tonight she's going to tell us about non-euclidean virtual reality and she has a lot of cool demos and toys and so if you want to stick around afterwards and come down and chat and maybe give things a try I think that's a possibility tonight if you have questions during the talk please try to hold them until the end and then right and I mean what's that you can't interrupt oh okay you can interrupt professor Matsumoto and then at the end if you have a question Brian and I will run around the microphone to you so just raise your hand and then wait because it's very hard for the speaker in the front of the room to hear your questions the acoustics sort of work one direction all right without further ado all right Thank You Edie well thank you all for coming out to this public lecture so I'm a professor here in the physics department I have a group and we use geometry to make new materials so basically our motto is making materials with math so I'm gonna be telling you about some of the cool things that we've discovered along the way so currently I've got students working doing virtual reality 3d printing we're looking at textiles fabrics knits things like that so we have a pretty eclectic group and I have plenty of my students are here up front so if you're interested you can come talk to them afterwards too so today I'm gonna be giving a bit of a non-conventional lecture so at the beginning I'm gonna tell you a bit about curvature and how you can think about shape and curvature from the patterns that you use to make clothing and then from there we're gonna take that idea abstract it a little bit to make it more mathematically rigorous and then from there we're gonna start taking our first steps into understanding what non Euclidean spaces so what curved spaces so you may have heard things about gravitational waves recently if you've heard of gravitational lensing a lot of these phenomenon in cosmology are really based on the idea that space is intrinsically curved so this is this is going to extend this idea and try to create spaces that are not physically possible to make um so basically what we're gonna do after that is I'm gonna get the virtual your virtual reality running and I'm gonna take volunteers from the audience and we're gonna do some exercises with the virtual reality to try to give us a gut intuition about how curved spaces work and what sorts of phenomenon you would see in curved spaces that you just don't see in regular old everyday Euclidean world okay so to begin with we're gonna talk about curvature so curvature is a geometric principle that's very near and dear to my heart but let's start let's start out with something really really simple I mean we've got Marilyn Monroe and this beautiful flowy dress but we're not going to start quiet there we're gonna start with something a little more simple so we're gonna start with making a man's dress shirt okay so I mean I guess everyone here is wearing clothes how many of you have ever thought about what sorts of pieces make up your clothes what this would look like before it was sewn in okay so I see maybe 10% of you holding up your hands so I'm gonna show some of the rest of you what this might be like so I mean you might think okay well I've got a t-shirt it's clearly just got two pieces of fabric cut out like this and I saw them take out there and I'm good to go but if you actually look at the pattern that's used to make this fresh shirt you find that you get this ridiculous crazy thing if you look at these so there is a fold which gives you the only straight line in this entire piece everything else you have all of these intricate little bits fold zigzags curves all of these shapes are there to construct take something that is flat and construct it to a curved surface like no matter how skinny you are or you think you are you you have curves every human body intrinsically has a curvature to it and it's impossible to take something flat and wrap it around a curved surface without either adding curved lines or as we're going to look in a second what happens when you add seams so this is an example of something that's very commonly used in shaping women's wear I guess I don't have anything I don't have any darts on this dress but most women's clothing have what are called darts so you take a little triangular fold and you sew it off so what happens is that instead of laying flat you find out that the fabric has folded up into this conical shape so here's the little point of the triangle and then the rest of it is hidden inside this fold so this is something that we use to make what are called what's called positive curvature so we're removing a little bit of area and we make positive curvature so this has maybe a little counterintuitive but just just bear with me on this okay so what happens this this is something you can see in my skirt here so I've got I've got this sort of roughly tulip skirt and this is something that you see here and these things are called go days so this is kind of the antique dark so I take an extra wedge fabric I slit open a seam on my skirt and I sew that in so instead of taking area away from my sample and from my dress I'm now adding new area into that so this is something that's going to give you what's called negative curvatures and this is gonna be something that's like a saddle so my skirt here it curves out down here but in along this direction so this is something that has what's called negative curvature things that have positive curvature are things like the surface of the sphere so it's bending down in both directions or from the bottom bending up in both directions all right so here I have let's make this a little more precise wet fabric so here I got this lovely fabric that has a honeycomb pattern on it and I have cut out exactly 1/6 of this pattern so I have sixty degrees here and 300 degrees around here and then what I'm gonna do is I'm going to join this edge to this edge with a seam so I get now this clinical shape where I've taken out exactly 60 degrees of angle surrounding this point so that's one way we can measure curvature is by looking the angular deficit around this point so how much I'll go we've taken away okay so now I've got this extra wedge of fabric so what do you think I'm gonna do with it okay I'm gonna stick it into another piece of fabric so I'm gonna take this cut it open along here and put this in and see what we're good I got okay so now I have this perfectly regular hexagon in the middle so this had 360 degrees around at this point and I'm gonna add in 60 degrees so that's gonna give me something with 420 degrees and when I do that I end up with this structure that's all ruffled so this is something that cannot lie flat in the plate no matter how hard I try I can sort of smooth some parts out and that looks flat but then I've forced it to bunch up