1 00:00:02,770 --> 00:00:06,480 all right lecture 14 was about two main topics I guess we had slender adorned chains sort of fatter linkages and then hinge dissection most of our time was actually spent with the slender adornments and proving that that works but most of our questions today are about hinge dissections because that's kind of the most fun and there's a lot more to say about them so first question is is there any software for hinge dissections and short answer is no surprisingly so this would definitely be a cool project possibility there are a bunch of examples let me switch to these on the web just sort of random examples cool dissections people thought were so neat they wanted to animate them and so they basically constructed where the coordinates were over time in Mathematica and then put it on the web as a illustration of that so this is a equilateral triangle - a hexagon regular hexagon this is a hinge dissection by Grieg Fredrickson and then is drawn by rick Mabrey here's another one for an equilateral triangle - a pentagon pretty cool they're hinged in a tree-like fashion even just kind of unusual and these are Gregg Fredrickson is one of the Masters of hinge dissections and dissections in general it's probably the master of dissections in general as he has three books or different kinds of dissections this is actually a hinge dissection on the cover here of the the purple and pink pieces hinged like this into into a smaller star from a the outline of a big star to the interior of a smaller star and then this star fits nicely inside this is another hinge dissection this this book is entirely about hinge dissection so they're not just the kinds we've seen another kind called twist hinging which I think this is a twist Inge piece flips around the other side and then there's a third book about a different kind of hinge dissection that's more of a surface hinge dissection where you've got to you've got the front and back of this surface and you and you fold them like piano hinges with hinges in the plane all very cool books you should check them out if you want to know more about dissections they're more about here cool examples some design techniques for how to make them I'll show you one such design technique later on today and but not a ton of Theory here in particular because there wasn't a ton of Theory when these books were written so that's some hinge dissections as I said cool project would be to make a general tool for animating hinge dissections there's only a handful out there greg has digital files of lots of his hinge dissections probably be willing to share them I haven't talked to him about it if there was a good engine for animating them I think would be cool even cooler would be to implement the slender an orangeade business take one of these hinge dissections maybe they just hinge but sometimes there's collisions and but we already know if you refine these guys to be slender which you can do if they're triangulated you can do it with only losing a factor of three in the number of pieces it cool to implement that and then you can do the slender and orange folding via CDR which I have an implementation of or it's not that hard to build one if you have a LP solver so various project possibilities another cool project would be to just design more hinge dissections there's still interesting questions either use fewer pieces or just make elegant designs related to the implementation idea a particular family of hinge dissections that could be fun to implement are embodied by this alphabet I showed this in lecture you can take the letter six and convert into a square convert into an eight and convert into four and four into a nine via these 128 pieces I didn't talk much about this theorem thus I thought I'd give you a little sketch of how this works it's actually very simple to construct the folded states of these hinge dissections and it could be an interesting thing to implement and it's also just kind of fun this is way earlier 1999 way before we knew that everything was possible we could at least do all polyominoes of the given size so let's let's just think about polyominoes are the Polly hexes Polly aemon's we have equilateral triangles and these are called Polly abalos for silly reasons basically by analogy to a Diablo which is a juggling device you can hinge dissect any of them here you take each square and you cut it into two half squares then you hinge them together like this this is one two three four five six seven eight so this will make any four square object any Tetris piece and generally take two n pieces and you can make any and omona and the way you prove that that is universal that it can fold into anything it's not so clear from this picture but it's actually really easy to prove by induction so the first thing to do in this inductive proof is to check that you can do it for N equals 1 ok that may sound trivial but this is actually core the key property you need in a hinge dissection of a single square into your general family is that there's a hinge visible on every edge of the object so here this hinge kind of covers this edge it covers that edge so both of these edges have hinges on them and the other two a it just have a hinge on them they happen to be shared hinges but that's ok and each of these that's true the triangle it's a little more awkward do you actually need two hinges to cover the three sides but you can but you only need these two pieces one of those non-convex it's may be hard to fold continuously but you'd refine it if you wanted to do slender adornments so let's not worry about continuous motion yet so that's the base case of the induction how do I do for N equals 1 now inductively if I have some shape I want to build I'll take what I call the dual graph of that shape so make a vertex for every square connect them together if they share an edge the square square an edge and then look at a spanning tree of that shape so just cut some of these edges until you have tree connectivity among among those squares every tree has at least two leaves except in the fall but every mathematical tree always has to at least two leaves like this is a leaf if I cut here this would also be a leaf leaf is a degree 1 vertex so that's the square that only shares one side so pluck off that leaf remove that square the resulting n minus 1 squares by assumption can be made by this hinge dissection with 2 times n minus 1 pieces so now we just have to attach this guy on and here's a figure for that down at the bottom this is the same thing for triangles if you and and poly abalos are in the upper right so you have some existing hinge dissection you don't really know what it's like and you want to add this leaf back on so it shares one edge with one guy now this guy could be oriented this way or it could be oriented this way but it's the same by reflection so let's say it's oriented this way we we know the square is made up by two half squares by induction and so we know that there's a hinge here now this hinge connects to some things in this case it's some to some T prime could be here could be up here and all we do is stick s on here now s can rotate we have our solution for one guy and there's two different orientations for him we're going to choose this orientation because it puts this hinge right there and so once we do that normally this would be a cycle and this thing would be a cycle through here but we just redo the hinges in here so that this the cycle gets bigger and the thing the important thing to verify is that the orientations the triangles are the same just like the hinge dissection picture I showed we always go from the base edge to the next base edge to the next base edge of these right isosceles triangles and all the triangles are on the outside of the cycle so we actually construct a cyclic hinge dissection then at the end you could break it and make it a path but and this one is even slender remember right triangles are slender barely you can look at all the inward normals they hit the base edge so this will even move continuously if it's an open chain for closed chains we don't know so that's polyominoes poly aemon's are similar pretty much the same thing you just in this case you might have hinges on both sides but you rotate this thing so one of the hinges lines up and you just reconnect the hinges it's not hard to show you can always do that the hinges will never cross and this proves that these folded states exist and then we use the slender stuff to do and continuous motions actually when this paper was written we didn't have slender adornments at back at 99 even in 2005 when the journal version appeared so it's only now that we know that motions are possible by in this case directly in this case with some refinement so I thought that would just be fun to see you can do some other crazy things so this is a hinge dissection from any four aemond this of four equilateral triangles drawn together to any four AMA no this is a Tetris piece it's essentially a superposition of this idea with you see and here these these four lines make the hinge dissection of dudeney from 1902 from an equilateral triangle to a square and with some extra stuff added in this is maybe a foreshadowing of the idea of refinement although we didn't really realize it at the time you adds we want to add some hinges so that we have hinges on the midpoints of the edges instead of the corners that turns out to be a bit more efficient in this case so we add some hinging still hinge Abul individually but now we have hinges at the corners and so at the midpoints and and we'll have the same property over here and and it causes it allows you to to hinge these together actually here it looks like there some of them are at the corners not the midpoints so it's a bit messy in in general we can prove if you have any shape and you want to make poly that shape so this is called a shape X you want to make poly X's you can do it as long as the copies of the X are only rotated and they're joined at corresponding edges so if you check this guy's just been rotated 180 degrees generally you can join these things together at matching edges and the basic technique is just subdivide the thing triangulate drawn the dual of the triangulation and then connect to the midpoints of the edges and you can show basically instead of the hinge dissection going around like this you can just make it go around like this and come back this way and if you check the sequence of pieces they could visit it's identical if you go around this way or if you go around this way and that's enough to show that any folded state is valid with the triangles and squares were essentially exploiting the symmetry of these pieces so you can rotate them to make them compatible here they're forced to be compatible by assuming we only joined matching edges so that was the 2d poly form paper see Fredrickson was one of the authors and 3d here's easy way to generalize that if you take for example a tetrahedron regular tetrahedron you take the centroid and cut everything to the centroid and you end up cutting your tetrahedron has four sides into four of these more slender tetrahedra and then you take four of them and join them together in this way you do have to be careful in the way that you joined them because again on every face we want to have an incident hinge so it's we've got to take care in the way that you manage them together to make sure that that is the case but it's also cyclically hinged this gets joined to that and basically the same inductive proof works you just pluck off a leaf show that you can turn the thing so that one of the hinges aligns with the inductive construction and then just join the hinges across instead of within the cycles so pretty easy what are we talking about hinge dissections software I guess those are those would be fun things to implement they've never been implemented and especially to see them folding I thought I'd show you a little bit about hinge dissection Hardware different ways you can make them physically real this is a kind of meso scale call it this is a one centimeter bar so not super tiny but I think this could scale down quite a bit we have a petri dish here with some liquid in it she can read up there maybe this is the coolest example we have a square made up of four pieces and you add a little bit of salt to that liquid and it pops into the equilateral triangle configuration so it's sort of spontaneously folding hinging essentially these pieces are slanted a little bit and they have they prefer one weighting causes them to fold one way but when you add the salt they end up flopping the other way you could see they're a little bit inexact because of that but pretty awesome the kinds of intersections you can get them all to actuate even without much room to do so this is done at Harvard George Whitesides it's a group chemistry kind of related it's not exactly hinge dissections but I feel like it's the same spirit is this idea of DNA origami it's called where you take one big strand of DNA and you force it to fold into a particular shape here or folding it into a happy face