NeighborlyPolyhedra
This is the culmination of all my research in answering the question; Is there another polyhedron besides the Tetrahedron and Szilassi Polyhedron where all faces share an edge with all other faces?
Video: YouTube.
The conclusion is: Sort of. I believe there isn't a shape that is completely intersection-free, but there IS a minimally intersecting one, a near-miss, that can be considered the best-possible or closest solution. I've named this shape the "Razorcross" and it's documented here in this repository, as well as all the supporting code to generate all the neighborly polyhedra. Note that there is no rigorous proof about the optimality of this solution, this conclusion has been made based on my observations of patterns, statistical analysis, and brute-forcing of the problem. If there was a better solution, I almost certainly would have found it by now.
Current Windows GUI
Build Szilassi.slnx as Release|x64, then open
build\msbuild\bin\x64\Release\PolyhedronGui.exe.
The GUI intentionally has only Запустить поиск and Остановить поиск buttons.
Select an inclusive topology range, then start the search. Existing checkpoints are
loaded automatically. Stop waits for the current short CUDA kernel, synchronizes the
device, writes a durable checkpoint, and only then exits.
The GUI creates a fresh seed automatically for every new process. It is shown in the
GUI log and saved in the durable, Git-tracked runs/<UUID>/run.tsv manifest together
with the topology range and search parameters, so a run can be reproduced without
typing a seed into the interface.
The search process and CUDA stream run at low scheduling priority, so foreground work keeps priority. There is no artificial duty-cycle throttle. Kernels remain short for responsive stopping and Windows WDDM stability.
Leave GPU chains at 0 for automatic sizing. The CUDA backend derives the chain count
from the selected GPU's SM count and measured kernel occupancy, so Ada sm_89 and
Blackwell sm_120 use different appropriate values. Each selected topology keeps its
annealing session resident on the device, so refresh cycles cannot discard cooling,
stagnation, or restart state. The full 59-topology range uses about 1.4 GB of VRAM on
the 12 GB RTX 4070 Ti; narrower ranges allocate proportionally less.
For an independent overnight run, set the desired number of minutes and topology range.
This mode does not use the supplied near-miss:
it combines saved archive seeds with independent random starts. A UCB-style bandit assigns
the 30/16/8 depth budgets using recent improvement, solution quality, uncertainty, and
staleness; every fifth cycle still refreshes the whole selected range, so no topology can
be starved indefinitely. A clean stop saves each
topology under results\search\topology_N; pressing the same button later resumes only
those checkpoints. results\search\leaderboard.tsv is the current ranking.
The CUDA hot path uses standard FP32 math. Persistent chains retain their RNG, cooling,
stagnation, and restart state between batches. Twenty-five percent of chains remain the
unchanged simulated-annealing control; disjoint cohorts add replica exchange, adaptive
move selection, population-based exploit/mutate, and MAP-Elites/CEM seed injection.
Strategy quotas and one descendant per injected seed reach CPU verification even when
they are outside the global GPU top-N. A small SPSA+Adam refinement runs in CPU double,
but its output is rounded back to exact FP32 and rechecked before it can be accepted.
Fixed fresh cohorts preserve global exploration during breadth/refresh passes. Every returned shortlist is reconstructed and checked on
the CPU in double; candidates with at most 12 total defects are reclassified with the
custom WideReal double-double type (about 31 decimal digits). Every claimed 0/0 is
serialized and checked again at multiple tolerances down to 1e-13.
The MAP-Elites archive separates geometry into determinant, edge-ratio, turn-angle, and extent bins. All valid historical checkpoint generations are deduplicated and re-evaluated on startup, so accumulated searches seed the archive instead of merely supplying one best shape per topology. Diagonal CEM is updated only from new injected descendants, avoiding repeatedly learning from the same persistent chain best.
CUDA Toolkit 13.3 with Visual Studio integration is required for the GPU backend. The
build contains native targets for Ada sm_89 and Blackwell sm_120. Without the Toolkit,
the project builds a diagnostic stub and refuses --cuda instead of silently falling
back to the CPU.
Checkpoints and Git
Search state is stored in results/search, which is intentionally tracked by Git.
Each checkpoint is an immutable, self-contained .szcp file with CRC-32 and exact FP32
bit patterns. It is flushed to disk and atomically published; a damaged newest generation
is ignored in favor of the previous valid one.
