 But locally, each of these lines looks like a cylinder. 1074 00:49:18,150 --> 00:49:20,175 It's just the radius of the cylinder 1075 00:49:20,175 --> 00:49:24,188 is changing all over the place. 1076 00:49:24,188 --> 00:49:28,070 But that's a valid folding of a piece of paper, I think. 1077 00:49:28,070 --> 00:49:31,366 Has zero curvature everywhere, if I did it right. 1078 00:49:31,366 --> 00:49:36,630 Or I didn't do it, but if I imagine it correctly. 1079 00:49:36,630 --> 00:49:37,130 All right. 1080 00:49:37,130 --> 00:49:38,810 So it's a ruled surface, great. 1081 00:49:38,810 --> 00:49:42,680 I mean, I can really create my whole surface locally 1082 00:49:42,680 --> 00:49:46,229 around a point by a whole bunch of rule segments. 1083 00:49:46,229 --> 00:49:48,520 They're not all going to be parallel or anything, which 1084 00:49:48,520 --> 00:49:50,410 is what we imagined from the cylinder. 1085 00:49:50,410 --> 00:49:51,940 They can turn around. 1086 00:49:51,940 --> 00:49:54,790 But these segments do keep going until they hit another crease. 1087 00:49:54,790 --> 00:49:56,480 Maybe the blue line's a crease. 1088 00:49:56,480 --> 00:49:59,760 And the boundary here could be the boundary of the paper, 1089 00:49:59,760 --> 00:50:01,255 could be a crease boundary. 1090 00:50:01,255 --> 00:50:03,080 But that's what they look like. 1091 00:50:03,080 --> 00:50:09,110 Now, it's also what we call torsal, torsal ruled. 1092 00:50:09,110 --> 00:50:13,190 Here we get to somewhat more obscure terminology 1093 00:50:13,190 --> 00:50:14,570 but some useful things. 1094 00:50:14,570 --> 00:50:15,495 It's quite restricted. 1095 00:50:15,495 --> 00:50:18,970 1096 00:50:18,970 --> 00:50:27,961 I want to have a common tangent plane throughout a rule 1097 00:50:27,961 --> 00:50:28,460 segment. 1098 00:50:28,460 --> 00:50:33,030 1099 00:50:33,030 --> 00:50:36,620 So if I look at any one of these rule segments, 1100 00:50:36,620 --> 00:50:38,500 there's one plane, which is going 1101 00:50:38,500 --> 00:50:42,540 to be like this, that is tangent to the surface at every point 1102 00:50:42,540 --> 00:50:44,629 along that segment. 1103 00:50:44,629 --> 00:50:46,670 So in general, you might imagine that the tangent 1104 00:50:46,670 --> 00:50:49,370 plane turns as we go along. 1105 00:50:49,370 --> 00:50:52,090 But these segments are kind of-- they're locally cylindrical. 1106 00:50:52,090 --> 00:50:55,030 So you can really make a tangent plane all the way along. 1107 00:50:55,030 --> 00:50:59,640 Whereas here, that's probably not true. 1108 00:50:59,640 --> 00:51:02,219 Imagine the tangent plane starts-- can you see my hand? 1109 00:51:02,219 --> 00:51:03,760 It starts to bend like this, and it's 1110 00:51:03,760 --> 00:51:05,880 going to bend around like that. 1111 00:51:05,880 --> 00:51:08,252 It twists along a single line. 1112 00:51:08,252 --> 00:51:09,960 In our case where we have zero curvature, 1113 00:51:09,960 --> 00:51:12,020 it's actually going to be torsal ruled, 1114 00:51:12,020 --> 00:51:14,625 meaning the tangent plane just goes straight along each 1115 00:51:14,625 --> 00:51:15,250 of these lines. 1116 00:51:15,250 --> 00:51:18,120 We're going to need this, that's why I mention it. 1117 00:51:18,120 --> 00:51:21,930 Another fun fact along the same spirit 1118 00:51:21,930 --> 00:51:28,130 is that the points along a rule line 1119 00:51:28,130 --> 00:51:30,410 are all the same in terms of whether they 1120 00:51:30,410 --> 00:51:33,270 are planar or parabolic. 1121 00:51:33,270 --> 00:51:36,750 So I'll call them uniformly planar slash parabolic. 1122 00:51:36,750 --> 00:51:40,190 1123 00:51:40,190 --> 00:51:42,510 Remember, planar just means it lies in a plane. 1124 00:51:42,510 --> 00:51:44,280 Parabolic is the other case. 1125 00:51:44,280 --> 00:51:46,356 So here everything's parabolic. 1126 00:51:46,356 --> 00:51:48,355 But you can't like suddenly switch in the middle 1127 00:51:48,355 --> 00:51:49,420 and become flat. 1128 00:51:49,420 --> 00:51:53,234 That's not allowed, not possible. 1129 00:51:53,234 --> 00:51:54,400 So those are some fun facts. 1130 00:51:54,400 --> 00:51:55,650 We're not going to prove them. 1131 00:51:55,650 --> 00:51:58,607 If you want to see the proofs, they're a bit technical. 1132 00:51:58,607 --> 00:52:01,190 You have to read our paper, and then the differential geometry 1133 00:52:01,190 --> 00:52:02,500 books we cite. 1134 00:52:02,500 --> 00:52:06,482 But a bunch of these things, you can understand the proofs just 1135 00:52:06,482 --> 00:52:08,440 assuming a little bit of differential geometry, 1136 00:52:08,440 --> 00:52:09,270 and it's not too hard. 1137 00:52:09,270 --> 00:52:11,394 It's in our paper, but it's a little bit technical. 1138 00:52:11,394 --> 00:52:15,180 So I want to look at the things that are more related 1139 00:52:15,180 --> 00:52:18,730 to paper folding, how paper folds. 1140 00:52:18,730 --> 00:52:20,480 This is obviously related, but it's 1141 00:52:20,480 --> 00:52:24,630 like the foundation on which we build what I care about. 1142 00:52:24,630 --> 00:52:27,210 What I care about most-- all right, 1143 00:52:27,210 --> 00:52:30,580 let me tell you a fun fact, what we're going to prove. 1144 00:52:30,580 --> 00:52:35,020 We want this nice proper folding of the hyperbolic paraboloid, 1145 00:52:35,020 --> 00:52:38,140 meaning every crease is bent by a non-zero angle and not 180 1146 00:52:38,140 --> 00:52:39,990 degrees. 1147 00:52:39,990 --> 00:52:42,710 In that situation, first claim is 1148 00:52:42,710 --> 00:52:45,420 every crease remains straight. 1149 00:52:45,420 --> 00:52:50,590 Second claim is every face remains rigid, 1150 00:52:50,590 --> 00:52:55,260 can't bend anywhere-- every interior face. 1151 00:52:55,260 --> 00:52:58,220 These guys on the boundary, they can do crazy things. 1152 00:52:58,220 --> 00:52:59,930 And you see that in the model, where 1153 00:52:59,930 --> 00:53:02,460 the outside gets kind of all wiggly. 1154 00:53:02,460 --> 00:53:03,867 That's allowed. 1155 00:53:03,867 --> 00:53:05,450 The outside faces, the ones that share 1156 00:53:05,450 --> 00:53:08,650 the boundary with the paper, can wiggle, can curve. 1157 00:53:08,650 --> 00:53:11,130 But everything else has to remain flat 1158 00:53:11,130 --> 00:53:13,520 if there are no creases in there. 1159 00:53:13,520 --> 00:53:16,260 And that's not at all obvious. 1160 00:53:16,260 --> 00:53:19,425 So we're going to prove it. 1161 00:53:19,425 --> 00:53:21,389 And I need some water. 