[HN Gopher] The Mighty Simplex (2023)
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       The Mighty Simplex (2023)
        
       Author : just_human
       Score  : 27 points
       Date   : 2025-11-15 16:49 UTC (6 hours ago)
        
 (HTM) web link (galileo-unbound.blog)
 (TXT) w3m dump (galileo-unbound.blog)
        
       | ceh123 wrote:
       | On the topic of simplices! I did my PhD in dynamical systems and
       | the space of invariant measures [0] is (in the compact setting)
       | always a simplex and the extreme points are the ergodic measures.
       | It's because of this that you can kind of assume your system is
       | ergodic do work there and frequently be able to generalize to the
       | non-ergodic case (through ergodic decomposition).
       | 
       | But the real thing I wanted to mention here was the Poulsen
       | Simplex [1]. This is the unique Choquet simplex [2] for which the
       | extreme points are dense. This means that it's like an
       | uncountably infinite dimensional triangle where no matter where
       | you are inside the triangle, you're arbitrarily close to a
       | corner. It's my favorite shape and absolutely wild and impossible
       | to conceptualize (even though I worked with it daily for years!)
       | 
       | [0] https://en.wikipedia.org/wiki/Invariant_measure
       | 
       | [1] https://eudml.org/doc/74350
       | 
       | [2] https://en.wikipedia.org/wiki/Choquet_theory
        
       | ikjasdlk2234 wrote:
       | The simplex method in linear programming was one of the first
       | times I ever had something relatively complex "click" for me.
       | 
       | It's funny, I still think about that feeling weekly. My memory of
       | it happening while working out a homework problem is actually
       | sort of like in the first Harry Potter movie when Harry gets his
       | wand: warm, bright lighting, widening eyes, and a feeling like my
       | head was a helium balloon.
        
       | 01HNNWZ0MV43FF wrote:
       | So a simplex is a hypertriangle? The minimal shape that can be
       | made with planes in any dimension?
       | 
       | Understanding that 10 years ago might have made it easier for me
       | to understand collision detection algorithms for game physics
        
         | ceh123 wrote:
         | Exactly! It's n+1 points in n dimensions (when finite). Another
         | way to think about it (the way that I know because it extends
         | into general Banach spaces and not just n dimensional spaces)
         | is that each point inside is the unique weighted average of the
         | extreme points (corners). So in 2d, if you have a square you
         | can get that middle point by averaging all the corners, or
         | averaging two opposing corners, so it's not a simplex.
        
       | DonHopkins wrote:
       | https://news.ycombinator.com/item?id=12572696
       | 
       | DonHopkins on Sept 24, 2016 | prev | next [-]
       | 
       | That is a neat idea! It reminds me of another cool constraint
       | based animation system called "Embedded Constraint Graphics" that
       | Tom Ngo developed at Interval Research Corporation, for which he
       | filed a patent on Aug 6, 1996. So hey, didn't that patent just
       | expire a month ago?
       | 
       | Golan Levin used the ECG graphical editor to create the vector
       | based face cartoons for his "Mouther" project, by simply dragging
       | the eyes and mouth and other features around like you'd naturally
       | want to be able to do. [2]
       | 
       | It's a really brilliant way to automatically create directly
       | manipulatable interactive graphics from target examples, which
       | you can interpolate between along multiple dimensions at once
       | (zones of a simplicial complex [3]), by dragging different parts
       | of the graphics appropriately. It would figure out how to map the
       | direction and amount you're dragging at a particular location, to
       | appropriate movement in the n-dimensional target interpolation
       | space. It was great for making cartoony direct manipulation user
       | interface widgets!
       | 
       | "A constraint-based graphics system employs different examples of
       | an image to define the constraints of the system. The examples
       | are grouped into subsets which can be interpolated with one
       | another, according to a user-specified input that determines the
       | relative proportion of each example image. An animation can be
       | created by defining a sequence of such interpolated images.
       | Alternatively, a user can directly manipulate observable
       | components of an image to define a particular state for the
       | image. Automatic transformations are defined to provide
       | registration of an image within an overall scene by shifting the
       | frame of reference for an image so that unnatural movements do
       | not occur as the animation proceeds through a sequence of states.
       | The structure of the system permits an animation to be divided
       | into distinct components that can be combined with complementary
       | components of other animations, to provide new results. These
       | components include a clip motion which defines a sequence of
       | states, a clip character which applies the clip motion to a
       | particular image configuration, and clip art."
       | 
       | "The various image examples can be associated with one another in
       | a manner that defines a topological data structure which
       | identifies their relationships. An example of such a data
       | structure for the images of FIGS. 2A-2D is shown in FIG. 3.
       | Referring thereto, each of the four image examples is associated
       | with a vertex of a geometric shape. Specifically, the three image
       | examples of FIGS. 2A, 2B, and 2C, which form one subset, define a
       | triangular shape. The second subset, comprising the examples of
       | FIGS. 2A, 2B, and 2D, defines a second triangle. Since the
       | examples of FIGS. 2A and 2B are shared between the two subsets,
       | the two triangles are joined along a common interface. Each
       | subset of examples constitutes a simplex, or zone, and all of the
       | zones together form a combinatorial structure, or state space,
       | known as a simplicial complex. In the case illustrated in FIG. 5,
       | the state space is composed of two triangular zones, ABC and ABD.
       | While both zones in this case are two-dimensional structures, it
       | is also possible for a state space to include one-dimensional
       | zones, i.e. a line whose end points are defined by two examples,
       | as well as multi-dimensional zones such as a tetrahedron defined
       | by four examples."
       | 
       | "The combinatorial structure defines a state space for the
       | graphics system. Any given point within this space defines a
       | particular image, and movement within the state space causes the
       | appearance of the image to change. More particularly, each of the
       | vertices corresponds to one of the image examples shown in FIGS.
       | 2A-2D. A point located between two vertices results in an
       | interpolated image comprised of a representative portion of each
       | of the two images associated with the respective vertices. Thus,
       | as one moves from the lowest vertex A in the structure of FIG. 3
       | up the vertical line 10 to the highest vertex B, the figure's
       | arms smoothly move from the position shown in FIG. 2A to that
       | shown in FIG. 2B. Movement from the lowest vertex A to the left
       | vertex C causes a transition in the image from that of FIG. 2A to
       | that of FIG. 2C. A point located somewhere within the triangle
       | defined by the three vertices A, B and C corresponds to an image
       | in which the arms are partially raised and the right leg is
       | partially lifted. For example, the point 12 represents a position
       | in which the image is a weighted composite consisting of 60% of
       | FIG. 2B, 30% of FIG. 2A and 10% of FIG. 2C. The percentages sum
       | up to unity, and the weight values which correspond to these
       | percentages, i.e. 0.6, 0.3 and 0.1, constitute a vector in
       | barycentric coordinates. In a relatively simple embodiment of the
       | invention, the examples are interpolated linearly; but in a
       | different embodiment, the interpolation could employ non-linear
       | functions, such as cubic polynomials. Any state s within the
       | state space can be specified by a zone, in this case the zone
       | containing the examples A, B and C, together with the vector,
       | i.e. 0.3, 0.6, 0.1!."
       | 
       | [1] https://www.google.com/patents/US5933150
       | 
       | [2] https://www.flong.com/archive/projects/mouther/
       | 
       | [3] https://en.wikipedia.org/wiki/Simplicial_complex
        
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       (page generated 2025-11-15 23:01 UTC)