somewhere else so this cannot be smooth no matter what and some people find this a little bit a little bit strange when they're playing with material like that they'd like to be able to neatly fold it up the same way you pulled up here t-shirt and put it in the drawer after you wash it so here's a dress that's based on this idea so this is called the five six seven dress so it was made by my friend Andrea who is a clothing designer and Robin Sullinger who is a professor of theoretical physics at Kent State so the idea here is that this dress is made entirely out of these regular polygons we look at hexagons Pentagon's and hexagons and despite how it looks each of the side angles of these are the same are the same length the edges are the same length so what's going on here is that we can use the number of edges on each of these polygons to control the curvature in the dress so places where I would have positive curvature I want to take angle out so I'm going to use I'm going to use my 5 so those have a little bit less angle so I've got a 5 here and that's going to be part of the bust so places where I'd not truly have positive curvature whereas I've got some 7 so I've got one in the center and a ring of sevens around the waist so these are there to add in extra angle so these are going to sort of let the material flare out and this is going to give us something with negative curvature so we can use this idea of adding an angle or taking away angle to prescribe curvature to a garment ok so what do you think these things have in common so I've got this beautiful Couture wedding dress and this jumble of human intestines does anyone have a guess they're curved okay that's a that's a definitely true but would you believe me if I told you that the mechanism that caused the physical mechanism that causes this wedding dress to ruffle the tulle in the skirt to ruffle is exactly the same as the mechanism that causes every human and toss to ruffle I mean there's a reason that if you looked at my intestines the Wiggles in them are gonna be roughly the same as yours it's not like someone took a rope and just jammed them inside our abdomens they there is a pattern to it and the pattern has everything to do with this particular type of elasticity okay so both of these have negative curvature so let's look at this mechanism so this is what happens in the dress so I take a stretchy piece of material that's cut short and I've got a long piece of a stiff material so in this case it's called it's called boning and in a lot of textile applications so it's this sort of thick stiff but still curva below material and what I do is I'm gonna take this stretchy material I'm gonna stretch it out as wide as the tool sorry that's the boning and I'm gonna sew them together so I've got a huge amount of strain in in my material but there's this constraint that it has to be as long along the seam as this top stiff piece of fabric and what happens is it relaxes it buckles out of the plane into this beautiful regular ruffled pattern this is what makes up what makes up this skirt so it turns out that human intestines grow in a very similar way so what happens when you're while you're developing while you're an embryonic and embryo is that you have you've got a gut tube which is what's going to become your digestive tract and you've got under all tube which is going to become your spine in your back and and your entire spinal cord so what happens is that there's actually a membrane that connects your gut tube to your neural tube so it's very thin membrane if that connects them and what happens is as you grow is like your gut tube grows longer stur than your than your spinal tube and your neural tube does and what happens then is the material that's going to make up your small intestines is growing faster than the membrane that's connecting it to the neural tube and it's forced because of geometry and elasticity to ruffle informally is very regular Wiggles with negative curvature so we do see so we do see negative curvature in a huge amount of huge number of physical systems so this is a micrograph of the mitochondrial membranes inside the retina of a tree shrew and this forms these beautiful intricate what are called triply periodic minimal surfaces so this this this texture forms entirely naturally at self-assembles and you can get this to form in a lot of systems so this is entirely based on with the geometry of the molecules at a larger length scale so films try to try to minimize surface area and it turns out that that naturally leads them to have these saddle-like structures so here is just a plain little saddle here but on this side this is this is a framework that would give us a triple a periodic minimal surface so the soaps soap film that spans this should be exactly the same as one of the structures in the mitochondria in the eye mitochondria and then we know that the universe is curved we don't happen to know at the largest scales what the curvature is it seems like it's pretty flat but this is still an open question since we don't have any information about the boundary yet okay so we also see this this idea of negative curvature in so we've got in a top panel here this is a new - prank that's swimming so this is a marine invertebrate and it's got these ruffles that are running down running down its Mansell and those travelling waves it uses to propel itself so I can change the frequency on one side and turn and so on and so forth um you see it in things like coral and kill so what's going on here is that the plant wants to maximize or the or I guess corals an animal but it wants to maximize the surface area that is accessible to resources so it's gonna do this by ruffling and bending and this is going to give you a gotten negative curvature and the calla lily that's my favorite flower so I figured I'd throw it in for four kicks okay so okay so now we're gonna switch gears a little bit and try to make some of these notions coming from a clothing design coming from biology and make them a little bit more mathematically rigorous okay so what I've got here are three of the five platonic solids and these are ones that are made only with triangles so I've got so I've got a tetrahedron which is made out of four triangles but if you look at each vertex there are three triangles around every vertex and every vertex is the same as every other vertex and this is what makes it a platonic solid here I've got an octahedron and the only difference between these is now each of my vertices has four equilateral triangles around them um and then and the far far right over here I've got an icosahedron so this has five equilateral triangles around every vertex okay so what happens if I do six what do you guys think yep six triangles around every vertex is it gonna be a sphere what do you think I'll be flat okay so let's