Abstracts of Papers Presented at Mathfest 2021 August 4 – August 7, 2021
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Crystallographic Topology and Its Applications * Carroll K
4 Crystallographic Topology and Its Applications * Carroll K. Johnson and Michael N. Burnett Chemical and Analytical Sciences Division, Oak Ridge National Laboratory Oak Ridge, TN 37831-6197, USA [email protected] http://www. ornl.gov/ortep/topology. html William D. Dunbar Division of Natural Sciences & Mathematics, Simon’s Rock College Great Barrington, MA 01230, USA wdunbar @plato. simons- rock.edu http://www. simons- rock.edd- wdunbar Abstract two disciplines. Since both topology and crystallography have many subdisciplines, there are a number of quite Geometric topology and structural crystallography different intersection regions that can be called crystall o- concepts are combined to define a new area we call graphic topology; but we will confine this discussion to Structural Crystallographic Topology, which may be of one well delineated subarea. interest to both crystallographers and mathematicians. The structural crystallography of interest involves the In this paper, we represent crystallographic symmetry group theory required to describe symmetric arrangements groups by orbifolds and crystal structures by Morse func- of atoms in crystals and a classification of the simplest arrangements as lattice complexes. The geometric topol- tions. The Morse @fiction uses mildly overlapping Gau s- sian thermal-motion probability density functions cen- ogy of interest is the topological properties of crystallo- tered on atomic sites to form a critical net with peak, pass, graphic groups, represented as orbifolds, and the Morse pale, and pit critical points joined into a graph by density theory global analysis of critical points in symmetric gradient-flow separatrices. Critical net crystal structure functions. Here we are taking the liberty of calling global drawings can be made with the ORTEP-111 graphics pro- analysis part of topology. -
Minetest Forums
Minetest Forums The official Minetest discussion board Skip to content Search… Search Advanced search Board index ‹ User-contributed Content ‹ Subgames ‹ Subgame Releases Print view FAQMembersRegisterLogin [Game] Dreambuilder [20160114-2006] Post a reply Search this topic… Search 544 posts • Page 1 of 22 • 1, 2, 3, 4, 5 ... 22 Reply with quote [Game] Dreambuilder [20160114-2006] VanessaE Moderator by VanessaE » Mon Apr 28, 2014 01:37 Posts: 3642 "If you can imagine it, you can build it." Joined: Sun Apr 01, 2012 12:38 Location: Waynesville, Dreambuilder is my attempt to give the player pretty much everything they'll ever want to build with, and all the tools NC they should ever need to actually get the job done. This game was originally based on minetest_game, minus a couple GitHub: VanessaE of mods that I don't like, with a number of minor things changed, and a number of extra mods added on. Since then, IRC: VanessaE many things have changed - while much of the base game is still the same, some stuff is different, and many more mods In-game: have been added. Many of the mods contained in this game have been tweaked from their deault states. Mods are VanessaEzekowitz generally kept up-to-date, and from time to time, if an interesting feature pops up in minetest_game, I may port that over also. Website This game is in use on my Creative server and my Survival server. Both servers have a few extra mods installed for their specific needs, but should give you a pretty good idea nonetheless. -
Fractal Wallpaper Patterns Douglas Dunham John Shier
