random unit vector in multi-dimensional space - random

I'm working on a data mining algorithm where i want to pick a random direction from a particular point in the feature space.
If I pick a random number for each of the n dimensions from [-1,1] and then normalize the vector to a length of 1 will I get an even distribution across all possible directions?
I'm speaking only theoretically here since computer generated random numbers are not actually random.

One simple trick is to select each dimension from a gaussian distribution, then normalize:
from random import gauss
def make_rand_vector(dims):
vec = [gauss(0, 1) for i in range(dims)]
mag = sum(x**2 for x in vec) ** .5
return [x/mag for x in vec]
For example, if you want a 7-dimensional random vector, select 7 random values (from a Gaussian distribution with mean 0 and standard deviation 1). Then, compute the magnitude of the resulting vector using the Pythagorean formula (square each value, add the squares, and take the square root of the result). Finally, divide each value by the magnitude to obtain a normalized random vector.
If your number of dimensions is large then this has the strong benefit of always working immediately, while generating random vectors until you find one which happens to have magnitude less than one will cause your computer to simply hang at more than a dozen dimensions or so, because the probability of any of them qualifying becomes vanishingly small.

You will not get a uniformly distributed ensemble of angles with the algorithm you described. The angles will be biased toward the corners of your n-dimensional hypercube.
This can be fixed by eliminating any points with distance greater than 1 from the origin. Then you're dealing with a spherical rather than a cubical (n-dimensional) volume, and your set of angles should then be uniformly distributed over the sample space.
Pseudocode:
Let n be the number of dimensions, K the desired number of vectors:
vec_count=0
while vec_count < K
generate n uniformly distributed values a[0..n-1] over [-1, 1]
r_squared = sum over i=0,n-1 of a[i]^2
if 0 < r_squared <= 1.0
b[i] = a[i]/sqrt(r_squared) ; normalize to length of 1
add vector b[0..n-1] to output list
vec_count = vec_count + 1
else
reject this sample
end while

There is a boost implementation of the algorithm that samples from normal distributions: random::uniform_on_sphere

I had the exact same question when also developing a ML algorithm.
I got to the same conclusion as Jim Lewis after drawing samples for the 2-d case and plotting the resulting distribution of the angle.
Furthermore, if you try to derive the density distribution for the direction in 2d when you draw at random from [-1,1] for the x- and y-axis ,you will see that:
f_X(x) = 1/(4*cos²(x)) if 0 < x < 45⁰
and
f_X(x) = 1/(4*sin²(x)) if x > 45⁰
where x is the angle, and f_X is the probability density distribution.
I have written about this here:
https://aerodatablog.wordpress.com/2018/01/14/random-hyperplanes/

#define SCL1 (M_SQRT2/2)
#define SCL2 (M_SQRT2*2)
// unitrand in [-1,1].
double u = SCL1 * unitrand();
double v = SCL1 * unitrand();
double w = SCL2 * sqrt(1.0 - u*u - v*v);
double x = w * u;
double y = w * v;
double z = 1.0 - 2.0 * (u*u + v*v);