see what's going on so I'm gonna skip that so we if we have six triangles we do in fact end up with something flat so this is a regular triangular packing of space the circles in here make a honeycomb honeycomb lattice so I've got you see do I have well this is squares there should be one somewhere that's trying okay so I've got this guy it has six triangles around every vertex and so it's flat so let's continue this pattern what happens if I put seven so I've got another another little doily and I can get seven triangles you can verify that there are indeed seven triangles around every single one of those holes you verify okay excellent um and then I can do the same thing with eight and you'll notice these get more and more ruffled as we go so getting back to what this has to do with curvature so these are tilings are sort of ways of fitting regular structures onto surfaces so if you imagine I take my tetrahedron I put a balloon inside and sort of inflate it out to the surface of the sphere I will get something that tiles the sphere so this is what would happen if I did this with the icosahedron so I have a triangle this sort of weird curvy triangle here and there's notice for weird curvy triangles that meet every vertex so this is this is a tiling of the sphere so we discussed that this tiling with six triangles around every vertex that gives us a plane but what about this I mean I've got this model they're really roughly I mean I can go on for a while but at some point I'm gonna got stock this is not something that intrinsically can fit into our euclidean split space in fact there's a theorem that you cannot embed the entirety of this structure into Euclidean space so what is this so let's let's think for a second um so this is this is something that's called the hyperbolic plane this I told you that you can't fit it in all of Euclidean space but then I've got this drawing right here this looks like hey BAM I've got it I can draw it on the board we're all good but let's think about maths for a second so maps from a curved surface to a flat surface always introduce distortion so we're pretty familiar with this idea of the Mercator projection here this is the standard high school elementary school mapping your classroom and you'll notice that Greenland here is maybe a little bit larger event Africa and if you look at the globe on the other hand here's Greenland and here's Africa I you can fit something like seven or eight copies of Greenland and inside Africa for I forgot the exact number but this is just showing you that anytime I take some curved object and try to smoosh it down on to the plane I'm always going to introduce distortion so the same way we've got Mercator projections and all sorts of other types of of maps you might find like there's now a new more Geo politically correct map that tries to keep the area of the countries as close to what they actually are in real life not something that they're there's a movement to move put that into schools now we'd like to do the same thing with this hyperbolic plan so here is this is the most common map the hyperbolic plane this is called the punker a disc model and here is one of the triangles so if I follow this around I've got a triangle here and a triangle here a triangle here four five six seven triangle so this is indeed this case where I have seven equilateral triangles that meet around every vertex but you'll notice this doesn't look like an equilateral triangle this is kind of stretched in similar ways and I have two straight lines and one curved line the you know this is kind of a funky looking triangle but this is the distortion that's coming from the map I've got another map this is called the Klein model here this looks a lot more like an equilateral triangle I'm happy that being the edges are straight and this is where the distortion and these screens might come up but if you look closely you'll notice that these angles are not 60 degrees like you would expect in an equilateral triangle so here we're getting angular distortion but we're keeping straight lines straight lines so no matter what model you you choose something's gotta give somehow there's one more this is called the upper half-plane model I'm not going to go into details but there's this lovely print by Anne Rice Hagerman and Saul slammer that shows how all of these different models are related to one another so this is a model that's on what's called the hemisphere model if I take a light at the North Pole of that and look at how the light ray has passed through it I get a projection down here this is my plunker hska model this is the first one we saw the second one is generated by taking the light source and moving it infinitely far away like the Sun I'm projecting straight down this gives us the Klein model is the second model and then if I put a light at the equator and cast it on the wall this is the last model the or half-plane model so these are these are models you might have seen before how many of you are familiar with this artwork okay so there's a number of you so this is this is a circle limit for I think this is a lithograph by MC usher and what MC Usher wanted to do was he wanted a way to see infinity so he had a conversation with the mathematician coxeter who told him about this notion of the hyperbolic plane and in the plonker a disc map and he's created this this beautifully intricate interconnecting series of demons and angels so let's have a closer look at this so I've got three demons in the center interlocking with three angels now let's look at their wingtips so I've got wingtips that meet along here so I've got six six figures going across and then let's look at each wingtip so I've got one two three four five six seven eight so I've got eight figures that meet along each wingtip um so what so what's going on here is that you're supposed to imagine that this demon in this under here is exactly the same size and the same shape as this demon up here and this demon over here and this little tiny guy in the corner right there if I could hold my hand steady enough um and that takes quite a lot of imagination so let's let's look at this again so if I look at these places where all of the wind tips meet I can inscribe a circle around each of those points so what I end up with is I have a circle and I have four other circles meeting it at this point and if I as I go around there are boundaries with six or around that so what we'd like to do is we'd like to be able to to see what it would be like to live inside this space so see what it would be like to be an ant that's walking around in this infinite space um and the model we're gonna choose is going to be a little bit different from this but it's got a similar idea so here I've got hex a sort of these hexagonal circle bits that meet for around every vertex I'm gonna swap that