Provided by: xscreensaver-gl_6.08+dfsg1-1ubuntu3_amd64 bug

NAME

       cubocteversion - Displays a cuboctahedron eversion.

SYNOPSIS

       cubocteversion   [--display   host:display.screen]  [--install]  [--visual  visual]  [--window]  [--root]
       [--window-id number]  [--delay  usecs]  [--fps]  [--eversion-method  method]  [--morin-denner]  [--apery]
       [--mode   display-mode]  [--surface]  [--transparent]  [--edges  edge-mode]  [--self-intersections  self-
       intersection-mode]   [--colors   color-scheme]   [--twosided-colors]   [--face-colors]   [--earth-colors]
       [--deformation-speed    float]    [--projection    projection-mode]    [--perspective]   [--orthographic]
       [--transparency transparency-method] [--correct-transparency]  [--approximate-transparency]  [--standard-
       transparency] [--speed-x float] [--speed-y float] [--speed-z float]

DESCRIPTION

       The  cubocteversion  program  shows  a cuboctahedron eversion, i.e., a smooth deformation (homotopy) that
       turns a cuboctahedron inside out.   During  the  eversion,  the  deformed  cuboctahedron  is  allowed  to
       intersect  itself  transversally.   However, no fold edges or non-injective neighborhoods of vertices are
       allowed to occur.

       The cuboctahedron can be deformed with two eversion methods: Morin-Denner  or  Apéry.   The  Morin-Denner
       cuboctahedron  eversion  method  is  described  in  the  following  two papers: Richard Denner: "Versions
       polyédriques du retournement de la sphère", L'Ouvert 94:32-45,  March  1999;  Richard  Denner:  "Versions
       polyédriques  du  retournement  de la sphère, retournement du cuboctaèdre", L'Ouvert 95:15-36, June 1999.
       The Apéry cuboctahedron eversion method  is  described  in  the  following  paper:  François  Apéry:  "Le
       retournement  du cuboctaèdre", Prépublication de l'institut de recherche mathématique avancée, Université
       Louis Pasteur et C.N.R.S., Strasbourg, 1994.

       The deformed cuboctahedron can be projected to the screen either perspectively or orthographically.

       There are three display modes for the cuboctahedron: solid, transparent, or random.  If  random  mode  is
       selected, the mode is changed each time an eversion has been completed.

       The  edges  of  the faces of the cuboctahedron can be visualized in three modes: without edge tubes, with
       edge tubes, or random.  If edge tubes are selected, solid gray tubes are displayed around  the  edges  of
       the cuboctahedron.  This makes them more prominent.  If random mode is selected, the mode is changed each
       time an eversion has been completed.

       During the eversion, the cuboctahedron must intersect  itself.   It  can  be  selected  how  these  self-
       intersections  are  displayed:  without self-intersection tubes, with self-intersection tubes, or random.
       If self-intersection tubes are selected, solid orange tubes are displayed around  the  self-intersections
       of  the  cuboctahedron.  This makes them more prominent.  If random mode is selected, the mode is changed
       each time an eversion has been completed.

       The colors with with the cuboctahedron is drawn can be set to two-sided, face, earth, or random.  In two-
       sided  mode,  the  cuboctahedron  is  drawn with magenta on one side and cyan on the other side.  In face
       mode, the cuboctahedron is displayed with different colors for each face.  The colors of  the  faces  are
       identical  on the inside and outside of the cuboctahedron.  Colors on the northern hemi-cuboctahedron are
       brighter than those on the southern hemi-cuboctahedron.  In earth mode, the cuboctahedron is drawn with a
       texture  of  earth by day on one side and with a texture of earth by night on the other side.  Initially,
       the earth by day is on the outside and the earth by night on the inside.  After the first  eversion,  the
       earth by night will be on the outside.  All points of the earth on the inside and outside are at the same
       positions on the cuboctahedron.  Since an eversion transforms the cuboctahedron  into  its  inverse,  the
       earth  by  night  will appear with all continents mirror reversed.  If random mode is selected, the color
       scheme is changed each time an eversion has been completed.

       It is possible to rotate the cuboctahedron while it is deforming.  The rotation speed  for  each  of  the
       three coordinate axes around which the cuboctahedron rotates can be chosen arbitrarily.