Related

How to find the closest rotation

Consider points Y given in increasing order from [0,T). We are to consider these points as lying on a circle of circumference T. Now consider points X also from [0,T) and also lying on a circle of circumference T.
We say the distance between X and Y is the sum of the absolute distance between the each point in X and its closest point in Y recalling that both are considered to be lying in a circle. Write this distance as Delta(X, Y).
I am trying to find a quick way of determining a rotation of X which makes this distance as small as possible.
My code for making some data to test with is
#!/usr/bin/python
import random
import numpy as np
from bisect import bisect_left
def simul(rate, T):
time = np.random.exponential(rate)
times = [0]
newtime = times[-1]+time
while (newtime < T):
times.append(newtime)
newtime = newtime+np.random.exponential(rate)
return times[1:]
For each point I use this function to find its closest neighbor.
def takeClosest(myList, myNumber, T):
"""
Assumes myList is sorted. Returns closest value to myNumber in a circle of circumference T.
If two numbers are equally close, return the smallest number.
"""
pos = bisect_left(myList, myNumber)
before = myList[pos - 1]
after = myList[pos%len(myList)]
if after - myNumber < myNumber - before:
return after
else:
return before
So the distance between two circles is:
def circle_dist(timesY, timesX):
dist = 0
for t in timesX:
closest_number = takeClosest(timesY, t, T)
dist += np.abs(closest_number - t)
return dist
So to make some data we just do
#First make some data
T = 5000
timesX = simul(1, T)
timesY = simul(10, T)
Finally to rotate circle timesX by offset we can
timesX = [(t + offset)%T for t in timesX]
In practice my timesX and timesY will have about 20,000 points each.
Given timesX and timesY, how can I quickly find (approximately) which rotation of timesX gives
the smallest distance to timesY?
Distance along the circle between a single point and a set of points is a piecewise linear function of rotation. The critical points of this function are the points of the set itself (zero distance) and points midway between neighbouring points of the set (local maximums of distance). Linear coefficients of such function are ±1.
Sum of such functions is again piecewise linear, but now with a quadratic number of critical points. Actually all these functions are the same, except shifted along the argument axis. Linear coefficients of the sum are integers.
To find its minimum one would have to calculate its value in all critical points.
I don'see a way to significantly reduce the amount of work needed, but 1,600,000,000 points is not such a big deal anyway, especially if you can spread the work between several processors.
To calculate sum of two such functions, represent the summands as sequences of critical points and associated coefficients to the left and to the right of each critical point. Then just merge the two point sequences while adding the coefficients.
You can solve your (original) problem with a sweep line algorithm. The trick is to use the right "discretization". Imagine cutting your circle up into two strips:
X: x....x....x..........x................x.........x...x
Y: .....x..........x.....x..x.x...........x.............
Now calculate the score = 5+0++1+1+5+9+6.
The key observation is that if we rotate X very slightly (right say), some of the points will improve and some will get worse. We can call this the "differential". In the above example the differential would be 1 - 1 - 1 + 1 + 1 - 1 + 1 because the first point is matched to something on its right, the second point is matched to something under it or to its left etc.
Of course, as we move X more, the differential will change. However only as many times as the matchings change, which is never more than |X||Y| but probably much less.
The proposed algorithm is thus to calculate the initial score and the time (X position) of the next change in differential. Go to that next position and calculate the score again. Continue until you reach your starting position.
This is probably a good example for the iterative closest point (ICP) algorithm:
It repeatedly matches each point with its closest neighbor and moves all points such that the mean squared distance is minimized. (Note that this corresponds to minimizing the sum of squared distances.)
import pylab as pl
T = 10.0
X = pl.array([3, 5.5, 6])
Y = pl.array([1, 1.5, 2, 4])
pl.clf()
pl.subplot(1, 2, 1, polar=True)
pl.plot(X / T * 2 * pl.pi, pl.ones(X.shape), 'r.', ms=10, mew=3)
pl.plot(Y / T * 2 * pl.pi, pl.ones(Y.shape), 'b+', ms=10, mew=3)
circDist = lambda X, Y: (Y - X + T / 2) % T - T / 2
while True:
D = circDist(pl.reshape(X, (-1, 1)), pl.reshape(Y, (1, -1)))
closestY = pl.argmin(D**2, axis = 1)
distance = circDist(X, Y[closestY])
shift = pl.mean(distance)
if pl.absolute(shift) < 1e-3:
break
X = (X + shift) % T
pl.subplot(1, 2, 2, polar=True)
pl.plot(X / T * 2 * pl.pi, pl.ones(X.shape), 'r.', ms=10, mew=3)
pl.plot(Y / T * 2 * pl.pi, pl.ones(Y.shape), 'b+', ms=10, mew=3)
Important properties of the proposed solution are:
The ICP is an iterative algorithm. Thus it depends on an initial approximate solution. Furthermore, it won't always converge to the global optimum. This mainly depends on your data and the initial solution. If in doubt, try evaluating the ICP with different starting configurations and choose the most frequent result.
The current implementation performs a directed match: It looks for the closest point in Y relative to each point in X. It might yield different matches when swapping X and Y.
Computing all pair-wise distances between points in X and points in Y might be intractable for large point clouds (like 20,000 points, as you indicated). Therefore, the line D = circDist(...) might get replaced by a more efficient approach, e.g. not evaluating all possible pairs.
All points contribute to the final rotation. If there are any outliers, they might distort the shift significantly. This can be overcome with a robust average like the median or simply by excluding points with large distance.

Finding translation and scale on two sets of points to get least square error in their distance?

