Newsgroups: comp.graphics Path: utzoo!utgpu!watserv1!watcgl!jdchrist From: jdchrist@watcgl.waterloo.edu (Dan Christensen) Subject: Re: Random points on a sphere Message-ID: <1990May4.150632.27212@watcgl.waterloo.edu> Keywords: random points sphere Organization: Computer Graphics Lab, University of Waterloo References: <434@ticipa.ti.com> <1990Apr26.151056.25145@laguna.ccsf.caltech.edu> <1990Apr27.201704.16711@cs.UAlberta.CA> Distribution: na Date: Fri, 4 May 90 15:06:32 GMT Lines: 12 In article <1990Apr27.201704.16711@cs.UAlberta.CA> cdshaw@cs.UAlberta.CA (Chris Shaw) writes: >How about using 4 random numbers in the range from [0.0, 1.0] >to generate a quaternion [w,x,y,z]? Normalize the quaternion so that >(w*w + x*x + y*y + z*z) = 1.0 , and use this as a rotation of a unit vector >[ 1, 0, 0 ]. I think this presents the same problem as just choosing random x, y and z from [0.0, 1.0] and normalizing without rejection, namely that the resulting distribution is not uniform. The quaternions that your method generates will more dense near the corner's of the hypercube in 4-space. Dan Christensen