Is there a way to generate a uniformly distributed point on a sphere from a fixed amount of random real...

How much of the clove should I use when using big garlic heads?

Worn-tile Scrabble

How can I have a shield and a way of attacking with a ranged weapon at the same time?

Time travel alters history but people keep saying nothing's changed

Pokemon Turn Based battle (Python)

What could be the right powersource for 15 seconds lifespan disposable giant chainsaw?

Is there a way to generate a uniformly distributed point on a sphere from a fixed amount of random real numbers?

Old scifi movie from the 50s or 60s with men in solid red uniforms who interrogate a spy from the past

How to type a long/em dash `—`

Can there be female White Walkers?

Cooking pasta in a water boiler

Why don't hard Brexiteers insist on a hard border to prevent illegal immigration after Brexit?

Dropping list elements from nested list after evaluation

I am an eight letter word. What am I?

Is an up-to-date browser secure on an out-of-date OS?

"as much details as you can remember"

Did any laptop computers have a built-in 5 1/4 inch floppy drive?

Why couldn't they take pictures of a closer black hole?

Falsification in Math vs Science

Does HR tell a hiring manager about salary negotiations?

How to type this arrow in math mode?

What is the most efficient way to store a numeric range?

How did passengers keep warm on sail ships?

Did Scotland spend $250,000 for the slogan "Welcome to Scotland"?



Is there a way to generate a uniformly distributed point on a sphere from a fixed amount of random real numbers?



The 2019 Stack Overflow Developer Survey Results Are InHow to find a random axis or unit vector in 3D?Picking random points in the volume of sphere with uniform probabilityIs a sphere a closed set?Random Point Sampling From a Set with Certain GeometryHow to Create a Plane Inside A CubeAlgorithm to generate random points in n-Sphere?Sampling on Axis-Aligned Spherical QuadRandom 3D points uniformly distributed on an ellipse shaped window of a sphereCompensating for distortion when projecting a 2D texture onto a sphereFind the relative radial position of a point within an ellipsoid












4












$begingroup$


The obvious solution of Lattitude & Longitude doesn't work because it generates points more densely near the poles, and the other thing I came up with (Pick a random point in the unit cube, if it's in the sphere map it to the surface, and restart if it's outside) doesn't always find a point within a fixed number of tries.










share|cite|improve this question











$endgroup$












  • $begingroup$
    So what you want is a uniform distribution. It would be helpful to state this explicitly.
    $endgroup$
    – robjohn
    3 hours ago






  • 1




    $begingroup$
    Distribute longitude uniformly and the sine of the latitude uniformly. Then the distribution of points on the sphere will be uniform.
    $endgroup$
    – robjohn
    3 hours ago










  • $begingroup$
    @robjohn thank you, you're right that I forgot to specify that.
    $endgroup$
    – The Zach Man
    1 hour ago
















4












$begingroup$


The obvious solution of Lattitude & Longitude doesn't work because it generates points more densely near the poles, and the other thing I came up with (Pick a random point in the unit cube, if it's in the sphere map it to the surface, and restart if it's outside) doesn't always find a point within a fixed number of tries.










share|cite|improve this question











$endgroup$












  • $begingroup$
    So what you want is a uniform distribution. It would be helpful to state this explicitly.
    $endgroup$
    – robjohn
    3 hours ago






  • 1




    $begingroup$
    Distribute longitude uniformly and the sine of the latitude uniformly. Then the distribution of points on the sphere will be uniform.
    $endgroup$
    – robjohn
    3 hours ago










  • $begingroup$
    @robjohn thank you, you're right that I forgot to specify that.
    $endgroup$
    – The Zach Man
    1 hour ago














4












4








4


1



$begingroup$


The obvious solution of Lattitude & Longitude doesn't work because it generates points more densely near the poles, and the other thing I came up with (Pick a random point in the unit cube, if it's in the sphere map it to the surface, and restart if it's outside) doesn't always find a point within a fixed number of tries.










share|cite|improve this question











$endgroup$




The obvious solution of Lattitude & Longitude doesn't work because it generates points more densely near the poles, and the other thing I came up with (Pick a random point in the unit cube, if it's in the sphere map it to the surface, and restart if it's outside) doesn't always find a point within a fixed number of tries.