I have two sets of 3D points (original and reconstructed) and correspondence information about pairs - which point from one set represents the second one. I need to find 3D translation and scaling factor which transforms reconstruct set so the sum of square distances would be least (rotation would be nice too, but points are rotated similarly, so this is not main priority and might be omitted in sake of simplicity and speed). And so my question is - is this solved and available somewhere on the Internet? Personally, I would use least square method, but I don't have much time (and although I'm somewhat good at math, I don't use it often, so it would be better for me to avoid it), so I would like to use other's solution if it exists. I prefer solution in C++, for example using OpenCV, but algorithm alone is good enough.
If there is no such solution, I will calculate it by myself, I don't want to bother you so much.
SOLUTION: (from your answers)
For me it's Kabsch alhorithm;
Base info: http://en.wikipedia.org/wiki/Kabsch_algorithm
General solution: http://nghiaho.com/?page_id=671
STILL NOT SOLVED:
I also need scale. Scale values from SVD are not understandable for me; when I need scale about 1-4 for all axises (estimated by me), SVD scale is about [2000, 200, 20], which is not helping at all.
Since you are already using Kabsch algorithm, just have a look at Umeyama's paper which extends it to get scale. All you need to do is to get the standard deviation of your points and calculate scale as:
(1/sigma^2)*trace(D*S)
where D is the diagonal matrix in SVD decomposition in the rotation estimation and S is either identity matrix or [1 1 -1] diagonal matrix, depending on the sign of determinant of UV (which Kabsch uses to correct reflections into proper rotations). So if you have [2000, 200, 20], multiply the last element by +-1 (depending on the sign of determinant of UV), sum them and divide by the standard deviation of your points to get scale.
You can recycle the following code, which is using the Eigen library:
typedef Eigen::Matrix<double, 3, 1, Eigen::DontAlign> Vector3d_U; // microsoft's 32-bit compiler can't put Eigen::Vector3d inside a std::vector. for other compilers or for 64-bit, feel free to replace this by Eigen::Vector3d
/**
* #brief rigidly aligns two sets of poses
*
* This calculates such a relative pose <tt>R, t</tt>, such that:
*
* #code
* _TyVector v_pose = R * r_vertices[i] + t;
* double f_error = (r_tar_vertices[i] - v_pose).squaredNorm();
* #endcode
*
* The sum of squared errors in <tt>f_error</tt> for each <tt>i</tt> is minimized.
*
* #param[in] r_vertices is a set of vertices to be aligned
* #param[in] r_tar_vertices is a set of vertices to align to
*
* #return Returns a relative pose that rigidly aligns the two given sets of poses.
*
* #note This requires the two sets of poses to have the corresponding vertices stored under the same index.
*/
static std::pair<Eigen::Matrix3d, Eigen::Vector3d> t_Align_Points(
const std::vector<Vector3d_U> &r_vertices, const std::vector<Vector3d_U> &r_tar_vertices)
{
_ASSERTE(r_tar_vertices.size() == r_vertices.size());
const size_t n = r_vertices.size();
Eigen::Vector3d v_center_tar3 = Eigen::Vector3d::Zero(), v_center3 = Eigen::Vector3d::Zero();
for(size_t i = 0; i < n; ++ i) {
v_center_tar3 += r_tar_vertices[i];
v_center3 += r_vertices[i];
}
v_center_tar3 /= double(n);
v_center3 /= double(n);
// calculate centers of positions, potentially extend to 3D
double f_sd2_tar = 0, f_sd2 = 0; // only one of those is really needed
Eigen::Matrix3d t_cov = Eigen::Matrix3d::Zero();
for(size_t i = 0; i < n; ++ i) {
Eigen::Vector3d v_vert_i_tar = r_tar_vertices[i] - v_center_tar3;
Eigen::Vector3d v_vert_i = r_vertices[i] - v_center3;
// get both vertices
f_sd2 += v_vert_i.squaredNorm();
f_sd2_tar += v_vert_i_tar.squaredNorm();
// accumulate squared standard deviation (only one of those is really needed)
t_cov.noalias() += v_vert_i * v_vert_i_tar.transpose();
// accumulate covariance
}
// calculate the covariance matrix
Eigen::JacobiSVD<Eigen::Matrix3d> svd(t_cov, Eigen::ComputeFullU | Eigen::ComputeFullV);
// calculate the SVD
Eigen::Matrix3d R = svd.matrixV() * svd.matrixU().transpose();
// compute the rotation
double f_det = R.determinant();
Eigen::Vector3d e(1, 1, (f_det < 0)? -1 : 1);
// calculate determinant of V*U^T to disambiguate rotation sign
if(f_det < 0)
R.noalias() = svd.matrixV() * e.asDiagonal() * svd.matrixU().transpose();
// recompute the rotation part if the determinant was negative
R = Eigen::Quaterniond(R).normalized().toRotationMatrix();
// renormalize the rotation (not needed but gives slightly more orthogonal transformations)
double f_scale = svd.singularValues().dot(e) / f_sd2_tar;
double f_inv_scale = svd.singularValues().dot(e) / f_sd2; // only one of those is needed
// calculate the scale
R *= f_inv_scale;
// apply scale
Eigen::Vector3d t = v_center_tar3 - (R * v_center3); // R needs to contain scale here, otherwise the translation is wrong
// want to align center with ground truth