for here I've got squares that meet six around uh pray vertex and so I've got a blanket here which is the same layout of of what you might see there but here I've taken it and I've tried to keep all of the edges the same length in all of the squares of the same size so in order to do this I have to push things out of the plan they're going to become very roughly um but all of these models the looking at the blanket looking at the usher lithograph looking at the 3d print all of these are models from outside the outside the hyperbolic plane we really want to see what it looks like inside and so this is where virtual reality is going to come in handy so we're gonna do this using one principle we're going to say that light rays should follow geodesics so let me unpack that for you so you can imagine in our space the way I see things is there's a photon that is coming out of the projector there's one that's gonna intersect my eye it's gonna excite some molecules in my retina my brain processes that and I say oh there is some light coming out of the projector so when the space is curved we still want we still want photons to to do the same thing but they're gonna follow a different principle they're gonna want to follow the shortest distance between two points so we can think about this from the point of view of a globe so the shortest distance between two points is part of a great circle so this is why if you're flying from San Francisco to New York it seems like you're going very much further north than you would expect or if you're going to certain places in in Europe or Russia you might end up flying over the North Pole on depending on where you leave so in curved spaces light rays have to follow these lines of shortest distance between two points and these are called geodesics so this is what what we're going to do so in order to create a virtual world on our computer we need four components so I'm going to need a model of the space so I'm going to need a way to associate every point in my space to a number in my computer I'm going to need a way to draw those points on the screen and this is this principle that ladies must follow geodesics so this is telling me that if I want to look at an object up there you can imagine there is a straight line in my space or a curved line in curved space that's the shortest distance possible going from my eye to the from the projector to my eye I guess makes more sense than me shooting light beams out of my eyes I want a way to move around I want a way to move around this space and so I've got some pretty nifty equipment here so I'm gonna be using the HTC vive so what you'll notice are I've got these funny towers on my tripods and those are those are called lighthouses and what they're doing is they're constantly sending out signals so that my HUD set knows exactly where it is in space so it's going to allow me to walk around in the space and really accurately track where I've moved and then lastly I know a set of landmarks to help the user navigate space I mean I could put you in there in a block screen and tell you who this is curved space but you wouldn't believe you'd say well your hello world program broke so we're going to we're gonna do this and we're gonna do this with with tilings so the first space we're going to do is we're going to do a space that's called mathematically speaking it's called h2 cross so this is gonna be what would happen if I took this blanket made it infinitely large and then extruded it into the Z direction so this is like I'm taking the entire hyperbolic plane in the X Y direction and then it's just normal regular Euclidean space up and down okay so I think I'm gonna skip this um so okay so let's see this is the time for my first demo so let me switch over and I switch over to this screen so for all of the demos I'm gonna want some audience volunteers so please keep in mind keep that in mind I think I'm gonna take two for this and then I think there's probably room for four or five volunteers and we're basically gonna spend the rest of the time talking about how to use your body to move around in in these hyperbolic spaces so um who can I get to be my first demo oh my gosh there's a lot of people who are excited so okay uh uh gray sweatshirt oh I thirst two of you um I guess yes sorry I said what's your name Jesse okay fantastic so what I'm gonna ask you to do Jesse so I'll have you put on the headset I'm gonna have you stand right here and I'm gonna narrate white what you're gonna do so is gonna be I'm just gonna have you so these are so the idea is that we are in a space that is squares but this is a weird space where there are six squares that meet around every sort of vertical pole so I'm gonna have you sort of walk through that and try to try to show us that but I'll narrate through what you're gonna do I'm gonna put my hands on your shoulders and sort of put you into okay perfect um so right now you're just seeing the well she's seeing something that's a lot cooler than what you guys are seeing right now she's seeing this sort of lobby of vive world so what I'm gonna do is I'm gonna put her into into now this is each to cross II so I'm gonna have you look straight forward into that sort of blue sort of octagon in front of you so into this and you're gonna just walk forward just straight forward into that so there are I will make sure you don't crash into anything okay okay stop there and can you take like a step back so you're just in the centre of that sort of blue room okay so if you don't put your hands over it sometimes that loses tracking so look straight down so just for her everyone looking straight down everything looks kind of normal straight down but if she looks side-to-side everything looks totally different okay so okay so now turn 90 degrees to your left Jessie so me okay so now you're looking into a sort of light green room normally I give these sort of ice cream cone names I guess this is MintChip room um so you can walk straight into that okay stop and turn 90 degrees to your left a gun oh now you're going into the rainbow sherbert room so you can walk straight into that okay now turn 90 degrees to your left again so now you're going into the strawberry cheesecake room okay so that's the that's the I guess fifth room she's gone through so if this was Euclidean space she'd be back where she started okay now she's gonna turn I guess 90 degrees to her right again and you're gonna look into a dark red I don't your me rotate you turn 180 degrees around okay so now you're now you should be facing a dark red room okay so the dark red chair is in chocolate room you can walk into that um sorry those things caught around your foot okay perfect okay um and then turn 90 degrees to your left a gun and then walk into the black forest cake room okay and then turn 90 degrees to your left again and you