Why you can't comb a hairy ball, and why we care
3Blue1Brown
0:00 [Submit subtitle corrections at criblate.com] These days,
0:01 whenever I look at the back of my beloved 7 month old baby's head,
0:04 this little swirl of tiny hairs reminds me
0:06 of one of the most ridiculously named facts in math, the hairy ball theorem.
0:11 I promise this is a genuinely serious bit of math,
0:14 where informally the statement is that if
0:16 you have a ball that's covered in hair, and you try to comb it down,
0:20 there is no way to do it without having the hair stick up at at least one point.
0:25 For example, let's say you try to comb it all counterclockwise around some axis.
0:29 Then at the top and the bottom, you end up with these little swirls,
0:33 and the hair at the centermost point of those swirls would have nowhere to go.
0:37 It's forced to stick up.
0:39 It's actually very fun to play around with this in your mind,
0:42 where no matter how you try to flatten out the hair,
0:44 it is a mathematical guarantee that you will
0:46 be left with at least one tuft like this.
0:49 In fact, even getting it down to just a single problem point,
0:52 as opposed to two, is a bit of a challenge.
0:55 It is possible, and if you like puzzles,
0:57 I encourage you to try thinking of how it could work.
1:00 Later on in this video,
1:01 I'm going to show you at least one way you can think about doing it.
1:04 For the moment, though, I imagine there's a more burning question,
1:07 which is that you might be wondering why
1:10 a mathematician would care about combing fluffy spheres like this.
1:13 And of course the answer is, they don't.
1:15 The name and the informal statement are a bit tongue-in-cheek.
1:18 I will of course share the more formal statement,
1:20 and in fact my real reason for making this video
1:22 is to share an unusually elegant way to prove it,
1:25 one that I think will delight any math lovers.
1:27 But before any of that, let's motivate things with an example
1:31 of the kind of situation where these fluffy spheres naturally arise in practice,
1:35 in a context that initially seems completely unrelated.
1:43 Okay, so imagine that you are a game developer,
1:46 and you're programming some game where you have a 3D model of an airplane,
1:50 and what you want is to be able to take
1:53 an arbitrary trajectory for this plane to fly along,
1:55 presumably something user-defined,
1:56 and your job is to write a function that orients
2:00 the plane correctly as it moves along that trajectory.
2:04 So, for example, let's say you're at a given point on some given trajectory.
2:08 You obviously want to move the center of the model to be on that point,
2:11 but you're left with ambiguity on how it should be rotated in 3D space.
2:15 The obvious constraint here is that you know the nose
2:18 of that plane should point along the tangent vector of the path,
2:22 but even that leaves some ambiguity.
2:24 How is the plane rotated about this nose-to-tail axis?
2:29 One way you could think about defining that last degree of freedom is
2:32 in terms of where this perpendicular
2:34 vector along the left wing direction points.
2:36 The task for you, as the programmer of this video game,
2:40 is to figure out what that perpendicular wing direction
2:43 should be at every single point along a given trajectory.
2:48 Now, there is a correct way to do this, which
2:50 would involve calculating the second derivative of the trajectory,
2:53 working out how to get this to match
2:55 the lift force from the wings together with gravity,
2:57 but maybe that seems a little complicated right now.
3:00 Resourceful and lazy programmer that you are, you might think, hey,
3:04 is there just some reasonable thing I can do to choose
3:07 some wing direction that's perpendicular to a given velocity vector,
3:10 the heading direction of the plane?
3:14 Here's one way you might think about it.
3:15 All of the possible ways this plane could point in space,
3:18 the various heading directions that I'm colouring in red,
3:21 make up the points of a unit sphere.
3:24 What you want is to write a function that takes in a given
3:27 vector on this sphere and returns some choice for a vector perpendicular to it,
3:31 the ones that I'm colouring in pink.
3:33 The only real constraint is that you want this association to be continuous,
3:37 otherwise it would mean the plane's orientation could sharply jump,
3:40 which would be a very clear glitch in the game.
3:43 And if you know nothing else,
3:45 it really feels like this should be a possible task.
3:48 After all, for a given heading direction, you are not starved for choices.
3:51 You have infinitely many wing directions to choose
3:54 from, an entire circle's worth of options.
3:57 So how hard could it be to make some reasonable
4:00 choice for every point on the sphere that varies continuously?