return std::make_pair(R, t); // or put it in a single 4x4 matrix if you like
}
For 3D points the problem is known as the Absolute Orientation problem. A c++ implementation is available from Eigen http://eigen.tuxfamily.org/dox/group__Geometry__Module.html#gab3f5a82a24490b936f8694cf8fef8e60 and paper http://web.stanford.edu/class/cs273/refs/umeyama.pdf
you can use it via opencv by converting the matrices to eigen with cv::cv2eigen() calls.
Start with translation of both sets of points. So that their centroid coincides with the origin of the coordinate system. Translation vector is just the difference between these centroids.
Now we have two sets of coordinates represented as matrices P and Q. One set of points may be obtained from other one by applying some linear operator (which performs both scaling and rotation). This operator is represented by 3x3 matrix X:
P * X = Q
To find proper scale/rotation we just need to solve this matrix equation, find X, then decompose it into several matrices, each representing some scaling or rotation.
A simple (but probably not numerically stable) way to solve it is to multiply both parts of the equation to the transposed matrix P (to get rid of non-square matrices), then multiply both parts of the equation to the inverted PT * P:
PT * P * X = PT * Q
X = (PT * P)-1 * PT * Q
Applying Singular value decomposition to matrix X gives two rotation matrices and a matrix with scale factors:
X = U * S * V
Here S is a diagonal matrix with scale factors (one scale for each coordinate), U and V are rotation matrices, one properly rotates the points so that they may be scaled along the coordinate axes, other one rotates them once more to align their orientation to second set of points.
Example (2D points are used for simplicity):
P = 1 2 Q = 7.5391 4.3455
2 3 12.9796 5.8897
-2 1 -4.5847 5.3159
-1 -6 -15.9340 -15.5511
After solving the equation:
X = 3.3417 -1.2573
2.0987 2.8014
After SVD decomposition:
U = -0.7317 -0.6816
-0.6816 0.7317
S = 4 0
0 3
V = -0.9689 -0.2474
-0.2474 0.9689
Here SVD has properly reconstructed all manipulations I performed on matrix P to get matrix Q: rotate by the angle 0.75, scale X axis by 4, scale Y axis by 3, rotate by the angle -0.25.
If sets of points are scaled uniformly (scale factor is equal by each axis), this procedure may be significantly simplified.
Just use Kabsch algorithm to get translation/rotation values. Then perform these translation and rotation (centroids should coincide with the origin of the coordinate system). Then for each pair of points (and for each coordinate) estimate Linear regression. Linear regression coefficient is exactly the scale factor.
A good explanation Finding optimal rotation and translation between corresponding 3D points
The code is in matlab but it's trivial to convert to opengl using the cv::SVD function
You might want to try ICP (Iterative closest point).
Given two sets of 3d points, it will tell you the transformation (rotation + translation) to go from the first set to the second one.
If you're interested in a c++ lightweight implementation, try libicp.
Good luck!
The general transformation, as well the scale can be retrieved via Procrustes Analysis. It works by superimposing the objects on top of each other and tries to estimate the transformation from that setting. It has been used in the context of ICP, many times. In fact, your preference, Kabash algorithm is a special case of this.
Moreover, Horn's alignment algorithm (based on quaternions) also finds a very good solution, while being quite efficient. A Matlab implementation is also available.
Scale can be inferred without SVD, if your points are uniformly scaled in all directions (I could not make sense of SVD-s scale matrix either). Here is how I solved the same problem:
Measure distances of each point to other points in the point cloud to get a 2d table of distances, where entry at (i,j) is norm(point_i-point_j). Do the same thing for the other point cloud, so you get two tables -- one for original and the other for reconstructed points.
Divide all values in one table by the corresponding values in the other table. Because the points correspond to each other, the distances do too. Ideally, the resulting table has all values being equal to each other, and this is the scale.
The median value of the divisions should be pretty close to the scale you are looking for. The mean value is also close, but I chose median just to exclude outliers.
Now you can use the scale value to scale all the reconstructed points and then proceed to estimating the rotation.
Tip: If there are too many points in the point clouds to find distances between all of them, then a smaller subset of distances will work, too, as long as it is the same subset for both point clouds. Ideally, just one distance pair would work if there is no measurement noise, e.g when one point cloud is directly derived from the other by just rotating it.
you can also use ScaleRatio ICP proposed by BaoweiLin
The code can be found in github