Archive improvements use immutable .szar delta files in the same run UUID namespace.
Each delta contains only cells opened or improved since the preceding durable write; CRC,
atomic publication, and deterministic per-cell selection make a normal Git merge a union
of useful results. Serialized energies are never trusted across run settings: every distinct
state is re-evaluated under the current objective before cells are compared.
The checkpoint timer sweeps every changed topology, not just the topology currently chosen
by the bandit. Thus an improvement cannot remain only in memory because that topology is
not scheduled again. On clean stop all outstanding .szcp and .szar generations are
flushed; if durable writing fails, the stop marker is retained and the process returns an
error instead of reporting a successful stop.
For several computers, assign non-overlapping topology ranges. Each process uses a unique
run UUID, so checkpoint filenames do not collide. Commit results/search normally on each
computer and merge the branches with Git. leaderboard.tsv, run logs, and temporary files
are derived and ignored, so they cannot create merge conflicts; the next search start
rescans checkpoints, repeats CPU/DD validation, and rebuilds the leaderboard.
Each UUID run also has a tracked metrics.tsv with per-strategy accounted search work, archive,
replica-exchange, SPSA, and scheduler telemetry; independent computers create different
paths, so these files merge without a custom script.
Project layout
projects/Szilassi— the main search application.projects/VerifyCpp— the high-precision verifier.projects/PolyhedronGui— the Windows launcher.src/NeighborlyCore— shared geometry and utility code.src/SearchArchive— durable Git-mergeable MAP-Elites delta storage.data— topology definitions and input models.results/topologiesandresults/showcases— saved research models.results/search— Git-mergeable search states and durable checkpoint generations.runtime— temporary stop files, reports, logs, and local candidates.scripts— helper launch and reporting scripts.
All Visual Studio projects are collected by the root Szilassi.slnx. MSBuild output is
centralized under build/msbuild; CMake output remains under build/vs2026.
Running The Code
To start a search, build and run the Szilassi project.
Requirements
- C++17 compatible compiler (Visual Studio 2026 is configured by the current presets).
- CUDA Toolkit 13.3 with Visual Studio integration for GPU search.
- Eigen-3.4.0 though similar versions should work as well.
- Cairo-1.17.2 (optional) this is only needed to render paper cutouts.
Basics
Running the main code will ask for a seed number. It will then start a search, taking turns through each of the 59 topologies sequentially, looking for solutions. To run multiple threads, I simply launch the executable in different processes with different seeds. This is the lazy way to do multi-threading, but it works! This code is programmed to only save solutions if it's good enough to be notable. By that, I mean it either has no crossings (all simple polygons) or 10 or fewer intersections. The solutions get saved into their own topology folders. I've provided the top solutions I've found for each topology already. I wouldn't be surprised if you can find a solution that lowers the record for some topologies, but I've studied all the low intersection, most consistent, most symmetric, and best looking models more extensively, and I doubt there would be further improvements there.
Solutions get saved as shape_c#_i#_#.obj where the first number is the number of crossings, the second number is the number of edge-face intersections, and the third number is the current iteration of the solver when it found the solution.
Advanced
There's a ton of utility and functionality I added during the research that you can use, but you'll need to add it in and recompile. Here are some common ones:
- Hyperparameters You can adjust the solver parameters
max_iters,clusters,beta, andsigma. - Objective Function You can change the objective function by replacing
objective_sumwith any of the other objective functions listed at the end ofutil.h. Note that when the objective function changes, you'll usually also need to change the early exit conditions insolver.cppsince the cost function units may be different. - Symmetry To add symmetry enforcement, there is a boolean argument to the solver
use_symmetry. There are different symmetries you can use at the top ofsolver.cpp. These symmetries are for specific topologies, usually 6, 37, 42, 49, 55, and 58. - Single Topology If you'd like to focus on one topology instead of equal computation to all, just modify
g_topology = your_number_here;
The Dual Problem
The problem of finding a polyhedra with neighborly faces also has a dual problem, which is to find a polyhedron with neighborly vertices. In terms of the Szilassi polyhedron, the dual problem is analogous to finding the Császár polyhedron. The dual polyhedron has the same number of holes and edges, but with the number of faces and vertices swapped, and all faces are triangles. Despite the similarity, and as far as I can tell from my research, having a solution or proving there is no solution to one problem does not answer the dual problem. In fact, the K12 polyhedron that is neighborly in its vertices was already proven impossible (see "Nonrealizable Minimal Vertex Triangulations of Surfaces" in the further reference section below for more details).
