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Matt Henderson

@matthen.com
2.4K followers 490 following 210 posts

Maths animations, dialogue systems research Research @ PolyAI, previously Google, Apple, Reka. PhD Cambridge Edinburgh, UK

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Matt Henderson @matthen.com · 28/09/2026
Waw that is very cool and mesmerising! Reminds me of pinball. Would be cool to generate sound with it
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Reposted by Matt Henderson
Zeno Rogue @zenorogue.bsky.social · 26/09/2026
And a moving version.
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Matt Henderson @matthen.com · 26/09/2026
Yeah and we can just rotate the Earth to line it up to Polaris when it drifts again
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Matt Henderson @matthen.com · 26/09/2026
How have the constellations changed since humans first looked up? Has the big dipper always pointed to Polaris? Has Polaris always been the North star? (nope!)
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Matt Henderson @matthen.com · 24/09/2026
Yes! x.com/matthen2/sta...
x.com
Matt Henderson (@matthen2) on X
every triangle is an equilateral triangle (when viewed from the right perspective)
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Matt Henderson @matthen.com · 24/09/2026
Note I am doing something a bit sneaky to make the squares appear centred- shifting the lens parallel to the screen.
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Matt Henderson @matthen.com · 24/09/2026
Yeah it wouldnt be unique since it isnt orthogonal projection. For triangles though i think you could define it
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Matt Henderson @matthen.com · 24/09/2026
every (convex) quadrilateral is a square- if you view it from the right perspective
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Matt Henderson @matthen.com · 23/09/2026
Cool!
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Matt Henderson @matthen.com · 23/09/2026
3D version
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Matt Henderson @matthen.com · 23/09/2026
Repeated subdivision of triangles by centroid- infinite zoom
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Matt Henderson @matthen.com · 23/09/2026
tiling
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Matt Henderson @matthen.com · 23/09/2026
Well maybe there is one at another depth, or maybe we can get arbitrarily close- don’t know!
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Matt Henderson @matthen.com · 23/09/2026
another deep render, from filling the triangles
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Matt Henderson @matthen.com · 23/09/2026
deep render
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Matt Henderson @matthen.com · 23/09/2026
No it is about 4% off but I sneak in a transformation to get a perfect loop
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Matt Henderson @matthen.com · 23/09/2026
Repeatedly subdividing a triangle using its centroids
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Reposted by Matt Henderson
Matt Henderson @matthen.com · 20/09/2026
And here is how to make a parabola with sand
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Matt Henderson @matthen.com · 20/09/2026
And here is how to make a parabola with sand
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Matt Henderson @matthen.com · 20/09/2026
bsky.app/profile/matt...
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Matt Henderson @matthen.com · 20/09/2026
Original inspiration! @divbyzero.bsky.social
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Matt Henderson @matthen.com · 20/09/2026
Real life demo (me in 2020)
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Matt Henderson @matthen.com · 20/09/2026
Why what?
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Matt Henderson @matthen.com · 20/09/2026
How to make an ellipse, using sand and physics
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Matt Henderson @matthen.com · 18/09/2026
Then I think you are pretty limited if you also say you want linearity and possibly commutativity!
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Matt Henderson @matthen.com · 18/09/2026
Yeah I would say we prefer v times w to be an object that doesn’t depend on the coordinate system we happened to choose
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Matt Henderson @matthen.com · 17/09/2026
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Matt Henderson @matthen.com · 17/09/2026
Dragon wave
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Matt Henderson @matthen.com · 17/09/2026
Fractal curve hybrids
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Matt Henderson @matthen.com · 17/09/2026
Hahah
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Matt Henderson @matthen.com · 16/09/2026
❤️
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Matt Henderson @matthen.com · 16/09/2026
It is an honour to inspire you! I did this same visualisation recently for ball bouncing inside a circle and ball bouncing on a floor of circles. Curious what you think to do with a Galton board.
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Matt Henderson @matthen.com · 16/09/2026
Good question! Yes in a simulation it is deterministic. There is numerical precision that will make solutions diverge depending on how you compute things, but with infinite precision it’s deterministic. So to visualise the predictability I add small random noise to the velocity and project forward
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Matt Henderson @matthen.com · 16/09/2026
Their Backward Steps in Rigid Body Simulation (graphics.cs.cmu.edu/projects/bac...) is also similar line of thinking to my two chambers post: bsky.app/profile/matt...
graphics.cs.cmu.edu
Backwards Steps in Rigid Body Simulation
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Matt Henderson @matthen.com · 16/09/2026
Oh yeah this seems very similar line of thinking
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Matt Henderson @matthen.com · 16/09/2026
Ouch
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Matt Henderson @matthen.com · 16/09/2026
❤️
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Matt Henderson @matthen.com · 16/09/2026
Trying to forecast the future on a Galton board
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Matt Henderson @matthen.com · 15/09/2026
log(N! / (k!(N-k)!))
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Matt Henderson @matthen.com · 15/09/2026
This is just entropy based on the counts in left and counts in right
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Matt Henderson @matthen.com · 15/09/2026
bsky.app/profile/matt...
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Matt Henderson @matthen.com · 15/09/2026
It is event driven elastic collisions. So it solves to find the next collision rather than incrementing timesteps. Energy is conserved up to numerical precision. So is momentum in ball ball collisions, ball wall collisions reflect the balls so don’t conserve momentum
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Matt Henderson @matthen.com · 15/09/2026
Yeah very fair question!
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Matt Henderson @matthen.com · 15/09/2026
I am just plotting the binomial entropy, based on the count in left and count in right
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Matt Henderson @matthen.com · 15/09/2026
Okay yea i suppose it is equivalent to flipping all the velocities. So you put all the balls in one chamber and run the sim, save those frames. Then you go back to start, flip velocities and run sim again. Save those frames, reverse and prepend. That gets you one entropy drop. The others from search
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Matt Henderson @matthen.com · 15/09/2026
No it is not reversing the velocities it is running the sim forwards and backwards
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Matt Henderson @matthen.com · 15/09/2026
For running time backwards I mean more your second option- the physics work just as well here with t -> -t
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Matt Henderson @matthen.com · 15/09/2026
Refrigerators are magic
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Matt Henderson @matthen.com · 15/09/2026
Hahah
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Matt Henderson @matthen.com · 15/09/2026
Answer: I get the first entropy drop for free by putting all the balls start in one container, and running time backwards to find an initial condition. But to get the second entropy drop I just did a big parallelised search- brute force
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