2D coordinate normalization

I need to implement a function which normalizes coordinates. I define normalize as (please suggest a better term if Im wrong):
Mapping entries of a data set from their natural range to values between 0 and 1.
Now this was easy in one dimension:
static List<float> Normalize(float[] nums)
{
float max = Max(nums);
float min = Min(nums);
float delta = max - min;
List<float> li = new List<float>();
foreach (float i in nums)
{
li.Add((i - min) / delta);
}
return li;
}
I need a 2D version as well and that one has to keep the aspect ratio intact. But Im having some troubles figuring out the math.
Although the code posted is in C# the answers need not to be.
Thanks in advance. :)
I am posting my response as an answer because I do not have enough points to make a comment.
My interpretation of the question: How do we normalize the coordinates of a set of points in 2 dimensional space?
A normalization operation involves a "shift and scale" operation. In case of 1 dimensional space this is fairly easy and intuitive (as pointed out by #Mizipzor).
normalizedX=(originalX-minX)/(maxX-minX)
In this case we are first shifing the value by a distance of minX and then scaling it by the range which is given by (maxX-minX). The shift operation ensures that the minimum moves to 0 and the scale operation squashes the distribution such that the distribution has an upper limit of 1
In case of 2d , simply dividing by the largest dimension is not enought. Why?
Consider the simplified case with just 2 points as shown below.
The maximum value of any dimension is the Y value of point B and this 10000.
Coordinates of normalized A=>5000/10000,8000/10000 ,i.e 0.5,0.8
Coordinates of normalized A=>7000/10000,10000/10000 ,i.e 0.7,1.0
The X and Y values are all with 0 and 1. However, the distribution of the normalized values is far from uniform. The minimum value is just 0.5. Ideally this should be closer to 0.
Preferred approach for normalizing 2d coordinates
To get a more even distribution we should do a "shift" operation around the minimum of all X values and minimum of all Y values. This could be done around the mean of X and mean of Y as well. Considering the above example,
the minimum of all X is 5000
the minimum of all Y is 8000
Step 1 - Shift operation
A=>(5000-5000,8000-8000), i.e (0,0)
B=>(7000-5000,10000-8000), i.e. (2000,2000)
Step 2 - Scale operation
To scale down the values we need some maximum. We could use the diagonal AB whose length is 2000
A=>(0/2000,0/2000), i.e. (0,0)
B=>(2000/2000,2000/2000)i.e. (1,1)
What happens when there are more than 2 points?
The approach remains similar. We find the coordinates of the smallest bounding box which fits all the points.
We find the minimum value of X (MinX) and minimum value of Y (MinY) from all the points and do a shift operation. This changes the origin to the lower left corner of the bounding box.
We find the maximum value of X (MaxX) and maximum value of Y (MaxY) from all the points.
We calculate the length of the diagonal connecting (MinX,MinY) and (MaxX,MaxY) and use this value to do a scale operation.
.
length of diagonal=sqrt((maxX-minX)*(maxX-minX) + (maxY-minY)*(maxY-minY))
normalized X = (originalX - minX)/(length of diagonal)
normalized Y = (originalY - minY)/(length of diagonal)
How does this logic change if we have more than 2 dimensions?
The concept remains the same.
- We find the minimum value in each of the dimensions (X,Y,Z)
- We find the maximum value in each of the dimensions (X,Y,Z)
- Compute the length of the diagonal as a scaling factor
- Use the minimum values to shift the origin.
length of diagonal=sqrt((maxX-minX)*(maxX-minX)+(maxY-minY)*(maxY-minY)+(maxZ-minZ)*(maxZ-minZ))
normalized X = (originalX - minX)/(length of diagonal)
normalized Y = (originalY - minY)/(length of diagonal)
normalized Z = (originalZ - minZ)/(length of diagonal)
It seems you want each vector (1D, 2D or ND) to have length <= 1.
If that's the only requirement, you can just divide each vector by the length of the longest one.
double max = maximum (|vector| for each vector in 'data');
foreach (Vector v : data) {
li.add(v / max);
}
That will make the longest vector in result list to have length 1.
But this won't be equivalent of your current code for 1-dimensional case, as you can't find minimum or maximum in a set of points on the plane. Thus, no delta.
Simple idea: Find out which dimension is bigger and normalize in this dimension. The second dimension can be computed by using the ratio. This way the ratio is kept and your values are between 0 and 1.

