I am trying to generate uniform random points on the surface of a unit sphere for a Monte Carlo ray tracing program. When I say uniform I mean the points are uniformly distr
This should be quick if you have a fast RNG:
// RNG::draw() returns a uniformly distributed number between -1 and 1.
void drawSphereSurface(RNG& rng, double& x1, double& x2, double& x3)
{
while (true) {
x1 = rng.draw();
x2 = rng.draw();
x3 = rng.draw();
const double radius = sqrt(x1*x1 + x2*x2 + x3*x3);
if (radius > 0 && radius < 1) {
x1 /= radius;
x2 /= radius;
x3 /= radius;
return;
}
}
}
To speed it up, you can move the sqrt
call inside the if
block.