1 00:00:02,530 --> 00:00:05,070 all right lecture 12 is about 10 SEC radice like this one which you saw and when the rigid infinitesimal rigidity and Carpenters rule theorem all in one quick lecture so just a couple questions about ten surgeries well first is about infinitesimal rigidity in general this is a sort of extra bonus I talked about one reason why this dot product condition is the right thing which is based on projection but there are other ways to think about it so say we have an edge VW actually I think I'll draw it W on the left so here's VW we would think of this point as being sea of W that's your configuration this point is C of E then we were talking about when if you have a velocity vector D of W and a velocity vector say something like this to give V when it preserves the length of this bar to the first order and the condition we had was C of E minus C of W dot product with D of V minus D of W equals 0 so a question well so the way we said in class this works is if you look at the projected length of this vector onto the segment that's essentially how much shorter in this case it gets shorter in this case this is how much longer the segment gets to the first order and that corresponds to DV dot product with this vector because this vector C V minus C of W is this direction here cv minus C of W so if you take the dot product with this vector you get that projected length you want those two dot products to be equal and so you want the difference to be zero that's one way to think about it but in fact this quantity also has an intuitive notion if you've done some basic mechanics this is the relative motion of V with respect to W so it's like well imagine w is not moving to do that you just subtract D of W from all motions then W will remain stationary to the first order solve first order motions so then what's the motion of V well it's going to be D of V minus D of W because everything gets subtracted by D of W so that is minus D of W corresponds to drawing that vector in the other direction and then adding that to D of W corresponds to this kind of pictures this is minus D of W and so this vector is D of V minus D of W that's the sum of those two vectors and the claim is what we want is for these two vectors to be perpendicular to each other the edge and the motion and this makes a lot of sense because we're imagining w is not moving so it's just V moving and we want the motion of V to be perpendicular locally to the segment because that's going to preserve the length ok so that that's actually I think an even more intuitive way to see it and since this video this lecture video has been online for two years every year so I get an email saying hey you asked what does DV minus VW mean and yes I didn't realize it at the time but it is just relative motion and so yeah it's like like if you're moving along this circle centered at w that's where you want to be either straight up or straight down clear some bonus intuition it's a little harder to see the other conditions from this perspective at least I find it harder to see but I guess I shouldn't claim that are also going to get more emails in the future but let's see if you want it to be was the dot product being greater or equal to zero means it probably means that this angle is obtuse which means that the lengths getting longer and less equal to zero means that the angle is getting non obtuse and if you know the dot product rule with the cosine of the angle you should be able to figure that out but it's a little bit less it's less memorized in my head whereas dot product equals zero everyone remembers it's being perpendicular so this was struts and cables ok next question was a couple questions here one is how can you say the tenseiga tu showed is rigid because you can flex it this doesn't look very rigid this guy here it looks quite flexible and then there was another question by someone else saying why did you use springs to represent bars and these are sort of the same question this is flexible because the springs are flexible the idea with the springs I mean I'm just guessing why this model was made this way springs are nice because they do have a natural resting length so in that sense they want to be a given length and if you pull on them they try to restore the original length also if you push on them you can do it but they try to restore their to their resting length and right now these guys are all in the resting length and what's cool about this is you can kind of feel the resistance I mean this is what happens in any material you pull on it it can maybe pull a little bit but it gives a lot of force going back to its original state these I don't know these cables probably you can stretch that material at very tiny amount i can feel the force it's a little less visible here you can actually see the force and because it's so much smaller you can really it's easier to feel what's going on in here I think that's the intuition you could of course construct these with steel bars it's just then it wouldn't moove be a little less exciting it's up to you of course but this is just one way to build models of ten securities but it's also why it's so flexible as these bars are not super strong but it was kind of fun as you feel the equilibrium stress here that things go back to where they were originally they kind of hold in position there because all the stress is here balance out cool and one more kind of question is about sculpture ten security sculptures are cool so i thought i'd show you a few more examples the sort of the master here is Kenneth's Nelson I think he possibly invented tensei gratis and I showed one example in lecture but these are many more he's been doing it since the 60s some of them are very big because have