1162 00:53:21,389 --> 00:53:28,737 1163 00:53:28,737 --> 00:53:29,236 All right. 1164 00:53:29,236 --> 00:53:32,460 1165 00:53:32,460 --> 00:53:39,640 First claim, I'll call it polygonal implies flat. 1166 00:53:39,640 --> 00:53:43,710 So what I mean is, suppose I have some region of paper. 1167 00:53:43,710 --> 00:53:45,660 It's in the middle somewhere. 1168 00:53:45,660 --> 00:53:47,680 Let's say it's smooth. 1169 00:53:47,680 --> 00:53:51,817 And I look at the boundary of the region. 1170 00:53:51,817 --> 00:53:53,275 Doesn't actually have to be smooth. 1171 00:53:53,275 --> 00:53:54,540 It could have semi-creases. 1172 00:53:54,540 --> 00:53:56,790 But it has no creases inside. 1173 00:53:56,790 --> 00:54:01,390 Suppose the boundary in 3D is a polygon, 1174 00:54:01,390 --> 00:54:04,964 so it's piecewise straight. 1175 00:54:04,964 --> 00:54:06,880 I don't know how that corresponds to anything, 1176 00:54:06,880 --> 00:54:09,120 but say the boundary is straight. 1177 00:54:09,120 --> 00:54:12,990 Then the inside must be planar. 1178 00:54:12,990 --> 00:54:17,760 So if I have a polygonal boundary, 1179 00:54:17,760 --> 00:54:22,060 then I have a flat planar inside. 1180 00:54:22,060 --> 00:54:25,830 1181 00:54:25,830 --> 00:54:27,210 This is assuming no creases. 1182 00:54:27,210 --> 00:54:31,371 1183 00:54:31,371 --> 00:54:31,870 OK? 1184 00:54:31,870 --> 00:54:36,100 So what that means is that every point inside this region 1185 00:54:36,100 --> 00:54:38,280 must be planar, not parabolic. 1186 00:54:38,280 --> 00:54:40,030 That's what we want to prove. 1187 00:54:40,030 --> 00:54:42,110 So let's do a proof by contradiction, 1188 00:54:42,110 --> 00:54:44,290 and suppose that we have a parabolic point. 1189 00:54:44,290 --> 00:54:46,910 1190 00:54:46,910 --> 00:54:52,710 So we have some point, and locally it is curved, 1191 00:54:52,710 --> 00:54:54,610 and we know there's a rule line through it. 1192 00:54:54,610 --> 00:54:57,640 I know by smoothness, by continuity, 1193 00:54:57,640 --> 00:55:05,830 that if this guy is parabolic, it's bent, then, in fact, 1194 00:55:05,830 --> 00:55:08,650 all the points nearby should also be bent, 1195 00:55:08,650 --> 00:55:12,942 because you can't go instantly from bent to straight. 1196 00:55:12,942 --> 00:55:14,150 You've got to do that slowly. 1197 00:55:14,150 --> 00:55:15,566 So there's some little region-- we 1198 00:55:15,566 --> 00:55:20,190 call this a neighborhood-- around the point that 1199 00:55:20,190 --> 00:55:20,965 is all parabolic. 1200 00:55:20,965 --> 00:55:23,752 1201 00:55:23,752 --> 00:55:25,460 So I'll call this parabolic neighborhood. 1202 00:55:25,460 --> 00:55:28,661 1203 00:55:28,661 --> 00:55:29,160 All right. 1204 00:55:29,160 --> 00:55:32,270 All of those points have unique rule lines. 1205 00:55:32,270 --> 00:55:34,100 That's what we've been saying. 1206 00:55:34,100 --> 00:55:36,430 So I take this little neighborhood, 1207 00:55:36,430 --> 00:55:38,660 and each one of them defines some rule line. 1208 00:55:38,660 --> 00:55:41,390 1209 00:55:41,390 --> 00:55:43,110 Those rule lines go all the way out 1210 00:55:43,110 --> 00:55:47,860 to the boundary something like this. 1211 00:55:47,860 --> 00:55:50,550 Now, this boundary is the boundary. 1212 00:55:50,550 --> 00:55:53,820 That means it's polygonal, can't be curved like this. 1213 00:55:53,820 --> 00:55:56,820 In fact, it looks something like this. 1214 00:55:56,820 --> 00:55:58,130 Maybe this is straight. 1215 00:55:58,130 --> 00:55:59,470 Maybe this has two segments. 1216 00:55:59,470 --> 00:56:01,050 We don't know how many segments. 1217 00:56:01,050 --> 00:56:03,680 I just want to look at one of these segments here 1218 00:56:03,680 --> 00:56:05,650 and all the rule lines coming out of it. 1219 00:56:05,650 --> 00:56:08,692 So what I have is I have the boundary of the paper. 1220 00:56:08,692 --> 00:56:11,330 That's a poor imitation of a straight line. 1221 00:56:11,330 --> 00:56:13,030 Straight line. 1222 00:56:13,030 --> 00:56:14,720 I have some rule lines coming out. 1223 00:56:14,720 --> 00:56:17,412 Now, I don't really know what they look like. 1224 00:56:17,412 --> 00:56:19,120 I want to understand what they look like. 1225 00:56:19,120 --> 00:56:20,480 This is in 3D. 1226 00:56:20,480 --> 00:56:21,872 Imagine. 1227 00:56:21,872 --> 00:56:24,900 OK, this is straight. 1228 00:56:24,900 --> 00:56:28,940 First thing I want to look at is the normal to the surface. 1229 00:56:28,940 --> 00:56:33,690 So normal is like perpendicular to the surface. 1230 00:56:33,690 --> 00:56:36,940 It's easy to define normals in the interior of the surface, 1231 00:56:36,940 --> 00:56:40,180 but I can actually extend that out to the boundary. 1232 00:56:40,180 --> 00:56:41,970 So I want to look at a normal here. 1233 00:56:41,970 --> 00:56:44,720 1234 00:56:44,720 --> 00:56:49,040 Maybe let me put it here, something like that. 1235 00:56:49,040 --> 00:56:51,270 If I took normals really close to the boundary, 1236 00:56:51,270 --> 00:56:53,150 I just took the limit out to the boundary, 1237 00:56:53,150 --> 00:56:54,316 I'll get some normal vector. 1238 00:56:54,316 --> 00:56:56,265 And by smoothness, that exists. 1239 00:56:56,265 --> 00:57:00,060 Just wave my hands there, but that's true. 1240 00:57:00,060 --> 00:57:01,810 OK, what's true about this normal? 1241 00:57:01,810 --> 00:57:04,550 Well, it's perpendicular to the surface. 1242 00:57:04,550 --> 00:57:06,310 Now locally, the surface here, it's 1243 00:57:06,310 --> 00:57:10,920 defined by the plane of this line segment and this line 1244 00:57:10,920 --> 00:57:12,110 segment. 1245 00:57:12,110 --> 00:57:15,130 So in fact, it's perpendicular to the boundary, 1246 00:57:15,130 --> 00:57:20,720 and it's perpendicular here to the rule line. 1247 00:57:20,720 --> 00:57:22,470 Buy that? 1248 00:57:22,470 --> 00:57:25,565 If I take some other normal, like this one-- sorry, 1249 00:57:25,565 --> 00:57:29,060 like that, it's also perpendicular to this, 1250 00:57:29,060 --> 00:57:32,060 but it's perpendicular to some other rule line now. 1251 00:57:32,060 --> 00:57:35,550 So these guys are perpendicular to a common line, 1252 00:57:35,550 --> 00:57:39,680 but they may not be the same direction. 1253 00:57:39,680 --> 00:57:43,910 What we do know, though, is that it's torsal. 