BRIEF DESCRIPTION OF THE CUBOCTAHEDRON EVERSION BASICS

       A  sphere  eversion  turns  the  standard  embedding  of  the  unit sphere inside-out in a smooth manner.
       Creases, pinch points, holes, etc. may not occur during the eversion.  However, the sphere may  intersect
       itself during the eversion.  In mathematical terms, the eversion is a regular homotopy between the sphere
       and the sphere point reflected at its center.  A convex bounded polyhedron of Euler characteristic  2  is
       homeomorphic  to  a  sphere.  Since  a polyhedron does not have a continuous tangent bundle, it cannot be
       everted by a regular homotopy,  which  requires  the  tangent  bundle  induced  by  the  homotopy  to  be
       continuous.   Instead, it is required that polyhedron does not develop fold edges during the eversion and
       that a neighborhood of each vertex is injective throughout the eversion.  Fold edges occur  whenever  two
       faces  that  share  an edge become coplanar and all vertices of the two faces lie on the same side of the
       edge in the plane in which they are coplanar.  Furthermore, it is required  that  all  self-intersections
       between edges that occur during the eversion are transversal, which means that they must not occur at the
       vertices of the edges.

       Any eversion of the sphere (smooth or polyhedral) must contain a quadruple point.  This  is  a  point  in
       which  four different parts of the deformed sphere intersect transversally.  For a polyhedron, this means
       that four different faces must intersect transversally.  Four faces are defined by four planes,  each  of
       which,  in  turn,  is  defined by three vertices.  By the above requirements, none of the twelve vertices
       that define the four planes may coincide.  Therefore, the minimum number of vertices of a polyhedron that
       allows  it to be everted is twelve. The cuboctahedron has twelve vertices and the papers cited above show
       that a cuboctahedron can indeed be everted.

       A cuboctahedron has 14 faces: six squares and eight equilateral triangles.  To perform the eversion,  the
       cuboctahedron  is  oriented  such  that  two  opposite  squares  are  horizontal.   One  of these squares
       corresponds to the north polar region and one to the south polar region if the cubctahedron is identified
       with the round sphere.  The four remaining squares are vertical and lie in the tropical region around the
       equator.  Each square is then divided into two isosceles right triangles.  The four tropical squares  are
       divided  along the equator and the north and south pole squares are divided in orthogonal directions: the
       edge introduced in the north pole square is orthogonal to that introduced in the south pole square.  This
       results  in  a  triangulated  version  of the cuboctahedron with 12 vertices, 30 edges, and 20 triangular
       faces.  This is the version of the cuboctahedron that can be everted.

BRIEF DESCRIPTION OF THE MORIN-DENNER CUBOCTAHEDRON EVERSION METHOD

       The approach of Morin and Denner is to evert the cuboctahedron in 44 steps,  resulting  in  45  different
       polyhedra  that occur as models.  The eversion is symmetric in time, so the 44 steps can be visualized by
       time running from -22 to 22.  Of the 45 models, 44 possess a twofold rotational  symmetry.   The  halfway
       model  at  time  0 possesses a fourfold rotational symmetry.  The halfway model is the model at which the
       cuboctahedron is turned halfway inside-out.  In each of the 44 steps, two vertices of  the  cuboctahedron
       are moved along two respective straight lines, each of which is an edge or an extension of an edge of the
       cuboctahedron.  After the eversion has been completed, the  inside  of  the  cuboctahedron  lies  on  the
       outside.   Furthermore,  all  points  of  the  everted  cuboctahedron  lie at the antipodal points of the
       original cuboctahedron.

       The following description assumes that the cuboctahedron is visualized in two-sided color mode.   In  the
       first  16  steps,  the  magenta cuboctahedron is deformed into a magenta polyhedron that Morin and Denner
       call the bicorne.  During this phase, no self-intersections occur.  Topologically, the bicorne  is  still
       an  embedded  sphere.   The  next  twelve steps, from time -6 to 6, are the most interesting steps of the
       eversion: the cuboctahedron intersects itself.  It no longer is an embedding but an immersion.   In  this
       phase,  progressively  more  of  the  cyan  inside becomes visible.  These steps are shown at a two times
       slower speed compared to the rest of the steps.  At time 6, the eversion has produced a cyan bicorne.  At
       this  step,  the  cuboctahetron  has  been  everted:  it  is  an embedding of the everted sphere.  In the
       remaining 16 steps, the cyan bicorne is deformed to the everted cuboctahedron.

