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Jason S. Ku

Publications and source records attributed to Jason S. Ku.

12 recordsLinked to original sources

Nonlinear Kinematics of Recursive Origami Inspired by the Spidron

Non-periodic folding of periodic crease patterns paves the way to novel nonlinear phenomena that cannot be feasible through periodic folding. This paper focuses on the non-periodic folding of recursive crease patterns generalized from Spidron. Although it is known that the Spidron has a $1$-DOF isotropic rigid folding motion, its general kinematics and dependence on the crease pattern remain unclear. Using the kinematics of a single unit cell of the Spidron and the recursive construction of the folded state of multiple unit cells, we consider the folding of the Spidron that is not necessarily isotropic. We found that as the number of unit cells increases, the non-periodic folding is restricted and the isotropic folding becomes dominant. Then, we analyze the three kinds of isotropic folding modes by constructing $1$-dimensional dynamical systems governing each of them. We show that these systems can possess different recursive natures depending on folding modes even in an identical crease pattern. Furthermore, we show their novel nonlinear nature, including the period-doubling cascade leading to the emergence of chaos.

cond-mat.soft

Explicit kinematic equations for degree-4 rigid origami vertices, Euclidean and non-Euclidean

We derive new algebraic equations for the folding angle relationships in completely general degree-four rigid-foldable origami vertices, including both Euclidean (developable) and non-Euclidean cases. These equations in turn lead to novel, elegant equations for the general developable degree-four case. We compare our equations to previous results in the literature and provide two examples of how the equations can be used: In analyzing a family of square twist pouches with discrete configuration spaces, and for proving that a new folding table design made with hyperbolic vertices has a single folding mode.

cond-mat.soft

Continuous Flattening of All Polyhedral Manifolds using Countably Infinite Creases

We prove that any finite polyhedral manifold in 3D can be continuously flattened into 2D while preserving intrinsic distances and avoiding crossings, answering a 19-year-old open problem, if we extend standard folding models to allow for countably infinite creases. The most general cases previously known to be continuously flattenable were convex polyhedra and semi-orthogonal polyhedra. For non-orientable manifolds, even the existence of an instantaneous flattening (flat folded state) is a new result. Our solution extends a method for flattening semi-orthogonal polyhedra: slice the polyhedron along parallel planes and flatten the polyhedral strips between consecutive planes. We adapt this approach to arbitrary nonconvex polyhedra by generalizing strip flattening to nonorthogonal corners and slicing along a countably infinite number of parallel planes, with slices densely approaching every vertex of the manifold. We also show that the area of the polyhedron that needs to support moving creases (which are necessary for closed polyhedra by the Bellows Theorem) can be made arbitrarily small.

cs.CG

Finding Closed Quasigeodesics on Convex Polyhedra

A closed quasigeodesic is a closed curve on the surface of a polyhedron with at most $180^\circ$ of surface on both sides at all points; such curves can be locally unfolded straight. In 1949, Pogorelov proved that every convex polyhedron has at least three (non-self-intersecting) closed quasigeodesics, but the proof relies on a nonconstructive topological argument. We present the first finite algorithm to find a closed quasigeodesic on a given convex polyhedron, which is the first positive progress on a 1990 open problem by O'Rourke and Wyman. The algorithm also establishes a pseudopolynomial upper bound on the total number of visits to faces (number of line segments), namely, $O\left(\frac{n \, L^2}{\epsilon^2 \, \ell^2}\right)$ where $n$ is the number of vertices of the polyhedron, $\epsilon$ is the minimum curvature of a vertex, $L$ is the length of the longest edge, and $\ell$ is the smallest distance within a face between a vertex and a nonincident edge (minimum feature size of any face). On the real RAM, the algorithm's running time is also pseudopolynomial, namely $O\left(\frac{L^2}{\epsilon^2 \, \ell^2} \, n \lg n\right)$. On a word RAM, the running time grows to $O\left(\frac{b^2 \, \Delta^{36} \, L^{146}}{\epsilon^{98} \, \ell^{146}} \, n \lg n \cdot 2^{O(|R|)}\right)$, where $\Delta \leq n$ is the polyhedron's maximum vertex degree, assuming the polyhedron's intrinsic geometry is given by constant-size radical expressions with $b$-bit integers and at most $|R|$ distinct square-roots. Along the way, we introduce the expression RAM model of computation, formalizing a connection between the real RAM and word RAM hinted at by past work on exact geometric computation.

