我需要在半径为R的圆内生成一个均匀随机点。
我意识到,只要在区间[0…2π),且在区间(0…R)我最终会有更多的点指向中心,因为对于两个给定的半径,小半径内的点会比大半径内的点彼此更接近。
我在这里找到了一篇关于这个的博客文章,但我不明白他的推理。我认为这是正确的,但我真的很想知道他从哪里得到(2/R2)×r以及他如何得到最终解。
更新:在发布这个问题7年之后,关于平方根算法背后的数学问题,我仍然没有得到一个令人满意的答案。所以我花了一天时间自己写了一个答案。链接到我的答案。
我需要在半径为R的圆内生成一个均匀随机点。
我意识到,只要在区间[0…2π),且在区间(0…R)我最终会有更多的点指向中心,因为对于两个给定的半径,小半径内的点会比大半径内的点彼此更接近。
我在这里找到了一篇关于这个的博客文章,但我不明白他的推理。我认为这是正确的,但我真的很想知道他从哪里得到(2/R2)×r以及他如何得到最终解。
更新:在发布这个问题7年之后,关于平方根算法背后的数学问题,我仍然没有得到一个令人满意的答案。所以我花了一天时间自己写了一个答案。链接到我的答案。
当前回答
我仍然不确定确切的“(2/R2)×r”,但显而易见的是,在给定的单位“dr”中需要分配的点的数量,即r的增加将与R2成正比,而不是r。
check this way...number of points at some angle theta and between r (0.1r to 0.2r) i.e. fraction of the r and number of points between r (0.6r to 0.7r) would be equal if you use standard generation, since the difference is only 0.1r between two intervals. but since area covered between points (0.6r to 0.7r) will be much larger than area covered between 0.1r to 0.2r, the equal number of points will be sparsely spaced in larger area, this I assume you already know, So the function to generate the random points must not be linear but quadratic, (since number of points required to be distributed in given unit 'dr' i.e. increase in r will be proportional to r2 and not r), so in this case it will be inverse of quadratic, since the delta we have (0.1r) in both intervals must be square of some function so it can act as seed value for linear generation of points (since afterwords, this seed is used linearly in sin and cos function), so we know, dr must be quadratic value and to make this seed quadratic, we need to originate this values from square root of r not r itself, I hope this makes it little more clear.
其他回答
我仍然不确定确切的“(2/R2)×r”,但显而易见的是,在给定的单位“dr”中需要分配的点的数量,即r的增加将与R2成正比,而不是r。
check this way...number of points at some angle theta and between r (0.1r to 0.2r) i.e. fraction of the r and number of points between r (0.6r to 0.7r) would be equal if you use standard generation, since the difference is only 0.1r between two intervals. but since area covered between points (0.6r to 0.7r) will be much larger than area covered between 0.1r to 0.2r, the equal number of points will be sparsely spaced in larger area, this I assume you already know, So the function to generate the random points must not be linear but quadratic, (since number of points required to be distributed in given unit 'dr' i.e. increase in r will be proportional to r2 and not r), so in this case it will be inverse of quadratic, since the delta we have (0.1r) in both intervals must be square of some function so it can act as seed value for linear generation of points (since afterwords, this seed is used linearly in sin and cos function), so we know, dr must be quadratic value and to make this seed quadratic, we need to originate this values from square root of r not r itself, I hope this makes it little more clear.
我曾经用过这个方法: 这可能是完全未优化的(即它使用了一个点数组,所以它不能用于大圆圈),但它提供了足够的随机分布。如果你愿意,你可以跳过矩阵的创建,直接绘制。方法是随机化矩形中落在圆内的所有点。
bool[,] getMatrix(System.Drawing.Rectangle r) {
bool[,] matrix = new bool[r.Width, r.Height];
return matrix;
}
void fillMatrix(ref bool[,] matrix, Vector center) {
double radius = center.X;
Random r = new Random();
for (int y = 0; y < matrix.GetLength(0); y++) {
for (int x = 0; x < matrix.GetLength(1); x++)
{
double distance = (center - new Vector(x, y)).Length;
if (distance < radius) {
matrix[x, y] = r.NextDouble() > 0.5;
}
}
}
}
private void drawMatrix(Vector centerPoint, double radius, bool[,] matrix) {
var g = this.CreateGraphics();
Bitmap pixel = new Bitmap(1,1);
pixel.SetPixel(0, 0, Color.Black);
for (int y = 0; y < matrix.GetLength(0); y++)
{
for (int x = 0; x < matrix.GetLength(1); x++)
{
if (matrix[x, y]) {
g.DrawImage(pixel, new PointF((float)(centerPoint.X - radius + x), (float)(centerPoint.Y - radius + y)));
}
}
}
g.Dispose();
}
private void button1_Click(object sender, EventArgs e)
{
System.Drawing.Rectangle r = new System.Drawing.Rectangle(100,100,200,200);
double radius = r.Width / 2;
Vector center = new Vector(r.Left + radius, r.Top + radius);
Vector normalizedCenter = new Vector(radius, radius);
bool[,] matrix = getMatrix(r);
fillMatrix(ref matrix, normalizedCenter);
drawMatrix(center, radius, matrix);
}
注意点密度与半径的平方反比成正比,因此不是从[0,r_max]中选择r,而是从[0,r_max^2]中选择r,然后计算你的坐标:
x = sqrt(r) * cos(angle)
y = sqrt(r) * sin(angle)
这就得到了圆盘上均匀的点分布。
http://mathworld.wolfram.com/DiskPointPicking.html
半径和“靠近”该半径的点的数量之间存在线性关系,因此他需要使用半径分布,这也使得半径r附近的数据点的数量与r成正比。
这样一个有趣的问题。 一个点被选择的概率随着距离轴原点的增加而降低的基本原理在上面已经解释了多次。我们通过取U[0,1]的根来解释这一点。 下面是Python 3中正r的通解。
import numpy
import math
import matplotlib.pyplot as plt
def sq_point_in_circle(r):
"""
Generate a random point in an r radius circle
centered around the start of the axis
"""
t = 2*math.pi*numpy.random.uniform()
R = (numpy.random.uniform(0,1) ** 0.5) * r
return(R*math.cos(t), R*math.sin(t))
R = 200 # Radius
N = 1000 # Samples
points = numpy.array([sq_point_in_circle(R) for i in range(N)])
plt.scatter(points[:, 0], points[:,1])