Gripping gears: two gears mesh with and rotate around each other, with no axles and no frame. Joint work with Will Segerman and Sabetta Matsumoto. Full video at

Escher-like spiral tilings, by Craig Kaplan:

(Sadly with no angels, devils, fish, or geese, but maybe some talented artist will take up that challenge.)


Extensor cube in motion! Made by @christianp at the Talking Maths in Public conference today.

:chalkdust_scorpion: In this blog from our archives, @mscroggs talks about @henryseg's book on how 3D printing can help with our understanding of geometry!

Added an option to view the edges of the tetrahedra in our Cannon-Thurston map explorer. This should make it easier to (eventually) explain a bit how the images are generated.

My video on non-euclidean ray-marching virtual reality (joint work with Roice Nelson and Michael Woodard) was one of four winners of the NSF's "We Are Mathematics" competition!

GPUs are amazing. I generated these images at a full resolution of 12,288 x 24,576, each one taking a couple of minutes. My old python code would have taken most of a month to generate each of these!

There's still work to do, but our Cannon-Thurston map explorer web app is already lots of fun to play around with. You can rotate the view with WASD and move with the arrow keys. The controls tab has lots of other options: different triangulations, colouring choices, etc. With Saul Schleimer and David Bachman.

Just remembered that I ordered @henryseg's book yonks ago and hadn't checked my pigeon hole since. Getting stuck in now!

Here’s a video on simulating a non-euclidean space in virtual reality with ray marching. This project is joint work with Michael Woodard and Roice Nelson.

This won't make much sense unless you're a three-manifold topologist. But in case you are, Saul Schleimer and I made a census of the first 87047 transverse veering structures, together with some analysis, and two styles of pictures of the first 5699 of them.

Marble Marcher ( game of guiding a marble across a dynamically changing fractal surface.

I don't think I have the GPU power to run this properly myself, but it looks intriguing. The key is to use the recursive structure of the fractal to make a data structure that can handle the interactions between the marble and the fractal surface quickly enough to run in realtime.


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