4:04 You might see where I'm going with this.
4:05 Choosing a perpendicular direction like this is equivalent to choosing
4:10 a unit tangent vector to that point of the sphere.
4:13 So if you're assigning a specific perpendicular
4:16 to every possible direction that plane could be pointed,
4:19 that's basically the same thing as defining
4:21 a tangent vector at every point on a sphere.
4:25 Now this is starting to look a little bit more like a hairy ball.
4:29 And in fact, now is as good a time as any to step
4:31 back and describe what the hairy ball theorem actually says more formally.
4:35 If you have a sphere and you choose some point
4:37 on that sphere and a plane tangent to the sphere at that point,
4:41 then any vector that you choose within that plane,
4:44 which is rooted at that point, is called a tangent vector of the sphere.
4:48 If you assign a tangent vector to every single point on the sphere,
4:52 one for each possible tangent plane, we call it a vector field on the sphere.
4:57 And whenever you're drawing vector fields like this, it's always standard
5:00 to scale the vectors down so that you can avoid clutter.
5:03 And the other thing to keep in mind is that even though
5:06 an illustration like this necessarily only shows a finite set of vectors,
5:09 rooted at a finite set of points on the sphere,
5:12 of course a vector field consists of infinitely many vectors,
5:15 one for every single point on the continuous surface.
5:18 So the theorem, our main character for today,
5:21 states that if your vector field is continuous,
5:23 meaning there are no sudden jumps in its direction,
5:26 then it must have at least one point with a null vector,
5:30 meaning a vector whose length is zero.
5:33 For example, look back at our 3D model case.
5:36 The function that I was using for many of the animations there was
5:39 essentially trying to keep the roof of the plane pointed as upward as possible.
5:44 And when you express this function as a vector field, where again,
5:47 each possible direction for the nose of the plane
5:49 is thought of as a point on the sphere,
5:52 and each corresponding wing direction is thought
5:54 of as a tangent vector at that point of the sphere,
5:57 then it turns out that function I was using
5:59 gives a vector field that spirals around the vertical axis.
6:03 This actually does give reasonable enough animations in most cases,
6:07 but the problem is that it has a discontinuity at the poles.
6:10 So if ever I let the plane point
6:12 straight up or straight down using this function,
6:14 you would get this glitching behavior as it passes through that direction.
6:19 Now, if you're just a programmer messing around with this, you might
6:22 think you can tweak things to avoid glitches like that, but actually,
6:25 the Harry Ball Theorem guarantees, no matter how clever you are,
6:28 you are doomed to have some direction producing this kind of glitch.
6:32 So for robust animations, you cannot simply use the direction of the nose
6:36 of the plane to determine its full orientation.
6:39 You have no choice but to step back and incorporate
6:42 more information from the trajectory than the velocity vector alone.
6:47 As another example, think about the wind velocity at every point on the Earth,
6:51 say, at some constant altitude.
6:53 A pretty reasonable assumption is that wind velocity varies continuously,
6:56 so the Harry Ball Theorem should apply.
6:59 The wind pattern I'm animating here
7:01 is completely unrealistic from a meteorological standpoint,
7:03 but the point is that whatever wind pattern you dream up, realistic or not,
7:08 the Harry Ball Theorem is going to guarantee that there is always one place
7:12 on the Earth for a given altitude where the wind velocity is exactly zero.
7:17 Now, if we're being pedantic, you could say atmosphere is three-dimensional,
7:20 so the more accurate statement would be that the component
7:23 of wind velocity parallel to the ground is zero.
7:26 You know, it could be going straight up or straight down,
7:28 but still, it is kind of counterintuitive.
7:31 A slightly more pragmatic example is if you want a radio
7:34 signal that is completely identical in every direction of 3D space,
7:38 in the sense that everyone a given distance
7:40 away from the source receives an identical radio wave,
7:43 same phase and amplitude at all points of time.
7:47 That might seem like a reasonable objective,
7:48 but if you know a little bit about electromagnetic waves,
7:51 you'll know that they are oscillations in two distinct vector fields,
7:55 the electric and the magnetic fields specifically.
7:58 Importantly, the direction of oscillation for each one
8:01 of these fields is always perpendicular to the direction of propagation,
8:05 at least far away from the source.