Fractal Wallpaper Patterns Douglas Dunham John Shier Department of Computer Science 6935 133rd Court University of Minnesota, Duluth Apple Valley, MN 55124 USA Duluth, MN 55812-3036, USA [email protected] [email protected] http://john-art.com/ http://www.d.umn.edu/˜ddunham/ Abstract In the past we presented an algorithm that can fill a region with an infinite sequence of randomly placed and progressively smaller shapes, producing a fractal pattern. In this paper we extend that algorithm to fill rectangles and triangles that tile the plane, which yields wallpaper patterns that are locally fractal in nature. This produces artistic patterns which have a pleasing combination of global symmetry and local randomness. We show several sample patterns. Introduction We have described an algorithm [2, 4, 6] that can fill a planar region with a series of progressively smaller randomly-placed motifs and produce pleasing patterns. Here we extend that algorithm to fill rectangles and triangles that can fill the plane, creating “wallpaper” patterns. Figure 1 shows a randomly created circle pattern with symmetry group p6mm. In order to create our wallpaper patterns, we fill a fundamental region Figure 1: A locally random circle fractal with global p6mm symmetry. for one of the 17 2-dimensional crystallographic groups with randomly placed, progressively smaller copies of a motif, such as a circle in Figure 1. The randomness generates a fractal pattern. Then copies of the filled fundamental region can be used to tile the plane, yielding a locally fractal, but globally symmetric pattern. In the next section we recall how the basic algorithm works and describe the modifications needed to create wallpaper patterns. -
Congruence Links for Discriminant D = −3
Principal Congruence Links for Discriminant D = −3 Matthias Goerner UC Berkeley April 20th, 2011 Matthias Goerner (UC Berkeley) Principal Congruence Links April 20th, 2011 1 / 44 Overview Thurston congruence link, geometric description Bianchi orbifolds, congruence and principal congruence manifolds Results implying there are finitely many principal congruence links Overview for the case of discriminant D = −3 Preliminaries for the construction Construction of two more examples Open questions Matthias Goerner (UC Berkeley) Principal Congruence Links April 20th, 2011 2 / 44 Thurston congruence link −3 M2+ζ Complement is non-compact finite-volume hyperbolic 3-manifold. Tesselated by 28 regular ideal hyperbolic tetrahedra. Tesselation is \regular", i.e., symmetry group takes every tetrahedron to every other tetrahedron in all possible 12 orientations. Matthias Goerner (UC Berkeley) Principal Congruence Links April 20th, 2011 3 / 44 Cusped hyperbolic 3-manifolds Ideal hyperbolic tetrahedron does not include the vertices. Remove a small hororball. Ideal tetrahedron is topologically a truncated tetrahedron. Cut is a triangle with a Euclidean structure from hororsphere. Matthias Goerner (UC Berkeley) Principal Congruence Links April 20th, 2011 4 / 44 Cusped hyperbolic 3-manifolds have toroidal ends Truncated tetrahedra form interior of a 3-manifold M¯ with boundary. @M¯ triangulated by the Euclidean triangles. @M¯ is a torus. Ends (cusps) of hyperbolic manifold modeled on torus × interval. Matthias Goerner (UC Berkeley) Principal Congruence Links April 20th, 2011 5 / 44 Knot complements can be cusped hyperbolic 3-manifolds Cusp homeomorphic to a tubular neighborhood of a knot/link component. Figure-8 knot complement tesselated by two regular ideal tetrahedra. Hyperbolic metric near knot so dense that light never reaches knot. -
Einf ¨Uhrung Mod
Einf ¨uhrung Mod Regeln von Computerspielen werden klassischerweise im Quellcode festgelegt. Manche Spiele lesen allerdings Teile der Regeln aus Konfigurationsdateien. Damit kann man das Spiel andern,¨ ohne den Hauptquellcode zu andern¨ ) Modifikation des Spiels, kurz Mod Historische Beispiele: Anderung¨ der Bewegungsreichweite Civilisation (1991) Colonization (1994) Binar¨ editierbar ASCII-Format editierbar Mod, historische Entwicklung I Mit schnelleren Computern wanderten immer mehr Regeln in Konfigurationsdateien: Effizientere Spielentwicklung I Steigende Anzahl inoffizieller Mods durch Spieler I Seit dem Half-Life (1998)-Mod Counterstrike (1999) sind Mods auch in direkter Aufmerksamkeit der Spieleentwickler I Neue Spiele kommen immer ofter¨ mit der expliziten Moglichkeit¨ komplexe Mods zu integrieren Von Konfigurationsanderungen¨ zu vollen Mods Alte Spiele erlauben oft nur kleine Anderungen¨ durch geanderte¨ Konfigurationsdateien: Geschwindigkeit von Einheiten, Masse von Gegenstanden,¨ Levellayout, . Steigende Moddinganforderungen haben in einigen Spielen zum “versehentlichen” Entwickeln von Programmiersprachen gefuhrt:¨ Stuckweise¨ mehr hinzugefugt,¨ bis beliebige Programme geschrieben werden konnten (Beispiel: StarCraft). Losung¨ 1: Beliebige Programme konnen¨ als Konfiguration hinzugefugt¨ werden Nachteil: Mangelnde Portabilitat,¨ Einfachheit der Konfiguration geht oft wieder verloren Losung¨ 2: Einfache Programmiersprache entwickeln, die sich fur¨ eine Vielzahl von Projekten eignet und von Grund auf dafur¨ durchgedacht ist. Beispiele: Lua, -