cs.CG

Escaping a Polygon

Suppose an escaping player ("human") moves continuously at maximum speed $1$ in the interior of a region, while a pursuing player ("zombie") moves continuously at maximum speed $r$ outside the region. For what $r$ can the first player escape the region, that is, reach the boundary a positive distance away from the pursuing player, assuming optimal play by both players? We formalize a model for this infinitesimally alternating 2-player game and prove that it has a unique winner in any locally rectifiable region. Our model thus avoids pathological behaviors (where both players can have "winning strategies") previously identified for pursuit-evasion games such as the Lion and Man problem in certain metric spaces. For some specific regions, including both equilateral triangle and square, we give exact results for the critical speed ratio, above which the pursuing player can win and below which the escaping player can win (and at which the pursuing player can win). For simple polygons, we give a simple formula and polynomial-time algorithm that is guaranteed to give a 10.89898-approximation to the critical speed ratio, and we give a pseudopolynomial-time approximation scheme for approximating the critical speed ratio arbitrarily closely. On the negative side, we prove NP-hardness of the problem for polyhedral domains in 3D, and prove stronger results (PSPACE-hardness and NP-hardness even to approximate) for generalizations to multiple escaping and pursuing players.

cs.CG

Negative Instance for the Edge Patrolling Beacon Problem

Can an infinite-strength magnetic beacon always ``catch'' an iron ball, when the beacon is a point required to be remain nonstrictly outside a polygon, and the ball is a point always moving instantaneously and maximally toward the beacon subject to staying nonstrictly within the same polygon? Kouhestani and Rappaport [JCDCG 2017] gave an algorithm for determining whether a ball-capturing beacon strategy exists, while conjecturing that such a strategy always exists. We disprove this conjecture by constructing orthogonal and general-position polygons in which the ball and the beacon can never be united.

cs.CG

Symmetric Assembly Puzzles are Hard, Beyond a Few Pieces

We study the complexity of symmetric assembly puzzles: given a collection of simple polygons, can we translate, rotate, and possibly flip them so that their interior-disjoint union is line symmetric? On the negative side, we show that the problem is strongly NP-complete even if the pieces are all polyominos. On the positive side, we show that the problem can be solved in polynomial time if the number of pieces is a fixed constant.

cs.CG

Rigid Foldability is NP-Hard

In this paper, we show that deciding rigid foldability of a given crease pattern using all creases is weakly NP-hard by a reduction from Partition, and that deciding rigid foldability with optional creases is strongly NP-hard by a reduction from 1-in-3 SAT. Unlike flat foldability of origami or flexibility of other kinematic linkages, whose complexity originates in the complexity of the layer ordering and possible self-intersection of the material, rigid foldability from a planar state is hard even though there is no potential self-intersection. In fact, the complexity comes from the combinatorial behavior of the different possible rigid folding configurations at each vertex. The results underpin the fact that it is harder to fold from an unfolded sheet of paper than to unfold a folded state back to a plane, frequently encountered problem when realizing folding-based systems such as self-folding matter and reconfigurable robots.

cs.CG

Pachinko

Inspired by the Japanese game Pachinko, we study simple (perfectly "inelastic" collisions) dynamics of a unit ball falling amidst point obstacles (pins) in the plane. A classic example is that a checkerboard grid of pins produces the binomial distribution, but what probability distributions result from different pin placements? In the 50-50 model, where the pins form a subset of this grid, not all probability distributions are possible, but surprisingly the uniform distribution is possible for $\{1,2,4,8,16\}$ possible drop locations. Furthermore, every probability distribution can be approximated arbitrarily closely, and every dyadic probability distribution can be divided by a suitable power of $2$ and then constructed exactly (along with extra "junk" outputs). In a more general model, if a ball hits a pin off center, it falls left or right accordingly. Then we prove a universality result: any distribution of $n$ dyadic probabilities, each specified by $k$ bits, can be constructed using $O(n k^2)$ pins, which is close to the information-theoretic lower bound of $Ω(n k)$.

cs.CG

Folding Flat Crease Patterns with Thick Materials

Modeling folding surfaces with nonzero thickness is of practical interest for mechanical engineering. There are many existing approaches that account for material thickness in folding applications. We propose a new systematic and broadly applicable algorithm to transform certain flat-foldable crease patterns into new crease patterns with similar folded structure but with a facet-separated folded state. We provide conditions on input crease patterns for the algorithm to produce a thickened crease pattern avoiding local self intersection, and provide bounds for the maximum thickness that the algorithm can produce for a given input. We demonstrate these results in parameterized numerical simulations and physical models.

cs.CG

Rigid Origami Vertices: Conditions and Forcing Sets

We develop an intrinsic necessary and sufficient condition for single-vertex origami crease patterns to be able to fold rigidly. We classify such patterns in the case where the creases are pre-assigned to be mountains and valleys as well as in the unassigned case. We also illustrate the utility of this result by applying it to the new concept of minimal forcing sets for rigid origami models, which are the smallest collection of creases that, when folded, will force all the other creases to fold in a prescribed way.

math.MG

Filling a Hole in a Crease Pattern: Isometric Mapping from Prescribed Boundary Folding

Given a sheet of paper and a prescribed folding of its boundary, is there a way to fold the paper's interior without stretching so that the boundary lines up with the prescribed boundary folding? For polygonal boundaries nonexpansively folded at finitely many points, we prove that a consistent isometric mapping of the polygon interior always exists and is computable in polynomial time.

cs.CG