geometry






share|cite|improve this question















share|cite|improve this question













share|cite|improve this question




share|cite|improve this question








edited 1 hour ago









robjohn

271k27313642




271k27313642










asked 3 hours ago









The Zach ManThe Zach Man

1107




1107












  • $begingroup$
    So what you want is a uniform distribution. It would be helpful to state this explicitly.
    $endgroup$
    – robjohn
    3 hours ago






  • 1




    $begingroup$
    Distribute longitude uniformly and the sine of the latitude uniformly. Then the distribution of points on the sphere will be uniform.
    $endgroup$
    – robjohn
    3 hours ago










  • $begingroup$
    @robjohn thank you, you're right that I forgot to specify that.
    $endgroup$
    – The Zach Man
    1 hour ago


















  • $begingroup$
    So what you want is a uniform distribution. It would be helpful to state this explicitly.
    $endgroup$
    – robjohn
    3 hours ago






  • 1




    $begingroup$
    Distribute longitude uniformly and the sine of the latitude uniformly. Then the distribution of points on the sphere will be uniform.
    $endgroup$
    – robjohn
    3 hours ago










  • $begingroup$
    @robjohn thank you, you're right that I forgot to specify that.
    $endgroup$
    – The Zach Man
    1 hour ago
















$begingroup$
So what you want is a uniform distribution. It would be helpful to state this explicitly.
$endgroup$
– robjohn
3 hours ago




$begingroup$
So what you want is a uniform distribution. It would be helpful to state this explicitly.
$endgroup$
– robjohn
3 hours ago




1




1




$begingroup$
Distribute longitude uniformly and the sine of the latitude uniformly. Then the distribution of points on the sphere will be uniform.
$endgroup$
– robjohn
3 hours ago




$begingroup$
Distribute longitude uniformly and the sine of the latitude uniformly. Then the distribution of points on the sphere will be uniform.
$endgroup$
– robjohn
3 hours ago












$begingroup$
@robjohn thank you, you're right that I forgot to specify that.
$endgroup$
– The Zach Man
1 hour ago




$begingroup$
@robjohn thank you, you're right that I forgot to specify that.
$endgroup$
– The Zach Man
1 hour ago










2 Answers
2






active

oldest

votes


















5












$begingroup$

The Lambert cylindrical equal area projection maps the sphere to a cylinder, area to equal area. It is easy to generate a uniform distribution on a cylinder. Simply map it back to the sphere.



For $(u_1,u_2)$ uniform on $[0,1]^2$, either



$mathrm{lat}=arcsin(2u_1-1),mathrm{lon}=2pi u_2$



or



$z=2u_1-1,x=sqrt{1-z^2}cos(2pi u_2),y=sqrt{1-z^2}sin(2pi u_2)$






share|cite|improve this answer









$endgroup$





















    3












    $begingroup$

    Your method, even though it doesn't finish in a fixed number of times, is a reasonable way to do it. Each trial succeeds with probability $fracpi6$, which is better than $frac12$: the average number of trials is less than $2$.



    Another standard method is to use the normal distribution. Generate $x, y, z$ independently from a standard normal distribution, then take the point $(x,y,z)$ and divide it by $sqrt{x^2+y^2+z^2}$ as you did for points inside the cube. The multivariate normal distribution is rotationally symmetric, so this will get you evenly distributed points on the sphere.



    (The Box–Muller transform is one way to generate normally distributed random numbers, and some versions of it do not use rejection sampling, so they can be done with a "fixed amount" of randomness.)






    share|cite|improve this answer









    $endgroup$














      Your Answer





      StackExchange.ifUsing("editor", function () {
      return StackExchange.using("mathjaxEditing", function () {
      StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix) {
      StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["$", "$"], ["\\(","\\)"]]);
      });
      });
      }, "mathjax-editing");

      StackExchange.ready(function() {
      var channelOptions = {
      tags: "".split(" "),
      id: "69"
      };
      initTagRenderer("".split(" "), "".split(" "), channelOptions);