On Three-Dimensional Space Groups
On Three-Dimensional Space Groups John H. Conway Department of Mathematics Princeton University, Princeton NJ 08544-1000 USA e-mail: [email protected] Olaf Delgado Friedrichs Department of Mathematics Bielefeld University, D-33501 Bielefeld e-mail: [email protected] Daniel H. Huson ∗ Applied and Computational Mathematics Princeton University, Princeton NJ 08544-1000 USA e-mail: [email protected] William P. Thurston Department of Mathematics University of California at Davis e-mail: [email protected] February 1, 2008 Abstract A entirely new and independent enumeration of the crystallographic space groups is given, based on obtaining the groups as fibrations over the plane crystallographic groups, when this is possible. For the 35 “irreducible” groups for which it is not, an independent method is used that has the advantage of elucidating their subgroup relationships. Each space group is given a short “fibrifold name” which, much like the orbifold names for two-dimensional groups, while being only specified up to isotopy, contains enough information to allow the construction of the group from the name. 1 Introduction arXiv:math/9911185v1 [math.MG] 23 Nov 1999 There are 219 three-dimensional crystallographic space groups (or 230 if we distinguish between mirror images). They were independently enumerated in the 1890’s by W. Barlow in England, E.S. Federov in Russia and A. Sch¨onfliess in Germany. The groups are comprehensively described in the International Tables for Crystallography [Hah83]. For a brief definition, see Appendix I. Traditionally the enumeration depends on classifying lattices into 14 Bravais types, distinguished by the symmetries that can be added, and then adjoining such symmetries in all possible ways. -
Non-Fundamental Trunc-Simplex Tilings and Their Optimal Hyperball Packings and Coverings in Hyperbolic Space I
Non-fundamental trunc-simplex tilings and their optimal hyperball packings and coverings in hyperbolic space I. For families F1-F4 Emil Moln´ar1, Milica Stojanovi´c2, Jen}oSzirmai1 1Budapest University of Tehnology and Economics Institute of Mathematics, Department of Geometry, H-1521 Budapest, Hungary [email protected], [email protected] 2Faculty of Organizational Sciences, University of Belgrade 11040 Belgrade, Serbia [email protected] Abstract Supergroups of some hyperbolic space groups are classified as a contin- uation of our former works. Fundamental domains will be integer parts of truncated tetrahedra belonging to families F1 - F4, for a while, by the no- tation of E. Moln´aret al. in 2006. As an application, optimal congruent hyperball packings and coverings to the truncation base planes with their very good densities are computed. This covering density is better than the conjecture of L. Fejes T´othfor balls and horoballs in 1964. 1 Introduction arXiv:2003.13631v1 [math.MG] 30 Mar 2020 1.1 Short history Hyperbolic space groups are isometry groups, acting discontinuously on hyperbolic 3-space H3 with compact fundamental domains. It will be investigated some series of such groups by looking for their fundamental domains. Face pairing identifications 2000 Mathematics Subject Classifications. 51M20, 52C22, 20H15, 20F55. Key words and Phrases. hyperbolic space group, fundamental domain, isometries, truncated simplex, Poincar`ealgorithm. 1 2 Moln´ar,Stojanovi´c,Szirmai on a given polyhedron give us generators and relations for a space group by the algorithmically generalized Poincar´eTheorem [4], [6], [11] (as in subsection 1.2). The simplest fundamental domains are 3-simplices (tetrahedra) and their integer parts by inner symmetries. -
The Symmetry of “Circle Limit IV” and Related Patterns