Generating random points within a hexagon for procedural game content

I'm using procedural techniques to generate graphics for a game I am writing.
To generate some woods I would like to scatter trees randomly within a regular hexagonal area centred at <0,0>.
What is the best way to generate these points in a uniform way?
If you can find a good rectangular bounding box for your hexagon, the easiest way to generate uniformly random points is by rejection sampling (http://en.wikipedia.org/wiki/Rejection_sampling)
That is, find a rectangle that entirely contains your hexagon, and then generate uniformly random points within the rectangle (this is easy, just independently generate random values for each coordinate in the right range). Check if the random point falls within the hexagon. If yes, keep it. If no, draw another point.
So long as you can find a good bounding box (the area of the rectangle should not be more than a constant factor larger than the area of the hexagon it encloses), this will be extremely fast.
A possibly simple way is the following:
F ____ B
/\ /\
A /__\/__\ E
\ /\ /
\/__\/
D C
Consider the parallelograms ADCO (center is O) and AOBF.
Any point in this can be written as a linear combination of two vectors AO and AF.
An point P in those two parallelograms satisfies
P = x* AO + y * AF or xAO + yAD.
where 0 <= x < 1 and 0 <= y <= 1 (we discount the edges shared with BECO).
Similarly any point Q in the parallelogram BECO can be written as the linear combination of vectors BO and BE such that
Q = xBO + yBE where 0 <=x <=1 and 0 <=y <= 1.
Thus to select a random point
we select
A with probability 2/3 and B with probability 1/3.
If you selected A, select x in [0,1) (note, half-open interval [0,1)) and y in [-1,1] and choose point P = xAO+yAF if y > 0 else choose P = x*AO + |y|*AD.
If you selected B, select x in [0,1] and y in [0,1] and choose point Q = xBO + yBE.
So it will take three random number calls to select one point, which might be good enough, depending on your situation.
If it's a regular hexagon, the simplest method that comes to mind is to divide it into three rhombuses. That way (a) they have the same area, and (b) you can pick a random point in any one rhombus with two random variables from 0 to 1. Here is a Python code that works.
from math import sqrt
from random import randrange, random
from matplotlib import pyplot
vectors = [(-1.,0),(.5,sqrt(3.)/2.),(.5,-sqrt(3.)/2.)]
def randinunithex():
x = randrange(3);
(v1,v2) = (vectors[x], vectors[(x+1)%3])
(x,y) = (random(),random())
return (x*v1[0]+y*v2[0],x*v1[1]+y*v2[1])
for n in xrange(500):
v = randinunithex()
pyplot.plot([v[0]],[v[1]],'ro')
pyplot.show()
A couple of people in the discussion raised the question of uniformly sampling a discrete version of the hexagon. The most natural discretization is with a triangular lattice, and there is a version of the above solution that still works. You can trim the rhombuses a little bit so that they each contain the same number of points. They only miss the origin, which has to be allowed separately as a special case. Here is a code for that:
from math import sqrt
from random import randrange, random
from matplotlib import pyplot
size = 10
vectors = [(-1.,0),(.5,sqrt(3.)/2.),(.5,-sqrt(3.)/2.)]
def randinunithex():
if not randrange(3*size*size+1): return (0,0)
t = randrange(3);
(v1,v2) = (vectors[t], vectors[(t+1)%3])
(x,y) = (randrange(0,size),randrange(1,size))
return (x*v1[0]+y*v2[0],x*v1[1]+y*v2[1])
# Plot 500 random points in the hexagon
for n in xrange(500):
v = randinunithex()
pyplot.plot([v[0]],[v[1]],'ro')
# Show the trimmed rhombuses
for t in xrange(3):
(v1,v2) = (vectors[t], vectors[(t+1)%3])
corners = [(0,1),(0,size-1),(size-1,size-1),(size-1,1),(0,1)]
corners = [(x*v1[0]+y*v2[0],x*v1[1]+y*v2[1]) for (x,y) in corners]
pyplot.plot([x for (x,y) in corners],[y for (x,y) in corners],'b')
pyplot.show()
And here is a picture.
alt text http://www.freeimagehosting.net/uploads/0f80ad5d9a.png
The traditional approach (applicable to regions of any polygonal shape) is to perform trapezoidal decomposition of your original hexagon. Once that is done, you can select your random points through the following two-step process:
1) Select a random trapezoid from the decomposition. Each trapezoid is selected with probability proportional to its area.
2) Select a random point uniformly in the trapezoid chosen on step 1.
You can use triangulation instead of trapezoidal decomposition, if you prefer to do so.
Chop it up into six triangles (hence this applies to any regular polygon), randomly choose one triangle, and randomly choose a point in the selected triangle.
Choosing random points in a triangle is a well-documented problem.
And of course, this is quite fast and you'll only have to generate 3 random numbers per point --- no rejection, etc.
Update:
Since you will have to generate two random numbers, this is how you do it:
R = random(); //Generate a random number called R between 0-1
S = random(); //Generate a random number called S between 0-1
if(R + S >=1)
{
R = 1 – R;
S = 1 – S;
}
You may check my 2009 paper, where I derived an "exact" approach to generate "random points" inside different lattice shapes: "hexagonal", "rhombus", and "triangular". As far as I know it is the "most optimized approach" because for every 2D position you only need two random samples. Other works derived earlier require 3 samples for each 2D position!
Hope this answers the question!
http://arxiv.org/abs/1306.0162
1) make biection from points to numbers (just enumerate them), get random number -> get point.
Another solution.
2) if N - length of hexagon's side, get 3 random numbers from [1..N], start from some corner and move 3 times with this numbers for 3 directions.
The rejection sampling solution above is intuitive and simple, but uses a rectangle, and (presumably) euclidean, X/Y coordinates. You could make this slightly more efficient (though still suboptimal) by using a circle with radius r, and generate random points using polar coordinates from the center instead, where distance would be rand()*r, and theta (in radians) would be rand()*2*PI.