should be basically looking at what you started when you first walked into the space so take off your headset and see where you're facing so so you started out so for everyone Jesse started out standing where I'm standing facing you guys facing the audience and what she did is she she walked around in this big circuit and ended up standing here facing away from you so thank you so much Jesse okay so let's have um let's have a little look at what Jesse did sort of from the top-down perspective not from not from the her her eyes perspective um so this would be Jesse here and this is what she would see if she wasn't busy looking around at all the cool stuff in there um so this is an animation so she first walked into the blueberry room and then turn 90 degrees to the left walked into the MintChip room turned 90 degrees to her left walked into the rainbow sherbert room walked 90 degrees to her left walked into the strawberry cheesecake room turned 90 degrees to her left a gun walked into the cherries and chocolate room turned 90 degrees to her left a gun walked into the black forest cake room where she started turn 90 degrees to left again and she's looking at the blueberry room again um so you'll notice in hyperbolic space she would have walked around a complete loop but you guys all watched her she started in the corner here and then walked around did six 90-degree turns and ended up as one would predict was it six times 90 is what five five what 540 is that the the snowboarder skateboarder trick so she turned as many as many times as you would expect a nuke Linnaean space and these two things don't match up and this is this is actually a mathematical a consequence of living in curved space is that this is a concept that is called hollow no me so this is something we might be familiar with so imagine I'm standing on the surface of a sphere my right arm is pointing to the North Pole so this is the earth say I'm standing at the equator my right arm is gonna be pointing towards towards the North Pole and my left arm is gonna be pointed east okay so what I'm gonna do is I'm gonna start walking so I walk a quarter of the way around the world I walk up to the North Pole and I walk back down and I haven't moved my arms and orientation so I'm walking kind of like this so I'm fixing my orientation I'm fixing the position of my arms and when I get back around I find that I've rotated so that my right arm which was so my right arm which was originally pointed towards the North Pole is now pointing to the west and my left arm which was originally pointed to the East is now pointing north so I've got around a closed loop on this curved space and have come back rotated so this is what's called holla at me so let's have a look at what what this means for Jessi so imagine instead of turning 90 degrees she walked like this so I guess just keeping her orientation fixed she's always looking straight forward at you the audience and this is what's gonna happen as she walks around so she's facing along the blue arrow and her right arm is pointing along the red arrow so she starts here in the first room moves walks le'me sorry okay hopefully that won't flicker at you anymore unless it's gonna fall off the desk yeah it's a it should still be able to see this one oh I'll put it on the floor though um anyway so she starts in this room and walks forward into the next room to the left into the next room backwards into the fourth room to the right into the fifth room forward into the sixth room and backwards into the room she started and upwards into the first room and you'll notice that she started facing this direction and she ends up facing in this direction so she ended up coming back as having rotated by 180 degrees and this is what in fact you guys saw so she started over here facing you and ended up in an entirely different place but facing the opposite direction so this is this is another way of understanding Haleh know me all right so can I have one more volunteer for this space I think I saw you first I guess I have to pick from the side of the room next time what's your name Lucy alright so you'll put on a headset not too tight okay so Lucy you're gonna face any one of the octagonal rooms you like and do you see like you've got a pretty regular octagon in front of you and through that you've got this like tall skinny octagon behind that and then you see this sort of string of skinnier and skinnier octagon so look at the second one away and keep your eyes fixed on that and walk forward towards it so what's happening to it it's getting bigger what directions are getting bigger in it's widening out so it's it's changing its aspect ratio so do you want to find maybe turn to a different side and okay um I'm gonna you're gonna get a little close to the edge but I'm gonna keep an eye on you um so as she's walking towards you you'll notice that the aspect ratio is changing so thank you so much Lucy [Applause] okay for me well let me try holding this um so what's going on is that in this particular space the horizontal direction behaves very differently than the vertical direction so the vertical direction is just standard Euclidean space so we're all kind of used to how distances change we've got a vanishing point and as things move away from you they decrease linearly in size so this is very prominent in classical art in this space we've got something really strange going on so in hyperbolic space we have we've got an exponentially growing radius so we've got an exponential number of more rooms as you go further and further out so what's going on is that as you move a short distance the the width between the windows that you see is growing exponentially in this direction whereas it's growing linearly in the in the vertical direction so the idea here is that is that the and I sought your P if the space is giving you this really strange impression that rigid objects are flexible it's like living in a house of mirrors where the mirrors are fixed but it makes everything else look like it's changing in size okay so we're gonna move on to our other space so this is giving us our first taste of hyperbolic space but but after that we are going to this is full-on three-dimensional hyperbolic space every direction you look is hyperbolic in this space okay so so what we'd like to do is we'd like to go from this idea of two-dimensional space to three-dimensional space so in this space here I have have a set of squares and I have four squares that meet around every corner so this is this is a standard like floor tiles so I guess I will tell you what these numbers mean here so the first one is the number of sides of the polygon and the second one is the number of polygons that meet at a vertex so I'm gonna take this idea and let's go up the dimension let's go into three-dimensional space so I've got another tiling