some measurements here this guy is 85 feet long and rests on these three posts a little hard to see the cables here but they are it's all struts and cables so using these bars to be actually there might be a bars in this picture I think they might be rigid even when their struts but and some more this is one of the longest at 72 feet and this is the tallest at 90 feet pretty impressive this is a taller version of the one that I showed last time or in in lecture so I'm not sure how he designs them he's an artist by trade what their uses computational tools or gadgets or I'm not sure be interesting to be interesting to talk to him actually if you want to see more examples of his sculpture this is just a piece of it go to his website on the design side our good friend told me he wrote ah she who did the origami organizer bunny it's also done intense a gritty bunny and he didn't design this by hand as she might imagine he designed it with a new piece of software that hasn't yet been released called free form 10 seg ready you start with a polyhedron and there's a few different starting initial constructions that kind of set that thing up as a kind of tense egra T and then it solves to make it a balance to have an equilibrium stress and on the right is the stress these are what structural engineer would call force polygons it's essentially the it's like if you take this graph and you rotate this is all in 3d by the way so a little tricky that's rotating in this case he's pulling on things for trying to force vertices to come together and the whole thing is updating and as long as this number down here is close to zero here it's 10 to the minus 20 it's a pretty good approximation of 0 then this thing is in equilibrium and it's again solving all those constraints like we have before so yeah right force polygons you take every edge you rotate it 90 degrees and then sort of magic constructing a little polygon around each face so you scale the edge by the stress in there and those polygons should close up to be zero if the if you at the vertex you satisfy equilibrium and you can draw all those polygons those polygons can be joined together to make one kind of graph and if that graph closes up then you have an equilibrium stress so it's kind of a neat way to visualize that the thing is rigid that it would rather that it would hold all of these edges at fixed length and you have to verify that the bar structure is rigid but this is presumably constructed to have that property so hopefully this offer will be released at some point it definitely looks like a cool way to play around with tenseiga T's and design things question ah i see yeah that's a good question so can you see what happens if i like when that one when i tweak it and it wobbles yeah it'd be nice to see that in simulation definitely this is this software is based on freeform origami designer and that has the two modes right one where you can change the crease pattern one where it tries to stay it keep it fixed so i'm not sure whether the software has the same two modes but it certainly could that's definitely computable you could basically ignore the constraints for a while pull on something then let go let it restore the constraints without it changing the tents a gritty like it's doing here and you should see it wobble in fact in that case you probably want to use it a less good numerical method you don't want it to stabilize as quickly you'd like to see a jiggle for a while that's so it should be doable could be an interesting project to extend the software if it hasn't been if that hasn't been implemented yet I could ask him I asked him last night as it I mean plan is to release it at some point but not quite ready for prime time yet other questions about this so I I think it should be fun to play with if you want to build some tents egra tease there's a couple descriptions on how to do this out of various easy to find household objects like straws or with these well rubber bands things like that so you can check out George heart has two instruction web pages about them they're linked from this slide if you go to the lecture and yeah that was all I had for questions any more questions about this lecture all perfectly clear we'll be seeing a lot more stuff about locked linkages the Carpenters rule part which is at the end of class in the next two three lectures yeah well in general a linear program is something like you have a matrix and you multiply it by a vector and then you have let's say in our case we have greater than equal to 0 so when I say 0 I mean 000 the dual of a linear program is what you get by transposing the matrix basically so you get you rotate it 90 degrees or actually flip around that diagonal so all the columns become rose rose become columns so now you've got some other thing here which is going to be this big it's probably going to be less than or equal to something that big so this is a transpose this is why and this is your just called see this is in general called little B and there are relations between these two things it's the short version but you can kind of see so in principle if we take this is in our case this is basically the rigidity matrix was this rigidity matrix Prime in the lecture because if we want to write greater than or equal to 0 struts are just fine cables we negate everything in the row bars where we have equality we need both the original version and the negated version of that row but if we just imagine struts for the moment because I mean some sense everything well can be simulated by struts and negative struts struts and cables then we had the number of rows here this was essentially the number of edges in our linkage and the number of columns here was d times n this is the number of degrees