the way that's done is you add in a bunch of little pieces of DNA so this string basically has a this DNA strand has a random string on it written on it basically and you identify oh I want these guys to glue together so you take this piece of the random string and this piece of the random string you construct a piece of DNA it has both of those like a little zipper to cause those to zip up you do that all over the place there's now automatic tools to do this it's really easy to make DNA origami it basically always works there's a limit to how big this thing can be because it's this the main strand here is a single piece of DNA and those are hard to make super big at least currently but you get some really nice happy faces and mass-produce them hundred nanometer scale it's kind of like hinge dissection because that strand of DNA is moving it's actually more like a fixed angle chain kind of like a hinge dissection and we're essentially using here universality of hinge dissections of something like polyominoes though the shapes are a little bit more awkward and they've made a maps of the world you can do two color patterns make snowflakes the word DNA and crazy stuff started by Paul Rothman but a lot of people do DNA origami these days cool next paper I wanted to show you this is fairly recent and it's about getting continuous motions in particular in 3d of hinge dissection like things so here we have a chain of balls these are more like ball and socket joints so you can maybe see them better here there's a there's a member going in from the green guy into the center of the red guy and there's a slot and the red guy can fold around the the blue guy can fold around the red guy and question is okay this is great you can prove universality you can make any shape you just subdivide your dog or whatever into two by two by two square let's and then we know how to connect those together to make a nice Hamiltonian cycle visits everything but can you actually fold a chain of balls like this into that dog and the answer is always yes essentially you you feed a big string of these balls into that's actually what's happening in this animation here though it's a little hard to tell you're feeding in say well at one of the legs one of the extreme points in some direction this chain of balls and as they go in they just start tracking along the path and you just need to check that you can track along the path as this guy goes into a corner for example you can actually navigate the corner well at all time staying within the tube if you can stay within the tube you know you won't collide with the rest of the chain because these this tube is non-self intersecting and so this the 2d version is fairly easy it's just circles a little trickier to check that it actually is possible with just one turn with a u-turn and with kind of I don't know you call this not a u-turn we change in two directions two dimensions all at once all of these are possible with this particular mechanism whatever mechanism you have if it can do this then you can make anything another way to prove motions exists for this kind of poly form special case why do we care about this for building robots so these are somewhat different mechanisms but these are have two examples built here at the MIT Center for bits and atoms over in the Media Lab with Neil Gershenfeld and many many people so you get some idea this is a fairly small guy I mean the actual size is about this big you see some feet in the background give you some sense of scale it's not very many pieces but if you made a really long chain it would really be able to fold into anything you want just servos to make the turns here this is a much larger one the right version is folding and you get some idea of scale here this is when it's fully extended a hundred and forty four should that be feet or inches it's really big so a little bit slower of course because it has to move a lot more and it's also quite a bit longer this is built in particular by a Skylar Tibbits here so that's the idea of robots in general we'd like to make robots that can change their shape we've seen sheet folding robots but these are more Shane folding robots inspired by proteins and DNA and things like that sort of big versions of DNA origami what's cool about them is that they stay connected throughout the motion you can keep the your wiring and all the you can keep your batteries and whatnot and your communication channels connected in this kind of scenario this is by contrast to more common approaches to reconfigurable robots you have individual units and they can attach and detach from each other you can see like these guys picking up blocks moving stuff around it's definitely cool but in practice it's it's a lot harder to build these kinds of robots because the attach detach mechanism it's hard to get them to align perfectly it's hard to get the electrical connectivity every piece has to have a battery instead of like every tenth piece or one battery to drive everything or tethering or whatever you can do some very cool things and there's a lot of algorithms around for doing this daniela roofs here at MIT built this robot and a bunch of others there's also a very cool theory about these I've worked on them you can prove for example that well all of these models can simulate each other two constant factors in scale so you can take your favorite robot a tamale cube and simulate a crystalline robot or vice versa and then there's efficient algorithms - this crystalline robots they can just expand and contract and and detach and attach and you can prove that given two configurations you can change it from one to the other up to some scale factor you can even do it extremely fast in the log end time if all the robots are activating all at once anyway there's cool stuff about reconfigure robots but the hinge dissections offers an alternative where everything stays connected at all times but closely related I think that was the hardware story so we go back to our proof of hinge dissections and why it works and the one of the kind of surprised I didn't show this in lecture but I don't remember why I didn't that's a one missing piece was how do you go from a rectangle of one size to rectangle of another may recall we had a triangle we triangulated our polygons we so we ended up with some arbitrary triangles then we cut parallel to the base halfway up got this you can put this over here put this over here you get a rectangle of some unknown height and then to make it Universal we wanted to convert everything into a rectangle of height Epsilon so that then we could just string them together obviously area has to be preserved here if we string together all the epsilon height rectangles we've got one super long epsilon height rectangle and then we overlay the two dissections this is how we did dissections but how do you go how do you do this step from one rectangle to another and this is a very old dissection at least 1778 it's not it wasn't published by Montu club but it's he's credited in this publication and this is frederickson's diagram of it so you take the fatter rectangle and then you take the longer rectangle and you first you make multiple copies of the fat rectangle just serve tile a strip of the plain to the right and then you angle the thin rectangle slightly first of all you line up these corners to the top left corners line up and then we want the top right corner of the thin rectangle to lie on this bottom line turns out this always works it's not totally obvious but essentially these copies of the rectangle you can kind of fold them up and when you go off the right edge here you're essentially coming back on the left edge here and then you're going this way then you're going this way and this little piece is exactly the same as this little piece and well from that you get a dissection that's not hinged but you can see that this big rectangle has the tiny piece here which conveniently fits right over there it's like a wrap around the other direction and then this piece well everything matches up here the only other weird thing is this bottom when you go below the bottom you also wrap around to the top and just check all the pieces match up and yeah you've got your dissection yeah it's kind of crazy you have to check this works for all parameters but it does and in general of course if you have a very long rectangle you need many pieces to the fat one but that's essentially optimal okay for fun this is a general technique called the P slide technique or superposing to to tessellations of your shape this is you can use that same technique for example to get the hinge dissection from regular square to equilateral triangle you just angle it right so that for example this midpoint it's this midpoint and various other alignments happen like this midpoint falls on that edge and if you look at it right these cuts give you the four pieces for the square to I guess you can see it right here here are the four pieces of the square and if you check the everything matches up you can also make equilateral triangle in this case it happens to be hinged that doesn't always happen it's a little tricky to tell maybe but with practice you can see it I mentioned at some point that you could take this and turn it into a table but one of the that had there has four sides or has three sides one of the annoying things about the table is that you need legs on each of the pieces so Frederickson was playing around with this fairly recently 2008 and he came up with this alternative way of essentially the same technique but you end up with one big piece and lots of smaller pieces so the idea is you just have a big leg or a bunch of legs under one piece of the table and so this is what the dissection looks like unfortunately it's not Hannibal but if you add in a couple pieces you can make it hinge Abul so at this point the universality result was probably known this is actually a lot easier than the way we do it specialized to this kind of scenario this hinges I think something like this maybe even an animation of it yeah drawn by Frederickson so you can see a careful orchestration here just to make sure that indeed the you can avoid collision and so that's the proposed table no one has built it another project would be to build some intersections for example this one as real furniture would be pretty neat I have a couple examples here of real furniture built this is the dudeney dissection in the four piece kind of a cabinet it's got lots of shelves looks really practical uh-huh and I don't know the bottom it looks like there's a bunch of wheels down there definitely you have to have a bunch of table legs in this case but you can really reconfigure it in all sorts of ways it's a close-up Alex vehicle is made by D house company any German speakers anyone know what house means same same an English house so they actually built a house I can't tell whether this is a real building or a very good computer rendering I may be real what's it looks like a rendering yeah at some point later they have people walking by but it could be a composite anyway it's an idea of having a house for any season you can reconfigure it dynamically with these tracks it's a pretty cool idea it would be neat to experiment with anyway hinge dissections in practice it's funny to take a 2d dissection but I think in architectural setting you can't change where the floor is probably to do dissection makes sense there's the real maybe real version anyway so that was a those rectangular rectangle okay I'm cheating a little bit but another question this is a very specific question but for step three which is where we did all the action of riehen geing stuff I said number of pieces roughly doubles I meant to say at least roughly doubles so in the worst case the point is it can be at least exponential it definitely can be more because in general remember it looks something like this the point is you need you need at least two triangles per edge here because they need to fit together to make these little kites so you at least double for every edge that you visit in the worst case you visit the hole all the edges of the polygon so you end up doubling everything but it can be worse because sometimes if you don't have a lot of room in this corner you've got to divide into lots of very tiny triangles I think that probably only happens towards the beginning after you've cut them small you won't have to cut them even even smaller but I don't know for sure but point is it's at least exponential and this is the more complicated diagram but I claimed that you could get a pseudo-polynomial bound how do you do that this is a little trick wall and still have time though so let me go over the rough idea also what the claim is so pseudo-polynomial Bend I'm not going to claim this for arbitrary polygon so that I think it's probably true what we argue in the paper is that if the vertices of the polygon lie on a grid then we're okay just a little hard to keep track of otherwise I will scale things to make this the integer grid and then the claim is the number of pieces is polynomial and the number