Bridges 2009: Mathematics, Music, Art, Architecture, Culture The Symmetry of “Circle Limit IV” and Related Patterns Douglas Dunham Department of Computer Science University of Minnesota, Duluth Duluth, MN 55812-3036, USA E-mail: [email protected] Web Site: http://www.d.umn.edu/˜ddunham/ Abstract M.C. Escher’s print Circle Limit IV is the last of his four “Circle Limit” patterns. There are two questions one can ask about the symmetry of Circle Limit IV. First, what is the correct orientation in which to display the print? Second, what is the symmetry group of the pattern? We answer those questions and show some new patterns related to Circle Limit IV. 1. Introduction M.C. Escher’s print Circle Limit IV 1 was the last of his four “Circle Limit” patterns. Figure 1 is an early computer generated pattern inspired by that print. It has more symmetry than Escher’s pattern, which is Figure 1: A pattern based on M.C. Escher’s print Circle Limit IV. shown in Figure 2 below with Escher’s initials circled. The angels and devils motif was also the only one that Escher realized in each of the classical geometries: Euclidean, spherical, and hyperbolic. The Circle Limit IV pattern seems to have confused some people in that it has appeared rotated from its correct orientation. In the next section we will explain how to determine the correct orientation. In the following section, we review the Poincar´edisk model of hyperbolic geometry and use it to analyze the 1M.C. Escher’s Circle Limit IV c 2007 The M.C. -
2015 Open Source Yearbook
Opensource.com/yearbook . ........ OPENSOURCE.COM ................... Opensource.com publishes stories about creating, adopting, and sharing open source solutions. Visit Opensource.com to learn more about how the open source way is improving technologies, education, business, government, health, law, entertainment, humanitarian efforts, and more. Submit a story idea: https://opensource.com/story Email us: [email protected] Chat with us in Freenode IRC: #opensource.com Twitter @opensourceway: https://twitter.com/opensourceway Google+: https://plus.google.com/+opensourceway Facebook: https://www.facebook.com/opensourceway Instagram: https://www.instagram.com/opensourceway FROM THE EDITOR ............................. Dear Open Source Yearbook reader, The “open source” label was created back in 1998, not long after I got my start in tech publishing [1]. Fast forward to late 2014, when I was thinking about how much open source technologies, commu- nities, and business models have changed since 1998. I realized that there was no easy way—like a yearbook—to thumb through tech history to get a feel for open source. Sure, you can flip through the virtual pages of a Google search and read the “Best of” lists collected by a variety of technical publications and writers, much like you can thumb through newspapers from the 1980s to see the how big we wore our shoulder pads, neon clothing, and hair back then. But neither research method is particularly efficient, nor do they provide snapshots that show diversity within communities and moments of time. The idea behind the Open Source Yearbook is to collaborate with open source communities to collect a diverse range of stories from the year. -
Ressources Libres
Ressources libres Recueil de ressources numériques libres : littérature, musique, logiciels, films, connaissance, image, son, jeux vidéo. Ressources libres : recueil de ressources numériques libres : littérature, musique, logiciels, films, connaissance, image, son, jeux vidéo. Mathieu Couanon – Octobre 2017 – CC BY-SA 1 Ressources libres : Littérature numérique et audio libre Littérature numérique et audio : droits d’auteurs libérés Des œuvres libres ou tombées dans le domaine public, à télécharger. Œuvres tombées dans le domaine public Ce document traite des œuvres littéraires en format numérique ebook ou audio disponibles en téléchargement car tombées dans le domaine public ou parce que les Une œuvre est protégée par auteurs leur ont attribué une licence libre. les droits d’auteurs 70 ans après la mort de l’auteur. Cette notion est précisée dans l'article L. 123-1 du Livre