Placing a random point uniformly in a Voronoi cell

In the previous post, I discussed how Voronoi or Dirichlet tesselations are useful and how they can be calculated or estimated with many scientific programming languages by using standard libraries usually based on Qhull. The cells of such a tessellation divide the underlying space. Now I want to randomly place a single point in a uniform manner in each bounded Voronoi cell.

But why?

Well, this task arises occasionally, particularly when developing mathematical models of wireless networks, such as mobile or cellular phone networks. A former colleague of mine had to do this, which inspired me to write some MATLAB code a couple of years ago. And I’ve seen the question posed a couple of times on the web . So I thought: I can do that.


For this problem, I see two obvious methods.

Simple but crude

The simplest method is to cover each Voronoi cell with a rectangle or disk. Then randomly place a point uniformly on the rectangle or disk. If it doesn’t randomly land inside the rectangle or disk, then do it again until it does. Crude, slightly inefficient, but simple.

Elegant but slightly tricky

A more elegant way, which I will implement, is to partition (or divide) each Voronoi cell into triangles. Then randomly choose a triangle based on its area and, finally, uniformly position a point on that triangle.


Partition cells into triangles

It is straightforward to divide a Voronoi cell into triangles. Each side of the cell corresponds to one side of a triangle (that is, two points). The third point of the triangle is the original point corresponding to the Voronoi cell.

Choose a triangle

Randomly choosing a triangle is also easy. For a given cell, number the triangles. Which random triangle is chosen is simply a discrete random variable whose probability mass function is formed from triangle areas normalized (or divided) by the total area of the Voronoi cell. In other words, the probability of randomly choosing triangle \(i\) with area \(A_i\) from \(m\) triangles is simply

\(P_i=\frac{A_i}{\sum_{j=1}^m A_j}.\)

To calculate the area of the triangles, I use the shoelace formula , which for a triangle with corners labelled \(\textbf{A}\), \(\textbf{B}\) and \(\textbf{C}\) gives

\(A= \frac{1}{2} |(x_{\textbf{B}}-x_{\textbf{A}})(y_{\textbf{C}}-y_{\textbf{A}})-(x_{\textbf{C}}-x_{\textbf{A}})(y_{\textbf{B}}-y_{\textbf{A}})|.\)

But you can also use Herron’s formula.

Then the random variable is sampled using the probabilities based on the triangle areas.

Place point on chosen triangle

Given a triangle, the final step is also easy, if you know how, which is often the case in mathematics. I have already covered this step in a previous post, but I’ll give some details here.

To position a single point uniformly in the triangle, generate two random uniform variables on the unit interval \((0,1)\), say \(U\) and \(V\). The random \(X\) and \(Y\) coordinates of the single point are given by the expressions:

\(X=\sqrt{U} x_{\textbf{A}}+\sqrt{U}(1-V x_{\textbf{B}})+\sqrt{U}V x_{\textbf{C}}\)

\(Y=\sqrt{U} y_{\textbf{A}}+\sqrt{U}(1-V y_{\textbf{B}})+\sqrt{U}V y_{\textbf{C}}\)


The blue points are the points of the underlying point pattern that was used to generate the Voronoi tesselation. (These points have also been arbitrarily numbered.) The red points are the random points that have been uniformly placed in all the bounded Voronoi cells.



Empirical validation

We can empirically validate that the points are being placed uniformly on the bounded Voronoi cells. For a given (that is, non-random) Voronoi cell, we can repeatedly place (or sample) a random point uniformly in the cell. Increasing the number of randomly placed points, the respective averages of the \(x\) and \(y\) coordinates of the points will converge to the centroids (or geometric centres) of the Voronoi cell, which can be calculated with simple formulas.


The code for all my posts is located online here. For this post, the code in MATLAB and Python is here.

I have also written in MATLAB and Python the code as functions (in files funVoronoiUniform.m and, respectively), so people can use it more easily. The function files are located here, where I have also included an implementation of the aforementioned empirical test involving centroids. You should be able to use those functions and for any two-dimensional point patterns.

Further reading

Much has been written on Voronoi or Dirichlet tessellations, particularly when the seeds of the cells form a Poisson point process. For references, I recommend my previous post, where I say that the references in the articles on Wikipedia and MathWorld are good starting points.

In this StackExchange post, people discuss how to place a single point uniformly on a general triangle. For the formulas, the thread cites the paper Shape distributions by Osada, Funkhouser, Chazelle and Dobkin, where no proof is given.