1254 00:57:43,910 --> 00:57:46,230 There is a single tangent plane that's 1255 00:57:46,230 --> 00:57:48,710 perpendicular to this entire rule line, which 1256 00:57:48,710 --> 00:57:50,530 means the normal is the thing perpendicular 1257 00:57:50,530 --> 00:57:51,700 to that tangent plane. 1258 00:57:51,700 --> 00:57:53,840 So in fact, all of the normals along this line 1259 00:57:53,840 --> 00:57:56,900 are identical, which is kind of neat. 1260 00:57:56,900 --> 00:57:59,880 These guys are all parallel. 1261 00:57:59,880 --> 00:58:00,905 Same thing here. 1262 00:58:00,905 --> 00:58:01,655 I won't draw that. 1263 00:58:01,655 --> 00:58:03,900 It's going to get too messy. 1264 00:58:03,900 --> 00:58:05,141 So what? 1265 00:58:05,141 --> 00:58:05,640 All right. 1266 00:58:05,640 --> 00:58:09,630 Well, here's a crazy thing to imagine. 1267 00:58:09,630 --> 00:58:12,310 I will look at the derivative of the normal. 1268 00:58:12,310 --> 00:58:14,451 So I have this point p. 1269 00:58:14,451 --> 00:58:16,950 Imagine you have a point p, and it's moving along this curve 1270 00:58:16,950 --> 00:58:18,210 continuously. 1271 00:58:18,210 --> 00:58:19,060 Sorry-- not curve. 1272 00:58:19,060 --> 00:58:20,350 This is a straight line. 1273 00:58:20,350 --> 00:58:24,950 It's moving along this edge of the boundary just once. 1274 00:58:24,950 --> 00:58:26,810 It goes like this. 1275 00:58:26,810 --> 00:58:30,600 And I'm going to define n of p is the normal at that point. 1276 00:58:30,600 --> 00:58:34,275 So it starts at something, and then maybe it's changing. 1277 00:58:34,275 --> 00:58:36,275 I get to this normal, then I get to this normal, 1278 00:58:36,275 --> 00:58:38,820 and then who knows what it looks like. 1279 00:58:38,820 --> 00:58:41,347 I want to understand, can it change at all? 1280 00:58:41,347 --> 00:58:42,930 So to understand its change, I'm going 1281 00:58:42,930 --> 00:58:45,890 to take the derivative, n prime of p. 1282 00:58:45,890 --> 00:58:47,870 So this is as p moves along here, 1283 00:58:47,870 --> 00:58:50,390 how does the normal change? 1284 00:58:50,390 --> 00:58:53,500 I claim, in fact, it can't change at all. 1285 00:58:53,500 --> 00:58:54,780 Why? 1286 00:58:54,780 --> 00:58:59,710 Well, the derivative of the normal, first of all, 1287 00:58:59,710 --> 00:59:03,670 must be perpendicular to-- I haven't given anything a name 1288 00:59:03,670 --> 00:59:05,030 here. 1289 00:59:05,030 --> 00:59:08,120 This thing is the boundary edge. 1290 00:59:08,120 --> 00:59:14,350 1291 00:59:14,350 --> 00:59:15,840 So here's my boundary edge. 1292 00:59:15,840 --> 00:59:18,700 Every single normal here-- I didn't draw the greatest 1293 00:59:18,700 --> 00:59:21,480 picture-- of those have to be perpendicular to this one 1294 00:59:21,480 --> 00:59:22,110 common edge. 1295 00:59:22,110 --> 00:59:24,660 Here's the fact where we use that this is a straight line. 1296 00:59:24,660 --> 00:59:27,770 If it curves, then this is not a consistent thing. 1297 00:59:27,770 --> 00:59:31,590 But because it's straight for a while, all of these guys 1298 00:59:31,590 --> 00:59:33,870 are perpendicular to the same thing. 1299 00:59:33,870 --> 00:59:36,530 All of the ends are perpendicular to the boundary 1300 00:59:36,530 --> 00:59:37,069 edge. 1301 00:59:37,069 --> 00:59:38,860 This is just little perpendicular notation. 1302 00:59:38,860 --> 00:59:43,230 1303 00:59:43,230 --> 00:59:45,610 And if all of the n's are perpendicular to the boundary 1304 00:59:45,610 --> 00:59:47,989 edge, the change in n must also be perpendicular. 1305 00:59:47,989 --> 00:59:49,780 Otherwise, it would change in such in a way 1306 00:59:49,780 --> 00:59:51,100 it's longer perpendicular. 1307 00:59:51,100 --> 00:59:51,600 OK? 1308 00:59:51,600 --> 00:59:53,675 So that's just sort of intuitive. 1309 00:59:53,675 --> 00:59:56,990 1310 00:59:56,990 --> 00:59:58,800 Great. 1311 00:59:58,800 --> 00:59:59,510 What else? 1312 00:59:59,510 --> 01:00:01,790 I need it to be perpendicular to something else. 1313 01:00:01,790 --> 01:00:06,470 1314 01:00:06,470 --> 01:00:09,730 I claim that n prime of p is also 1315 01:00:09,730 --> 01:00:13,950 perpendicular to the rule line. 1316 01:00:13,950 --> 01:00:14,780 Ah, yes. 1317 01:00:14,780 --> 01:00:21,089 Because this normal-- all of these points along a rule line 1318 01:00:21,089 --> 01:00:22,380 have the same normal direction. 1319 01:00:22,380 --> 01:00:24,830 These guys were all parallel. 1320 01:00:24,830 --> 01:00:28,835 And so if I look at the change in n, 1321 01:00:28,835 --> 01:00:32,350 in order to make all these guys be the same, 1322 01:00:32,350 --> 01:00:39,180 I also cannot change n in such a way that it has a non-trivial-- 1323 01:00:39,180 --> 01:00:40,942 I'm not going to say this too well. 1324 01:00:40,942 --> 01:00:44,620 Do you believe it, more or less? 1325 01:00:44,620 --> 01:00:45,800 Let me try to say it once. 1326 01:00:45,800 --> 01:00:49,384 1327 01:00:49,384 --> 01:00:51,050 I'm looking at the change in the normal. 1328 01:00:51,050 --> 01:00:53,060 I don't want the normal to change in such a way 1329 01:00:53,060 --> 01:00:55,850 that it will change along this axis. 1330 01:00:55,850 --> 01:00:58,390 So for that to be true, the change in the normal 1331 01:00:58,390 --> 01:01:00,155 must be perpendicular to this direction. 1332 01:01:00,155 --> 01:01:03,840 1333 01:01:03,840 --> 01:01:06,700 This is kind of weird because the normal is also 1334 01:01:06,700 --> 01:01:08,270 perpendicular to this direction. 1335 01:01:08,270 --> 01:01:10,320 I mean, the normal satisfies the same things. 1336 01:01:10,320 --> 01:01:11,986 It's perpendicular to the boundary edge. 1337 01:01:11,986 --> 01:01:14,190 It's also perpendicular to the rule line. 1338 01:01:14,190 --> 01:01:20,632 That means that n, the normal, and its derivative, 1339 01:01:20,632 --> 01:01:21,840 they have the same direction. 1340 01:01:21,840 --> 01:01:26,910 1341 01:01:26,910 --> 01:01:28,810 That's weird. 1342 01:01:28,810 --> 01:01:34,460 In fact, it means that the derivative must be 0. 1343 01:01:34,460 --> 01:01:36,170 Because the normal is always unit length. 1344 01:01:36,170 --> 01:01:38,670 So this would be saying that the normal is getting bigger 1345 01:01:38,670 --> 01:01:40,810 or shorter, but it can't do either. 1346 01:01:40,810 --> 01:01:43,051 So in fact, normal's not changing at all. 1347 01:01:43,051 --> 01:01:44,800 So in fact, all of these guys are parallel 1348 01:01:44,800 --> 01:01:46,940 along the whole segment. 1349 01:01:46,940 --> 01:01:50,490 That means this whole region is flat, 1350 01:01:50,490 --> 01:01:53,020 and that's a contradiction. 