of vertices n and r are usually some ratio of the longest distance the smallest distance in this case R is the grid size like an r by r grid that's like the size of the overall grid divided by the size of a grid cell so basically the same thing so how do we prove this the the general idea so we have these these messy constructions and essentially we're in ducting removing one hinge and then moving the next hinge or moving the next hinge essentially all of those inductions are nested inside each other you completely refine to do one thing then you have to refine to do the next one in the existing refinement so we have a very deep recursion one way to think of it order n depth recursion so we end up with exponential and n but instead what we can do is only recurse to constant depth and if you're just more careful in the overall construction this is possible how let me give you some of the steps you need more gadgets and you need to follow so before I said oh there's some dissection out there it's known you triangulate you convert triangle to square triangle to rectangle rectangle to rectangle then superpose that was the dissection then we hinge it arbitrarily then we fixed the hinges one at a time here I want to actually follow those steps and keep hinge dissection as much as possible so we're going to triangulate the polygons but in this case we're gonna subdivide further and also triangulate with all the grid points as vertices so it's a little hard to draw here's the grid let's draw a polygon to make a very exciting polygon with so few vertices but maybe something like that okay if I triangulate this thing and all all the interior points are very many interior points this example maybe I'll make a slightly different one there's two interior points I want to triangulate with those as vertices of the triangles so maybe I'll do something like this okay a couple of different shapes of triangles here but they all have the same area this is called pix theorem special case of pix theorem so here they're all 1/2 square even though this one spans a weird shape it's 1/2 square of area so the nice thing is if I do this in polygon a and in polygon B the triangles there's equal number of triangles of same size because they have matching areas originally so that's probably a way to do this for general polygons I think this is the only step that requires grids except it's also a lot easier to analyze this bound with grits so that's I guess an open problem to work out without grids okay the next thing is we'd really like a chain of triangles right now we just have a blob of triangles and we can chain if I the triangles this is a step that was I don't know if I showed the figure last time this is what we do to slender if I everything we have some general hinge dissection don't know what it looks like we just take each of the triangles subdivide at there in center cut and then you hinge around the outside and you'll get one in this case one cycle of slender triangles in this case all we care about is that it's a chain so we have some general thing here we subdivide each of them like this and then you hinge around and so now I've got a hinged collection of triangles for a and I've got a hinge collection of triangles for B I'm just gonna do a to be here I should probably say that to two shapes and conveniently these triangles will still have matching areas they're all now 1/6 I do it right so get a chain of area 1/6 triangles and I have the same number for a and for B so this is kind of cool of course the triangles could be different shapes but I basically have a chain of various triangles they're all the same area I'm going to draw for a I have a similar chain for B and I just need to convert basically triangle per triangle from A to B so now my problem is a lot easier I have these hinges which I need to preserve that's a little trickier this is actually an idea suggested by Epstein before the universality is it's like all we need to do is do triangle to triangle while preserving two hinges then we could do anything to anything so we're following that plan and now we're going to use all the fancy gadgets we have to do triangle to triangle while preserving these hinges and not not blowing up the number pieces too much have it definitely simpler we're down to triangle to triangle next step ok next problem yeah this is slightly annoying I said oh great these triangles are matching up but I'm not going to be able to do triangle to triangle and get exactly the hinges I want where I want them so I'm gonna have to end up for example moving this hinge to another corner so we're gonna use a new gadget actually for fixing which vertices connect to which triangles this is maybe not obvious yet that we need this but we will and we're gonna use a slightly somewhat more efficient version of essentially the same idea so we've got we've got a hinge here in the middle basically can't control where the hinge goes but it's supposed to go to one of the corners so we're gonna reconfigure it in this way so we assume we have some way of doing it and here's the thing we assumed that a maybe this has already happened to a we don't want to recurse into a because you know then we get exponential blow-up I'm gonna have to do this for every single triangle here there's n of them that's a lot I don't want to get deep recursion I don't want to get depth and recursion so if but if I cut up in this way in fact I only need to cut up B and if B hasn't been touched yet this is okay and then I'll do it the next way in the next triangle next triangle and they won't interact that's the good news so how do we do it well we cut up a little we call it tight fan I believe here there here there's two kites we get these triangles to match these two these triangles to match these two cut up this little piece along the side and either the green stays in here green is attached to the pink so then our magenta so if we keep the green in here triangle stays there if we pull everything out and there's a little hole made here to make that more plausible but in reality we have to subdivide to get slender so if we instead reconfigure the green to lie along the edge and the blue blue can turn around here and fit inside because it has exactly the same shape these two chains are identical I can also fit in here and then we've moved the magenta over to that side so that's cool that works and it doesn't touch a so it's a slight variation of what we had before and it's good so that's pseudopolynomial and they don't interact and so we can move these things however we need to according to what step four produces for us so it's maybe slightly out of order I could have called that step four in the step three but get to the more exciting part finally we do triangle the triangle it's a little crazy I'm gonna give you three constructions they'd give us what we want and then I'm gonna claim I can overlay them this is what we can't do with intersections but I'm gonna do it anyway bear with me the final gadget will say how to overlay them but let's start with the relatively simple goal of triangle to rectangle well this I already showed you and the nice thing about triangle to rectangle it's three piece dissection is you can hinge it here and here and it works just fine okay so that's already a hinged dissection that's the easy step then we want to take that rectangle and convert it into a tiny all right not tiny same same area but an epsilon height rectangle because remember we have two triangles they're different shapes so they have different heights this one will end up being half the height but it won't match what we for this triangle so I'm going to do it steps a and B for each of the triangles and then I have 2 epsilon height rectangles and then the challenge is to convert one into the other this is a challenge because they have hinges on them so with dissections you just overlay these two cut-ups but hinge dissections there's hinges you have to preserve we can't do that okay first part is well I already showed this first part is step B which I showed you already going from one rectangle to another here's another diagram of it it turns out it's almost hinged you can essentially just flop back and forth and back and forth except at the end you might be in trouble so there's one step here and depending on parity exactly this piece of the rectangle is hinged here but I really want it to be hinged here so I'm just gonna move it over here I have tools for moving hinges around so it turns out you have to check that this is safe but you just do one hinge moving and then you're okay so in this case this should actually go a little bit deeper the bottom figure shows when you go too deep you can cut cut and this is just like the previous diagram of triangle to rectangle you do that at the bottom you'll be fine as a couple different cases and exactly the parity and how you end up three cases I guess but in all cases the rest can be hinged you just need this one step in the middle to fix fix it so most of it is just swinging back and forth so it's almost hinged which is good news because we have things that are almost we have tools to make almost hinge things actually hinged so that's cool so basically we've covered every and B at this point but the last part is C or you know how do we superpose all of these things and this is using another gadget called pseudo cuts and essentially you have some nice hinge dissection already and you want to add a cut and a hinge just imagine cutting all way through here and adding a hinge I guess on the yellow side here and somehow I want it I want this thing to fold in all the ways that you Steve would be able to fold so it can fold into a but then I also want it to be able to fold at this hinge and they're eventually fold into B and it's complicated but again the same idea so we've got these yellow guys should normally live in here and so it's everything yellow is yellow we these are triangles these are triangles - triangles so they're like little quads they have holes just the right size for the yellow these guys have holes just the right side sorry how's it go okay I see it's purple then blue then yellow I believe it's the yellow fits into the blue anyway whatever whatever works these guys nest together and when they nest together they fill these little holes and then there's matching patterns out here that all fit how does it go actually sorry I think they're all triangles this just looks multicolored so it looks like purple here is going into the cyan one at the next level the yellow guys are going into the purple I see so there's a triangle and a quad here lovely and then the these guys stretch across so definitely a little more complicated but it and this you know you lose factor of two or whatever but if you apply these pseudo cuts in the right order and these are fairly simple cuttings that we have to do we know these cuts are you're mostly a striping so if you just apply them in order you don't get blow up I'll just wave my hands at that it's a little hard to draw the picture obviously but that's how it goes that's pseudo-polynomial hinge dissection this is why I had this it was intentional I didn't cover in lecture because it's pretty complicated there wasn't time any questions last topic is higher dimensions can we get a brief overview of 3d dissections so this is more a dissection question than a hinging question although of course you could ask does all this work for hinged dissections pseudopolynomial we don't necessarily know for straight-up proving that hinge dissections exist the claim is it hasn't been written up formally yet the same techniques work you can take any dissection and convert it into a hinged dissection but in 3d turns out dissections by themselves are not so simple there's a lot of open problems something some nice things are known so let me tell you about 3d this section okay if I want to convert one polyhedron P into another polyhedron Q obviously the volumes must be the same assuming we're doing a reasonable cutting and not some crazy axiom of choice thing so volumes have to match just like four polygons the areas have to match but that turns out to be not enough and this goes back to a Hilbert problem so you may heard of David Hilbert he wrote this paper of like twenty three open problems at the turn of previous century in 1900 this is problem three and it's it's kind of it wasn't directly about hinge dissections a little bit or about dissections rather a little bit convoluted about some certain axioms and proving certain things but in particular is asking are there two tetrahedra of equal base and altitude so equal volume which can in no way be split up into congruent tetrahedra so there's no way to dissect one end to the other if that's true it would show that certain axioms are necessary in certain verbs and it turns out it is true there are tetrahedra of equal volume where you cannot do this and that I don't have a slide for it but this was proved by guy named n and he came up with something called the well that we now called the denon variant he didn't call it that himself and these things must also match