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- Newsgroups: comp.theory
- Path: sparky!uunet!charon.amdahl.com!pacbell.com!decwrl!adobe!wtyler
- From: wtyler@adobe.com (William Tyler)
- Subject: Re: Uniform noise in d-sphere
- Message-ID: <1992Nov6.181010.9261@adobe.com>
- Sender: usenet@adobe.com (USENET NEWS)
- Organization: Adobe Systems Inc., Mountain View, CA
- References: <3655@news.cerf.net>
- Date: Fri, 6 Nov 1992 18:10:10 GMT
- Lines: 27
-
- In article <3655@news.cerf.net> jcbhrb@nic.cerf.net (Jacob Hirbawi) writes:
-
- >A third method might be the following: use spherical coordinates and
- >pick uniform random numbers for each of the coordinates with the appropriate
- >ranges. In three dimensions this would be:
- >
- > (1) radius uniform over (0,d)
- > (2) angle1 uniform over (0,2 pi)
- > (3) angle2 uniform over (0, pi)
- >
- >This seems to be *too* simple but since I can't think of any point within the
- >sphere being more favored than any other point I would think that the
- >distribution is in fact uniform.
-
- This is definitely wrong. To choose just one point of attack, radii
- smaller than d/2 are equally likely to be picked as radii greater than
- d/2. But the volume inside radius d/2 is much less than the volume
- outside that radius (depending on the dimension of the hypersphere),
- so points outside d/2 are much less likely to be chosen. This same
- sort of objection applies to the other coordinates.
-
- Bill
-
-
-
- --
- Bill Tyler wtyler@adobe.com
-