here so the first two numbers mean the same thing as they do here so I've got now squares that meet three around every corner so can anyone tell me what shape that would give me a cube exactly I have squares I mean I guess I would pick a normal room but there aren't really right angles here so in the corner of a normal room I'd have you know one wall another wall and the ceiling or the floor and that would give me the corner of a cube so I've got three squares around each each corner and then the last number here is the number of these cells these cubes around every edge so here I've got four so you can imagine this is like the standard minecraft tiling of space you've got cubes and you stack them together and you can create your world that way so there are four cubes you can stack around every vertical edge so now we're gonna go to hyperbolic space so let's think about how we extend this um here so we've got this is our tiling here we've got four comma five so this is the cells are squares and we've got five around every every vertex so this is something that if we took actual squares and tried to fit them in the plan this would ruffle out of the plane so this gives us some tiling of hyperbolic plane but when we go up a dimension let's see what happens so we've got again four three is gonna give us a cubit now we've got five five cubes around every single edge in this so it's like we took the minecraft tiling and on every edge we opened up space and we shoved in another cube and we've done that everywhere in all of space and we're gonna do this again we're gonna make this four three six so this is cubes that meet six around every edge so this is our analog of taking squares that meet for around sorry six around every vertical pillar and this is the this is what's called the palang crate ball model this is what happens if we take the pawn crate disk and move it into three-dimensional space and we have here's a cube I've added another layer of cubes so those inner ones should have six around every edge and they do it again and this is just I don't know this looks like Sonic the Hedgehog had a really bad hair day so so let's try to understand what's going on in here and to do that I've got this beautiful 3d print that was made in collaboration with Royce Nelson so this is going to be the actual space so we're walking around in in virtual reality so the idea is that we've again taken cubes but instead of regular cubes I've cut off the corners so I end up with these sort of octagonal windows and this is just drawing the thickened edges so this is what our space would look like in the plunker 8ball model so if you hold your eye up right to the center of it you might start to get an idea of what it looks like but it doesn't actually substitute for the real thing okay so so I'm going to do a bunch of demos in this space so let's see I need a volunteer but I need a volunteer who's willing to be really silly okay huh you seem super excited about being silly so come on down so what's your name Dean okay so I'm gonna teach you the moves to the hall anomie dance okay so this is this is bad middle-school dancing so you're gonna keep your feet planted to the floor and you're gonna move your head around a lot okay so the first move is gonna be called the hula hoop so I'm gonna plant my feet and I'm gonna move my head in as big a circle as I possibly can okay you got that one okay the next one is called the TV set so you gotta you know get ready you're gonna go over down over up so you're gonna just keep doing that motion okay so this one's the TV set and the last one is called the bicycle so just wanna haven't try to do in a skirt but we'll see if the SyFy fall over or not um so you're gonna change up your stance a little bit so you know you're light on your feet um and you're gonna go like this so you're gonna go forward down back up okay okay so that's that's the bicycle that's the last one so I'm gonna put you in the headset and get you switched over to three-dimensional hyperbolic space so put it on like you put on ski goggles it might be a little tight you want me to loosen it let's try that you got them microphone jack on so you might want to pull it down a little bit further in the back okay is that comfortable or is that too loose now let me tighten it a little bit okay okay so I'm gonna switch you over to um fully three-dimensional hyperbolic space okay so here we are in the sort of standard looking rooms I'm gonna change your view a little bit so you actually are seeing what it's like to live in a cube okay so which was your favorite dance move the hula hoop okay so so we're standing facing you're standing facing a magenta cube so keep your eyes fixed straight forward and now do the hula hoop so remember the bigger the circle with your head the butter alright okay stop so you started out looking at the magenta cube and now what's going on you're and you're facing a blue cube so as Dean's making these clothes circles with his head what he's doing is he's changing his angle with respect to the curved space so this is kala notice you can stand there with your feet planted move your head around and try to just move space just by moving your head okay so what's your second favorite dance move the TV set okay so let's let's do the TV set so now you're facing square on to the to the blue the blue room okay so now let's try the TV set and see what happens this one you don't have to go very far to see what's going on so now instead of rotating like this he's rotating like this okay so okay so the last one and the bicycle so what before you start what do you guys think is gonna happen okay where I'm seeing a lot of people doing this so I'm gonna rotate around around through this axis okay so Dean give me the bicycle so this one's a little harder to sweep out area uh you're getting it pretty close okay now stand up and see what's happened so where's the blue room that you were staring at so it's way up there I rotated around so this is this is this is the whole enemy down so everyone Thank You Dean all right so we're running a little bit late so I've got time for one last volunteer hey I saw your hand first all right what's your name Margo Margo yeah okay great so paragraph why don't you put on the put on the headset I'm gonna tighten it all all that on this time okay so why don't you turn around to face face the audience okay so I'm gonna change your view back to the original view sorry can you take a step back so okay so take two more steps back so you're nowhere near the wall okay so now we we've got you sort of zoomed out so you can see see this is our original of you so what I'm gonna do now is I'm gonna change his view so that I remove the pillars in between in between those triangular windows um and this is going to make it look like he's um sort of in some sort of outer space scene