495 research outputs found
Hinged Dissections Exist
We prove that any finite collection of polygons of equal area has a common
hinged dissection. That is, for any such collection of polygons there exists a
chain of polygons hinged at vertices that can be folded in the plane
continuously without self-intersection to form any polygon in the collection.
This result settles the open problem about the existence of hinged dissections
between pairs of polygons that goes back implicitly to 1864 and has been
studied extensively in the past ten years. Our result generalizes and indeed
builds upon the result from 1814 that polygons have common dissections (without
hinges). We also extend our common dissection result to edge-hinged dissections
of solid 3D polyhedra that have a common (unhinged) dissection, as determined
by Dehn's 1900 solution to Hilbert's Third Problem. Our proofs are
constructive, giving explicit algorithms in all cases. For a constant number of
planar polygons, both the number of pieces and running time required by our
construction are pseudopolynomial. This bound is the best possible, even for
unhinged dissections. Hinged dissections have possible applications to
reconfigurable robotics, programmable matter, and nanomanufacturing.Comment: 22 pages, 14 figure
Fun with Fonts: Algorithmic Typography
Over the past decade, we have designed six typefaces based on mathematical
theorems and open problems, specifically computational geometry. These
typefaces expose the general public in a unique way to intriguing results and
hard problems in hinged dissections, geometric tours, origami design,
computer-aided glass design, physical simulation, and protein folding. In
particular, most of these typefaces include puzzle fonts, where reading the
intended message requires solving a series of puzzles which illustrate the
challenge of the underlying algorithmic problem.Comment: 14 pages, 12 figures. Revised paper with new glass cane font.
Original version in Proceedings of the 7th International Conference on Fun
with Algorithm
Locked and Unlocked Chains of Planar Shapes
We extend linkage unfolding results from the well-studied case of polygonal
linkages to the more general case of linkages of polygons. More precisely, we
consider chains of nonoverlapping rigid planar shapes (Jordan regions) that are
hinged together sequentially at rotatable joints. Our goal is to characterize
the families of planar shapes that admit locked chains, where some
configurations cannot be reached by continuous reconfiguration without
self-intersection, and which families of planar shapes guarantee universal
foldability, where every chain is guaranteed to have a connected configuration
space. Previously, only obtuse triangles were known to admit locked shapes, and
only line segments were known to guarantee universal foldability. We show that
a surprisingly general family of planar shapes, called slender adornments,
guarantees universal foldability: roughly, the distance from each edge along
the path along the boundary of the slender adornment to each hinge should be
monotone. In contrast, we show that isosceles triangles with any desired apex
angle less than 90 degrees admit locked chains, which is precisely the
threshold beyond which the inward-normal property no longer holds.Comment: 23 pages, 25 figures, Latex; full journal version with all proof
details. (Fixed crash-induced bugs in the abstract.
Computational design of steady 3D dissection puzzles
Dissection puzzles require assembling a common set of pieces into multiple distinct forms. Existing works focus on creating 2D dissection puzzles that form primitive or naturalistic shapes. Unlike 2D dissection puzzles that could be supported on a tabletop surface, 3D dissection puzzles are preferable to be steady by themselves for each assembly form. In this work, we aim at computationally designing steady 3D dissection puzzles. We address this challenging problem with three key contributions. First, we take two voxelized shapes as inputs and dissect them into a common set of puzzle pieces, during which we allow slightly modifying the input shapes, preferably on their internal volume, to preserve the external appearance. Second, we formulate a formal model of generalized interlocking for connecting pieces into a steady assembly using both their geometric arrangements and friction. Third, we modify the geometry of each dissected puzzle piece based on the formal model such that each assembly form is steady accordingly. We demonstrate the effectiveness of our approach on a wide variety of shapes, compare it with the state-of-the-art on 2D and 3D examples, and fabricate some of our designed puzzles to validate their steadiness
Recommended from our members
Shape Design and Optimization for 3D Printing
In recent years, the 3D printing technology has become increasingly popular, with wide-spread uses in rapid prototyping, design, art, education, medical applications, food and fashion industries. It enables distributed manufacturing, allowing users to easily produce customized 3D objects in office or at home. The investment in 3D printing technology continues to drive down the cost of 3D printers, making them more affordable to consumers.
As 3D printing becomes more available, it also demands better computer algorithms to assist users in quickly and easily generating 3D content for printing. Creating 3D content often requires considerably more efforts and skills than creating 2D content. In this work, I will study several aspects of 3D shape design and optimization for 3D printing. I start by discussing my work in geometric puzzle design, which is a popular application of 3D printing in recreational math and art. Given user-provided input figures, the goal is to compute the minimum (or best) set of geometric shapes that can satisfy the given constraints (such as dissection constraints). The puzzle design also has to consider feasibility, such as avoiding interlocking pieces. I present two optimization-based algorithms to automatically generate customized 3D geometric puzzles, which can be directly printed for users to enjoy. They are also great tools for geometry education.
Next, I discuss shape optimization for printing functional tools and parts. Although current 3D modeling software allows a novice user to easily design 3D shapes, the resulting shapes are not guaranteed to meet required physical strength. For example, a poorly designed stool may easily collapse when a person sits on the stool; a poorly designed wrench may easily break under force. I study new algorithms to help users strengthen functional shapes in order to meet specific physical properties. The algorithm uses an optimization-based framework — it performs geometric shape deformation and structural optimization iteratively to minimize mechanical stresses in the presence of forces assuming typical use scenarios. Physically-based simulation is performed at run-time to evaluate the functional properties of the shape (e.g., mechanical stresses based on finite element methods), and the optimizer makes use of this information to improve the shape. Experimental results show that my algorithm can successfully optimize various 3D shapes, such as chairs, tables, utility tools, to withstand higher forces, while preserving the original shape as much as possible.
To improve the efficiency of physics simulation for general shapes, I also introduce a novel, SPH-based sampling algorithm, which can provide better tetrahedralization for use in the physics simulator. My new modeling algorithm can greatly reduce the design time, allowing users to quickly generate functional shapes that meet required physical standards
On Wrapping Spheres and Cubes with Rectangular Paper
What is the largest cube or sphere that a given rectangular piece of paper can wrap? This natural problem, which has plagued gift-wrappers everywhere, remains very much unsolved. Here we introduce new upper and lower bounds and consolidate previous results. Though these bounds rarely match, our results significantly reduce the gap
- …