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以最小间距随机均匀分布点

[英]Random uniform distribution of points with minimum spacing

我试图在二维空间中生成一组点的坐标,这些点随机均匀分布,但彼此不太接近。

我从np.random.uniform开始,生成 nx 2 个值(x 和 y 坐标),然后使用两个嵌套的 for 循环在所有坐标上筛选坐标列表,以删除太近的点并将它们随机放置在某处别的:

# Generate xy coordinates for the grafting points
rng = np.random.RandomState(seed=self.rng_seed)
    coordinates = rng.uniform(high=(self.box_size[0], self.box_size[1]), size=(n_chains, 2))

for count in range(0, self.max_overlap_iter):
    moved_bead = False
    # Search for overlapping beads by looping over the list doubly
    for id_i, coord_i in enumerate(coordinates):
        for id_j, coord_j in enumerate(coordinates):
            if not id_i == id_j and np.sqrt(sum((coord_i - coord_j)**2)) < self.bead_size:
                # Move the second point
                coordinates[id_j] = rng.uniform(high=(self.box_size[0], self.box_size[1]), size=2)
                moved_bead = True
    if not moved_bead:
        break

在一个点被移动到一个新的随机位置后,它必须再次通过外循环到达 go,因为它可能仍然重叠。

问题是当点的密度足够高时,这会变得非常慢,因为某些点“重叠”的概率会飙升。 因此,我必须构建最大数量的迭代,但这显然不是我问题的解决方案。

有没有更快、更有效的方法来做到这一点?

您是否尝试过使用 Poisson-Disc 采样算法?

我认为这可能是您正在寻找的东西。

Python 实现

在此处输入图像描述

Jason Davies 泊松圆盘采样

Javascript 中的 Mike Bostock 实现

以下是删除的代码

<!DOCTYPE html>
<meta charset="utf-8">
<body>
<script src="//d3js.org/d3.v3.min.js"></script>
<script>

var width = 960,
    height = 500;

var sample = poissonDiscSampler(width, height, 10);

var svg = d3.select("body").append("svg")
    .attr("width", width)
    .attr("height", height);

d3.timer(function() {
  for (var i = 0; i < 10; ++i) {
    var s = sample();
    if (!s) return true;
    svg.append("circle")
        .attr("cx", s[0])
        .attr("cy", s[1])
        .attr("r", 0)
      .transition()
        .attr("r", 2);
  }
});

// Based on https://www.jasondavies.com/poisson-disc/
function poissonDiscSampler(width, height, radius) {
  var k = 30, // maximum number of samples before rejection
      radius2 = radius * radius,
      R = 3 * radius2,
      cellSize = radius * Math.SQRT1_2,
      gridWidth = Math.ceil(width / cellSize),
      gridHeight = Math.ceil(height / cellSize),
      grid = new Array(gridWidth * gridHeight),
      queue = [],
      queueSize = 0,
      sampleSize = 0;

  return function() {
    if (!sampleSize) return sample(Math.random() * width, Math.random() * height);

    // Pick a random existing sample and remove it from the queue.
    while (queueSize) {
      var i = Math.random() * queueSize | 0,
          s = queue[i];

      // Make a new candidate between [radius, 2 * radius] from the existing sample.
      for (var j = 0; j < k; ++j) {
        var a = 2 * Math.PI * Math.random(),
            r = Math.sqrt(Math.random() * R + radius2),
            x = s[0] + r * Math.cos(a),
            y = s[1] + r * Math.sin(a);

        // Reject candidates that are outside the allowed extent,
        // or closer than 2 * radius to any existing sample.
        if (0 <= x && x < width && 0 <= y && y < height && far(x, y)) return sample(x, y);
      }

      queue[i] = queue[--queueSize];
      queue.length = queueSize;
    }
  };

  function far(x, y) {
    var i = x / cellSize | 0,
        j = y / cellSize | 0,
        i0 = Math.max(i - 2, 0),
        j0 = Math.max(j - 2, 0),
        i1 = Math.min(i + 3, gridWidth),
        j1 = Math.min(j + 3, gridHeight);

    for (j = j0; j < j1; ++j) {
      var o = j * gridWidth;
      for (i = i0; i < i1; ++i) {
        if (s = grid[o + i]) {
          var s,
              dx = s[0] - x,
              dy = s[1] - y;
          if (dx * dx + dy * dy < radius2) return false;
        }
      }
    }

    return true;
  }

  function sample(x, y) {
    var s = [x, y];
    queue.push(s);
    grid[gridWidth * (y / cellSize | 0) + (x / cellSize | 0)] = s;
    ++sampleSize;
    ++queueSize;
    return s;
  }
}

</script>

我最终编写了一个泊松盘点集生成器算法,该算法可以生成非最大点集并在线性时间内运行,使用我从其他算法中获得的一些想法。

当然感谢@Kamil 给了我“泊松磁盘点集”这个词给谷歌;)

可以在这里找到: https://github.com/Compizfox/MDBrushGenerators/blob/master/PoissonDiskGenerator.py

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