with a lot of jewels in it so find um a triangular window and go and stick your head in it I think I'm getting close to them okay so stick your head all the way inside it so it looked on the outside I look kind of like a regular closed um polyhedron so you can sort of walk around inside there and see what happens so so look like this closed polyhedron this closed an icosahedron or something like that um but now that he's inside he's in this sort of strange well done as as paragraph walks around he's gonna see that the that the triangles will follow him around everywhere so would you guys believe that if I told you that this is the Euclidean plane says the regular Euclidean space now I'm getting some nose so let me see if I can show it to you based on what we talked about with the triangles at the beginning so can you let's see what's a good place for you to so take a few steps forward and then turn around okay so part of is now looking looked down a little bit perfect so you can see that paragraph is looking at this triangular pattern so these are the triangles that are made from cutting the corners off of the cubes these are just regular equilateral triangles and if you look at the vertex you can see that there are six equilateral triangles so there's a green one a magenta one a purple one a pink wanna light pink one and a yellow one so there's six of them around here and at the very very beginning of this lecture we pointed out that there are there's a tiling of the Euclidean plane that has six equilateral triangles around of Reaver tucks so to end I've got a question for you part of how do you feel about monkeys okay so you're not gonna mind if I stick you in there with an infinite number of monkeys aren't you okay so okay so step outside go back through one of the triangular windows you can sort of go down and duck and now there are an infinite number of monkeys the monkeys have two arms two legs a head and a tail and they are all holding each other's hands and feet creating this infinite pattern of monkeys so so thank you so much parka all right thank you for letting me run a minute over so the last thing I'm gonna point out is these are available on the web if you happen to have an HTC vive at home you can run the full simulation if not you can go to these websites on your smartphone and use the gyroscope inside it to look around the space and if you want to move forward you just touch the screen so thank you so much for your attention and thanks for letting me run over oh and before you all go I would like to point out that after we take a couple of questions this is gonna be up for like I guess in another hours I think we're kicked out of here at 8:30 or something like that so this is around you guys are free to hang out and try it play with any of my toys up front do we have any questions for the speaker tonight it's a question down here there's a microphone for you one of the images we hello I think it's on anyway one of the images look like you are really looking into infinity versus the one that you had labeled seeing infinity yes so an it's D infinity and the one labeled Matt but I yeah so that's a that's a great point so uh sure was trying to figure out a way of capturing all of infinity into a finite space this is if you lived in an and you shoot out into the full area so you're actually seeing those itty-bitty tiny little figurines around the edges of space but you are seeing them the way that you know you you would see them if you live there you're seeing them as you know these real three-dimensional physical objects and that's what makes it really feel like you're looking into infinity you've got depth cues you've got spatial cues whereas for uh sure it's just trying to get it all into a like taking all of infinity and putting it in a finite space you we have a question over here hi so I was wondering when you actually like wrote the software for these negative curved spaces like does it just extend indefinitely and it just keeps friend during or is these complete spaces that wrap around that's a great question so we did actually do it as phases that wrap around so you're really inside a single cube and then we've drawn it so that it looks like you can see that cube for you know sums step size distance like translational distance away from you but as you walk through the cube once you pass the window you teleport back to where you started and we've got some code that changes the colors so it makes it look like it's continuous so that's why you're seeing some things flickering in and out well we care I can think of a few practical like applications of this on my own but I was wondering if you could tell us what some practical applications that I might not be able to think of on my own would be so I mean there's a ton of practical applications of virtual reality in general so we were really interested in the sort of connection between between these mathematical spaces and our spatial perception so it's sort of interesting that we have all of these cubes that are sort of built into our existence like we know we know that as something moves away it's gonna get linearly smaller but trying to adapt to spaces where you can move your head around and things spin it's sort of an interesting way of looking at how perception and how you deal with that so my grad student Brian who's kindly helping out with the microphone he's his PhD project is to make um a game engine that runs in here so you can not just walk around in the space but you can interact with like you could play tenants in this space or you can sort of move around or do different activities hi does it so given that when you turn 90 degrees your inner air knows you're turning 90 degrees but visually you're not turning the whole 90 degrees does it get its location doesn't get nauseating so it turns out that there's there's two reasons why it doesn't so one is that I'm I have the state of the art equipment and I'm running it on a gtx 1080 so that the refresh rate is 120 frames a second and so any tiny motion of my head is getting tracked before my brain can detect that there's a problem the other answer to your question which is the geometrical answer is that it is true that angles move differently but there's a theorem in differential geometry that says that if you get a small and patch of curved space it's always gonna look Euclidean so Center it at your head it basically seems Euclidean to you so moving a tiny amount it's imperceptible very close to your head but far away from your head there's a large difference so that's something that your brain Connick hopes with I mean you can try it afterwards and it's I mean I've not had anyone see that they've been Ozzie ated I've had a couple people who have balance problems really feel the vertigo and the first one but but not not nausea and I probably had a