it's called an invariant meaning that no matter how you cut the things up and reassemble the denon variant doesn't change and so if you have any hope of going from P to Q those two things must match and then Seidler so this is this was in 1901 then proved that this was a necessary condition so like a year after that appeared in 1965 a little bit later Seidler proved that this is all that's necessary so these are sufficient conditions if P and Q had the same volume the same Dennett variants then there is actually a dissection improved it's somewhat algebraically somewhat constructively I'm not sure exactly there's a simpler proof by Jessen in 1968 and he proved that actually in 4d the same is true and 4d you need the volumes to match and the venom variants to match that's enough in 5d and higher no one knows what it takes for a dissection pretty weird could be interesting to study these more carefully let me tell you briefly about Denon variants a little awkward unless you're familiar with tensor product space how many people know that tensor product space if you okay if you've done quantum stuff I guess it's more common I'm not familiar with tensor product space but here we go tensor you know I can read Wikipedia with the best of them it's it's a fairly simple notion just has somewhat weird notation you can do things like take something X and write tensor products with Y and what this means is basically don't mess with this product okay it's it's a product really this is two things x and y they're not interchangeable they're in completely different worlds different units whatever you can't like multiply them they just hang out side by side you also can't put them around kent's it's not commutative okay but some things hold like if you take I don't know Z and add it to this product you do have distributivity so you can get X as this notice doesn't look very correct if I have this then you can multiply that out so you get X tensor with y plus X tensor with C so that holds it also holds on the left and the other thing is that constants can come out so if you have C times X tensor with Y this is the same thing as C times X tensor with Y so in the end I'm gonna have a bunch of these pairs these tensor pairs and I'm also able to add them together and nothing happens when you add them together to just hang out so in general you can also have a constant factor so it's you have a linear combination of pairs basically what am I doing this because here's the denim variance then in variant says look with polyhedra you've got two things it's gonna be the X and the y over there you've got edge links and you've got dihedral angles so look at every edge here's an edge of my polyhedron here it has some length which I'll call L of E and there's some angle here which we'll call theta of E add this up over every edge so the denon variant is going to be the sum over all edges of the length tensor with the angle angle is is the angle between these two planes so that's the dihedral angle yep so that it's for every edge there's one dihedral angle which is sort of the interior solid angle there of the at the edge so this is kind of what's going on and these things have to match now it's a little more complicated sorry it's not really just the angle essentially if you add national multiples of Pi nothing happens so you actually take this weird group all rationals times pi and all this means is if you have two angles and their difference that you subtract them and you get a rational multiple pi then there those two angles are considered the same so what this is really saying is I only care about sort of the irrational part of Pi roughly you add PI over two that doesn't change anything why this thing well if I take an edge and for example I cut it in half anywhere I could cut it at an irrational fraction or whatever I will get two lengths but they'll be ten surd with the same angle I didn't change the angle and so by distributivity once you get things inside the same place so in this case we'll get two lengths that add up they they match okay so you can sort of as long as you have matching angles you can add the links together that's what distributivity tells you similarly if I tried to cut this angle in some piece could be an irrational ratio between the two pieces they will have the same edge lengths so and I'm gonna have matching edge lengths so I can use distributivity and add the angles back together so basically when you dissect this thing will not change it's a little more awkward when I cut here because this was originally a PI and then I cut it into some pieces and this is where you need the arrest the rational multiples of Pi not mattering but eventually you can prove done invariant is invariant the harder proof you can prove that it's also sufficient if you have matching volumes as recently proved like a few years ago 2008 that the weather the denon variant of one polyhedron and another match is decidable so there is an algorithm to tell whether two polyhedra have the same this thing decidable is a pretty weak statement natural open problem is is there a good algorithm to do it we don't know if it does match is there good algorithm to find the dissection we don't know these may be easy if you really understand the proofs deeply but at the time no one cared about algorithms at this point it's we need to go back and really understand how to actually do 3d dissections so that we could then do 3d hinge dissections that's it don't forget organic convention is on Saturday should be fun you 2 00:00:06,480 --> 00:00:08,430 all right lecture 14 was about two main topics I guess we had slender adorned chains sort of fatter linkages and then hinge dissection most of our time was actually spent with the slender adornments and proving that that works but most of our questions today are about hinge dissections because that's kind of the most fun and there's a lot more to say about them so first question is is there any software for hinge dissections and short answer is no surprisingly so this would definitely be a cool project possibility there are a bunch of examples let me switch to these on the web just sort of random examples cool dissections people thought were so neat they wanted to animate them and so they basically constructed where the coordinates were over time in Mathematica and then put it on the web as a illustration of that so this is a equilateral triangle - a hexagon regular hexagon this is a hinge dissection by Grieg Fredrickson and then is drawn by rick Mabrey here's another one for an equilateral triangle - a pentagon pretty cool they're hinged in a tree-like fashion even just kind of unusual and these are Gregg Fredrickson is one of the Masters of hinge dissections and dissections in general it's probably the master of dissections in general as he has three books or different kinds of dissections this is actually a hinge dissection on the cover here of the the purple and pink pieces hinged like this into into a smaller star from a the outline of a big star to the interior of a smaller star and then this star fits nicely inside this is another hinge dissection this this book is entirely about hinge dissection so they're not just the kinds we've seen another kind called twist hinging which I think this is a twist Inge piece flips around the other side and then there's a third book about a different kind of hinge dissection that's more of a surface hinge dissection where you've got to you've got the front and back of this surface and you and you fold them like piano hinges with hinges in the plane all very cool books you should check them out if you want to know more about dissections they're more about here cool examples some design techniques for how to make them I'll show you one such design technique later on today and but not a ton of Theory here in particular because there wasn't a ton of Theory when these books were written so that's some hinge dissections as I said cool project would be to make a general tool for animating hinge dissections there's only a handful out there greg has digital files of lots of his hinge dissections probably be willing to share them I haven't talked to him about it if there was a good engine for animating them I think would be cool even cooler would be to implement the slender an orangeade business take one of these hinge dissections maybe they just hinge but sometimes there's collisions and but we already know if you refine these guys to be slender which you can do if they're triangulated you can do it with only losing a factor of three in the number of pieces it cool to implement that and then you can do the slender and orange folding via CDR which I have an implementation of or it's not that hard to build one if you have a LP solver so various project possibilities another cool project would be to just design more hinge dissections there's still interesting questions either use fewer pieces or just make elegant designs related to the implementation idea a particular family of hinge dissections that could be fun to implement are embodied by this alphabet I showed this in lecture you can take the letter six and convert into a square convert into an eight and convert into four and four into a nine via these 128 pieces I didn't talk much about this theorem thus I thought I'd give you a little sketch of how this works it's actually very simple to construct the folded states of these hinge dissections and it could be an interesting thing to implement and it's also just kind of fun this is way earlier 1999 way before we knew that everything was possible we could at least do all polyominoes of the given size so let's let's just think about polyominoes are the Polly hexes Polly aemon's we have equilateral triangles and these are called Polly abalos for silly reasons basically by analogy to a Diablo which is a juggling device you can hinge dissect any of them here you take each square and you cut it into two half squares then you hinge them together like this this is one two three four five six seven eight so this will make any four square object any Tetris piece and generally take two n pieces and you can make any and omona and the way you prove that that is universal that it can fold into anything it's not so clear from this picture but it's actually really easy to prove by induction so the first thing to do in this inductive proof is to check that you can do it for N equals 1 ok that may sound trivial but this is actually core the key property you need in a hinge dissection of a single square into your general family is that there's a hinge visible on every edge of the object so here this hinge kind of covers this edge it covers that edge so both of these edges have hinges on them and the other two a it just have a hinge on them they happen to be shared hinges but that's ok and each of these that's true the triangle it's a little more awkward do you actually need two hinges to cover the three sides but you can but you only need these two pieces one of those non-convex it's may be hard to fold continuously but you'd refine it if you wanted to do slender adornments so let's not worry about continuous motion yet so that's the base case of the induction how do I do for N equals 1 now inductively if I have some shape I want to build I'll take what I call the dual graph of that shape so make a vertex for every square connect them together if they share an edge the square square an edge and then look at a spanning tree of that shape so just cut some of these edges until you have tree connectivity among among those squares every tree has at least two leaves except in the fall but every mathematical tree always has to at least two leaves like this is a leaf if I cut here this would also be a leaf leaf is a degree 1 vertex so that's the square that only shares one side so pluck off that leaf remove that square the resulting n minus 1 squares by assumption can be made by this hinge dissection with 2 times n minus 1 pieces so now we just have to attach this guy on and here's a figure for that down at the bottom this is the same thing for triangles if you and and poly abalos are in the upper right so you have some existing hinge dissection you don't really know what it's like and you want to add this leaf back on so it shares one edge with one guy now this guy could be oriented this way or it could be oriented this way but it's the same by reflection so let's say it's oriented this way we we know the square is made up by two half squares by induction and so we know that there's a hinge here now this hinge connects to some things in this case it's some to some T prime could be here could be up here and all we do is stick s on here now s can rotate we have our solution for one guy and there's two different orientations for him we're going to choose this orientation because it puts this hinge right there and so once we do that normally this would be a cycle and this thing would be a cycle through here but we just redo the hinges in here so that this the cycle gets bigger and the thing the important thing to verify is that the orientations the triangles are the same just like the hinge