The Bertrand paradox

Mathematical paradoxes are results or observations in mathematics that are (seemingly) conflicting, unintuitive, incomprehensible, or just plain bizarre. They come in different flavours, such as those that play with notions of infinity, which means they often make little or no sense in a physical world. Other paradoxes, particularly those in probability, serve as a lesson that the problem needs to be posed in a precise manner. The Bertrand paradox is one of these.

Joseph Bertrand posed the original problem in his 1889 book Calcul des probabilités, which is available online (in French); page 4, Section 5. It’s a great illustrative problem involving simple probability and geometry, so it often appears in literature on the (closely related) mathematical fields of geometric probability and integral geometry.

Based on constructing a random chord in a circle, Bertrand’s paradox involves a single mathematical problem with three reasonable but different solutions. It’s less a paradox and more a cautionary tale. It’s really asking the question: What exactly do you mean by random?

Consequently, over the years the Bertrand paradox has inspired debate, with papers arguing what the true solution is. I recently discovered it has even inspired some passionate remarks on the internet; read the comments at

Update: The people from Numberphile and 3Blue1Brown have recently produced a video on YouTube describing and explaining the Bertrand paradox.

But I am less interested in the different interpretations or philosophies of the problem. Rather, I want to simulate the three solutions. This is not very difficult, provided some trigonometry and knowledge from a previous post, where I describe how to simulate a (homogeneous) Poisson point process on the disk.

I won’t try to give a thorough analysis of the solutions, as there are much better websites doing that. For example, this MIT website gives a colourful explanation with pizza and fire-breathing monsters. The Wikipedia article also gives a detailed though less creative explanation for the three solutions.

My final code in MATLAB, R and Python code is located here.

The Problem

Bertrand considered a circle with an equilateral triangle inscribed it. If a chord in the circle is randomly chosen, what is the probability that the chord is longer than a side of the equilateral triangle?

The Solution(s)

Bertrand argued that there are three natural but different methods to randomly choose a chord, giving three distinct answers. (Of course, there are other methods, but these are arguably not the natural ones that first come to mind.)

Method 1: Random endpoints

On the circumference of the circle two points are randomly (that is, uniformly and independently) chosen, which are then used as the two endpoints of the chord.

The probability of this random chord being longer than a side of the triangle is one third.

Method 2: Random radius

A radius of the circle is randomly chosen (so the angle is chosen uniformly), then a point is randomly (also uniformly) chosen along the radius, and then a chord is constructed at this point so it is perpendicular to the radius.

The probability of this random chord being longer than a side of the triangle is one half.

Method 3: Random midpoint

A point is randomly (so uniformly) chosen in the circle, which is used as the midpoint of the chord, and the chord is randomly (also uniformly) rotated.

The probability of this random chord being longer than a side of the triangle is one quarter.


All three answers involve randomly and independently sampling two random variables, and then doing some simple trigonometry. The setting naturally inspires the use of polar coordinates. I assume the circle has a radius \(r\) and a centre at the origin \(o\). I’ll arbitrarily number the end points one and two.

In all three solutions we need to generate uniform random variables on the interval \((0, 2\pi)\) to simulate random angles. I have already done this a couple of times in previous posts such as this one.

Method 1: Random endpoints

This is probably the most straightforward solution to simulate. We just need to simulate two uniform random variables \(\Theta_1\) and \(\Theta_2\) on the interval \((0, 2\pi)\) to describe the angles of the two points.

The end points of the chord (in Cartesian coordinates) are then simply:

Point 1: \(X_1=r \cos \Theta_1\), \(Y_1=r \sin \Theta_1\),

Point 2: \(X_2=r \cos \Theta_2\), \(Y_2=r \sin \Theta_2\).

Method 2: Random radius

This method also involves generating two uniform random variables. One random variable \(\Theta\) is for the angle, while the other \(P\) is the random radius, which means generating the random variable \(P\) on the interval \((0, r)\).

I won’t go into the trigonometry, but the random radius and its perpendicular chord create a right-angle triangle. The distance from the point \((\Theta, P)\) to the circle along the chord is:


The endpoints of the chord are then:

Point 1: \(X_1=P \cos \Theta+ Q\sin \Theta\), \(Y_1= P \sin \Theta- Q\cos \Theta\),

Point 2: \(X_2=P \cos \Theta- Q\sin \Theta\), \(Y_2= P \sin \Theta+Q \cos \Theta\).