8:08 So, think about what that means.
8:10 At a given distance away from the source,
8:12 either one of these fields looks like a tangent vector field on the sphere,
8:16 and the hairy ball theorem states at least one
8:19 point of that vector field has to be zero,
8:22 so the only way to have a completely identical signal in every
8:25 direction of 3D space is for the signal itself to be zero,
8:29 which presumably defeats the point.
8:32 I bring up these examples just to say that this seemingly
8:35 playful fact about fluffy spheres really does pop up in unusual places,
8:38 but what I really want to do with this video, the fun that I want to have,
8:42 is to let you explore this idea the way that a pure mathematician might.
8:46 First, that puzzle that I mentioned at the start actually gives a really great
8:50 way to flex your mind and see how what feels obvious is not always true.
8:55 And then after that, I want to share a completely
8:57 beautiful proof that explains why this theorem is true.
9:01 So, to the puzzle.
9:03 I don't know about you, but when I was first playing around
9:06 with this idea in my mind to build some intuition,
9:08 it was really not at all obvious that reducing
9:10 to a single null point is even possible.
9:13 For most of the vector fields I could dream up,
9:15 you get at least one swirl going one way, and another swirl going the other way.
9:20 Or maybe a source at one point, and a sink at another.
9:24 This makes it really tempting to suggest
9:26 that there should be some universal law about needing
9:29 at least two different null points with something
9:32 opposite about them that has to cancel out.
9:35 Something like the north and south poles of a magnet.
9:38 Tempting as that is, with a little cleverness,
9:40 it is possible to get just one null point.
9:43 And a nice way to define this is
9:46 by using something known as a stereographic projection,
9:48 where every point on the sphere, except for the north pole,
9:52 gets mapped to a unique point on the xy-plane.
9:56 The way this works is very pretty.
9:57 You imagine a light shining from that north pole,
10:00 and every ray of light that passes some point on the sphere
10:04 also hits one and only one point of the xy-plane.
10:08 And it goes the other way around too.
10:09 Every point of the xy-plane corresponds to a unique point on that sphere,
10:13 meaning that plane can get mapped onto every point of the sphere,
10:17 except for the north pole.
10:19 This is a favorite mapping among mathematicians,
10:22 and the way we can use it here is to imagine
10:25 having some vector field on the xy-plane that's never zero.
10:28 That's simple enough to define.
10:30 You could just take a constant vector field,
10:32 always pointing one unit to the right.
10:34 If you project that vector field back onto the sphere,
10:37 this gives you something that's non-zero everywhere, except for the north pole.
10:43 Admittedly, the way I'm showing it right now makes it kind
10:45 of hard to parse what exactly is going on around that north pole.
10:49 The basic reason is that if you take a uniform sample of points on the plane,
10:52 they get infinitely dense around that north pole under this projection.
10:57 So let me show you a second way I could illustrate things,
11:00 which also, by the way,
11:01 lends itself to a more rigorous definition for what I even
11:04 mean by projecting a vector field onto a sphere like this.
11:06 Imagine a fluid flowing on the plane with a uniform
11:10 velocity one unit per second to the right,
11:12 and then consider what the projection of each particle
11:15 of that fluid would look like on the sphere during its motion.
11:19 If you take the velocity vectors for those projected particles on the sphere,
11:24 that defines the vector field that I'm talking about.
11:28 And illustrated this way, you can really nicely see how the flow
11:32 lines all form perfect circles on the sphere,
11:35 all of which are mutually tangent with the velocity of zero at that north pole.
11:40 It really is a lovely projection.
11:42 The point is, even if initial mental play and intuition might suggest
11:46 that vector fields on a sphere have to have at least two null points,
11:50 a little creativity can give you a field that just has one.
11:54 So, how do you know that it stops there?
11:57 How can you rigorously prove that no matter how clever and creative you are,
12:02 it is simply not possible to define a continuous vector field
12:05 without forcing at least one point to have a zero vector?
12:10 This is where the real cleverness kicks in.
12:12 The way that we're going to approach this is with a proof by contradiction,
12:16 meaning you will assume that such a non-zero
12:18 vector field on the sphere is possible,
12:20 and then deduce that something impossible would have to follow.
12:24 Like I said, the argument I want to show is just really beautiful,
12:27 and I think it's made all the more so if
12:29 you feel like it's something you could have discovered for yourself.