dissection picture I showed we always go from the base edge to the next base edge to the next base edge of these right isosceles triangles and all the triangles are on the outside of the cycle so we actually construct a cyclic hinge dissection then at the end you could break it and make it a path but and this one is even slender remember right triangles are slender barely you can look at all the inward normals they hit the base edge so this will even move continuously if it's an open chain for closed chains we don't know so that's polyominoes poly aemon's are similar pretty much the same thing you just in this case you might have hinges on both sides but you rotate this thing so one of the hinges lines up and you just reconnect the hinges it's not hard to show you can always do that the hinges will never cross and this proves that these folded states exist and then we use the slender stuff to do and continuous motions actually when this paper was written we didn't have slender adornments at back at 99 even in 2005 when the journal version appeared so it's only now that we know that motions are possible by in this case directly in this case with some refinement so I thought that would just be fun to see you can do some other crazy things so this is a hinge dissection from any four aemond this of four equilateral triangles drawn together to any four AMA no this is a Tetris piece it's essentially a superposition of this idea with you see and here these these four lines make the hinge dissection of dudeney from 1902 from an equilateral triangle to a square and with some extra stuff added in this is maybe a foreshadowing of the idea of refinement although we didn't really realize it at the time you adds we want to add some hinges so that we have hinges on the midpoints of the edges instead of the corners that turns out to be a bit more efficient in this case so we add some hinging still hinge Abul individually but now we have hinges at the corners and so at the midpoints and and we'll have the same property over here and and it causes it allows you to to hinge these together actually here it looks like there some of them are at the corners not the midpoints so it's a bit messy in in general we can prove if you have any shape and you want to make poly that shape so this is called a shape X you want to make poly X's you can do it as long as the copies of the X are only rotated and they're joined at corresponding edges so if you check this guy's just been rotated 180 degrees generally you can join these things together at matching edges and the basic technique is just subdivide the thing triangulate drawn the dual of the triangulation and then connect to the midpoints of the edges and you can show basically instead of the hinge dissection going around like this you can just make it go around like this and come back this way and if you check the sequence of pieces they could visit it's identical if you go around this way or if you go around this way and that's enough to show that any folded state is valid with the triangles and squares were essentially exploiting the symmetry of these pieces so you can rotate them to make them compatible here they're forced to be compatible by assuming we only joined matching edges so that was the 2d poly form paper see Fredrickson was one of the authors and 3d here's easy way to generalize that if you take for example a tetrahedron regular tetrahedron you take the centroid and cut everything to the centroid and you end up cutting your tetrahedron has four sides into four of these more slender tetrahedra and then you take four of them and join them together in this way you do have to be careful in the way that you joined them because again on every face we want to have an incident hinge so it's we've got to take care in the way that you manage them together to make sure that that is the case but it's also cyclically hinged this gets joined to that and basically the same inductive proof works you just pluck off a leaf show that you can turn the thing so that one of the hinges aligns with the inductive construction and then just join the hinges across instead of within the cycles so pretty easy what are we talking about hinge dissections software I guess those are those would be fun things to implement they've never been implemented and especially to see them folding I thought I'd show you a little bit about hinge dissection Hardware different ways you can make them physically real this is a kind of meso scale call it this is a one centimeter bar so not super tiny but I think this could scale down quite a bit we have a petri dish here with some liquid in it she can read up there maybe this is the coolest example we have a square made up of four pieces and you add a little bit of salt to that liquid and it pops into the equilateral triangle configuration so it's sort of spontaneously folding hinging essentially these pieces are slanted a little bit and they have they prefer one weighting causes them to fold one way but when you add the salt they end up flopping the other way you could see they're a little bit inexact because of that but pretty awesome the kinds of intersections you can get them all to actuate even without much room to do so this is done at Harvard George Whitesides it's a group chemistry kind of related it's not exactly hinge dissections but I feel like it's the same spirit is this idea of DNA origami it's called where you take one big strand of DNA and you force it to fold into a particular shape here or folding it into a happy face the way that's done is you add in a bunch of little pieces of DNA so this string basically has a this DNA strand has a random string on it written on it basically and you identify oh I want these guys to glue together so you take this piece of the random string and this piece of the random string you construct a piece of DNA it has both of those like a little zipper to cause those to zip up you do that all over the place there's now automatic tools to do this it's really easy to make DNA origami it basically always works there's a limit to how big this thing can be because it's this the main strand here is a single piece of DNA and those are hard to make super big at least currently but you get some really nice happy faces and mass-produce them hundred nanometer scale it's kind of like hinge dissection because that strand of DNA is moving it's actually more like a fixed angle chain kind of like a hinge dissection and we're essentially using here universality of hinge dissections of something like polyominoes though the shapes are a little bit more awkward and they've made a maps of the world you can do two color patterns make snowflakes the word DNA and crazy stuff started by Paul Rothman but a lot of people do DNA origami these days cool next paper I wanted to show you this is fairly recent and it's about getting continuous motions in particular in 3d of hinge dissection like things so here we have a chain of balls these are more like ball and socket joints so you can maybe see them better here there's a there's a member going in from the green guy into the center of the red guy and there's a slot and the red guy can fold around the the blue guy can fold around the red guy and question is okay this is great you can prove universality you can make any shape you just subdivide your dog or whatever into two by two by two square let's and then we know how to connect those together to make a nice Hamiltonian cycle visits everything but can you actually fold a chain of balls like this into that dog and the answer is always yes essentially you you feed a big string of these balls into that's actually what's happening in this animation here though it's a little hard to tell you're feeding in say well at one of the legs one of the extreme points in some direction this chain of balls and as they go in they just start tracking along the path and you just need to check that you can track along the path as this guy goes into a corner for example you can actually navigate the corner well at all time staying within the tube if you can stay within the tube you know you won't collide with the rest of the chain because these this tube is non-self intersecting and so this the 2d version is fairly easy it's just circles a little trickier to check that it actually is possible with just one turn with a u-turn and with kind of I don't know you call this not a u-turn we change in two directions two dimensions all at once all of these are possible with this particular mechanism whatever mechanism you have if it can do this then you can make anything another way to prove motions exists for this kind of poly form special case why do we care about this for building robots so these are somewhat different mechanisms but these are have two examples built here at the MIT Center for bits and atoms over in the Media Lab with Neil Gershenfeld and many many people so you get some idea this is a fairly small guy I mean the actual size is about this big you see some feet in the background give you some sense of scale it's not very many pieces but if you made a really long chain it would really be able to fold into anything you want just servos to make the turns here this is a much larger one the right version is folding and you get some idea of scale here this is when it's fully extended a hundred and forty four should that be feet or inches it's really big so a little bit slower of course because it has to move a lot more and it's also quite a bit longer this is built in particular by a Skylar Tibbits here so that's the idea of robots in general we'd like to make robots that can change their shape we've seen sheet folding robots but these are more Shane folding robots inspired by proteins and DNA and things like that sort of big versions of DNA origami what's cool about them is that they stay connected throughout the motion you can keep the your wiring and all the you can keep your batteries and whatnot and your communication channels connected in this kind of scenario this is by contrast to more common approaches to reconfigurable robots you have individual units and they can attach and detach from each other you can see like these guys picking up blocks moving stuff around it's definitely cool but in practice it's it's a lot harder to build these kinds of robots because the attach detach mechanism it's hard to get them to align perfectly it's hard to get the electrical connectivity every piece has to have a battery instead of like every tenth piece or one battery to drive everything or tethering or whatever you can do some very cool things and there's a lot of algorithms around for doing this daniela roofs here at MIT built this robot and a bunch of others there's also a very cool theory about these I've worked on them you can prove for example that well all of these models can simulate each other two constant factors in scale so you can take your favorite robot a tamale cube and simulate a crystalline robot or vice versa and then there's efficient algorithms - this crystalline robots they can just expand and contract and and detach and attach and you can prove that given two configurations you can change it from one to the other up to some scale factor you can even do it extremely fast in the log end time if all the robots are activating all at once anyway there's cool stuff about reconfigure robots but the hinge dissections offers an alternative where everything stays connected at all times but closely related I think that was the hardware story so we go back to our proof of hinge dissections and why it works and the one of the kind of surprised I didn't show this in lecture but I don't remember why I didn't that's a one missing piece was how do you go from a rectangle of one size to rectangle of another may recall we had a triangle we triangulated our polygons we so we ended up with some arbitrary triangles then we cut parallel to the base halfway up got this you can put this over here put this over here you get a rectangle of some unknown height and then to make it Universal we wanted to convert everything into a rectangle of height Epsilon so that then we could just string them together obviously area has to be preserved here if we string together all the epsilon height rectangles we've got one super long epsilon height rectangle and then we overlay the two dissections this is how we did dissections but how do you go how do you do this step from one rectangle to another and this is a very old dissection at least 1778 it's not it wasn't published by Montu club but it's he's credited in this publication and this is frederickson's diagram of it so you take the fatter rectangle and then you take the longer rectangle and you first you make multiple copies of the fat rectangle just serve tile a strip of the plain to the right and then you angle the thin rectangle slightly first of all you line up these corners to the top left corners line up and then we want the top right corner of the thin rectangle to lie on this bottom line turns out this always works it's not totally obvious but essentially these copies of the rectangle you can kind of fold them up and when