of freedom these are the coordinates of all of our things and then X here was actually our velocity vectors and so on well actually I should probably write that so this what we're calling velocity vectors D this is our it's like conflict this is different d these are the D vectors the derivatives so what would these things be well the number the columns here are going to be edges and the rows are going to be coordinates and remember equilibrium stress looks like this basically for every vertex we have sum over all other vertices let's say VW is an edge of what is it stress of VW times C of I forget whether c of e minus c of w or or the reverse equals zero so this should look good the number of these constraints is well here it says it's the number of vertices but in fact when you say equals 0 this is a vector sum so this has d coordinates when you say that equals 0 that's d constraints so there are d times n constraints and how many things are involved in the constraints well essentially the edges every Edge has a term in here so that's kind of why that looks right you have to go through the algebra and exactly what's written here to see that when u transpose it you do exactly get this constraint and there's the issue of equals 0 vs greater than equal to 0 so that's a little bit more subtle yeah but that's the short version and you also have to check that the when your strut or cable you get just a sign constraint on this thing that's maybe a little less obvious but at least at a high level this looks right and their relations about the primal and the dual linear program about so for example the this linear program which is characterizing all infinitesimally motions if you find an infinitesimally twice that vector or the set of vectors is also an infinitesimal motion so the solution space to this linear program is what's called a convex polyhedral cone meaning something I mean this is sort of the beginning of a cone but it goes off to infinity you can take any motion you find and scale it off to infinity you always include the origin 0 0 0 because you can always do no motion but any motion can be scaled up so if this thing has a solution at all other than the 0 0 0 motion it's an unbounded LP meaning there's you go off to infinity and when the primal LP is unbounded you know things about the dual which I forget but you cannot have one being unbounded and the other being something else and so that guarantees that there's an equilibrium stress that's roughly how it works other questions 2 00:00:05,070 --> 00:00:07,730 all right lecture 12 is about 10 SEC radice like this one which you saw and when the rigid infinitesimal rigidity and Carpenters rule theorem all in one quick lecture so just a couple questions about ten surgeries well first is about infinitesimal rigidity in general this is a sort of extra bonus I talked about one reason why this dot product condition is the right thing which is based on projection but there are other ways to think about it so say we have an edge VW actually I think I'll draw it W on the left so here's VW we would think of this point as being sea of W that's your configuration this point is C of E then we were talking about when if you have a velocity vector D of W and a velocity vector say something like this to give V when it preserves the length of this bar to the first order and the condition we had was C of E minus C of W dot product with D of V minus D of W equals 0 so a question well so the way we said in class this works is if you look at the projected length of this vector onto the segment that's essentially how much shorter in this case it gets shorter in this case this is how much longer the segment gets to the first order and that corresponds to DV dot product with this vector because this vector C V minus C of W is this direction here cv minus C of W so if you take the dot product with this vector you get that projected length you want those two dot products to be equal and so you want the difference to be zero that's one way to think about it but in fact this quantity also has an intuitive notion if you've done some basic mechanics this is the relative motion of V with respect to W so it's like well imagine w is not moving to do that you just subtract D of W from all motions then W will remain stationary to the first order solve first order motions so then what's the motion of V well it's going to be D of V minus D of W because everything gets subtracted by D of W so that is minus D of W corresponds to drawing that vector in the other direction and then adding that to D of W corresponds to this kind of pictures this is minus D of W and so this vector is D of V minus D of W that's the sum of those two vectors and the claim is what we want is for these two vectors to be perpendicular to each other the edge and the motion and this makes a lot of sense because we're imagining w is not moving so it's just V moving and we want the motion of V to be perpendicular locally to the segment because that's going to preserve the length ok so that that's actually I think an even more intuitive way to see it and since this video this lecture video has been online for two years every year so I get an email saying hey you asked what does DV minus VW mean and yes I didn't realize it at the time but it is just relative motion and so yeah it's like like if you're moving along this circle centered at w that's where you want to be either straight up or straight down clear some bonus intuition it's a little harder to see the other conditions from this perspective at least I find it harder to see but I guess I shouldn't claim that are also going to get more emails in the future but let's see if you want it to be was the dot product being greater or equal to zero means it