1351 01:01:53,020 --> 01:01:53,520 All right? 1352 01:01:53,520 --> 01:01:57,200 So I waved my hands a little bit, especially on this step, 1353 01:01:57,200 --> 01:01:58,620 but believe me. 1354 01:01:58,620 --> 01:02:01,650 1355 01:02:01,650 --> 01:02:02,470 All right. 1356 01:02:02,470 --> 01:02:05,360 That's one fun fact, but we want more. 1357 01:02:05,360 --> 01:02:08,080 1358 01:02:08,080 --> 01:02:10,580 Because how do we know that the boundary would be polygonal? 1359 01:02:10,580 --> 01:02:13,210 1360 01:02:13,210 --> 01:02:19,476 For that we need that straight creases remain straight. 1361 01:02:19,476 --> 01:02:22,075 And something's not true when you have curve creases. 1362 01:02:22,075 --> 01:02:25,407 1363 01:02:25,407 --> 01:02:27,240 Curve creases obviously don't remain curved. 1364 01:02:27,240 --> 01:02:29,031 But curve creases don't even remain planar. 1365 01:02:29,031 --> 01:02:31,680 I mean, they can do crazy things. 1366 01:02:31,680 --> 01:02:38,850 But straight creases stay straight. 1367 01:02:38,850 --> 01:02:45,980 1368 01:02:45,980 --> 01:02:48,350 So what I mean is, I have my flat piece of paper. 1369 01:02:48,350 --> 01:02:51,005 I take a straight line in the piece of paper, 1370 01:02:51,005 --> 01:02:52,970 and I say that's going to be a crease. 1371 01:02:52,970 --> 01:02:54,975 It has no first derivative along the crease. 1372 01:02:54,975 --> 01:02:58,460 1373 01:02:58,460 --> 01:03:02,440 Then when I fold that, I get a straight line 1374 01:03:02,440 --> 01:03:07,460 and some crazy stuff on the other side, 1375 01:03:07,460 --> 01:03:08,890 but that crease remains straight. 1376 01:03:08,890 --> 01:03:10,005 So I was in the middle of the paper, 1377 01:03:10,005 --> 01:03:11,420 so it actually looks like this. 1378 01:03:11,420 --> 01:03:16,240 1379 01:03:16,240 --> 01:03:18,860 Remains a straight segment, obviously of the same length. 1380 01:03:18,860 --> 01:03:24,762 But the point is it can't curl, and it can't even kink. 1381 01:03:24,762 --> 01:03:28,680 Now, just any good theorem needs a counter-example. 1382 01:03:28,680 --> 01:03:34,030 So if we take a piece of paper and we make a straight crease, 1383 01:03:34,030 --> 01:03:37,810 look, I can curl that crease. 1384 01:03:37,810 --> 01:03:40,230 So this theorem is not true unless I 1385 01:03:40,230 --> 01:03:43,300 say that the crease is proper. 1386 01:03:43,300 --> 01:03:47,050 So here I had to make the crease all the way to 180 degrees, 1387 01:03:47,050 --> 01:03:48,050 then I can curl it. 1388 01:03:48,050 --> 01:03:51,350 Also, if I don't fold it at all, then I can curl it. 1389 01:03:51,350 --> 01:03:54,700 But if it's folded something in the middle, I cannot curl. 1390 01:03:54,700 --> 01:03:57,170 Paper will not be happy with me. 1391 01:03:57,170 --> 01:03:59,760 I need extra creases in order to curl. 1392 01:03:59,760 --> 01:04:01,325 Well, yeah, it's just not possible. 1393 01:04:01,325 --> 01:04:04,410 1394 01:04:04,410 --> 01:04:17,090 So proper crease, which means the fold angle 1395 01:04:17,090 --> 01:04:25,540 is not equal to 0 or plus or minus 180. 1396 01:04:25,540 --> 01:04:26,720 So that's the theorem. 1397 01:04:26,720 --> 01:04:27,480 Let's prove it. 1398 01:04:27,480 --> 01:04:41,049 1399 01:04:41,049 --> 01:04:42,090 Maybe go a little faster. 1400 01:04:42,090 --> 01:04:47,050 1401 01:04:47,050 --> 01:04:48,794 All right. 1402 01:04:48,794 --> 01:04:50,710 So we have our crease, and in three dimensions 1403 01:04:50,710 --> 01:04:52,030 it might look curved. 1404 01:04:52,030 --> 01:04:55,390 We take some point. 1405 01:04:55,390 --> 01:04:57,380 We know that the paper is flat. 1406 01:04:57,380 --> 01:04:59,510 So if you look at the left side and the right side 1407 01:04:59,510 --> 01:05:05,520 of the piece of paper, locally, at least, it's flat. 1408 01:05:05,520 --> 01:05:07,900 And I want to think of there being 1409 01:05:07,900 --> 01:05:10,470 some tangent plane on the right side 1410 01:05:10,470 --> 01:05:13,370 and some tangent plane on the left side. 1411 01:05:13,370 --> 01:05:14,940 Wow, that's not a good picture. 1412 01:05:14,940 --> 01:05:17,360 Let me draw the planes first. 1413 01:05:17,360 --> 01:05:21,230 So here's two planes, and then here's my point p. 1414 01:05:21,230 --> 01:05:24,790 And locally the surface actually lies in these two planes 1415 01:05:24,790 --> 01:05:26,730 and kinks here. 1416 01:05:26,730 --> 01:05:28,490 The surface kinks. 1417 01:05:28,490 --> 01:05:30,300 We want the crease to be straight here, 1418 01:05:30,300 --> 01:05:35,530 but maybe the crease is bent something like that. 1419 01:05:35,530 --> 01:05:36,510 All right. 1420 01:05:36,510 --> 01:05:39,520 Here's what we do. 1421 01:05:39,520 --> 01:05:42,180 Again, I want to think of-- in this case, 1422 01:05:42,180 --> 01:05:44,410 I'm going to look at tangents, not normals. 1423 01:05:44,410 --> 01:05:46,910 So I'm going to say, well, every point on the curve 1424 01:05:46,910 --> 01:05:48,370 here has some tangent. 1425 01:05:48,370 --> 01:05:51,290 In fact, the tangent at this point 1426 01:05:51,290 --> 01:05:52,837 must lie right along the intersection 1427 01:05:52,837 --> 01:05:53,670 of these two planes. 1428 01:05:53,670 --> 01:05:55,860 I'm going to give these planes names. 1429 01:05:55,860 --> 01:05:56,600 This is p. 1430 01:05:56,600 --> 01:05:58,640 This is going to be tangent plane Tp, 1431 01:05:58,640 --> 01:06:00,600 and this is going to be other tangent plane Sp, 1432 01:06:00,600 --> 01:06:03,170 so on the left and the right side. 1433 01:06:03,170 --> 01:06:07,846 So the normal at p-- sorry, not the normal, the tangent at p-- 1434 01:06:07,846 --> 01:06:11,512 did I give it a name-- p prime. 1435 01:06:11,512 --> 01:06:12,970 That's what you'd normally call it. 1436 01:06:12,970 --> 01:06:14,950 That's the derivative. 1437 01:06:14,950 --> 01:06:20,780 Tangent of p lies along the intersection 1438 01:06:20,780 --> 01:06:22,680 of those two planes. 1439 01:06:22,680 --> 01:06:24,731 We don't really need that, but it's true. 1440 01:06:24,731 --> 01:06:25,730 Give you some intuition. 1441 01:06:25,730 --> 01:06:27,120 Now, what I'm really going to use 1442 01:06:27,120 --> 01:06:30,170 is the second derivative, little more extreme here. 1443 01:06:30,170 --> 01:06:33,775 Second derivative is curvature on the curve. 