you go off the right edge here you're essentially coming back on the left edge here and then you're going this way then you're going this way and this little piece is exactly the same as this little piece and well from that you get a dissection that's not hinged but you can see that this big rectangle has the tiny piece here which conveniently fits right over there it's like a wrap around the other direction and then this piece well everything matches up here the only other weird thing is this bottom when you go below the bottom you also wrap around to the top and just check all the pieces match up and yeah you've got your dissection yeah it's kind of crazy you have to check this works for all parameters but it does and in general of course if you have a very long rectangle you need many pieces to the fat one but that's essentially optimal okay for fun this is a general technique called the P slide technique or superposing to to tessellations of your shape this is you can use that same technique for example to get the hinge dissection from regular square to equilateral triangle you just angle it right so that for example this midpoint it's this midpoint and various other alignments happen like this midpoint falls on that edge and if you look at it right these cuts give you the four pieces for the square to I guess you can see it right here here are the four pieces of the square and if you check the everything matches up you can also make equilateral triangle in this case it happens to be hinged that doesn't always happen it's a little tricky to tell maybe but with practice you can see it I mentioned at some point that you could take this and turn it into a table but one of the that had there has four sides or has three sides one of the annoying things about the table is that you need legs on each of the pieces so Frederickson was playing around with this fairly recently 2008 and he came up with this alternative way of essentially the same technique but you end up with one big piece and lots of smaller pieces so the idea is you just have a big leg or a bunch of legs under one piece of the table and so this is what the dissection looks like unfortunately it's not Hannibal but if you add in a couple pieces you can make it hinge Abul so at this point the universality result was probably known this is actually a lot easier than the way we do it specialized to this kind of scenario this hinges I think something like this maybe even an animation of it yeah drawn by Frederickson so you can see a careful orchestration here just to make sure that indeed the you can avoid collision and so that's the proposed table no one has built it another project would be to build some intersections for example this one as real furniture would be pretty neat I have a couple examples here of real furniture built this is the dudeney dissection in the four piece kind of a cabinet it's got lots of shelves looks really practical uh-huh and I don't know the bottom it looks like there's a bunch of wheels down there definitely you have to have a bunch of table legs in this case but you can really reconfigure it in all sorts of ways it's a close-up Alex vehicle is made by D house company any German speakers anyone know what house means same same an English house so they actually built a house I can't tell whether this is a real building or a very good computer rendering I may be real what's it looks like a rendering yeah at some point later they have people walking by but it could be a composite anyway it's an idea of having a house for any season you can reconfigure it dynamically with these tracks it's a pretty cool idea it would be neat to experiment with anyway hinge dissections in practice it's funny to take a 2d dissection but I think in architectural setting you can't change where the floor is probably to do dissection makes sense there's the real maybe real version anyway so that was a those rectangular rectangle okay I'm cheating a little bit but another question this is a very specific question but for step three which is where we did all the action of riehen geing stuff I said number of pieces roughly doubles I meant to say at least roughly doubles so in the worst case the point is it can be at least exponential it definitely can be more because in general remember it looks something like this the point is you need you need at least two triangles per edge here because they need to fit together to make these little kites so you at least double for every edge that you visit in the worst case you visit the hole all the edges of the polygon so you end up doubling everything but it can be worse because sometimes if you don't have a lot of room in this corner you've got to divide into lots of very tiny triangles I think that probably only happens towards the beginning after you've cut them small you won't have to cut them even even smaller but I don't know for sure but point is it's at least exponential and this is the more complicated diagram but I claimed that you could get a pseudo-polynomial bound how do you do that this is a little trick wall and still have time though so let me go over the rough idea also what the claim is so pseudo-polynomial Bend I'm not going to claim this for arbitrary polygon so that I think it's probably true what we argue in the paper is that if the vertices of the polygon lie on a grid then we're okay just a little hard to keep track of otherwise I will scale things to make this the integer grid and then the claim is the number of pieces is polynomial and the number of vertices n and r are usually some ratio of the longest distance the smallest distance in this case R is the grid size like an r by r grid that's like the size of the overall grid divided by the size of a grid cell so basically the same thing so how do we prove this the the general idea so we have these these messy constructions and essentially we're in ducting removing one hinge and then moving the next hinge or moving the next hinge essentially all of those inductions are nested inside each other you completely refine to do one thing then you have to refine to do the next one in the existing refinement so we have a very deep recursion one way to think of it order n depth recursion so we end up with exponential and n but instead what we can do is only recurse to constant depth and if you're just more careful in the overall construction this is possible how let me give you some of the steps you need more gadgets and you need to follow so before I said oh there's some dissection out there it's known you triangulate you convert triangle to square triangle to rectangle rectangle to rectangle then superpose that was the dissection then we hinge it arbitrarily then we fixed the hinges one at a time here I want to actually follow those steps and keep hinge dissection as much as possible so we're going to triangulate the polygons but in this case we're gonna subdivide further and also triangulate with all the grid points as vertices so it's a little hard to draw here's the grid let's draw a polygon to make a very exciting polygon with so few vertices but maybe something like that okay if I triangulate this thing and all all the interior points are very many interior points this example maybe I'll make a slightly different one there's two interior points I want to triangulate with those as vertices of the triangles so maybe I'll do something like this okay a couple of different shapes of triangles here but they all have the same area this is called pix theorem special case of pix theorem so here they're all 1/2 square even though this one spans a weird shape it's 1/2 square of area so the nice thing is if I do this in polygon a and in polygon B the triangles there's equal number of triangles of same size because they have matching areas originally so that's probably a way to do this for general polygons I think this is the only step that requires grids except it's also a lot easier to analyze this bound with grits so that's I guess an open problem to work out without grids okay the next thing is we'd really like a chain of triangles right now we just have a blob of triangles and we can chain if I the triangles this is a step that was I don't know if I showed the figure last time this is what we do to slender if I everything we have some general hinge dissection don't know what it looks like we just take each of the triangles subdivide at there in center cut and then you hinge around the outside and you'll get one in this case one cycle of slender triangles in this case all we care about is that it's a chain so we have some general thing here we subdivide each of them like this and then you hinge around and so now I've got a hinged collection of triangles for a and I've got a hinge collection of triangles for B I'm just gonna do a to be here I should probably say that to two shapes and conveniently these triangles will still have matching areas they're all now 1/6 I do it right so get a chain of area 1/6 triangles and I have the same number for a and for B so this is kind of cool of course the triangles could be different shapes but I basically have a chain of various triangles they're all the same area I'm going to draw for a I have a similar chain for B and I just need to convert basically triangle per triangle from A to B so now my problem is a lot easier I have these hinges which I need to preserve that's a little trickier this is actually an idea suggested by Epstein before the universality is it's like all we need to do is do triangle to triangle while preserving two hinges then we could do anything to anything so we're following that plan and now we're going to use all the fancy gadgets we have to do triangle to triangle while preserving these hinges and not not blowing up the number pieces too much have it definitely simpler we're down to triangle to triangle next step ok next problem yeah this is slightly annoying I said oh great these triangles are matching up but I'm not going to be able to do triangle to triangle and get exactly the hinges I want where I want them so I'm gonna have to end up for example moving this hinge to another corner so we're gonna use a new gadget actually for fixing which vertices connect to which triangles this is maybe not obvious yet that we need this but we will and we're gonna use a slightly somewhat more efficient version of essentially the same idea so we've got we've got a hinge here in the middle basically can't control where the hinge goes but it's supposed to go to one of the corners so we're gonna reconfigure it in this way so we assume we have some way of doing it and here's the thing we assumed that a maybe this has already happened to a we don't want to recurse into a because you know then we get exponential blow-up I'm gonna have to do this for every single triangle here there's n of them that's a lot I don't want to get deep recursion I don't want to get depth and recursion so if but if I cut up in this way in fact I only need to cut up B and if B hasn't been touched yet this is okay and then I'll do it the next way in the next triangle next triangle and they won't interact that's the good news so how do we do it well we cut up a little we call it tight fan I believe here there here there's two kites we get these triangles to match these two these triangles to match these two cut up this little piece along the side and either the green stays in here green is attached to the pink so then our magenta so if we keep the green in here triangle stays there if we pull everything out and there's a little hole made here to make that more plausible but in reality we have to subdivide to get slender so if we instead reconfigure the green to lie along the edge and the blue blue can turn around here and fit inside because it has exactly the same shape these two chains are identical I can also fit in here and then we've moved the magenta over to that side so that's cool that works and it doesn't touch a so it's a slight variation of what we had before and it's good so that's pseudopolynomial and they don't interact and so we can move these things however we need to according to what step four produces for us so it's maybe slightly out of order I could have called that step four in the step three but get to the more exciting part finally we do triangle the triangle it's a little crazy I'm gonna give you three constructions they'd give us what we want and then I'm gonna claim I can overlay them this is what we can't do with intersections but I'm gonna do it anyway bear with me the final gadget will say how to overlay them but let's start with the relatively simple goal of triangle to rectangle well this I already showed you and the nice thing about triangle to rectangle it's three piece dissection is you can hinge it here and here and it works just fine okay so that's already a hinged dissection that's the easy step then we want to take that rectangle and convert it into a tiny all right not tiny same same area but an epsilon height rectangle because remember we have two triangles they're different shapes so they have different heights this one will end up being half the height but it won't match