probably means that this angle is obtuse which means that the lengths getting longer and less equal to zero means that the angle is getting non obtuse and if you know the dot product rule with the cosine of the angle you should be able to figure that out but it's a little bit less it's less memorized in my head whereas dot product equals zero everyone remembers it's being perpendicular so this was struts and cables ok next question was a couple questions here one is how can you say the tenseiga tu showed is rigid because you can flex it this doesn't look very rigid this guy here it looks quite flexible and then there was another question by someone else saying why did you use springs to represent bars and these are sort of the same question this is flexible because the springs are flexible the idea with the springs I mean I'm just guessing why this model was made this way springs are nice because they do have a natural resting length so in that sense they want to be a given length and if you pull on them they try to restore the original length also if you push on them you can do it but they try to restore their to their resting length and right now these guys are all in the resting length and what's cool about this is you can kind of feel the resistance I mean this is what happens in any material you pull on it it can maybe pull a little bit but it gives a lot of force going back to its original state these I don't know these cables probably you can stretch that material at very tiny amount i can feel the force it's a little less visible here you can actually see the force and because it's so much smaller you can really it's easier to feel what's going on in here I think that's the intuition you could of course construct these with steel bars it's just then it wouldn't moove be a little less exciting it's up to you of course but this is just one way to build models of ten securities but it's also why it's so flexible as these bars are not super strong but it was kind of fun as you feel the equilibrium stress here that things go back to where they were originally they kind of hold in position there because all the stress is here balance out cool and one more kind of question is about sculpture ten security sculptures are cool so i thought i'd show you a few more examples the sort of the master here is Kenneth's Nelson I think he possibly invented tensei gratis and I showed one example in lecture but these are many more he's been doing it since the 60s some of them are very big because have some measurements here this guy is 85 feet long and rests on these three posts a little hard to see the cables here but they are it's all struts and cables so using these bars to be actually there might be a bars in this picture I think they might be rigid even when their struts but and some more this is one of the longest at 72 feet and this is the tallest at 90 feet pretty impressive this is a taller version of the one that I showed last time or in in lecture so I'm not sure how he designs them he's an artist by trade what their uses computational tools or gadgets or I'm not sure be interesting to be interesting to talk to him actually if you want to see more examples of his sculpture this is just a piece of it go to his website on the design side our good friend told me he wrote ah she who did the origami organizer bunny it's also done intense a gritty bunny and he didn't design this by hand as she might imagine he designed it with a new piece of software that hasn't yet been released called free form 10 seg ready you start with a polyhedron and there's a few different starting initial constructions that kind of set that thing up as a kind of tense egra T and then it solves to make it a balance to have an equilibrium stress and on the right is the stress these are what structural engineer would call force polygons it's essentially the it's like if you take this graph and you rotate this is all in 3d by the way so a little tricky that's rotating in this case he's pulling on things for trying to force vertices to come together and the whole thing is updating and as long as this number down here is close to zero here it's 10 to the minus 20 it's a pretty good approximation of 0 then this thing is in equilibrium and it's again solving all those constraints like we have before so yeah right force polygons you take every edge you rotate it 90 degrees and then sort of magic constructing a little polygon around each face so you scale the edge by the stress in there and those polygons should close up to be zero if the if you at the vertex you satisfy equilibrium and you can draw all those polygons those polygons can be joined together to make one kind of graph and if that graph closes up then you have an equilibrium stress so it's kind of a neat way to visualize that the thing is rigid that it would rather that it would hold all of these edges at fixed length and you have to verify that the bar structure is rigid but this is presumably constructed to have that property so hopefully this offer will be released at some point it definitely looks like a cool way to play around with tenseiga T's and design things question ah i see yeah that's a good question so can you see what happens if i like when that one when i tweak it and it wobbles yeah it'd be nice to see that in simulation definitely this is this software is based on freeform origami designer and that has the two modes right one where you can change the crease pattern one where it tries to stay it keep it fixed so i'm not sure whether the software has the same two modes but it certainly could that's definitely computable you could basically ignore the constraints for a while pull on something then let go let it restore the constraints without it changing the tents