      StackExchange.using("externalEditor", function() {
      // Have to fire editor after snippets, if snippets enabled
      if (StackExchange.settings.snippets.snippetsEnabled) {
      StackExchange.using("snippets", function() {
      createEditor();
      });
      }
      else {
      createEditor();
      }
      });

      function createEditor() {
      StackExchange.prepareEditor({
      heartbeatType: 'answer',
      autoActivateHeartbeat: false,
      convertImagesToLinks: true,
      noModals: true,
      showLowRepImageUploadWarning: true,
      reputationToPostImages: 10,
      bindNavPrevention: true,
      postfix: "",
      imageUploader: {
      brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
      contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
      allowUrls: true
      },
      noCode: true, onDemand: true,
      discardSelector: ".discard-answer"
      ,immediatelyShowMarkdownHelp:true
      });


      }
      });














      draft saved

      draft discarded


















      StackExchange.ready(
      function () {
      StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fmath.stackexchange.com%2fquestions%2f3184449%2fis-there-a-way-to-generate-a-uniformly-distributed-point-on-a-sphere-from-a-fixe%23new-answer', 'question_page');
      }
      );

      Post as a guest















      Required, but never shown

























      2 Answers
      2






      active

      oldest

      votes








      2 Answers
      2






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes









      5












      $begingroup$

      The Lambert cylindrical equal area projection maps the sphere to a cylinder, area to equal area. It is easy to generate a uniform distribution on a cylinder. Simply map it back to the sphere.



      For $(u_1,u_2)$ uniform on $[0,1]^2$, either



      $mathrm{lat}=arcsin(2u_1-1),mathrm{lon}=2pi u_2$



      or



      $z=2u_1-1,x=sqrt{1-z^2}cos(2pi u_2),y=sqrt{1-z^2}sin(2pi u_2)$






      share|cite|improve this answer









      $endgroup$


















        5












        $begingroup$

        The Lambert cylindrical equal area projection maps the sphere to a cylinder, area to equal area. It is easy to generate a uniform distribution on a cylinder. Simply map it back to the sphere.



        For $(u_1,u_2)$ uniform on $[0,1]^2$, either



        $mathrm{lat}=arcsin(2u_1-1),mathrm{lon}=2pi u_2$



        or



        $z=2u_1-1,x=sqrt{1-z^2}cos(2pi u_2),y=sqrt{1-z^2}sin(2pi u_2)$






        share|cite|improve this answer









        $endgroup$
















          5












          5








          5





          $begingroup$

          The Lambert cylindrical equal area projection maps the sphere to a cylinder, area to equal area. It is easy to generate a uniform distribution on a cylinder. Simply map it back to the sphere.



          For $(u_1,u_2)$ uniform on $[0,1]^2$, either



          $mathrm{lat}=arcsin(2u_1-1),mathrm{lon}=2pi u_2$



          or



          $z=2u_1-1,x=sqrt{1-z^2}cos(2pi u_2),y=sqrt{1-z^2}sin(2pi u_2)$






          share|cite|improve this answer









          $endgroup$



          The Lambert cylindrical equal area projection maps the sphere to a cylinder, area to equal area. It is easy to generate a uniform distribution on a cylinder. Simply map it back to the sphere.



          For $(u_1,u_2)$ uniform on $[0,1]^2$, either



          $mathrm{lat}=arcsin(2u_1-1),mathrm{lon}=2pi u_2$



          or



          $z=2u_1-1,x=sqrt{1-z^2}cos(2pi u_2),y=sqrt{1-z^2}sin(2pi u_2)$







          share|cite|improve this answer












          share|cite|improve this answer



          share|cite|improve this answer










          answered 1 hour ago









          robjohnrobjohn

          271k27313642




          271k27313642























              3












              $begingroup$

              Your method, even though it doesn't finish in a fixed number of times, is a reasonable way to do it. Each trial succeeds with probability $fracpi6$, which is better than $frac12$: the average number of trials is less than $2$.