what we for this triangle so I'm going to do it steps a and B for each of the triangles and then I have 2 epsilon height rectangles and then the challenge is to convert one into the other this is a challenge because they have hinges on them so with dissections you just overlay these two cut-ups but hinge dissections there's hinges you have to preserve we can't do that okay first part is well I already showed this first part is step B which I showed you already going from one rectangle to another here's another diagram of it it turns out it's almost hinged you can essentially just flop back and forth and back and forth except at the end you might be in trouble so there's one step here and depending on parity exactly this piece of the rectangle is hinged here but I really want it to be hinged here so I'm just gonna move it over here I have tools for moving hinges around so it turns out you have to check that this is safe but you just do one hinge moving and then you're okay so in this case this should actually go a little bit deeper the bottom figure shows when you go too deep you can cut cut and this is just like the previous diagram of triangle to rectangle you do that at the bottom you'll be fine as a couple different cases and exactly the parity and how you end up three cases I guess but in all cases the rest can be hinged you just need this one step in the middle to fix fix it so most of it is just swinging back and forth so it's almost hinged which is good news because we have things that are almost we have tools to make almost hinge things actually hinged so that's cool so basically we've covered every and B at this point but the last part is C or you know how do we superpose all of these things and this is using another gadget called pseudo cuts and essentially you have some nice hinge dissection already and you want to add a cut and a hinge just imagine cutting all way through here and adding a hinge I guess on the yellow side here and somehow I want it I want this thing to fold in all the ways that you Steve would be able to fold so it can fold into a but then I also want it to be able to fold at this hinge and they're eventually fold into B and it's complicated but again the same idea so we've got these yellow guys should normally live in here and so it's everything yellow is yellow we these are triangles these are triangles - triangles so they're like little quads they have holes just the right size for the yellow these guys have holes just the right side sorry how's it go okay I see it's purple then blue then yellow I believe it's the yellow fits into the blue anyway whatever whatever works these guys nest together and when they nest together they fill these little holes and then there's matching patterns out here that all fit how does it go actually sorry I think they're all triangles this just looks multicolored so it looks like purple here is going into the cyan one at the next level the yellow guys are going into the purple I see so there's a triangle and a quad here lovely and then the these guys stretch across so definitely a little more complicated but it and this you know you lose factor of two or whatever but if you apply these pseudo cuts in the right order and these are fairly simple cuttings that we have to do we know these cuts are you're mostly a striping so if you just apply them in order you don't get blow up I'll just wave my hands at that it's a little hard to draw the picture obviously but that's how it goes that's pseudo-polynomial hinge dissection this is why I had this it was intentional I didn't cover in lecture because it's pretty complicated there wasn't time any questions last topic is higher dimensions can we get a brief overview of 3d dissections so this is more a dissection question than a hinging question although of course you could ask does all this work for hinged dissections pseudopolynomial we don't necessarily know for straight-up proving that hinge dissections exist the claim is it hasn't been written up formally yet the same techniques work you can take any dissection and convert it into a hinged dissection but in 3d turns out dissections by themselves are not so simple there's a lot of open problems something some nice things are known so let me tell you about 3d this section okay if I want to convert one polyhedron P into another polyhedron Q obviously the volumes must be the same assuming we're doing a reasonable cutting and not some crazy axiom of choice thing so volumes have to match just like four polygons the areas have to match but that turns out to be not enough and this goes back to a Hilbert problem so you may heard of David Hilbert he wrote this paper of like twenty three open problems at the turn of previous century in 1900 this is problem three and it's it's kind of it wasn't directly about hinge dissections a little bit or about dissections rather a little bit convoluted about some certain axioms and proving certain things but in particular is asking are there two tetrahedra of equal base and altitude so equal volume which can in no way be split up into congruent tetrahedra so there's no way to dissect one end to the other if that's true it would show that certain axioms are necessary in certain verbs and it turns out it is true there are tetrahedra of equal volume where you cannot do this and that I don't have a slide for it but this was proved by guy named n and he came up with something called the well that we now called the denon variant he didn't call it that himself and these things must also match it's called an invariant meaning that no matter how you cut the things up and reassemble the denon variant doesn't change and so if you have any hope of going from P to Q those two things must match and then Seidler so this is this was in 1901 then proved that this was a necessary condition so like a year after that appeared in 1965 a little bit later Seidler proved that this is all that's necessary so these are sufficient conditions if P and Q had the same volume the same Dennett variants then there is actually a dissection improved it's somewhat algebraically somewhat constructively I'm not sure exactly there's a simpler proof by Jessen in 1968 and he proved that actually in 4d the same is true and 4d you need the volumes to match and the venom variants to match that's enough in 5d and higher no one knows what it takes for a dissection pretty weird could be interesting to study these more carefully let me tell you briefly about Denon variants a little awkward unless you're familiar with tensor product space how many people know that tensor product space if you okay if you've done quantum stuff I guess it's more common I'm not familiar with tensor product space but here we go tensor you know I can read Wikipedia with the best of them it's it's a fairly simple notion just has somewhat weird notation you can do things like take something X and write tensor products with Y and what this means is basically don't mess with this product okay it's it's a product really this is two things x and y they're not interchangeable they're in completely different worlds different units whatever you can't like multiply them they just hang out side by side you also can't put them around kent's it's not commutative okay but some things hold like if you take I don't know Z and add it to this product you do have distributivity so you can get X as this notice doesn't look very correct if I have this then you can multiply that out so you get X tensor with y plus X tensor with C so that holds it also holds on the left and the other thing is that constants can come out so if you have C times X tensor with Y this is the same thing as C times X tensor with Y so in the end I'm gonna have a bunch of these pairs these tensor pairs and I'm also able to add them together and nothing happens when you add them together to just hang out so in general you can also have a constant factor so it's you have a linear combination of pairs basically what am I doing this because here's the denim variance then in variant says look with polyhedra you've got two things it's gonna be the X and the y over there you've got edge links and you've got dihedral angles so look at every edge here's an edge of my polyhedron here it has some length which I'll call L of E and there's some angle here which we'll call theta of E add this up over every edge so the denon variant is going to be the sum over all edges of the length tensor with the angle angle is is the angle between these two planes so that's the dihedral angle yep so that it's for every edge there's one dihedral angle which is sort of the interior solid angle there of the at the edge so this is kind of what's going on and these things have to match now it's a little more complicated sorry it's not really just the angle essentially if you add national multiples of Pi nothing happens so you actually take this weird group all rationals times pi and all this means is if you have two angles and their difference that you subtract them and you get a rational multiple pi then there those two angles are considered the same so what this is really saying is I only care about sort of the irrational part of Pi roughly you add PI over two that doesn't change anything why this thing well if I take an edge and for example I cut it in half anywhere I could cut it at an irrational fraction or whatever I will get two lengths but they'll be ten surd with the same angle I didn't change the angle and so by distributivity once you get things inside the same place so in this case we'll get two lengths that add up they they match okay so you can sort of as long as you have matching angles you can add the links together that's what distributivity tells you similarly if I tried to cut this angle in some piece could be an irrational ratio between the two pieces they will have the same edge lengths so and I'm gonna have matching edge lengths so I can use distributivity and add the angles back together so basically when you dissect this thing will not change it's a little more awkward when I cut here because this was originally a PI and then I cut it into some pieces and this is where you need the arrest the rational multiples of Pi not mattering but eventually you can prove done invariant is invariant the harder proof you can prove that it's also sufficient if you have matching volumes as recently proved like a few years ago 2008 that the weather the denon variant of one polyhedron and another match is decidable so there is an algorithm to tell whether two polyhedra have the same this thing decidable is a pretty weak statement natural open problem is is there a good algorithm to do it we don't know if it does match is there good algorithm to find the dissection we don't know these may be easy if you really understand the proofs deeply but at the time no one cared about algorithms at this point it's we need to go back and really understand how to actually do 3d dissections so that we could then do 3d hinge dissections that's it don't forget organic convention is on Saturday should be fun you 3 00:00:08,430 --> 00:00:10,830 4 00:00:10,830 --> 00:00:13,500 5 00:00:13,500 --> 00:00:15,000 6 00:00:15,000 --> 00:00:16,470 7 00:00:16,470 --> 00:00:18,420 8 00:00:18,420 --> 00:00:19,650 9 00:00:19,650 --> 00:00:20,970 10 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--> 00:24:08,000 598 00:24:08,000 --> 00:24:10,610 599 00:24:10,610 --> 00:24:12,320 600 00:24:12,320 --> 00:24:14,240 601 00:24:14,240 --> 00:24:15,500 602 00:24:15,500 --> 00:24:17,130 603 00:24:17,130 --> 00:24:19,380 604 00:24:19,380 --> 00:24:22,950 605 00:24:22,950 --> 00:24:24,960 606 00:24:24,960 --> 00:24:29,310 607 00:24:29,310 --> 00:24:31,050 608 00:24:31,050 --> 00:24:32,310 609 00:24:32,310 --> 00:24:34,740 610 00:24:34,740 --> 00:24:36,930 611 00:24:36,930 --> 00:24:39,080 612 00:24:39,080 --> 00:24:41,130 613 00:24:41,130 --> 00:24:42,660 614 00:24:42,660 --> 00:24:45,180 615 00:24:45,180 --> 00:24:48,570 616 00:24:48,570 --> 00:24:50,850 617 00:24:50,850 --> 00:24:53,160 618 00:24:53,160 --> 00:24:57,120 619 00:24:57,120 --> 00:24:59,280 620 00:24:59,280 --> 00:25:01,740 621 00:25:01,740 --> 00:25:05,400 622 00:25:05,400 --> 00:25:06,900 623 00:25:06,900 --> 00:25:07,980 624 00:25:07,980 --> 00:25:10,380 625 00:25:10,380 --> 00:25:11,940 626 00:25:11,940 --> 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656 00:26:32,720 --> 00:26:34,700 657 00:26:34,700 --> 00:26:37,370 658 00:26:37,370 --> 00:26:39,889 659 00:26:39,889 --> 00:26:47,149 660 00:26:47,149 --> 00:26:50,570 661 00:26:50,570 --> 00:26:52,159 662 00:26:52,159 --> 00:26:53,630 663 00:26:53,630 --> 00:26:55,220 664 00:26:55,220 --> 00:26:58,299 665 00:26:58,299 --> 00:27:03,880 666 00:27:03,880 --> 00:27:06,610 667 00:27:06,610 --> 00:27:09,889 668 00:27:09,889 --> 00:27:11,480 669 00:27:11,480 --> 00:27:14,990 670 00:27:14,990 --> 00:27:16,639 671 00:27:16,639 --> 00:27:19,220 672 00:27:19,220 --> 00:27:21,409 673 00:27:21,409 --> 00:27:24,649 674 00:27:24,649 --> 00:27:26,419 675 00:27:26,419 --> 00:27:29,000 676 00:27:29,000 --> 00:27:31,370 677 00:27:31,370 --> 00:27:33,320 678 00:27:33,320 --> 00:27:35,090 