a gritty like it's doing here and you should see it wobble in fact in that case you probably want to use it a less good numerical method you don't want it to stabilize as quickly you'd like to see a jiggle for a while that's so it should be doable could be an interesting project to extend the software if it hasn't been if that hasn't been implemented yet I could ask him I asked him last night as it I mean plan is to release it at some point but not quite ready for prime time yet other questions about this so I I think it should be fun to play with if you want to build some tents egra tease there's a couple descriptions on how to do this out of various easy to find household objects like straws or with these well rubber bands things like that so you can check out George heart has two instruction web pages about them they're linked from this slide if you go to the lecture and yeah that was all I had for questions any more questions about this lecture all perfectly clear we'll be seeing a lot more stuff about locked linkages the Carpenters rule part which is at the end of class in the next two three lectures yeah well in general a linear program is something like you have a matrix and you multiply it by a vector and then you have let's say in our case we have greater than equal to 0 so when I say 0 I mean 000 the dual of a linear program is what you get by transposing the matrix basically so you get you rotate it 90 degrees or actually flip around that diagonal so all the columns become rose rose become columns so now you've got some other thing here which is going to be this big it's probably going to be less than or equal to something that big so this is a transpose this is why and this is your just called see this is in general called little B and there are relations between these two things it's the short version but you can kind of see so in principle if we take this is in our case this is basically the rigidity matrix was this rigidity matrix Prime in the lecture because if we want to write greater than or equal to 0 struts are just fine cables we negate everything in the row bars where we have equality we need both the original version and the negated version of that row but if we just imagine struts for the moment because I mean some sense everything well can be simulated by struts and negative struts struts and cables then we had the number of rows here this was essentially the number of edges in our linkage and the number of columns here was d times n this is the number of degrees of freedom these are the coordinates of all of our things and then X here was actually our velocity vectors and so on well actually I should probably write that so this what we're calling velocity vectors D this is our it's like conflict this is different d these are the D vectors the derivatives so what would these things be well the number the columns here are going to be edges and the rows are going to be coordinates and remember equilibrium stress looks like this basically for every vertex we have sum over all other vertices let's say VW is an edge of what is it stress of VW times C of I forget whether c of e minus c of w or or the reverse equals zero so this should look good the number of these constraints is well here it says it's the number of vertices but in fact when you say equals 0 this is a vector sum so this has d coordinates when you say that equals 0 that's d constraints so there are d times n constraints and how many things are involved in the constraints well essentially the edges every Edge has a term in here so that's kind of why that looks right you have to go through the algebra and exactly what's written here to see that when u transpose it you do exactly get this constraint and there's the issue of equals 0 vs greater than equal to 0 so that's a little bit more subtle yeah but that's the short version and you also have to check that the when your strut or cable you get just a sign constraint on this thing that's maybe a little less obvious but at least at a high level this looks right and their relations about the primal and the dual linear program about so for example the this linear program which is characterizing all infinitesimally motions if you find an infinitesimally twice that vector or the set of vectors is also an infinitesimal motion so the solution space to this linear program is what's called a convex polyhedral cone meaning something I mean this is sort of the beginning of a cone but it goes off to infinity you can take any motion you find and scale it off to infinity you always include the origin 0 0 0 because you can always do no motion but any motion can be scaled up so if this thing has a solution at all other than the 0 0 0 motion it's an unbounded LP meaning there's you go off to infinity and when the primal LP is unbounded you know things about the dual which I forget but you cannot have one being unbounded and the other being something else and so that guarantees that there's an equilibrium stress that's roughly how it works other questions 3 00:00:07,730 --> 00:00:10,410 4 00:00:10,410 --> 00:00:14,509 5 00:00:14,509 --> 00:00:18,240 6 00:00:18,240 --> 00:00:20,280 7 00:00:20,280 --> 00:00:23,610 8 00:00:23,610 --> 00:00:27,930 9 00:00:27,930 --> 00:00:30,720 10 00:00:30,720 --> 00:00:33,240 11 00:00:33,240 --> 00:00:35,489 12 00:00:35,489 --> 00:00:41,729 13 00:00:41,729 --> 00:00:46,259 14 00:00:46,259 --> 00:00:53,250 15 00:00:53,250 --> 00:00:55,380 16 00:00:55,380 --> 00:00:59,329 17 00:00:59,329 --> 00:01:03,180 18 00:01:03,180 --> 00:01:06,780 19 00:01:06,780 --> 00:01:16,050 20 00:01:16,050 --> 00:01:19,560 21 00:01:19,560 --> 00:01:24,029 22 00:01:24,029 --> 00:01:28,850 23 00:01:28,850 --> 00:01:35,569 24 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