Averaging angles... Again

I want to calculate the average of a set of angles, which represents source bearing (0 to 360 deg) - (similar to wind-direction)
I know it has been discussed before (several times). The accepted answer was Compute unit vectors from the angles and take the angle of their average.
However this answer defines the average in a non intuitive way. The average of 0, 0 and 90 will be atan( (sin(0)+sin(0)+sin(90)) / (cos(0)+cos(0)+cos(90)) ) = atan(1/2)= 26.56 deg
I would expect the average of 0, 0 and 90 to be 30 degrees.
So I think it is fair to ask the question again: How would you calculate the average, so such examples will give the intuitive expected answer.
Edit 2014:
After asking this question, I've posted an article on CodeProject which offers a thorough analysis. The article examines the following reference problems:
Given time-of-day [00:00-24:00) for each birth occurred in US in the year 2000 - Calculate the mean birth time-of-day
Given a multiset of direction measurements from a stationary transmitter to a stationary receiver, using a measurement technique with a wrapped normal distributed error – Estimate the direction.
Given a multiset of azimuth estimates between two points, made by “ordinary” humans (assuming to subject to a wrapped truncated normal distributed error) – Estimate the direction.
[Note the OP's question (but not title) appears to have changed to a rather specialised question ("...the average of a SEQUENCE of angles where each successive addition does not differ from the running mean by more than a specified amount." ) - see #MaR comment and mine. My following answer addresses the OP's title and the bulk of the discussion and answers related to it.]
This is not a question of logic or intuition, but of definition. This has been discussed on SO before without any real consensus. Angles should be defined within a range (which might be -PI to +PI, or 0 to 2*PI or might be -Inf to +Inf. The answers will be different in each case.
The word "angle" causes confusion as it means different things. The angle of view is an unsigned quantity (and is normally PI > theta > 0. In that cases "normal" averages might be useful. Angle of rotation (e.g. total rotation if an ice skater) might or might not be signed and might include theta > 2PI and theta < -2PI.
What is defined here is angle = direction whihch requires vectors. If you use the word "direction" instead of "angle" you will have captured the OP's (apparent original) intention and it will help to move away from scalar quantities.
Wikipedia shows the correct approach when angles are defined circularly such that
theta = theta+2*PI*N = theta-2*PI*N
The answer for the mean is NOT a scalar but a vector. The OP may not feel this is intuitive but it is the only useful correct approach. We cannot redefine the square root of -4 to be -2 because it's more initutive - it has to be +-2*i. Similarly the average of bearings -90 degrees and +90 degrees is a vector of zero length, not 0.0 degrees.
Wikipedia (http://en.wikipedia.org/wiki/Mean_of_circular_quantities) has a special section and states (The equations are LaTeX and can be seen rendered in Wikipedia):
Most of the usual means fail on
circular quantities, like angles,
daytimes, fractional parts of real
numbers. For those quantities you need
a mean of circular quantities.
Since the arithmetic mean is not
effective for angles, the following
method can be used to obtain both a
mean value and measure for the
variance of the angles:
Convert all angles to corresponding
points on the unit circle, e.g., α to
(cosα,sinα). That is convert polar
coordinates to Cartesian coordinates.
Then compute the arithmetic mean of
these points. The resulting point will
lie on the unit disk. Convert that
point back to polar coordinates. The
angle is a reasonable mean of the
input angles. The resulting radius
will be 1 if all angles are equal. If
the angles are uniformly distributed
on the circle, then the resulting
radius will be 0, and there is no
circular mean. In other words, the
radius measures the concentration of
the angles.
Given the angles
\alpha_1,\dots,\alpha_n the mean is
computed by
M \alpha = \operatorname{atan2}\left(\frac{1}{n}\cdot\sum_{j=1}^n
\sin\alpha_j,
\frac{1}{n}\cdot\sum_{j=1}^n
\cos\alpha_j\right)
using the atan2 variant of the
arctangent function, or
M \alpha = \arg\left(\frac{1}{n}\cdot\sum_{j=1}^n
\exp(i\cdot\alpha_j)\right)
using complex numbers.
Note that in the OP's question an angle of 0 is purely arbitrary - there is nothing special about wind coming from 0 as opposed to 180 (except in this hemisphere it's colder on the bicycle). Try changing 0,0,90 to 289, 289, 379 and see how the simple arithmetic no longer works.
(There are some distributions where angles of 0 and PI have special significance but they are not in scope here).
Here are some intense previous discussions which mirror the current spread of views :-)
Link
How do you calculate the average of a set of circular data?
http://forums.xkcd.com/viewtopic.php?f=17&t=22435
http://www.allegro.cc/forums/thread/595008
Thank you all for helping me see my problem more clearly.
I found what I was looking for.
It is called Mitsuta method.
The inputs and output are in the range [0..360).
This method is good for averaging data that was sampled using constant sampling intervals.
The method assumes that the difference between successive samples is less than 180 degrees (which means that if we won't sample fast enough, a 330 degrees change in the sampled signal would be incorrectly detected as a 30 degrees change in the other direction and will insert an error into the calculation). Nyquist–Shannon sampling theorem anybody ?
Here is a c++ code:
double AngAvrg(const vector<double>& Ang)
{
vector<double>::const_iterator iter= Ang.begin();
double fD = *iter;
double fSigD= *iter;
while (++iter != Ang.end())
{
double fDelta= *iter - fD;
if (fDelta < -180.) fD+= fDelta + 360.;
else if (fDelta > 180.) fD+= fDelta - 360.;
else fD+= fDelta ;
fSigD+= fD;
}
double fAvrg= fSigD / Ang.size();
if (fAvrg >= 360.) return fAvrg -360.;
if (fAvrg < 0. ) return fAvrg +360.;
return fAvrg ;
}
It is explained on page 51 of Meteorological Monitoring Guidance for Regulatory Modeling Applications (PDF)(171 pp, 02-01-2000, 454-R-99-005)
Thank you MaR for sending the link as a comment.
If the sampled data is constant, but our sampling device has an inaccuracy with a Von Mises distribution, a unit-vectors calculation will be appropriate.
This is incorrect on every level.
Vectors add according to the rules of vector addition. The "intuitive, expected" answer might not be that intuitive.
Take the following example. If I have one unit vector (1, 0), with origin at (0,0) that points in the +x-direction and another (-1, 0) that also has its origin at (0,0) that points in the -x-direction, what should the "average" angle be?
If I simply add the angles and divide by two, I can argue that the "average" is either +90 or -90. Which one do you think it should be?
If I add the vectors according to the rules of vector addition (component by component), I get the following:
(1, 0) + (-1, 0) = (0, 0)
In polar coordinates, that's a vector with zero magnitude and angle zero.
So what should the "average" angle be? I've got three different answers here for a simple case.
I think the answer is that vectors don't obey the same intuition that numbers do, because they have both magnitude and direction. Maybe you should describe what problem you're solving a bit better.
Whatever solution you decide on, I'd advise you to base it on vectors. It'll always be correct that way.
What does it even mean to average source bearings? Start by answering that question, and you'll get closer to being to define what you mean by the average of angles.
In my mind, an angle with tangent equal to 1/2 is the right answer. If I have a unit force pushing me in the direction of the vector (1, 0), another force pushing me in the direction of the vector (1, 0) and third force pushing me in the direction of the vector (0, 1), then the resulting force (the sum of these forces) is the force pushing me in the direction of (1, 2). These the the vectors representing the bearings 0 degrees, 0 degrees and 90 degrees. The angle represented by the vector (1, 2) has tangent equal to 1/2.