thousand people through this that was it that was a great talk I'm really curious one of your volunteers you asked you know which way did it get bigger in so how do these spaces like change communicating discovery like if somebody's in these virtual spaces like how do you communicate what you're seeing and actually like it potential insight when you start looking at these complex like these weird projections of space so a lot of it the best thing about in particular the HTC vive is that you're really using your body you are navigating using proprioception you know where you're sort of hands are you know where your body is and you know how your body interacts with this space you can kind of use what you see and sort of try to describe it in turn I mean we only know Euclidian terms like we don't have a language for well I mean enough mathematicians have a language for us but you know as as sort of physical beings we don't have a language for how our interactions would change so yeah so gestures gestures are great trying to do like very controlled motion like moving your head in a circle is something you can control and moving your head in a big circle or a small circle you can sort of change that and you're sort of using the scientific method to explore how simple emotions change how you're you're seeing things thank you question over here so so I gather um you were telling us any any set of triangles like less than six triangles on a verse vertices it's going to create a Euclidean space oh and if it's more than that it's going to become flat or ruffled so less than six is gonna be a spherical space so like a like an icosahedron like it's sort of a a closed fearful shape exactly six is flat and more than six is ruffled in this hyperbolic space okay just just check making sure what over here is this really related to fractals in some way um so fractals have this notion of being self similar but self symbol are on different scales so I have you know a triangle like this and I take that and put it over here and then each of those I put it over there so it's self similar at different scales this is self-similar at the same scale but because of how the optics play tricks on you it really looks fractal and like you are seeing a larger and larger number of of squares or triangles or rooms or whatever as you go further out so that gives you sort of the illusion then it's fractal but you could also say like well I don't really care that this is three dimensional all I care about is that 2d image and so you could use this to create a sort of fractal and pattern in 2d yeah thanks a lot for the great talk the phenomenon in which someone does the hula hoop and then ends up having turned is this analogous to a barre face that people talk about in that's a great question so yes it is so various phasers are called geometric faces precisely because when you go around and you're sort of measuring something about having gone entirely around in a circle it turns out that the to think about that you have to think about slightly different space than Euclidean space you have to get that curvature coming from basically coming from Energon except the quantum mechanics so you are seeing you are seeing that notion it's just that the curved space isn't directly in front of you it's a little bit more subtle and just so why didn't we see it in 2d when you only have the hyperbolic space so you do see some of it in 2d so what you can try it out so the hula-hoop one you see you will see things rotate around but the the other ones you're not gonna see and that's because the two directions the hyperbolic direction and the Euclidean direction commute so I'm not gonna pick up any anything is between them one over here hi so what are the applications of the hyperbolic plane like how is it being used today or where is it being used okay so this is sort of an interesting question so you do see some of these notions in biology there's reasons why you might want to create things that have very large surface areas and things like that and you can't we know you can't fit all of the this entire space into into our Euclidean space so what biology does is it sort of makes an approximation so it gets like as close to this as possible and then takes it and repeats it in these facial chunks that can fill a Euclidean space so that's something that is very common in like lipid membranes and all sorts of sort of growth patterns and you can imagine doing this as a way of using the space as a way to understand really complicated data structures things that have nested folders and them and instead of remembering this weird linear path through space you can have this zoom feature so you can look at all of the network connectivity and move back and forth between it I was sort of a top-down spatial view so that's sort of on the UI side you could also imagine if you can create these structures that have really high surface area you could get better data storage per unit volume um so you're not stuck with you know layered 2d systems you could in you can sort of use the curvature of these spaces to to get a higher density of bits so we have been studying some of these minimal surface models so one of my students who's not here today has studied studied a way of making a chiral minimal surface so for that we've only currently 3d printed it the idea is that if you put it down to sub micron scales you get features that are about the size of a wavelength of light and you can use that to control photonic properties in detail so about one last question and then maybe if you still have questions you can come down to the front that way we have a little bit of time for people to play around was there another question over here in the back I think over here I was just wondering this might be a dumb question but why does this only work with triangles like could you make an oddly Euclidean space with like squares or other types of shapes absolutely it doesn't just work with triangles it works with any any geometry so that dress I showed at the beginning that was made out of hexagons and heptagons and Pentagon's that's just using the idea that you want to either add a little bit of area or take a little bit of area away so basically anytime you're sort of changing that you are inducing curvature but it doesn't it doesn't have to be a tiling it doesn't have to be regular it doesn't have to be anything so that's how these curved patterns in clothes work to is instead of having these sharp corners it sort of spreads that that wedge out over a longer period that tell us have princess seams work so you could like tell people that like you're wearing like a non-euclidean skirt or something absolutely I am wearing a non-euclidean skirt okay thanks thank you all right thank you everyone so much for for coming by and please feel free to come up and play with VR