12:33 So, as always, please do pause and ponder
12:34 whenever you feel like you see the key idea.
12:37 This argument is not my own,
12:39 it came my way via the mathematician Senia Sheydvasser,
12:41 who also very kindly put together
12:43 the following animation to illustrate the core idea.
12:46 The basic outline is that if such
12:49 a non-zero continuous vector field really did exist,
12:52 you could use it to create a continuous deformation
12:55 of the sphere that turns that sphere inside out.
12:58 And then we're going to prove why it's
13:00 actually impossible to turn a sphere inside out,
13:02 at least in a certain manner of speaking.
13:05 It's at this point that viewers of classic
13:07 math YouTube will be yelling at their screens,
13:09 but bear with me, I promise I will get to that.
13:15 Okay, so this continuous deformation is a little weird to define,
13:17 but here's how it works.
13:19 Imagine that your sphere is centered at the origin
13:22 for some coordinate system in 3D space.
13:24 For a given point on that sphere,
13:26 consider the vector attached to that point, the one from our vector field.
13:31 If you slice the sphere along a plane,
13:33 which is defined by that vector and the radial line to the origin,
13:37 the plane intersects the sphere at a certain great circle,
13:40 meaning a circle that's also centered at the origin.
13:44 What you're going to do is let that point of the sphere move along
13:48 this circle in the direction of that initial
13:51 vector until it gets precisely halfway around.
13:54 Just to be clear, I'm not saying that it
13:56 flows along the general vector field of the sphere.
13:58 Its motion is entirely determined just by the one vector that it started out on.
14:04 The two important facts to highlight are that it
14:06 ends up on the negative of where it started,
14:09 and then also because its motion is entirely defined by what vector
14:13 it started on, and because we're assuming the whole vector field is continuous,
14:17 nearby points are going to have nearby trajectories.
14:20 Right now, I'm just showing you one
14:22 point moving along its prescribed half-circle path,
14:24 but we could just as well highlight a handful of other points on the sphere,
14:28 each of which has its own vector associated with it,
14:31 each of which defines a great circle to walk along,
14:34 and you could watch all of those points wander along the assigned paths.
14:38 Now remember, we're assuming that the vector field is non-zero everywhere.
14:42 We hope to contradict that, but that's the assumption.
14:44 And what that means is that every single point
14:47 on the infinite continuous sphere has a similarly well-defined trajectory.
14:52 So naturally, you want to see what it looks
14:53 like for the entire sphere to undergo that motion.
14:56 But it's at this point that animations become a little tricky,
14:59 because of something intrinsically paradoxical
15:01 about illustrating a proof by contradiction.
15:04 Think about it.
15:04 We want to show what this motion looks like,
15:06 as defined by some hypothetical vector field that is non-zero everywhere.
15:11 But of course, the whole point is that no such vector field exists.
15:14 As the next best thing,
15:15 we're going to use that special vector field that we just defined,
15:18 only a single null point at the North Pole.
15:21 That way, if we chop away the North Pole, we can at least see the kind of thing
15:25 that this motion would do to most of the sphere,
15:27 even if there's something impossible about
15:29 this being applied to all of the sphere.
15:32 I'll go ahead and remove the vectors themselves to avoid clutter.
15:35 And this right here is what it looks like
15:38 for every point on the surface to undergo that bizarre,
15:41 specially defined motion, each one marching along its own half-circle path,
15:46 defined by whatever vector it started on.
15:50 And actually, that's kind of confusing to follow.
15:53 So let me roll back the clock a bit here,
15:55 where you see that the whole sphere ends up awkwardly crossing through itself.
15:58 To clarify things, we might perturb the motion a little
16:01 by letting the radius of the points vary during the motion.
16:05 And it also makes things clear if we widen out that hole on the top.
16:09 This makes it much, much easier to follow,
16:11 at least for this subset of the sphere,
16:14 you can clearly see two important features of the motion.
16:18 Number one, the sphere gets turned inside out.
16:22 Number two, at no point in time does any part of the sphere cross the origin.
16:26 And that should make sense.
16:27 Each individual point is just following a half-circle centered at the origin,
16:31 so of course it never passes through the origin.
16:34 Those are the two key ingredients.