1444 01:06:33,775 --> 01:06:36,670 1445 01:06:36,670 --> 01:06:44,180 Now, we know that in the unfolded surface, 1446 01:06:44,180 --> 01:06:46,820 there's exactly 180 degrees of material here. 1447 01:06:46,820 --> 01:06:48,640 Here's some point p. 1448 01:06:48,640 --> 01:06:50,410 We know there's 180 degrees of material. 1449 01:06:50,410 --> 01:06:56,220 I mean, locally, everything's flat in terms of the surface. 1450 01:06:56,220 --> 01:07:00,530 So here's where I'm going to wave my hands a little bit. 1451 01:07:00,530 --> 01:07:03,820 I claim that the curvature vector 1452 01:07:03,820 --> 01:07:11,200 must be perpendicular to Tp and perpendicular to Sp. 1453 01:07:11,200 --> 01:07:15,810 Because if I take this curve, and I project it 1454 01:07:15,810 --> 01:07:19,770 into one of these planes, say Tp, 1455 01:07:19,770 --> 01:07:26,060 it should be straight at p in projection. 1456 01:07:26,060 --> 01:07:29,511 It also must be straight when I project into Sp. 1457 01:07:29,511 --> 01:07:31,260 And that actually means that it's straight 1458 01:07:31,260 --> 01:07:32,944 in three dimensions also. 1459 01:07:32,944 --> 01:07:34,360 So the straightness and projection 1460 01:07:34,360 --> 01:07:37,166 corresponds to straightness when flattened basically. 1461 01:07:37,166 --> 01:07:39,930 I'm waving my hands a little bit. 1462 01:07:39,930 --> 01:07:43,870 But if I need the curvature vector 1463 01:07:43,870 --> 01:07:45,480 to be perpendicular to this plane-- 1464 01:07:45,480 --> 01:07:48,220 so it's something like this. 1465 01:07:48,220 --> 01:07:50,190 It's coming straight out of this plane. 1466 01:07:50,190 --> 01:07:53,170 But that uniquely determines its direction. 1467 01:07:53,170 --> 01:07:55,500 It also needs to be perpendicular to Sp. 1468 01:07:55,500 --> 01:07:58,090 These two vectors can't be the same thing, 1469 01:07:58,090 --> 01:08:03,890 and yet they have to be, unless these planes are the same. 1470 01:08:03,890 --> 01:08:06,700 So it could be there's a zero fold angle, then it's fine. 1471 01:08:06,700 --> 01:08:08,460 Or it could be it's 180-degree fold angle, 1472 01:08:08,460 --> 01:08:11,442 then again the planes are the same. 1473 01:08:11,442 --> 01:08:14,180 Can go in one direction or the other. 1474 01:08:14,180 --> 01:08:20,040 But if I have a proper crease, then there's no such vector. 1475 01:08:20,040 --> 01:08:21,188 And so we're done. 1476 01:08:21,188 --> 01:08:22,979 That proves straight creases stay straight. 1477 01:08:22,979 --> 01:08:28,790 1478 01:08:28,790 --> 01:08:29,290 Cool. 1479 01:08:29,290 --> 01:08:32,430 1480 01:08:32,430 --> 01:08:33,820 Any questions about that? 1481 01:08:33,820 --> 01:08:41,600 1482 01:08:41,600 --> 01:08:43,670 So I'm trying to hit a middle ground of not too 1483 01:08:43,670 --> 01:08:48,850 technical but also not too shallow. 1484 01:08:48,850 --> 01:08:53,020 And so you're left in the middle state of sort of make sense. 1485 01:08:53,020 --> 01:08:56,166 But I did wave my hands, and it's not super rigorous. 1486 01:08:56,166 --> 01:08:58,040 Because to be rigorous it would take forever, 1487 01:08:58,040 --> 01:09:00,330 and I need to teach you differential geometry and so 1488 01:09:00,330 --> 01:09:01,520 on. 1489 01:09:01,520 --> 01:09:04,029 But now that we are armed with these tools-- 1490 01:09:04,029 --> 01:09:07,670 straight creases stay straight and any polygonal boundary 1491 01:09:07,670 --> 01:09:11,120 stays flat, planar-- that tells us 1492 01:09:11,120 --> 01:09:13,370 that if we have some crease pattern, 1493 01:09:13,370 --> 01:09:20,819 any crease pattern made out of straight edges, 1494 01:09:20,819 --> 01:09:24,010 so no curve creases allowed, if I make straight creases, 1495 01:09:24,010 --> 01:09:29,050 every single interior face must stay rigid 1496 01:09:29,050 --> 01:09:32,510 in any proper folding. 1497 01:09:32,510 --> 01:09:33,844 That's pretty cool. 1498 01:09:33,844 --> 01:09:36,260 Because we've talked about rigid origami and said not much 1499 01:09:36,260 --> 01:09:37,468 is known about rigid origami. 1500 01:09:37,468 --> 01:09:38,547 It's tough. 1501 01:09:38,547 --> 01:09:40,880 But in fact, you really need to understand rigid origami 1502 01:09:40,880 --> 01:09:43,700 if you want to fold something like a hyperbolic paraboloid. 1503 01:09:43,700 --> 01:09:47,500 Now, when you do flat folding stuff-- well, 1504 01:09:47,500 --> 01:09:51,960 I guess those are kind of rigid also. 1505 01:09:51,960 --> 01:09:53,600 But any kind of 3-dimensional folding, 1506 01:09:53,600 --> 01:09:56,860 where you fold every crease somewhat but not all the way, 1507 01:09:56,860 --> 01:09:59,942 all the faces need to be rigid in the final form. 1508 01:09:59,942 --> 01:10:01,900 Now, you could get there by all sorts of means. 1509 01:10:01,900 --> 01:10:03,620 But we want the hyperbolic paraboloid 1510 01:10:03,620 --> 01:10:07,000 to exist with creases only along these lines. 1511 01:10:07,000 --> 01:10:10,790 And now we know each of these trapezoids must remain planar. 1512 01:10:10,790 --> 01:10:14,140 Also, each of these triangles must remain planar. 1513 01:10:14,140 --> 01:10:17,560 Now, now we get to the contradictions. 1514 01:10:17,560 --> 01:10:19,430 If you have this piece of paper and those 1515 01:10:19,430 --> 01:10:22,560 are your only creases, you can fold along 1516 01:10:22,560 --> 01:10:25,930 one of the creases or the other, but not both. 1517 01:10:25,930 --> 01:10:28,600 Unless you fold one crease all the way to 180-- here, 1518 01:10:28,600 --> 01:10:30,180 we can do it. 1519 01:10:30,180 --> 01:10:35,940 I have one diagonal, and I have another diagonal. 1520 01:10:35,940 --> 01:10:37,720 So everything's meeting at 180 degrees. 1521 01:10:37,720 --> 01:10:39,790 I can fold one and then the other. 1522 01:10:39,790 --> 01:10:42,180 I can fold one, or I can fold the other. 1523 01:10:42,180 --> 01:10:44,932 But I cannot fold a little bit of one, 1524 01:10:44,932 --> 01:10:46,390 and then try to fold the other too. 1525 01:10:46,390 --> 01:10:48,710 It's not possible. 1526 01:10:48,710 --> 01:10:52,180 Therefore, this crease pattern doesn't fold at all. 1527 01:10:52,180 --> 01:10:52,680 OK? 1528 01:10:52,680 --> 01:10:54,280 Kind of trivial. 1529 01:10:54,280 --> 01:10:55,980 The center is messed up. 1530 01:10:55,980 --> 01:10:57,930 But keep in mind, again, these faces 1531 01:10:57,930 --> 01:11:00,620 we don't know anything about because this edge could 1532 01:11:00,620 --> 01:11:02,290 do crazy things. 