Opposite walls are glued: slime that leaves through one glass panel comes back through the opposite one.
PRIOR BEST: coarse-to-fine threshold dynamics (MBO)
NEW: closed-form minimizer (Family 354)
25%

Surface over solver time (since the last change)

Shape map (proved, Family 354)

grey: best possible surface I(fill) · dot: this cell

Stress test · cold starts at this grid

Measured here, in this browser. Node numbers with more seeds: node bench.js (README).

Why the right side is instant

Slime pulls itself into the shape with the least surface. In this cell the walls wrap around, so the glass shows repeating copies, and a blob can join up with itself through a wall. The usual way to find the settled shape is to simulate it: smear the slime a little, keep the most crowded spots, repeat until nothing moves, first on a coarse grid and then a fine one. A new paper proves which shape always wins for each amount of slime: a ball, then a tube that runs through the walls, then a flat layer, then the same shapes as air holes. So the right side just draws that shape once. The pillar scene is outside the paper.

What's measured here

  • Solver ms: performance.now() around the solver's own work only (left: every blur + keep-the-top step; right: three warm-up builds, then the mean of a timed batch of builds). Drawing, the area check and shape naming are not timed.
  • Surface: one estimator for both sides (blur the voxels by one voxel, add up the slope). Its error on the exact shape shows on the right as a small ± next to 0 %.
  • Best possible (REFERENCE): the paper's formula I(fill). The left solver cannot know it is done without it; we only use it to stop the clock.

Where the prior technique still wins / limits

  • Anything the paper doesn't cover: a pillar, a non-cubic cell, gravity. Only the simulation can answer there (scenes pillar, pillar-drop; the warm start is a measured guess, not a theorem).
  • It gives you an animation of the slime flowing for free; the formula only gives the end state.
  • With a tuned coarse stage, the simulation is already fast and rarely stuck at these grid sizes; the gain is a constant factor (about ×10–15 here) plus a guarantee.
Presets: ?scene=ball · tube · slab · bubble · stuck (32³, a noise that traps the prior) · pillar · pillar-drop. Also ?frames=N (stop after N frames), ?grid=32|48|64, ?renderer=cpu. Paper: Family 354, "The Isoperimetric Conjecture for the Cubic Flat Three-Torus", Theorem intro:main.