BRIEF DESCRIPTION OF THE APÉRY CUBOCTAHEDRON EVERSION METHOD

       The original approach of Apéry is to evert the cuboctahedron in four steps, resulting in  five  different
       polyhedra  that  occur as models.  The eversion is symmetric in time, so the four steps can be visualized
       by time running from -2 to 2.  Of the five models, four  possess  a  twofold  rotational  symmetry.   The
       halfway  model  at  time  0  possesses a fourfold rotational symmetry.  The halfway model is the model at
       which the cuboctahedron is turned halfway inside-out.  In addition to the start and end models  at  times
       -2  and  2,  which both are cuboctahedra, and the halfway model at time 0, the two intermediate models at
       times -1 and 1 are embeddings of the cuboctahedron.  Apéry calls them gastrula because they correspond to
       a cuboctahedron in which the northern hemi-cuboctahedron has been pushed downwards so that it lies inside
       the southern hemi-cuboctahedron.  In each of the four steps, the cuboctahedron is  deformed  by  linearly
       interpolating  the  corresponding  vertices  between  two successive models.  After the eversion has been
       completed, the inside of the cuboctahedron lies on the outside.  Furthermore, all points of  the  everted
       cuboctahedron lie at the antipodal points of the original cuboctahedron.

       During  the  development  of  this  program,  it was discovered that the linear interpolation between the
       cuboctahedron and the gastrula causes the deformed cuboctahedron to intersect itself for a  brief  period
       of  time  shortly  before  the  gastrula is reached.  Therefore, an additional model, devised by François
       Apéry and called pre-gastrula by him, was inserted at times -1.25 and 1.25.  This additional model avoids
       the  self-intersections before the gastrula is reached.  The rest of Apéry's approach remains unaffected:
       the vertices are interpolated linearly between successive models.

       The following description assumes that the cuboctahedron is visualized in two-sided color mode.   In  the
       first  two  steps,  the magenta cuboctahedron is deformed into a magenta gastrula.  During this phase, no
       self-intersections occur.  Topologically, the gastrula is still an embedded sphere.  The next two  steps,
       from  time  -1 to 1, are the most interesting steps of the eversion: the cuboctahedron intersects itself.
       It no longer is an embedding but an immersion.  In this phase, progressively  more  of  the  cyan  inside
       becomes  visible.  At time 1, the eversion has produced a cyan gastrula.  At this step, the cuboctahetron
       has been everted: it is an embedding of the everted  sphere.   In  the  remaining  two  steps,  the  cyan
       gastrula is deformed to the everted cuboctahedron.

OPTIONS

       cubocteversion accepts the following options:

       --window
               Draw on a newly-created window.  This is the default.

       --root  Draw on the root window.

       --window-id number
               Draw on the specified window.

       --install
               Install a private colormap for the window.

       --visual visual
               Specify  which  visual  to  use.   Legal  values are the name of a visual class, or the id number
               (decimal or hex) of a specific visual.

       --delay microseconds
               How much of a delay should be introduced between steps  of  the  animation.   Default  20000,  or
               1/50th second.

       --fps   Display the current frame rate, CPU load, and polygon count.

       The  following  three options are mutually exclusive.  They determine which cuboctahedron eversion method
       is used.

       --eversion-method random
               Use a random cuboctahedron eversion method (default).

       --eversion-method morin-denner (Shortcut: --morin-denner)
               Use the Morin-Denner cuboctahedron eversion method.

       --eversion-method apery (Shortcut: --apery)
               Use the Apéry cuboctahedron eversion method.

       The following three options are mutually exclusive.  They determine how  the  deformed  cuboctahedron  is
       displayed.

       --mode random
               Display the cuboctahedron in a random display mode (default).

       --mode surface (Shortcut: --surface)
               Display the cuboctahedron as a solid surface.

       --mode transparent (Shortcut: --transparent)
               Display the cuboctahedron as a transparent surface.

       The  following  three  options  are  mutually  exclusive.   They  determine  whether  the  edges  of  the
       cuboctahedron are displayed as solid gray tubes.

       --edges random
               Randomly choose whether to display edge tubes (default).

       --edges on
               Display the cuboctahedron with edge tubes.

       --edges off
               Display the cuboctahedron without edge tubes.

       The following three options are mutually exclusive.  They determine whether the self-intersections of the
       deformed cuboctahedron are displayed as solid orange tubes.

       --self-intersections random
               Randomly choose whether to display self-intersection tubes (default).

       --self-intersections on
               Display the cuboctahedron with self-intersection tubes.

       --self-intersections off
               Display the cuboctahedron without self-intersection tubes.

       The  following  four  options  are  mutually  exclusive.   They  determine  how  to  color  the  deformed
       cuboctahedron.

       --colors random
               Display the cuboctahedron with a random color scheme (default).

       --colors twosided (Shortcut: --twosided-colors)
               Display the cuboctahedron with two colors: magenta on one side and cyan on the other side.