679 00:27:35,090 --> 00:27:37,039 680 00:27:37,039 --> 00:27:41,419 681 00:27:41,419 --> 00:27:44,450 682 00:27:44,450 --> 00:27:46,070 683 00:27:46,070 --> 00:27:48,799 684 00:27:48,799 --> 00:27:52,820 685 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--> 00:29:32,120 715 00:29:32,120 --> 00:29:37,190 716 00:29:37,190 --> 00:29:42,170 717 00:29:42,170 --> 00:29:48,040 718 00:29:48,040 --> 00:29:49,880 719 00:29:49,880 --> 00:29:52,070 720 00:29:52,070 --> 00:29:53,510 721 00:29:53,510 --> 00:29:55,100 722 00:29:55,100 --> 00:29:57,620 723 00:29:57,620 --> 00:30:00,020 724 00:30:00,020 --> 00:30:01,400 725 00:30:01,400 --> 00:30:01,410 726 00:30:01,410 --> 00:30:01,760 727 00:30:01,760 --> 00:30:03,830 728 00:30:03,830 --> 00:30:06,110 729 00:30:06,110 --> 00:30:09,500 730 00:30:09,500 --> 00:30:14,030 731 00:30:14,030 --> 00:30:18,470 732 00:30:18,470 --> 00:30:21,470 733 00:30:21,470 --> 00:30:25,239 734 00:30:25,239 --> 00:30:33,709 735 00:30:33,709 --> 00:30:39,709 736 00:30:39,709 --> 00:30:42,619 737 00:30:42,619 --> 00:30:44,149 738 00:30:44,149 --> 00:30:47,719 739 00:30:47,719 --> 00:30:49,669 740 00:30:49,669 --> 00:30:52,519 741 00:30:52,519 --> 00:30:54,649 742 00:30:54,649 --> 00:30:56,209 743 00:30:56,209 --> 00:30:57,739 744 00:30:57,739 --> 00:31:01,699 745 00:31:01,699 --> 00:31:06,139 746 00:31:06,139 --> 00:31:07,459 747 00:31:07,459 --> 00:31:09,489 748 00:31:09,489 --> 00:31:12,889 749 00:31:12,889 --> 00:31:17,989 750 00:31:17,989 --> 00:31:25,899 751 00:31:25,899 --> 00:31:31,249 752 00:31:31,249 --> 00:31:35,029 753 00:31:35,029 --> 00:31:38,389 754 00:31:38,389 --> 00:31:42,009 755 00:31:42,009 --> 00:31:44,149 756 00:31:44,149 --> 00:31:45,440 757 00:31:45,440 --> 00:31:51,829 758 00:31:51,829 --> 00:31:53,180 759 00:31:53,180 --> 00:31:55,219 760 00:31:55,219 --> 00:32:03,699 761 00:32:03,699 --> 00:32:05,749 762 00:32:05,749 --> 00:32:07,419 763 00:32:07,419 --> 00:32:10,159 764 00:32:10,159 --> 00:32:13,009 765 00:32:13,009 --> 00:32:14,989 766 00:32:14,989 --> 00:32:18,589 767 00:32:18,589 --> 00:32:19,879 768 00:32:19,879 --> 00:32:22,849 769 00:32:22,849 --> 00:32:24,709 770 00:32:24,709 --> 00:32:26,299 771 00:32:26,299 --> 00:32:36,009 772 00:32:36,009 --> 00:32:38,810 773 00:32:38,810 --> 00:32:40,219 774 00:32:40,219 --> 00:32:41,930 775 00:32:41,930 --> 00:32:44,359 776 00:32:44,359 --> 00:32:47,479 777 00:32:47,479 --> 00:32:52,209 778 00:32:52,209 --> 00:32:54,320 779 00:32:54,320 --> 00:32:55,849 780 00:32:55,849 --> 00:32:59,869 781 00:32:59,869 --> 00:33:06,739 782 00:33:06,739 --> 00:33:09,379 783 00:33:09,379 --> 00:33:13,609 784 00:33:13,609 --> 00:33:15,859 785 00:33:15,859 --> 00:33:18,019 786 00:33:18,019 --> 00:33:19,219 787 00:33:19,219 --> 00:33:21,009 788 00:33:21,009 --> 00:33:24,079 789 00:33:24,079 --> 00:33:27,200 790 00:33:27,200 --> 00:33:30,289 791 00:33:30,289 --> 00:33:32,180 792 00:33:32,180 --> 00:33:35,419 793 00:33:35,419 --> 00:33:38,539 794 00:33:38,539 --> 00:33:40,279 795 00:33:40,279 --> 00:33:42,499 796 00:33:42,499 --> 00:33:43,999 797 00:33:43,999 --> 00:33:45,680 798 00:33:45,680 --> 00:33:48,739 799 00:33:48,739 --> 00:33:53,869 800 00:33:53,869 --> 00:33:56,329 801 00:33:56,329 --> 00:34:04,399 802 00:34:04,399 --> 00:34:11,539 803 00:34:11,539 --> 00:34:14,720 804 00:34:14,720 --> 00:34:15,919 805 00:34:15,919 --> 00:34:17,690 806 00:34:17,690 --> 00:34:20,510 807 00:34:20,510 --> 00:34:23,960 808 00:34:23,960 --> 00:34:26,779 809 00:34:26,779 --> 00:34:31,789 810 00:34:31,789 --> 00:34:34,279 811 00:34:34,279 --> 00:34:36,260 812 00:34:36,260 --> 00:34:37,519 813 00:34:37,519 --> 00:34:39,769 814 00:34:39,769 --> 00:34:42,409 815 00:34:42,409 --> 00:34:44,659 816 00:34:44,659 --> 00:34:46,639 817 00:34:46,639 --> 00:34:47,839 818 00:34:47,839 --> 00:34:49,760 819 00:34:49,760 --> 00:34:52,240 820 00:34:52,240 --> 00:34:54,879 821 00:34:54,879 --> 00:34:57,230 822 00:34:57,230 --> 00:34:58,490 823 00:34:58,490 --> 00:35:01,549 824 00:35:01,549 --> 00:35:04,069 825 00:35:04,069 --> 00:35:06,650 826 00:35:06,650 --> 00:35:13,430 827 00:35:13,430 --> 00:35:15,589 828 00:35:15,589 --> 00:35:20,329 829 00:35:20,329 --> 00:35:21,410 830 00:35:21,410 --> 00:35:22,970 831 00:35:22,970 --> 00:35:24,920 832 00:35:24,920 --> 00:35:26,870 833 00:35:26,870 --> 00:35:30,950 834 00:35:30,950 --> 00:35:35,650 835 00:35:35,650 --> 00:35:44,359 836 00:35:44,359 --> 00:35:45,950 837 00:35:45,950 --> 00:35:48,859 838 00:35:48,859 --> 00:35:51,740 839 00:35:51,740 --> 00:35:54,770 840 00:35:54,770 --> 00:35:57,470 841 00:35:57,470 --> 00:35:58,880 842 00:35:58,880 --> 00:36:00,890 843 00:36:00,890 --> 00:36:02,930 844 00:36:02,930 --> 00:36:05,240 845 00:36:05,240 --> 00:36:07,940 846 00:36:07,940 --> 00:36:11,390 847 00:36:11,390 --> 00:36:13,579 848 00:36:13,579 --> 00:36:16,819 849 00:36:16,819 --> 00:36:19,309 850 00:36:19,309 --> 00:36:21,049 851 00:36:21,049 --> 00:36:22,430 852 00:36:22,430 --> 00:36:24,200 853 00:36:24,200 --> 00:36:27,020 854 00:36:27,020 --> 00:36:30,710 855 00:36:30,710 --> 00:36:33,079 856 00:36:33,079 --> 00:36:35,839 857 00:36:35,839 --> 00:36:37,309 858 00:36:37,309 --> 00:36:39,620 859 00:36:39,620 --> 00:36:40,960 860 00:36:40,960 --> 00:36:44,390 861 00:36:44,390 --> 00:36:49,160 862 00:36:49,160 --> 00:36:52,370 863 00:36:52,370 --> 00:36:53,960 864 00:36:53,960 --> 00:36:56,120 865 00:36:56,120 --> 00:36:58,130 866 00:36:58,130 --> 00:37:00,289 867 00:37:00,289 --> 00:37:03,620 868 00:37:03,620 --> 00:37:06,890 869 00:37:06,890 --> 00:37:09,259 870 00:37:09,259 --> 00:37:11,029 871 00:37:11,029 --> 00:37:12,920 872 00:37:12,920 --> 00:37:17,240 873 00:37:17,240 --> 00:37:19,460 874 00:37:19,460 --> 00:37:22,880 875 00:37:22,880 --> 00:37:25,220 876 00:37:25,220 --> 00:37:26,930 877 00:37:26,930 --> 00:37:28,099 878 00:37:28,099 --> 00:37:30,589 879 00:37:30,589 --> 00:37:33,680 880 00:37:33,680 --> 00:37:36,950 881 00:37:36,950 --> 00:37:38,660 882 00:37:38,660 --> 00:37:42,970 883 00:37:42,970 --> 00:37:45,920 884 00:37:45,920 --> 00:37:47,809 885 00:37:47,809 --> 00:37:50,120 886 00:37:50,120 --> 00:37:53,210 887 00:37:53,210 --> 00:37:55,220 888 00:37:55,220 --> 00:37:56,779 889 00:37:56,779 --> 00:38:01,039 890 00:38:01,039 --> 00:38:11,180 891 00:38:11,180 --> 00:38:14,140 892 00:38:14,140 --> 00:38:16,579 893 00:38:16,579 --> 00:38:18,289 894 00:38:18,289 --> 00:38:20,660 895 00:38:20,660 --> 00:38:22,430 896 00:38:22,430 --> 00:38:25,309 897 00:38:25,309 --> 00:38:28,370 898 00:38:28,370 --> 00:38:30,549 899 00:38:30,549 --> 00:38:34,130 900 00:38:34,130 --> 00:38:36,049 901 00:38:36,049 --> 00:38:38,240 902 00:38:38,240 --> 00:38:39,980 903 00:38:39,980 --> 00:38:40,700 904 00:38:40,700 --> 00:38:46,759 905 00:38:46,759 --> 00:38:48,230 906 00:38:48,230 --> 00:38:53,690 907 00:38:53,690 --> 00:38:58,849 908 00:38:58,849 --> 00:39:01,700 909 00:39:01,700 --> 00:39:04,519 910 00:39:04,519 --> 00:39:06,049 911 00:39:06,049 --> 00:39:07,249 912 00:39:07,249 --> 00:39:09,230 913 00:39:09,230 --> 00:39:11,420 914 00:39:11,420 --> 00:39:13,339 915 00:39:13,339 --> 00:39:14,780 916 00:39:14,780 --> 00:39:19,130 917 00:39:19,130 --> 00:39:20,900 918 00:39:20,900 --> 00:39:23,059 919 00:39:23,059 --> 00:39:24,829 920 00:39:24,829 --> 00:39:28,099 921 00:39:28,099 --> 00:39:31,250 922 00:39:31,250 --> 00:39:32,480 923 00:39:32,480 --> 00:39:36,430 924 00:39:36,430 --> 00:39:39,440 925 00:39:39,440 --> 00:39:46,069 926 00:39:46,069 --> 00:39:47,990 927 00:39:47,990 --> 00:39:50,089 928 00:39:50,089 --> 00:39:53,270 929 00:39:53,270 --> 00:39:56,000 930 00:39:56,000 --> 00:39:58,190 931 00:39:58,190 --> 00:40:01,849 932 00:40:01,849 --> 00:40:03,829 933 00:40:03,829 --> 00:40:06,710 934 00:40:06,710 --> 00:40:08,420 935 00:40:08,420 --> 00:40:10,819 936 00:40:10,819 --> 00:40:13,280 937 00:40:13,280 --> 00:40:14,540 938 00:40:14,540 --> 00:40:17,390 939 00:40:17,390 --> 00:40:20,720 940 00:40:20,720 --> 00:40:22,190 941 00:40:22,190 --> 00:40:25,309 942 00:40:25,309 --> 00:40:28,099 943 00:40:28,099 --> 00:40:29,900 944 00:40:29,900 --> 00:40:32,059 945 00:40:32,059 --> 00:40:34,099 946 00:40:34,099 --> 00:40:35,720 947 00:40:35,720 --> 00:40:38,319 948 00:40:38,319 --> 00:40:40,849 949 00:40:40,849 --> 00:40:42,410 950 00:40:42,410 --> 00:40:49,010 951 00:40:49,010 --> 00:40:50,150 952 00:40:50,150 --> 00:40:51,799 953 00:40:51,799 --> 00:40:53,390 954 00:40:53,390 --> 00:40:54,770 955 00:40:54,770 --> 00:40:59,740 956 00:40:59,740 --> 00:41:02,870 957 00:41:02,870 --> 00:41:07,130 958 00:41:07,130 --> 00:41:08,900 959 00:41:08,900 --> 00:41:11,829 960 00:41:11,829 --> 00:41:16,339 961 00:41:16,339 --> 00:41:18,770 962 00:41:18,770 --> 00:41:21,910 963 00:41:21,910 --> 00:41:25,160 964 00:41:25,160 --> 00:41:27,230 965 00:41:27,230 --> 00:41:28,730 966 00:41:28,730 --> 00:41:31,010 967 00:41:31,010 --> 00:41:32,390 968 00:41:32,390 --> 00:41:33,799 969 00:41:33,799 --> 00:41:36,049 970 00:41:36,049 --> 00:41:38,660 971 00:41:38,660 --> 00:41:42,049 972 00:41:42,049 --> 00:41:44,390 973 00:41:44,390 --> 00:41:46,549 974 00:41:46,549 --> 00:41:49,400 975 00:41:49,400 --> 00:41:52,789 976 00:41:52,789 --> 00:41:54,950 977 00:41:54,950 --> 00:41:56,630 978 00:41:56,630 --> 00:41:58,670 979 00:41:58,670 --> 00:42:01,460 980 00:42:01,460 --> 00:42:06,200 981 00:42:06,200 --> 00:42:10,099 982 00:42:10,099 --> 00:42:12,799 983 00:42:12,799 --> 00:42:15,970 984 00:42:15,970 --> 00:42:18,980 985 00:42:18,980 --> 00:42:20,180 986 00:42:20,180 --> 00:42:24,109 987 00:42:24,109 --> 00:42:28,250 988 00:42:28,250 --> 00:42:29,329 989 00:42:29,329 --> 00:42:31,930 990 00:42:31,930 --> 00:42:34,430 991 00:42:34,430 --> 00:42:37,370 992 00:42:37,370 --> 00:42:39,109 993 00:42:39,109 --> 00:42:42,380 994 00:42:42,380 --> 00:42:43,609 995 00:42:43,609 --> 00:42:48,880 996 00:42:48,880 --> 00:42:52,640 997 00:42:52,640 --> 00:42:55,760 998 00:42:55,760 --> 00:42:58,549 999 00:42:58,549 --> 00:43:02,980 1000 00:43:02,980 --> 00:43:05,450 1001 00:43:05,450 --> 00:43:07,910 1002 00:43:07,910 --> 00:43:11,270 1003 00:43:11,270 --> 00:43:14,690 1004 00:43:14,690 --> 00:43:17,599 1005 00:43:17,599 --> 00:43:19,849 1006 00:43:19,849 --> 00:43:22,130 1007 00:43:22,130 --> 00:43:24,530 1008 00:43:24,530 --> 00:43:26,150 1009 00:43:26,150 --> 00:43:27,319 1010 00:43:27,319 --> 00:43:31,710 1011 00:43:31,710 --> 00:43:38,880 1012 00:43:38,880 --> 00:43:41,490 1013 00:43:41,490 --> 00:43:46,050 1014 00:43:46,050 --> 00:43:47,670 1015 00:43:47,670 --> 00:43:48,839 1016 00:43:48,839 --> 00:43:50,040 1017 00:43:50,040 --> 00:43:52,440 1018 00:43:52,440 --> 00:43:56,670 1019 00:43:56,670 --> 00:43:59,460 1020 00:43:59,460 --> 00:44:01,349 1021 00:44:01,349 --> 00:44:05,250 1022 00:44:05,250 --> 00:44:07,349 1023 00:44:07,349 --> 00:44:10,200 1024 00:44:10,200 --> 00:44:12,300 1025 00:44:12,300 --> 00:44:14,540 1026 00:44:14,540 --> 00:44:16,849 1027 00:44:16,849 --> 00:44:22,520 1028 00:44:22,520 --> 00:44:25,050 1029 00:44:25,050 --> 00:44:29,040 1030 00:44:29,040 --> 00:44:39,270 1031 00:44:39,270 --> 00:44:41,460 1032 00:44:41,460 --> 00:44:44,490 1033 00:44:44,490 --> 00:44:46,829 1034 00:44:46,829 --> 00:44:48,420 1035 00:44:48,420 --> 00:44:51,720 1036 00:44:51,720 --> 00:44:54,270 1037 00:44:54,270 --> 00:44:56,880 1038 00:44:56,880 --> 00:45:00,569 1039 00:45:00,569 --> 00:45:03,680 1040 00:45:03,680 --> 00:45:08,069 1041 00:45:08,069 --> 00:45:10,349 1042 00:45:10,349 --> 00:45:12,089 1043 00:45:12,089 --> 00:45:13,620 1044 00:45:13,620 --> 00:45:16,620 1045 00:45:16,620 --> 00:45:19,020 1046 00:45:19,020 --> 00:45:21,380 1047 00:45:21,380 --> 00:45:24,180 1048 00:45:24,180 --> 00:45:26,190 1049 00:45:26,190 --> 00:45:28,200 1050 00:45:28,200 --> 00:45:30,450 1051 00:45:30,450 --> 00:45:31,890 1052 00:45:31,890 --> 00:45:33,390 1053 00:45:33,390 --> 00:45:36,059 1054 00:45:36,059 --> 00:45:38,640 1055 00:45:38,640 --> 00:45:41,430 1056 00:45:41,430 --> 00:45:44,610 1057 00:45:44,610 --> 00:45:48,300 1058 00:45:48,300 --> 00:45:50,340 1059 00:45:50,340 --> 00:45:51,960 1060 00:45:51,960 --> 00:45:55,980 1061 00:45:55,980 --> 00:45:57,900 1062 00:45:57,900 --> 00:45:59,250 1063 00:45:59,250 --> 00:46:01,200 1064 00:46:01,200 --> 00:46:03,330 1065 00:46:03,330 --> 00:46:05,250 1066 00:46:05,250 --> 00:46:11,400 1067 00:46:11,400 --> 00:46:15,060 1068 00:46:15,060 --> 00:46:17,280 1069 00:46:17,280 --> 00:46:21,690 1070 00:46:21,690 --> 00:46:24,180 1071 00:46:24,180 --> 00:46:26,550 1072 00:46:26,550 --> 00:46:28,950 1073 00:46:28,950 --> 00:46:30,480 1074 00:46:30,480 --> 00:46:31,530 1075 00:46:31,530 --> 00:46:33,720 1076 00:46:33,720 --> 00:46:35,490 1077 00:46:35,490 --> 00:46:37,470 1078 00:46:37,470 --> 00:46:41,940 1079 00:46:41,940 --> 00:46:43,860 1080 00:46:43,860 --> 00:46:46,140 1081 00:46:46,140 --> 00:46:47,850 1082 00:46:47,850 --> 00:46:51,630 1083 00:46:51,630 --> 00:46:54,420 1084 00:46:54,420 --> 00:46:55,650 1085 00:46:55,650 --> 00:46:58,560 1086 00:46:58,560 --> 00:47:02,910 1087 00:47:02,910 --> 00:47:04,380 1088 00:47:04,380 --> 00:47:06,960 1089 00:47:06,960 --> 00:47:09,330 1090 00:47:09,330 --> 00:47:11,160 1091 00:47:11,160 --> 00:47:12,630 1092 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