1533 01:11:02,290 --> 01:11:04,250 But the interior faces of the crease pattern 1534 01:11:04,250 --> 01:11:07,240 must all stay flat and stay exactly 1535 01:11:07,240 --> 01:11:08,730 as they were in the original. 1536 01:11:08,730 --> 01:11:11,440 So it's really like we have rigid panels here 1537 01:11:11,440 --> 01:11:12,590 and hinges between them. 1538 01:11:12,590 --> 01:11:15,520 The outside, though, we have no idea what happens. 1539 01:11:15,520 --> 01:11:16,020 OK. 1540 01:11:16,020 --> 01:11:17,000 So the inside sucks. 1541 01:11:17,000 --> 01:11:20,010 So I think, at this point, we get to this picture. 1542 01:11:20,010 --> 01:11:21,670 Here's the regular crease pattern. 1543 01:11:21,670 --> 01:11:24,220 So let's just make life easier and say, well, we'll 1544 01:11:24,220 --> 01:11:26,150 cut out a hole in the center. 1545 01:11:26,150 --> 01:11:28,980 That surely-- that must be better. 1546 01:11:28,980 --> 01:11:30,180 But it's no better. 1547 01:11:30,180 --> 01:11:33,890 That thing still can't fold because you 1548 01:11:33,890 --> 01:11:37,830 take any of the rings that goes around, 1549 01:11:37,830 --> 01:11:42,406 like a square annulus-- here's a ring. 1550 01:11:42,406 --> 01:11:44,960 The creases in that ring are just those four. 1551 01:11:44,960 --> 01:11:47,520 So I'm just looking at these four trapezoids. 1552 01:11:47,520 --> 01:11:50,230 Again, each one must stay planar. 1553 01:11:50,230 --> 01:11:52,220 And these are the only hinges I have. 1554 01:11:52,220 --> 01:11:55,217 It's actually really just like this. 1555 01:11:55,217 --> 01:11:57,300 I've cut a hole in the center, but it won't really 1556 01:11:57,300 --> 01:12:01,940 matter because the extension of these lines meet at a point. 1557 01:12:01,940 --> 01:12:04,870 So effectively, you are folding this whole triangle. 1558 01:12:04,870 --> 01:12:06,892 You can fold just the trapezoid. 1559 01:12:06,892 --> 01:12:08,350 But however you fold the trapezoid, 1560 01:12:08,350 --> 01:12:10,350 you could just extend it and make the triangle, 1561 01:12:10,350 --> 01:12:12,016 and these triangles will remain meeting. 1562 01:12:12,016 --> 01:12:15,680 So it's actually the same thing as the center diagram. 1563 01:12:15,680 --> 01:12:18,150 Because this doesn't fold, this also won't fold. 1564 01:12:18,150 --> 01:12:20,140 It doesn't matter how many layers you cut out. 1565 01:12:20,140 --> 01:12:21,890 As long as there's one interior layer that 1566 01:12:21,890 --> 01:12:26,530 doesn't touch the boundary, it's going to be screwed. 1567 01:12:26,530 --> 01:12:28,440 OK. 1568 01:12:28,440 --> 01:12:31,390 That is why hyperbolic paraboloid 1569 01:12:31,390 --> 01:12:33,910 doesn't fold without diagonals. 1570 01:12:33,910 --> 01:12:37,110 Once you know the creases are straight, it's kind of obvious. 1571 01:12:37,110 --> 01:12:41,160 But let me give you a more general picture. 1572 01:12:41,160 --> 01:12:43,770 This makes things a little more interesting and tells you, 1573 01:12:43,770 --> 01:12:45,270 really, all those straight crease 1574 01:12:45,270 --> 01:12:48,180 pleatings that I've shown you, like hexagons and octagons, 1575 01:12:48,180 --> 01:12:52,560 none of them are possible, which was a surprise. 1576 01:12:52,560 --> 01:12:54,790 So here I'm taking concentric shapes in such a way 1577 01:12:54,790 --> 01:12:56,950 that the diagonals meet at a point. 1578 01:12:56,950 --> 01:12:58,080 I still need that fact. 1579 01:12:58,080 --> 01:13:01,581 If they don't, in fact, it's possible to fold. 1580 01:13:01,581 --> 01:13:03,350 And we have a little example of that. 1581 01:13:03,350 --> 01:13:10,910 1582 01:13:10,910 --> 01:13:13,515 OK, now I actually need two interior rings 1583 01:13:13,515 --> 01:13:16,110 to get a contradiction. 1584 01:13:16,110 --> 01:13:23,900 So I take some ring like this, and I take another ring, 1585 01:13:23,900 --> 01:13:26,254 and I suppose none of them touch the boundary. 1586 01:13:26,254 --> 01:13:27,920 As long as I know there's at least four, 1587 01:13:27,920 --> 01:13:30,325 there's going to be two consecutive rings like this. 1588 01:13:30,325 --> 01:13:39,480 And the hinges are the diagonals and the inner ring boundaries. 1589 01:13:39,480 --> 01:13:40,360 OK. 1590 01:13:40,360 --> 01:13:48,460 If I just look locally at this, I claim it must be 1591 01:13:48,460 --> 01:13:52,470 mountain-mountain-mountain-valley or the reverse. 1592 01:13:52,470 --> 01:13:54,810 This is something we would normally prove by saying, 1593 01:13:54,810 --> 01:13:57,177 OK, this is locally smallest, therefore these guys 1594 01:13:57,177 --> 01:13:57,760 are different. 1595 01:13:57,760 --> 01:13:59,176 And this is also locally smallest, 1596 01:13:59,176 --> 01:14:01,264 therefore these guys are different, and so on. 1597 01:14:01,264 --> 01:14:02,930 Except that only works for flat folding. 1598 01:14:02,930 --> 01:14:04,780 Here I need to prove it for 3D folding. 1599 01:14:04,780 --> 01:14:07,440 I'm not going to bother, but you can do it. 1600 01:14:07,440 --> 01:14:11,390 So in fact, let's say this is mountain-mountain-mountain-valley, 1601 01:14:11,390 --> 01:14:13,040 then this must be mountain, this must, 1602 01:14:13,040 --> 01:14:15,510 all the way around must be mountain. 1603 01:14:15,510 --> 01:14:16,010 OK? 1604 01:14:16,010 --> 01:14:17,350 That's not such a big deal. 1605 01:14:17,350 --> 01:14:21,090 This must all be valley, and this must all 1606 01:14:21,090 --> 01:14:24,590 be mountain, or the entire reverse. 1607 01:14:24,590 --> 01:14:27,665 But the point is, all of these guys 1608 01:14:27,665 --> 01:14:32,190 out here must be mountains. 1609 01:14:32,190 --> 01:14:34,530 So really if I extend all of these guys 1610 01:14:34,530 --> 01:14:37,120 and they meet at a single point, if I was lucky, 1611 01:14:37,120 --> 01:14:40,740 that's what I'm supposed to assume, really what I'm doing 1612 01:14:40,740 --> 01:14:44,890 is folding a whole bunch of triangles 1613 01:14:44,890 --> 01:14:47,810 where all of the creases are mountains. 1614 01:14:47,810 --> 01:14:49,400 That's not possible. 1615 01:14:49,400 --> 01:14:52,564 So if you didn't believe this thing, 1616 01:14:52,564 --> 01:14:53,980 it follows from the same argument. 1617 01:14:53,980 --> 01:14:56,535 They can't all be mountains, and therefore some crease 1618 01:14:56,535 --> 01:14:58,530 is not getting folded. 1619 01:14:58,530 --> 01:15:01,350 So it's the same argument again, you just 1620 01:15:01,350 --> 01:15:03,055 have to be a little more precise. 