       --colors face (Shortcut: --face-colors)
               Display the cuboctahedron with different colors for each  face.  The  colors  of  the  faces  are
               identical  on  the  inside  and  outside  of  the  cuboctahedron.   Colors  on the northern hemi-
               cuboctahedron are brighter than those on the southern hemi-cuboctahedron.

       --colors earth (Shortcut: --earth-colors)
               Display the cuboctahedron with a texture of earth by day on one side and with a texture of  earth
               by night on the other side.  Initially, the earth by day is on the outside and the earth by night
               on the inside.  After the first eversion, the earth by night will be on the outside.  All  points
               of  the earth on the inside and outside are at the same positions on the cuboctahedron.  Since an
               eversion transforms the cuboctahedron into its inverse, the earth by night will appear  with  all
               continents mirror reversed.

       The following option determines the deformation speed.

       --deformation-speed float
               The deformation speed is measured in percent of some sensible maximum speed (default: 20.0).

       The  following  three  options  are mutually exclusive.  They determine how the deformed cuboctahedron is
       projected from 3d to 2d (i.e., to the screen).

       --projection random
               Project the cuboctahedron from 3d to 2d using a random projection mode (default).

       --projection perspective (Shortcut: --perspective)
               Project the cuboctahedron from 3d to 2d using a perspective projection.

       --projection orthographic (Shortcut: --orthographic)
               Project the cuboctahedron from 3d to 2d using an orthographic projection.

       The following three options are mutually exclusive.  They determine which transparency algorithm is  used
       to  display  the  transparent faces of the cuboctahedron.  If correct transparency is selected, a correct
       but slower algorithm is used to render the transparent faces.  If the frame rate of this algorithm is too
       slow  and  results  in  a  jerky  animation, it can be set to one of the other two modes.  If approximate
       transparency is selected, an transparency  algorithm  that  provides  an  approximation  to  the  correct
       transparency  is used.  Finally, if standard transparency is selected, a transparency algorithm that only
       uses standard OpenGL transparency rendering features is used.  It results in a lower-quality rendering of
       the  transparent  faces  in  which the appearance depends on the order in which the faces are drawn.  The
       approximate and standard transparency algorithms are equally fast and,  depending  on  the  GPU,  can  be
       significantly  faster  than the correct transparency algorithm.  The correct and approximate transparency
       algorithms are automatically switched off if the OpenGL version supported by the  operating  system  does
       not support them (for example, on iOS and iPadOS).

       --transparency correct (Shortcut: --correct-transparency)
               Use  a  transparency  algorithm  that  results  in  a  correct  rendering of transparent surfaces
               (default).

       --transparency approximate (Shortcut: --approximate-transparency)
               Use a transparency algorithm that results in an approximately correct  rendering  of  transparent
               surfaces.

       --transparency standard (Shortcut: --standard-transparency)
               Use  a  transparency  algorithm  that  uses  only  standard  OpenGL features for the rendering of
               transparent surfaces.

       The following three options determine the rotation speed of the deformed cuboctahedron around  the  three
       possible  axes.   The  rotation  speed  is  measured  in  degrees per frame.  The speeds should be set to
       relatively small values, e.g., less than 4 in magnitude.

       --speed-x float
               Rotation speed around the x axis (default: 0.0).

       --speed-y float
               Rotation speed around the y axis (default: 0.0).

       --speed-z float
               Rotation speed around the z axis (default: 0.0).

INTERACTION

       If you run this program in standalone mode, you can rotate the deformed  cuboctahedron  by  dragging  the
       mouse  while  pressing  the  left  mouse  button.   This rotates the cuboctahedron in 3d.  To examine the
       deformed cuboctahedron at your leisure, it is best to set all  speeds  to  0.   Otherwise,  the  deformed
       cuboctahedron will rotate while the left mouse button is not pressed.

ENVIRONMENT

       DISPLAY to get the default host and display number.

       XENVIRONMENT
               to  get  the  name  of  a  resource  file  that  overrides  the  global  resources  stored in the
               RESOURCE_MANAGER property.

       XSCREENSAVER_WINDOW
               The window ID to use with --root.

SEE ALSO

       X(1), xscreensaver(1),

COPYRIGHT

       Copyright © 2023 by Carsten Steger.  Permission to use, copy, modify, distribute, and sell this  software
       and  its  documentation  for any purpose is hereby granted without fee, provided that the above copyright
       notice appear in all copies and that both that copyright notice and  this  permission  notice  appear  in
       supporting  documentation.   No  representations  are made about the suitability of this software for any
       purpose.  It is provided "as is" without express or implied warranty.

AUTHOR

       Carsten Steger <carsten@mirsanmir.org>, 06-mar-2023.