16:36 For our proof, what we want to say
16:39 is that these two facts are somehow incompatible.
16:42 Before we can do that though, we need to linger on this first point.
16:45 Why exactly does this motion turn the sphere inside out?
16:49 And actually, what do we even mean by the phrase inside out here?
16:52 And in fact, let me start with an even more basic question.
16:55 If you're standing at some point on the sphere,
16:57 how do you know which way is outside and which way is inside?
17:01 I realize that might sound like a very dumb question.
17:04 You might say just look at whichever way is pointed away from the origin.
17:08 What's wrong with you?
17:09 The real conundrum here though comes from the fact that we intend to let
17:13 the surface warp and deform and get all manipulated in some crazy way.
17:17 So really what you want is a clear notion of what we mean by inside and outside
17:22 that remains clear even after you manipulate and massage
17:25 and contort the whole surface however you dream up.
17:29 The easiest way to do this I think is
17:31 going to be something familiar to any graphics programmers,
17:34 which is that you start by assigning a coordinate system to the sphere,
17:38 something like our usual notion of latitude and longitude.
17:42 The image you should have in your mind is that every point
17:44 of the sphere has a little label attached to it with a pair of numbers.
17:49 And importantly, these labels could follow along during
17:52 any motion or manipulation you apply to the sphere.
17:56 Around a given point,
17:57 consider the direction of increasing longitude and constant
18:01 latitude and draw a tangent vector in that direction,
18:04 and then draw a line of increasing latitude with constant
18:07 longitude and draw a tangent vector in that direction.
18:11 From here, the way we define orientation is
18:13 using what's known as the right hand rule.
18:16 You can point your index finger along that first
18:19 vector and your middle finger along that second vector,
18:21 and then when you stick out your thumb, it'll be perpendicular to both.
18:25 Notice using our right hand, the thumb is pointed outside.
18:29 And in fact, this is how we are going to define what
18:32 we even mean by outside with respect to the given coordinate system.
18:37 Doing this at every point,
18:38 you get what are known in the business as unit normal vectors.
18:42 As I referenced, these are very important in computer graphics,
18:44 where for example they let you compute how
18:46 light should reflect off of a given surface.
18:49 And for our story, the thing we care about is how,
18:51 no matter how you manipulate or warp the surface,
18:54 because that coordinate system you give to it
18:56 can kind of come along for the ride,
18:58 you can always play this game of pointing your index
19:00 finger along the direction where the first coordinate increases,
19:03 and your middle finger along
19:05 the direction where that second coordinate increases,
19:07 and sticking out your thumb.
19:10 It's otherwise surprisingly tricky to define what you mean by inside
19:13 and outside in a way that naturally follows along for any function.
19:18 So, why are we doing this?
19:20 Think now about that strange deformation induced
19:22 by a vector field on the sphere.
19:25 How can we conclude beyond any doubt that this must turn the sphere inside out?
19:30 Well, remember how each individual point starting at p ends up at negative p?
19:35 The much more straightforward way to get there, literally,
19:38 would be to reflect through the origin, like this.
19:42 So consider that picture that we just had of an example point,
19:45 together with the oriented lines of latitude and longitude passing through it.
19:49 Notice what it looks like if we let every
19:52 point in that diagram move over to its negative.
19:55 Again, you might imagine all the coordinate
19:57 labels of the surface riding along with it,
20:00 so when you play the same game of pointing
20:02 your index finger in the direction where that first coordinate increases,
20:06 and your middle finger in the direction
20:08 where that second coordinate increases, now, after everything has been negated,
20:12 notice that your thumb is pointing towards the origin instead of away.
20:17 This is all to say, the function that maps every point p
20:20 of a sphere to its negative necessarily turns the sphere inside out,
20:24 in the sense of reversing orientation the way we just defined it.
20:29 In particular, that very weird deformation
20:31 that we described in terms of a hypothetical
20:34 vector field must reverse orientation because it's
20:37 mapping each point p to negative p.
20:40 You can also see this effect with a much
20:42 simpler motion that gets us to the same final place.
20:45 Imagine rotating the sphere 180 degrees around the z-axis,
20:48 and then reflecting through the xy-plane.
20:51 That results in every point p landing on its negative,
20:54 and notice how all the unit normal vectors
20:57 that started pointing outward end up pointing inward,
21:00 and as it's rendered here with a blue exterior and a brown interior,
21:04 those two colors end up getting swapped.