Responding to your second edit:
Let's say that we are measuring wind direction. Our 3 measurements were 0, 0, and 90 degrees. Since all measurements are equivalently reliable, why shouldn't our best estimate of the wind direction be 30 degrees? setting it to 25.56 degrees is a bias toward 0...
Okay, here's an issue. The unit vector with angle 0 doesn't have the same mathematical properties that the real number 0 has. Using the notation 0v to represent the vector with angle 0, note that
0v + 0v = 0v
is false but
0 + 0 = 0
is true for real numbers. So if 0v represents wind with unit speed and angle 0, then 0v + 0v is wind with double unit speed and angle 0. And then if we have a third wind vector (which I'll representing using the notation 90v) which has angle 90 and unit speed, then the wind that results from the sum of these vectors does have a bias because it's traveling at twice unit speed in the horizontal direction but only unit speed in the vertical direction.
In my opinion, this is about angles, not vectors. For that reason the average of 360 and 0 is truly 180.
The average of one turn and no turns should be half a turn.
Edit: Equivalent, but more robust algorithm (and simpler):
divide angles into 2 groups, [0-180) and [180-360)
numerically average both groups
average the 2 group averages with proper weighting
if wraparound occurred, correct by 180˚
This works because number averaging works "logically" if all the angles are in the same hemicircle. We then delay getting wraparound error until the very last step, where it is easily detected and corrected. I also threw in some code for handling opposite angle cases. If the averages are opposite we favor the hemisphere that had more angles in it, and in the case of equal angles in both hemispheres we return None because no average would make sense.
The new code:
def averageAngles2(angles):
newAngles = [a % 360 for a in angles];
smallAngles = []
largeAngles = []
# split the angles into 2 groups: [0-180) and [180-360)
for angle in newAngles:
if angle < 180:
smallAngles.append(angle)
else:
largeAngles.append(angle)
smallCount = len(smallAngles)
largeCount = len(largeAngles)
#averaging each of the groups will work with standard averages
smallAverage = sum(smallAngles) / float(smallCount) if smallCount else 0
largeAverage = sum(largeAngles) / float(largeCount) if largeCount else 0
if smallCount == 0:
return largeAverage
if largeCount == 0:
return smallAverage
average = (smallAverage * smallCount + largeAverage * largeCount) / \
float(smallCount + largeCount)
if largeAverage < smallAverage + 180:
# average will not hit wraparound
return average
elif largeAverage > smallAverage + 180:
# average will hit wraparound, so will be off by 180 degrees
return (average + 180) % 360
else:
# opposite angles: return whichever has more weight
if smallCount > largeCount:
return smallAverage
elif smallCount < largeCount:
return largeAverage
else:
return None
>>> averageAngles2([0, 0, 90])
30.0
>>> averageAngles2([30, 350])
10.0
>>> averageAngles2([0, 200])
280.0
Here's a slightly naive algorithm:
remove all oposite angles from the list
take a pair of angles
rotate them to the first and second quadrant and average them
rotate average angle back by same amount
for each remaining angle, average in same way, but with successively increasing weight to the composite angle
some python code (step 1 not implemented)
def averageAngles(angles):
newAngles = [a % 360 for a in angles];
average = 0
weight = 0
for ang in newAngles:
theta = 0
if 0 < ang - average <= 180:
theta = 180 - ang
else:
theta = 180 - average
r_ang = (ang + theta) % 360
r_avg = (average + theta) % 360
average = ((r_avg * weight + r_ang) / float(weight + 1) - theta) % 360
weight += 1
return average
Here's the answer I gave to this same question:
How do you calculate the average of a set of circular data?
It gives answers inline with what the OP says he wants, but attention should be paid to this:
"I would also like to stress that even though this is a true average of angles, unlike the vector solutions, that does not necessarily mean it is the solution you should be using, the average of the corresponding unit vectors may well be the value you actually should to be using."
You are correct that the accepted answer of using traditional average is wrong.
An average of a set of points x_1 ... x_n in a metric space X is an element x in X that minimizes the sum of distances squares to each point (See Frechet mean). If you try to find this minimum using simple calculus with regular real numbers, you will recover the standard "add up and divide by n" formula.
For an angle, our elements are actually points on the unit circle S1. Our metric isn't euclidean distance, but arc length, which is proportional to angle.
So, the average angle is the one that minimizes the square of the angle difference between each other angle. In other words,
if you have a function angleBetween(a, b) you want to find the angle a
such that sum over i of angleBetween(a_i, a) is minimized.
This is an optimization problem which can be solved using a numerical optimizer. Several of the answers here claim to provide simpler closed forms, or at least better approximations.
Statistics
As you point out in your article, you need to assume errors follow a Gaussian distribution to justify using least squares as the maximum likelyhood estimator. So in this application, where is the error? Is the random error in the position of two things, and the angle is just the normal of the line between them? If so, that normal will not follow a Gaussian distribution, even if the error in point position does. Taking means of angles only really makes sense if the random error is observed in the angle itself.
You could do this: Say you have a set of angles in an array angle, then to compute the array first do: angle[i] = angle[i] mod 360, now perform a simple average over the array. So when you have 360, 10, 20, you are averaging 0, 10 and 20 - the results are intuitive.
What is wrong with taking the set of angles as real values and just computing the arithmetic average of those numbers? Then you would get the intuitive (0+0+90)/3 = 30 deg.
Edit: Thanks for useful comments and pointing out that angles may exceed 360. I believe the answer could be the normal arithmetic average reduced "modulo" 360: we sum all the values, divide by the number of angles and then subtract/add a multiple of 360 so that the result lies in the interval [0..360).
I think the problem stems from how you treat angles greater than 180 (and those greater than 360 as well). If you reduce the angles to a range of +180 to -180 before adding them to the total, you get something more reasonable:
int AverageOfAngles(int angles[], int count)
{
int total = 0;
for (int index = 0; index < count; index++)
{
int angle = angles[index] % 360;
if (angle > 180) { angle -= 360; }
total += angle;
}
return (int)((float)total/count);
}
Maybe you could represent angles as quaternions and take average of these quaternions and convert it back to angle.
I don't know If it gives you what you want because quaternions are rather rotations than angles. I also don't know if it will give you anything different from vector solution.
Quaternions in 2D simplify to complex numbers so I guess It's just vectors but maybe some interesting quaternion averaging algorithm like http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20070017872_2007014421.pdf when simplified to 2D will behave better than just vector average.
Here you go! The reference is https://www.wxforum.net/index.php?topic=8660.0
def avgWind(directions):
sinSum = 0
cosSum = 0
d2r = math.pi/180 #degree to radian
r2d = 180/math.pi
for i in range(len(directions)):
sinSum += math.sin(directions[i]*d2r)
cosSum += math.cos(directions[i]*d2r)
return ((r2d*(math.atan2(sinSum, cosSum)) + 360) % 360)
a= np.random.randint(low=0, high=360, size=6)
print(a)
avgWind(a)

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