Notes on "The Surface Evolver" by Ken Brakke Energies: surface tension gravitational squared mean curvature user-defined surface integrals Capabilities: complicated topology 1- or 2- manifolds embedded in R3 or higher arbitrary Riemannian metric volume constraints boundary constraints boundary contact angles prescribed mean curvature crystalline integrands gravity constraints expressed as surface integrals Surface Operations: Refining: = subdividing triangles into 4 Equiangulation: = edge swap in quad fromed by 2 adjacent triangles Vertex Averaging: = new position as area-weighted average of centroids of neighbor facets Notching Edges:= put notch in edge to make it more saddle shaped "Clean-up": eliminate very short edges, triangles too small, bisect long edges (and adjacent faces). Annealing, Jiggling: = random perturbation of vertices to get out of saddle points Popping: = change topology by removing improper singularities Zooming: = remove surface except around particular area of interest