numérique /eBook Code de la propriété intellectuelle : « L'auteur Un livre numérique, appelé parfois livre électronique ou eBook est un terme générique jouit, sa vie durant, du droit qui regroupe les œuvres éditées en version numérique sous la forme d’un fichier lisible exclusif d'exploiter son depuis un écran d’ordinateur, une tablette, un smartphone ou une liseuse. Il existe œuvre sous quelque forme différents types de livres numériques qui peuvent être une transposition simple d’un que ce soit et d'en tirer un texte, un enrichissement d’un texte en y apportant de la forme et du contenu ou une profit pécuniaire. Au décès œuvre originellement dédiée au numérique en y accordant toutes les potentialités de l'auteur, ce droit persiste techniques de ce média. -
Minetest, Intérêts Et Possibilités Pédagogiques
Minetest, intérêts et possibilités pédagogiques Dans « Framinetest Édu » il y a « Édu ». Ce n’est pas (simplement) pour damer le pion à Microsoft. Les jeux de minages sont des outils intéressants et innovants pour expérimenter d’autres formes de pédagogies. Voici un article de SVTux, un professeur de SVT convaincu des avantages des serious games… pour les avoir testés lui-même. Coming out simulator un serious game d’éducation populaire à la tolérance. CC-0 Nicky Case Entre serious games et serious gaming… Un serious game est un jeu vidéo pensé pour être éducatif. Par opposition, le serious gaming est le détournement d’un jeu classique dans un contexte pédagogique. Avec Minetest, nous sommes à la frontière de ces deux mondes. En effet, si de base, son utilisation pédagogique le place principalement dans le serious gaming, ses possibilités de personnalisation, adaptations, détournement, … peuvent assez facilement le positionner parmi les serious games ! Quelques anecdotes pour comprendre l’intérêt pédagogique Si vous n’êtes pas familier de ce type de jeu, j’imagine que vous êtes en train de vous dire : « mais qu’est-ce que ce truc encore ? », « c’est n’importe quoi ! », « quel est le rapport avec les programmes ? »… Je vais donc commencer par vous raconter 3 petites anecdotes : Sur la première version du collège construite par mes élèves en janvier 2015, j’ai eu la surprise de constater que ces derniers avaient choisi les cubes en fonctions de leurs couleurs afin de correspondre au mieux à la réalité « visuelle ». Par conséquent, le sol (et les plafonds) avaient été construit en grès. -
Framework for Real-Time Editing of Endless Procedural Terrains
Framework for Real-Time Editing of Endless Procedural Terrains Johan Klokkhammer Helsing Master of Science in Computer Science Submission date: July 2014 Supervisor: Anne Cathrine Elster, IDI Norwegian University of Science and Technology Department of Computer and Information Science Problem description Game developers commonly re-implement terrain generating code for each project they are working on, thus using up valuable development time. Furthermore, terrain generating code is often written in compiled languages, and this usually requires the code to be recompiled and the application relaunched each time a change has been made to the generator. Games and other virtual environments often use terrains generated using the implicit procedural techniques of Perlin and Musgrave. These techniques have also been applied to heightmap-generating software and 3D-modeling software. Such programs commonly offer a node editor letting the user visually edit an expression tree consisting of common procedural algorithms and mathematical functions. The results of the changes can often be viewed in real time. These packages, however, do not let you run the generation on the client. A heightmap has to be generated in its entirety first; and can then be imported by the game or application as a non-procedural model. Hence, many of the desirable properties of procedural generation are lost in the process, such as the ability to generate infinite worlds or a new world each time a game is started. The goal of this project is to combine the ease of use of visually editing an expression tree in a node editor with the ability to generate terrain on demand at the player's computer.