1621 01:15:03,055 --> 01:15:05,680 1622 01:15:05,680 --> 01:15:09,870 And that is not folding hyperbolic paraboloids 1623 01:15:09,870 --> 01:15:11,120 and things like that. 1624 01:15:11,120 --> 01:15:13,390 But if you had diagonals, it all works. 1625 01:15:13,390 --> 01:15:16,240 Now, in the last few minutes, I want to show you some more fun 1626 01:15:16,240 --> 01:15:20,000 things, in particular, pillows. 1627 01:15:20,000 --> 01:15:22,610 Everybody likes pillows. 1628 01:15:22,610 --> 01:15:23,600 But how are they made? 1629 01:15:23,600 --> 01:15:26,840 Well, it's like two squares of material joined 1630 01:15:26,840 --> 01:15:29,875 along the edges, and then you stuff stuff inside. 1631 01:15:29,875 --> 01:15:32,000 That kind of weird, because doubly-covered square I 1632 01:15:32,000 --> 01:15:35,230 think of as flat, and yet you can put material inside. 1633 01:15:35,230 --> 01:15:39,540 What is the maximum volume you can stuff into a pillow? 1634 01:15:39,540 --> 01:15:41,090 This is called the tea bag problem 1635 01:15:41,090 --> 01:15:44,520 because it also works for square tea bags. 1636 01:15:44,520 --> 01:15:45,320 Open. 1637 01:15:45,320 --> 01:15:45,960 We don't know. 1638 01:15:45,960 --> 01:15:49,890 Lots of practical explorations, but open. 1639 01:15:49,890 --> 01:15:51,700 Another version of this is Mylar balloons. 1640 01:15:51,700 --> 01:15:54,740 Mylar balloons can't stretch, more or less. 1641 01:15:54,740 --> 01:15:57,980 And here is two circles glued together. 1642 01:15:57,980 --> 01:16:00,310 Again flat, but you can pump air into them. 1643 01:16:00,310 --> 01:16:03,180 You get this weird behavior, these ripples on the outside. 1644 01:16:03,180 --> 01:16:04,880 That's real stuff. 1645 01:16:04,880 --> 01:16:07,320 But we don't know what the maximum volume shape is, 1646 01:16:07,320 --> 01:16:11,970 but it should look something like what we see in reality. 1647 01:16:11,970 --> 01:16:13,920 Let me tell you some fun theorems. 1648 01:16:13,920 --> 01:16:20,470 If you take any convex polyhedron, like say a cube, 1649 01:16:20,470 --> 01:16:23,610 you can inflate it and increase its volume. 1650 01:16:23,610 --> 01:16:26,260 Also, I guess, works for a doubly-covered square. 1651 01:16:26,260 --> 01:16:27,930 This is the tea bag open problem, 1652 01:16:27,930 --> 01:16:31,260 where these edges are joined. 1653 01:16:31,260 --> 01:16:32,510 How do you do it? 1654 01:16:32,510 --> 01:16:34,540 I'm going to quote from the paper-- 1655 01:16:34,540 --> 01:16:37,157 "by simultaneously delivering karate chops 1656 01:16:37,157 --> 01:16:38,490 to the edges of the polyhedron." 1657 01:16:38,490 --> 01:16:39,960 That's in the abstract. 1658 01:16:39,960 --> 01:16:45,380 So you take an edge like this-- here's an edge 1659 01:16:45,380 --> 01:16:48,846 and the two incident faces-- and I go like this. 1660 01:16:48,846 --> 01:16:51,070 Wow, that was exciting. 1661 01:16:51,070 --> 01:16:57,250 So what happens when you go like this-- the whole board shakes, 1662 01:16:57,250 --> 01:16:59,304 I'll probably break it eventually-- 1663 01:16:59,304 --> 01:17:00,470 you get something like that. 1664 01:17:00,470 --> 01:17:03,040 So there's a valley here, and then 1665 01:17:03,040 --> 01:17:05,970 mountains there to replace this mountain. 1666 01:17:05,970 --> 01:17:09,640 And you can prove, if you do that with suitable parameters 1667 01:17:09,640 --> 01:17:11,525 here, at every edge simultaneously you 1668 01:17:11,525 --> 01:17:14,740 increase the volume, which is pretty neat. 1669 01:17:14,740 --> 01:17:17,100 Now, how far can you go? 1670 01:17:17,100 --> 01:17:19,230 What happens when you keep increasing the volume? 1671 01:17:19,230 --> 01:17:23,475 Is the limit polyhedral, or is it smooth with ripples? 1672 01:17:23,475 --> 01:17:25,100 Conjecture is it's smooth with ripples. 1673 01:17:25,100 --> 01:17:26,891 In fact, you can prove it's not polyhedral. 1674 01:17:26,891 --> 01:17:28,810 Because not only for convex polyhedral, 1675 01:17:28,810 --> 01:17:33,800 you take any polyhedron, it is possible to inflate it 1676 01:17:33,800 --> 01:17:35,150 by at least some volume. 1677 01:17:35,150 --> 01:17:37,860 So the limit has to be curvy. 1678 01:17:37,860 --> 01:17:40,714 It's not going to be polyhedral. 1679 01:17:40,714 --> 01:17:42,130 Now, exactly what it looks like we 1680 01:17:42,130 --> 01:17:46,280 don't know, but lots of experiments to that effect. 1681 01:17:46,280 --> 01:17:48,950 1682 01:17:48,950 --> 01:17:52,690 A big open question in this field is, does this exist? 1683 01:17:52,690 --> 01:17:53,440 We think so. 1684 01:17:53,440 --> 01:17:55,250 It seems curve creases-- none of this stuff 1685 01:17:55,250 --> 01:17:56,780 works for curve creases. 1686 01:17:56,780 --> 01:17:58,952 Curve creases seem a lot more powerful. 1687 01:17:58,952 --> 01:18:00,660 We haven't been able to prove this exists 1688 01:18:00,660 --> 01:18:02,000 because it seems very flexible. 1689 01:18:02,000 --> 01:18:03,500 There's a lot of degrees of freedom. 1690 01:18:03,500 --> 01:18:05,740 It's hard to figure out where the rule lines are. 1691 01:18:05,740 --> 01:18:09,210 But we think so. 1692 01:18:09,210 --> 01:18:10,440 So what about curved creases? 1693 01:18:10,440 --> 01:18:11,940 I haven't talked about curve creases 1694 01:18:11,940 --> 01:18:14,210 really at all until this lecture. 1695 01:18:14,210 --> 01:18:21,090 I would say the most seminal work in curve creases 1696 01:18:21,090 --> 01:18:23,160 was done by David Huffman. 1697 01:18:23,160 --> 01:18:24,810 Huffman is super famous. 1698 01:18:24,810 --> 01:18:30,370 He was a grad student and a professor 1699 01:18:30,370 --> 01:18:32,112 here at MIT for many years. 1700 01:18:32,112 --> 01:18:33,820 In particular, when he was a grad student 1701 01:18:33,820 --> 01:18:35,319 he came up with these Huffman codes, 1702 01:18:35,319 --> 01:18:38,160 which are used in every MP3 player. 1703 01:18:38,160 --> 01:18:40,460 Every device you use that uses any kind of compression 1704 01:18:40,460 --> 01:18:41,665 has Huffman codes in it. 1705 01:18:41,665 --> 01:18:43,420 Super cool from the '60s. 1706 01:18:43,420 --> 01:18:46,670 But he also did a lot of curve crease origami, 1707 01:18:46,670 --> 01:18:48,310 curve crease folding. 1708 01:18:48,310 --> 01:18:51,980 And over the last couple of years, 1709 01:18:51,980 --> 01:18:56,690 we've been working with his family, so his wife 1710 01:18:56,690 --> 01:19:00,160 and two daughters, Linda and Elise. 