21:07 And it's at this point that viewers of classic
21:10 math videos all might be bringing to mind an absolute
21:13 banger of a video that was produced in 1994
21:15 by the Geometry Center at the University of Minnesota.
21:18 This is really one of the true classics in all of math exposition.
21:22 It walks through this mind-blowing way to turn
21:24 a sphere inside out using a certain continuous deformation.
21:28 The reason I bring this up for any of you who watched
21:30 that is to say that the context there was a little bit different.
21:33 The phenomenon that they were trying to avoid was
21:36 creating cusps and creases on the sphere during the process.
21:40 But over here, for our purposes, we don't really care about that.
21:43 However, there is one feature of our bizarre
21:46 vector field-induced deformation that really would be impossible.
21:52 No point of the sphere ever passes through the origin.
21:55 And there is a very beautiful way to see why turning
21:58 a sphere inside out without crossing the origin just could never happen.
22:03 Maybe the most fun way to illustrate this is with a physical model.
22:06 Imagine a fountain at the origin spewing out water uniformly in all directions,
22:11 say at a rate of one liter every second.
22:14 The way I'm animating it here is
22:16 with a bunch of droplets spewing away, but in principle,
22:19 I want you to think of this as a continuous flow of an incompressible fluid,
22:23 something uniform in all directions, and with that incompressibility,
22:27 we'll imagine that the density of water through all of space stays constant.
22:32 That's important.
22:33 If you have some oriented surface,
22:34 something like our sphere with its unit normal vectors,
22:37 you can measure how much water is flowing through that surface per unit time.
22:42 Physicists have a special name for this.
22:44 They call it the flux, where on a given patch of area,
22:47 the flux measures how much water passes through it per second,
22:50 and you count it as positive when the water flows from inside to outside,
22:54 aligned with the unit normal vectors of the surface,
22:57 whereas flux would be negative if it's going the other way,
23:01 going against those normal vectors.
23:03 When you add all of this up over the whole surface,
23:06 this gives you the total flux,
23:08 and the key observation is that this total flux has
23:11 to match the amount of water being produced inside the surface,
23:14 that one liter per second, and the cool part is that this will remain true even
23:19 if you warp or deform the sphere just a little bit.
23:22 That total flux stays at one liter per second,
23:25 even if the flux through a particular patch of area changes during the process,
23:29 and the basic reason is that we're treating the water
23:32 as an incompressible fluid with a constant uniform density through space,
23:36 so every little bit of water produced at the origin has
23:39 to be cancelled out by one that is exiting the surface.
23:44 Importantly, for what I just said to be true,
23:46 we have to be counting flux with a sign.
23:49 For example, let's say you warp the sphere so that it kind
23:52 of folds over itself like this, then you'll notice along a certain line,
23:56 the water goes out of the surface,
23:57 and then back into it, and then back out again.
24:01 So you would want to count this flux
24:03 as positive whenever it goes from inside to outside,
24:05 but negative when it goes from outside to inside,
24:08 so that you're not counting those particles three different times.
24:12 And from here, you can maybe see
24:13 the key point I'm getting at towards our contradiction.
24:16 The only way that you could ever change the net flux through
24:19 a surface like this is if part of that surface crosses through the origin.
24:24 For example, if you pull it over to the side
24:25 so that it doesn't include the source at all, the net flux would be zero.
24:29 There are as many water molecules flowing in as there are flowing out.
24:34 So with that in mind, think about everything we've been talking about.
24:38 If you could define this non-zero vector field on a sphere
24:41 that lets you create this bizarre deformation that turns the sphere inside out,
24:45 what happens to the flux?
24:48 Well, what we mean by turning the sphere inside out is
24:51 that all the unit normal vectors end up pointing inside instead of outside.
24:56 So for any particular patch of area,
24:57 at some point the flux through it transitions from being positive to negative,
25:01 and overall, at the end,
25:03 that total flux would have to end at negative one liters per second.
25:07 But at the same time, if it never crosses the origin,
25:10 the net flux can never change.
25:12 It starts at positive one, so it has to end at positive one.
25:15 This is the contradiction.
25:17 No deformation with these two properties can possibly exist.
25:21 And there you have it.
