Hướng dẫn python random rotation matrix

Rotation.random[]#

Generate uniformly distributed rotations.

Parameters numint or None, optional

Number of random rotations to generate. If None [default], then a single rotation is generated.

random_state{None, int, numpy.random.Generator,

If seed is None [or np.random], the numpy.random.RandomState singleton is used. If seed is an int, a new RandomState instance is used, seeded with seed. If seed is already a Generator or RandomState instance then that instance is used.

Returnsrandom_rotationRotation instance

Contains a single rotation if num is None. Otherwise contains a stack of num rotations.

Notes

This function is optimized for efficiently sampling random rotation matrices in three dimensions. For generating random rotation matrices in higher dimensions, see scipy.stats.special_ortho_group.

Examples

>>> from scipy.spatial.transform import Rotation as R

Sample a single rotation:

>>> R.random[].as_euler['zxy', degrees=True]
array[[-110.5976185 ,   55.32758512,   76.3289269 ]]  # random

Sample a stack of rotations:

>>> R.random[5].as_euler['zxy', degrees=True]
array[[[-110.5976185 ,   55.32758512,   76.3289269 ],  # random
       [ -91.59132005,  -14.3629884 ,  -93.91933182],
       [  25.23835501,   45.02035145, -121.67867086],
       [ -51.51414184,  -15.29022692, -172.46870023],
       [ -81.63376847,  -27.39521579,    2.60408416]]]

//math.stackexchange.com/questions/442418/random-generation-of-rotation-matrices

This may answer your question, at least as far as the strategy goes. As far as I know, there is no standard or library function from numpy that will do precisely what you need. A myriad of computational strategies are presented there, but I would prefer an extension of the quaternion approach since it can preserve a uniform distribution, which is what I'm assuming you're after.

EDIT: My original answer stated "roughly uniform," whereas after a bit more research I found that the quaternion approach, when sampled from a uniform distribution, will in fact preserve a uniform distribution in the rotations.

May 12, 2015

Making a random rotation matrix is somewhat hard. You can’t just use “random elements”; that’s not a random matrix.

First attempt: Rotate around a random vector

My first thought was the following:

  1. Pick a random axis \[\hat u\], by getting three Gaussian-distributed numbers, calling them x, y, and z, and then taking the norm of that vector.
  2. Pick a random angle in the range \[0 \le \theta < 2 \pi\].
  3. Rotate your original vector \[\vec v\] around \[\hat u\] by \[\theta\].

That’s accomplished with the following code:

# Preliminaries
import numpy as np
v = np.array[[0,0,2]] # or whatever you need

# Step 1
axis = np.random.standard_normal[[3,]]
axis /= np.linalg.norm[axis]

# Step 2
theta = np.random.uniform[0, 2*np.pi]

# Step 3
def rotate[vec, axis, angle]:
    """Rodrigues rotation formula"""
    # TODO: Test this
    axis = axis / np.linalg.norm[axis]
    term1 = vec * np.cos[angle]
    term2 = [np.cross[axis, vec]] * np.sin[angle]
    term3 = axis * [[1 - np.cos[angle]] * axis.dot[vec]]
    return term1 + term2 + term3
    
rotated = rotate[v, axis, theta]

Unfortunately, this does not give you a uniformly rotated vector: you end up where you started too often.

Second attempt: Uniform Random Rotation Matrix

If we want a uniformly distributed rotation, that’s a little trickier than the above. There’s a Wikipedia article section on it, but its not too helpful.

Instead, I found some C code from a book called “Graphics Gems III”.

Then, I started with a direct translation of the C code:

def rand_rotation_matrix[deflection=1.0]:
    """
    Creates a random rotation matrix.
    
    deflection: the magnitude of the rotation. For 0, no rotation; for 1, competely random rotation. Small
    deflection => small perturbation.
    """
    # from //www.realtimerendering.com/resources/GraphicsGems/gemsiii/rand_rotation.c
    
    theta = np.random.uniform[0, 2.0*deflection*np.pi] # Rotation about the pole [Z].
    phi = np.random.uniform[0, 2.0*np.pi] # For direction of pole deflection.
    z = np.random.uniform[0, 2.0*deflection] # For magnitude of pole deflection.
    
    # Compute a vector V used for distributing points over the sphere
    # via the reflection I - V Transpose[V].  This formulation of V
    # will guarantee that if x[1] and x[2] are uniformly distributed,
    # the reflected points will be uniform on the sphere.  Note that V
    # has length sqrt[2] to eliminate the 2 in the Householder matrix.
    
    r = np.sqrt[z]
    Vx, Vy, Vz = V = [
        np.sin[phi] * r,
        np.cos[phi] * r,
        np.sqrt[2.0 - z]
    ]

    # Compute the row vector S = Transpose[V] * R, where R is a simple
    # rotation by theta about the z-axis.  No need to compute Sz since
    # it's just Vz.

    st = sin[theta]
    ct = cos[theta]
    Sx = Vx * ct - Vy * st
    Sy = Vx * st + Vy * ct
    
    # Construct the rotation matrix  [ V Transpose[V] - I ] R, which
    # is equivalent to V S - R.
    
    M = np.array[[
            [
                Vx * Sx - ct,
                Vx * Sy - st,
                Vx * Vz
            ],
            [
                Vy * Sx + st,
                Vy * Sy - ct,
                Vy * Vz
            ],
            [
                Vz * Sx,
                Vz * Sy,
                1.0 - z   # This equals Vz * Vz - 1.0
            ]
            ]
    ]
    return M

Then I did a more Pythonic version, using numpy arrays more to their potential, and adding an option to use pre-generated random numbers:

def rand_rotation_matrix[deflection=1.0, randnums=None]:
    """
    Creates a random rotation matrix.
    
    deflection: the magnitude of the rotation. For 0, no rotation; for 1, competely random
    rotation. Small deflection => small perturbation.
    randnums: 3 random numbers in the range [0, 1]. If `None`, they will be auto-generated.
    """
    # from //www.realtimerendering.com/resources/GraphicsGems/gemsiii/rand_rotation.c
    
    if randnums is None:
        randnums = np.random.uniform[size=[3,]]
        
    theta, phi, z = randnums
    
    theta = theta * 2.0*deflection*np.pi  # Rotation about the pole [Z].
    phi = phi * 2.0*np.pi  # For direction of pole deflection.
    z = z * 2.0*deflection  # For magnitude of pole deflection.
    
    # Compute a vector V used for distributing points over the sphere
    # via the reflection I - V Transpose[V].  This formulation of V
    # will guarantee that if x[1] and x[2] are uniformly distributed,
    # the reflected points will be uniform on the sphere.  Note that V
    # has length sqrt[2] to eliminate the 2 in the Householder matrix.
    
    r = np.sqrt[z]
    Vx, Vy, Vz = V = [
        np.sin[phi] * r,
        np.cos[phi] * r,
        np.sqrt[2.0 - z]
        ]
    
    st = np.sin[theta]
    ct = np.cos[theta]
    
    R = np.array[[[ct, st, 0], [-st, ct, 0], [0, 0, 1]]]
    
    # Construct the rotation matrix  [ V Transpose[V] - I ] R.
    
    M = [np.outer[V, V] - np.eye[3]].dot[R]
    return M

This method does a much better job of creating a uniform distribution. In other words, for any vector \[\vec v\], after multiplying \[\vec v^\prime = M \vec v\] [or v2 = M.dot[v]], the new vector \[\vec v^\prime\] will be uniformly distributed over the sphere.

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