Since it was already proven, the dual problem was not as interesting to me, and wasn't mentioned in the video. Still, the impossibility proof does not attempt to answer the question of what is the minimum number of intersections the polyhedron could have and what does the shape look like? Since I already had all the code, there weren't many changes needed to run a similar solve, you can enable the DUAL_PROBLEM preprocessor definition and use one of the objective_dual_* objective functions if you'd like to try it. I didn't spend as much time on this but I did find a shape with 4 intersections in manifold 44. It's not beautiful or symmetric, but I included it in results/showcases/Dual44 if you're curious. It may be possible to find an order-2 symmetric solution in manifold 44 with 4 intersections, but I couldn't seem to get it under 6 when I forced the symmetry. It may also be possible to find other solutions with 2 or 3 intersections, but again I didn't spend much time on this problem.
Quality
Once you find a solution, you may want to improve the quality to get a better looking solution. This is done by adding a 'quality' penalty to the objective function, which is any objective function that has a q in it. This may make it harder to converge on a solution in the search, and you may not have had enough iterations to fully converge anyway. So what I usually do is load the saved model and run the study_sample function to improve it and converge on the highest quality shape. This means specifically:
- Opening sharp angles (near 0 degrees).
- Closing open angles (near 180 degrees).
- Making sure edge lengths are not relatively too small or large.
- Adding more clearance in the polygons so they're not 'almost' crossing.
The results are saved under results/topologies/topology_N as study_c#_i#_#.obj.
The Razorcross
All files related to the Razorcross are found in the results/showcases/Razorcross folder.
original_polygons.objThe 12 polygons straight from the solver. Due to the intersections, this will not be a proper manifold.triangulated_manifold.objA triangulated version that adds edges at the intersections. A proper manifold that can be 3D printed.printable_magnets_half1.stlFirst half of the model with holes for 4.8mm diameter magnets and in a better printing position.printable_magnets_half2.stlSecond half of the model above. It's exactly a mirror image.texture.pngTexture to use with the uv coordinates oforiginal_polygons.objto color the 12 sides.cuttout.pngThe 3 unique faces of the Razorcross. You would need 2 sheets plus 2 mirrored sheets to get all 12 faces.edge_graph.dotThe edge graph of manifold-42.
General Observations
Shapes with more symmetry tend to also be the ones with the fewest intersections. Below are some examples that have "180 degree rotation" and/or "point reflection" symmetry. These highly symmetric shapes only use 3 or 6 unique faces and their mirrors.
- topology_6
- 0 crossings, 8 intersections (shape_c0_i8_0.obj)
- 10 crossings, 0 intersections (shape_c10_i0_2.obj)
- topology_37
- 0 crossings, 8 intersections (study_c0_i8_bestlooking.obj)
- 4 crossings, 0 intersections (shape_c4_i0_0.obj)
- topology_42 (Razorcross)
- 0 crossings, 4 intersections (shape_c0_i4_optimalsymmetric.obj)
- 4 crossings, 0 intersections (shape_c4_i0_4.obj)
- topology_49
- 0 crossings, 8 intersections (shape_c0_i8_5.obj)
- 8 crossings, 0 intersections (shape_c8_i0_0.obj))
- topology_55
- 0 crossings, 16 intersections (shape_c0_i16_0.obj)
- 10 crossings, 0 intersections (shape_c10_i0_6.obj)
- topology_58
- 0 crossings, 10 intersections (study_c0_i10_28.obj)
- 4 crossings, 0 intersections (shape_c4_i0_2.obj)
The paper about "Neighborly 2-Manifolds" listed below has a table of automorphism groups for the dual graph problem. These correlate with the neighborly problem, but only certain symmetry groups seem to have symmetries in the dual problem. Note that the paper 1-indexes the topologies whereas I always use 0-index, so you'll need to subtract 1 from the paper numbering scheme to match mine.
Further reference
Neighborly 2-Manifolds with 12 Vertices