25:22 A non-zero continuous vector field on the sphere would be impossible.
25:26 You truly cannot comb a hairy ball.
25:29 I don't know about you, but I think that's so beautiful.
25:32 Very often topology is this game where seemingly intuitive
25:35 facts have these surprising but kind of frustrating counter-examples,
25:38 but the real insights and the creativity often
25:41 comes from the other side of the coin,
25:43 where you take something that seems intuitive,
25:45 but you find the construction that really justifies why it's fundamentally true.
25:50 Now there is more to say about making
25:52 the argument I just showed you fully rigorous,
25:54 and also more to say about how this whole
25:56 thing does and does not generalize to other dimensions.
25:59 But before that, if you'll indulge me
26:01 in shifting gears entirely for a minute here,
26:03 I want to tell you about an experimental
26:05 new thing that I'm starting up this year,
26:06 which I'm thinking of as a kind of virtual career fair.
26:09 If you go to 3b1b.co/talent,
26:11 what you'll find is a set of companies that have two things in common.
26:16 The first one, essentially by definition,
26:18 is that they are interested in recruiting from this audience.
26:22 They value the kind of mathematical and technical
26:24 curiosity clearly to be found in someone like you,
26:27 who's watching a video like this for fun.
26:29 If you go and explore the page and see the kind of puzzles
26:32 and challenges and technical work that each one has chosen to share with you,
26:35 you'll pretty quickly get a sense of the shared values here.
26:39 The second thing they have in common is
26:40 that the people working there really love what they do.
26:43 And this one's important to me.
26:44 I was pretty careful about it while setting this whole thing up,
26:47 because all of this only makes sense
26:49 to do if it's actually valuable to the audience.
26:51 So I took some time to sit down and chat with the technical teams at each group,
26:55 and inclusion only really made sense if they clearly like what they do.
26:58 Pretty universally, a core reason that the people enjoyed their work
27:01 was out of a very sincere respect for all of their teammates.
27:05 In the hopes of making this relevant to you, whoever you might be,
27:08 there is a range of job types available across a range of industries,
27:12 including senior roles, new careers,
27:14 internships, or even part-time tutoring gigs.
27:17 For broader context, if you're curious,
27:18 I recorded a whole video on the second channel
27:21 explaining why I started this, what the deal is.
27:24 One thing that I mention over there is
27:25 how I'm looking to make a few hires myself, and whenever this is the case,
27:29 I will include my own page up on this virtual career fair,
27:31 where you can go and find the description
27:33 of what I'm looking for and the applications.
27:36 The whole page will stay updated as time goes
27:38 on, so even if you're not looking for a job now,
27:40 but you are sometime in the future, be sure to check it out.
27:44 Alright, so back to the hairy ball theorem.
27:46 The argument at the end rested on this whole idea of flux,
27:49 which admittedly is a little hand-wavy without further details,
27:52 so I'll leave up on screen a set of exercises outlining one way that you could
27:56 make this more rigorous if you have
27:58 a background with multivariable calculus and the divergence theorem.
28:01 There is another, deeper way to get at the same basic idea,
28:04 using something called a homology group,
28:06 but that one is certainly beyond the scope for today.
28:09 The last point I want to leave you
28:11 pondering on is the nature of other dimensions.
28:13 It's not hard to see that you can comb down the hairs on a fluffy circle,
28:18 even though you can't do it for a sphere,
28:20 and in general the rule is that spheres
28:22 in all the even dimensions can be combed down,
28:25 but those in all the odd-numbered dimensions cannot.
28:28 Now what I like about the argument that we just talked about for this whole
28:32 video is that it offers a pretty direct clue for why that's the rule,
28:35 at least if you're comfortable with the notion of orientation.
28:39 In all the even dimensions, the function that maps a point
28:42 to its negative is an orientation-preserving function,
28:46 whereas in all the odd dimensions, that's an orientation-reversing function.
28:50 You might enjoy taking a moment to pause and ponder on why
28:54 that means the proof we just outlined works in all of the odd dimensions,
28:59 and even though it doesn't explicitly tell you
29:02 that nothing could work in the even dimensions,
29:05 it's a fun puzzle to see if you can construct an explicit
29:09 example of a non-zero vector field in all of those even dimensions.
29:13 For example, how do you comb down the hairs on a hypersphere in four dimensions.