1711 01:19:00,160 --> 01:19:02,788 And this is me, that's Marty, and this 1712 01:19:02,788 --> 01:19:04,162 is Duks Koschitz, who many of you 1713 01:19:04,162 --> 01:19:06,650 know is a PhD student in architecture. 1714 01:19:06,650 --> 01:19:09,660 And we were visiting there back in May in particular. 1715 01:19:09,660 --> 01:19:12,600 And what we're doing is taking his work, which 1716 01:19:12,600 --> 01:19:17,810 is all in their houses and almost no one has seen, 1717 01:19:17,810 --> 01:19:19,412 and figuring out how he made them. 1718 01:19:19,412 --> 01:19:20,870 What is the underlying mathematics? 1719 01:19:20,870 --> 01:19:23,720 What are the crease patterns that make it possible? 1720 01:19:23,720 --> 01:19:26,590 And then recreating them to check that we did it right. 1721 01:19:26,590 --> 01:19:30,380 So what I have here are just a few examples of our recreations 1722 01:19:30,380 --> 01:19:30,880 so far. 1723 01:19:30,880 --> 01:19:32,421 So these are not the original models, 1724 01:19:32,421 --> 01:19:34,310 but they look just like the original models, 1725 01:19:34,310 --> 01:19:37,339 made out of the same material and more or less the same way. 1726 01:19:37,339 --> 01:19:39,380 Although we do it a little more high-tech than he 1727 01:19:39,380 --> 01:19:45,760 did because we want to draw perfect computational diagrams 1728 01:19:45,760 --> 01:19:47,762 in CAD, and then reproduce them exactly 1729 01:19:47,762 --> 01:19:49,470 on the paper with no reproduction errors. 1730 01:19:49,470 --> 01:19:56,650 So we use fancy robotically-controlled devices 1731 01:19:56,650 --> 01:19:58,050 to do that. 1732 01:19:58,050 --> 01:20:00,000 So there's some fun curve creases. 1733 01:20:00,000 --> 01:20:02,660 You get some really nice shadow patterns. 1734 01:20:02,660 --> 01:20:07,130 All of those are circular arcs, all the creases. 1735 01:20:07,130 --> 01:20:08,270 Here are some more. 1736 01:20:08,270 --> 01:20:12,140 These are actually parabolic arcs and some straight creases 1737 01:20:12,140 --> 01:20:13,095 in between. 1738 01:20:13,095 --> 01:20:14,940 Get some cool 3D relief effect. 1739 01:20:14,940 --> 01:20:16,690 These are like tessellations like Tom Hull 1740 01:20:16,690 --> 01:20:18,398 was talking about but with curve creases. 1741 01:20:18,398 --> 01:20:23,260 1742 01:20:23,260 --> 01:20:24,390 This is pretty awesome. 1743 01:20:24,390 --> 01:20:27,860 Here the creases are quite complicated to figure out. 1744 01:20:27,860 --> 01:20:31,130 But what's happening is you're taking a cone like this 1745 01:20:31,130 --> 01:20:33,930 and pleating it back and forth but with different angles, 1746 01:20:33,930 --> 01:20:36,600 and so the whole thing twists. 1747 01:20:36,600 --> 01:20:38,870 We have a physical one of these in our offices. 1748 01:20:38,870 --> 01:20:41,580 But this is the 3D model of what's going on. 1749 01:20:41,580 --> 01:20:44,210 1750 01:20:44,210 --> 01:20:47,050 Here's some particularly awesome crease patterns. 1751 01:20:47,050 --> 01:20:50,050 David Huffman made a whole variety of these. 1752 01:20:50,050 --> 01:20:51,950 These are just a couple of examples. 1753 01:20:51,950 --> 01:20:53,485 Got some crazy circular arcs. 1754 01:20:53,485 --> 01:20:55,530 You've got some-- I guess these are also 1755 01:20:55,530 --> 01:20:58,020 circular arcs and some straight segments. 1756 01:20:58,020 --> 01:21:01,490 And then you wrap this around to make a cylinder, 1757 01:21:01,490 --> 01:21:04,800 and you get this. 1758 01:21:04,800 --> 01:21:07,660 That one-- there's a bunch of photos of the original David 1759 01:21:07,660 --> 01:21:11,750 Huffman model on the web if you Google around. 1760 01:21:11,750 --> 01:21:16,590 Not looking exactly like that, but there's a whole variety. 1761 01:21:16,590 --> 01:21:18,314 Here's another one, a bit of a maybe 1762 01:21:18,314 --> 01:21:19,480 surprise what it looks like. 1763 01:21:19,480 --> 01:21:22,620 Most of the center just gets eaten away from these creases. 1764 01:21:22,620 --> 01:21:25,020 Here the creases are elliptical, and you 1765 01:21:25,020 --> 01:21:27,280 get something like that. 1766 01:21:27,280 --> 01:21:30,261 So there's some hidden structure beneath. 1767 01:21:30,261 --> 01:21:32,100 I think just one more example. 1768 01:21:32,100 --> 01:21:34,640 This is probably the most coolest puzzle. 1769 01:21:34,640 --> 01:21:38,720 You say, well, you float along these parabolas, just one 1770 01:21:38,720 --> 01:21:40,930 valley and one mountain. 1771 01:21:40,930 --> 01:21:45,140 But you fold them a lot, you get that. 1772 01:21:45,140 --> 01:21:47,670 And Huffman composed these to make 1773 01:21:47,670 --> 01:21:50,600 various kinds of tubes and really cool things. 1774 01:21:50,600 --> 01:21:51,826 So this is work in progress. 1775 01:21:51,826 --> 01:21:53,200 Just wanted to give you a sample. 1776 01:21:53,200 --> 01:21:55,710 There's a paper about this which shows more examples. 1777 01:21:55,710 --> 01:21:58,850 But our goal is to recreate all or most of them 1778 01:21:58,850 --> 01:22:03,140 and document how he did it and figure out 1779 01:22:03,140 --> 01:22:04,790 how he designed these models. 1780 01:22:04,790 --> 01:22:06,789 He had mathematical tools to do this, 1781 01:22:06,789 --> 01:22:08,580 and we're still figuring out what they are. 1782 01:22:08,580 --> 01:22:13,500 The hope is it will lead to more great mathematics and art 1783 01:22:13,500 --> 01:22:15,280 about curve creases. 1784 01:22:15,280 --> 01:22:16,490 And that is it. 1785 01:22:16,490 --> 01:22:18,270 This is my last lecture. 1786 01:22:18,270 --> 01:22:21,980 Next class we have-- or next three classes we 1787 01:22:21,980 --> 01:22:24,001 have a whole bunch of student presentations. 1788 01:22:24,001 --> 01:22:24,500 Please come. 1789 01:22:24,500 --> 01:22:26,320 There will be lots of awesome things there. 1790 01:22:26,320 --> 01:22:27,740 Send me your slides ahead of time, 1791 01:22:27,740 --> 01:22:31,820 and you'll have 10 minutes to do it, to give a talk. 1792 01:22:31,820 --> 01:22:35,980 And then the last lecture, Wednesday two weeks from now, 1793 01:22:35,980 --> 01:22:37,720 is Tomohiro Tachi. 1794 01:22:37,720 --> 01:22:38,920 And thanks very much. 1795 01:22:38,920 --> 01:22:40,830 It's been a lot of fun doing this class 1796 01:22:40,830 --> 01:22:42,121 and having you all as students. 1797 01:22:42,121 --> 01:22:44,920 [APPLAUSE] 1798 01:22:44,920 --> 01:22:58,961