Each pattern is built as a set of flat triangular/quadrilateral facets whose vertices start on a plane, then get lifted out of it by an amount that scales with sin(fold·k), where k is a per-pattern constant — the same construction as the 3D version, just rendered with a hand-rolled rotate-then-project pipeline instead of WebGL. Facets are painter's-algorithm sorted by depth before filling so nearer panels correctly occlude farther ones.
Drag the canvas (or use the rotation/tilt sliders) to orbit the view. Mountain creases (fold toward you) are drawn in red, valley creases (fold away) in blue. Footprint approximates how much the pattern's projected bounding area has shrunk relative to fully flat — a rough proxy for the real compaction these folds achieve in deployable engineering structures.