              Another standard method is to use the normal distribution. Generate $x, y, z$ independently from a standard normal distribution, then take the point $(x,y,z)$ and divide it by $sqrt{x^2+y^2+z^2}$ as you did for points inside the cube. The multivariate normal distribution is rotationally symmetric, so this will get you evenly distributed points on the sphere.



              (The Box–Muller transform is one way to generate normally distributed random numbers, and some versions of it do not use rejection sampling, so they can be done with a "fixed amount" of randomness.)






              share|cite|improve this answer









              $endgroup$


















                3












                $begingroup$

                Your method, even though it doesn't finish in a fixed number of times, is a reasonable way to do it. Each trial succeeds with probability $fracpi6$, which is better than $frac12$: the average number of trials is less than $2$.



                Another standard method is to use the normal distribution. Generate $x, y, z$ independently from a standard normal distribution, then take the point $(x,y,z)$ and divide it by $sqrt{x^2+y^2+z^2}$ as you did for points inside the cube. The multivariate normal distribution is rotationally symmetric, so this will get you evenly distributed points on the sphere.



                (The Box–Muller transform is one way to generate normally distributed random numbers, and some versions of it do not use rejection sampling, so they can be done with a "fixed amount" of randomness.)






                share|cite|improve this answer









                $endgroup$
















                  3












                  3








                  3





                  $begingroup$

                  Your method, even though it doesn't finish in a fixed number of times, is a reasonable way to do it. Each trial succeeds with probability $fracpi6$, which is better than $frac12$: the average number of trials is less than $2$.



                  Another standard method is to use the normal distribution. Generate $x, y, z$ independently from a standard normal distribution, then take the point $(x,y,z)$ and divide it by $sqrt{x^2+y^2+z^2}$ as you did for points inside the cube. The multivariate normal distribution is rotationally symmetric, so this will get you evenly distributed points on the sphere.



                  (The Box–Muller transform is one way to generate normally distributed random numbers, and some versions of it do not use rejection sampling, so they can be done with a "fixed amount" of randomness.)






                  share|cite|improve this answer









                  $endgroup$



                  Your method, even though it doesn't finish in a fixed number of times, is a reasonable way to do it. Each trial succeeds with probability $fracpi6$, which is better than $frac12$: the average number of trials is less than $2$.



                  Another standard method is to use the normal distribution. Generate $x, y, z$ independently from a standard normal distribution, then take the point $(x,y,z)$ and divide it by $sqrt{x^2+y^2+z^2}$ as you did for points inside the cube. The multivariate normal distribution is rotationally symmetric, so this will get you evenly distributed points on the sphere.



                  (The Box–Muller transform is one way to generate normally distributed random numbers, and some versions of it do not use rejection sampling, so they can be done with a "fixed amount" of randomness.)







                  share|cite|improve this answer












                  share|cite|improve this answer



                  share|cite|improve this answer










                  answered 3 hours ago









                  Misha LavrovMisha Lavrov

                  49k757107




                  49k757107






























                      draft saved

                      draft discarded




















































                      Thanks for contributing an answer to Mathematics Stack Exchange!


                      • Please be sure to answer the question. Provide details and share your research!

                      But avoid



                      • Asking for help, clarification, or responding to other answers.

                      • Making statements based on opinion; back them up with references or personal experience.


                      Use MathJax to format equations. MathJax reference.


                      To learn more, see our tips on writing great answers.




                      draft saved


                      draft discarded














                      StackExchange.ready(
                      function () {
                      StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fmath.stackexchange.com%2fquestions%2f3184449%2fis-there-a-way-to-generate-a-uniformly-distributed-point-on-a-sphere-from-a-fixe%23new-answer', 'question_page');
                      }
                      );

                      Post as a guest















                      Required, but never shown





















































                      Required, but never shown














                      Required, but never shown












                      Required, but never shown







                      Required, but never shown

































                      Required, but never shown














                      Required, but never shown












                      Required, but never shown







                      Required, but never shown







                      Popular posts from this blog

                      El tren de la libertad Índice Antecedentes "Porque yo decido" Desarrollo de la...

                      Castillo d'Acher Características Menú de navegación

                      Connecting two nodes from the same mother node horizontallyTikZ: What EXACTLY does the the |- notation for...