Take note of the signs in these expressions.

Method 3: Random midpoint

This method requires placing a point uniformly on a disk, which is also done when simulating a homogeneous Poisson point process on a disk, and requires two random variables \(\Theta’\) and \(P’\). Again, the angular random variable \(\Theta’\) is uniform.

The other random variable \(P’\) is not uniform. For \(P’\), we generate a random uniform variable on the unit interval \((0,1)\), and then we take the square root of it. We then multiply it by the radius, generating a random variable between \(0\) and \(r\). (We must take the square root because the area element of a sector is proportional to the radius squared, and not the radius.) The distribution of this random variable is an example of the triangular distribution.

The same trigonometry from Method 2 applies here, which gives the endpoints of the chord as:

Point 1: \(X_1=P’ \cos \Theta’+ Q’\sin \Theta’\), \(Y_1= P’ \sin \Theta’- Q’\cos \Theta’\),

Point 2: \(X_2=P’\cos \Theta’- Q’\sin \Theta’\), \(Y_2= P’\sin \Theta’+Q’ \cos \Theta’\),

where \(Q’:=\sqrt{r^2-{P’}^2}\). Again, take note of the signs in these expressions.


To illustrate how the three solutions are different, I’ve plotted a hundred random line segments and their midpoints side by side. Similar plots are in the Wikipedia article.

Method 1: Random endpoints
Method 2: Random radius

Method 3: Random midpoint


For the chord midpoints, we know and can see that Method 3 gives uniform points, while Method 2 has a concentration of midpoints around the circle centre. Method 1 gives results that seem to somewhere between Method 2 and 3 in terms of clustering around the circle centre.

For the chords, we see that Method 3 results in fewer chords passing through the circle centre. Methods 1 and 2 seem to give a similar number of lines passing through this central region.

It’s perhaps hard to see, but it can be shown that Method 2 gives the most uniform results. By this, I mean that the number of lines and their orientations statistically do not vary in different regions of the circle.

We can now position random lines in uniform manner. All we need now is a Poisson number of lines to generate something known as a Poisson line process, which will be the subject of the next post.

Further reading

I’ve already mentioned that there are some good websites on the topic of the Bertrand paradox. For example:

Various authors have mentioned or discussed the Bertrand paradox in books on the related subjects of geometric probability, integral geometry and stochastic geometry. A good and recent introduction is given by Calka in Section 1.3 of the published lectures Stochastic Geometry: Modern Research Frontiers.

Other classic books that cover the topic including, for example, see Problem 1.2 in Geometrical Probability by Kendall and Moran. (Despite Maurice G. Kendall writing a book on geometric probability, he was not related to stochastic geometry pioneer David G Kendall.) It’s also discussed on page 44 in Geometric Probability by Solomon. For a book that involves more advance knowledge of geometry and (abstract) algebra, see Chapter 3 in Integral Geometry and Geometric Probability by Santaló.

The Bertrand paradox is also in The Pleasures of Probability by Isaac. It’s covered in a non-mathematical way in the book Paradoxes from A to Z by Clark. Edwin Jaynes studied the problem and proposed a solution in a somewhat famous 1973 paper, titled The Well-Posed Problem.

The original problem can be read in French in Bertrand’s work, which is available online here or here (starting at the bottom of page 4).


The MATLAB, R and Python code can be found here. In the code, I have labelled the methods A, B and C instead 1, 2 and 3.

Testing the Julia language with point process simulations

I started writing these posts (or blog entries) about a year ago. In my first post I remarked how I wanted to learn to write stochastic simulations in a new language. Well, I found one. It’s called Julia. Here’s my code. And here are my thoughts.


For scientific programming, the Julia language has arisen as a new contender. Originally started in 2012, its founders and developers have (very) high aspirations, wanting the language to be powerful and accessible, while still having run speeds comparable to C. There’s been excitement about it, and even a Nobel Laureate in economics, Thomas Sargent, has endorsed it. He co-founded the QuantEcon project, whose website has this handy guide or cheat sheet for commands between MATLAB, Python and Julia.

That guide suggests that Julia’s main syntax inspiration comes from MATLAB. But perhaps its closest (and greatest) competitor in scientific programming languages is Python, which has become a standard language used in scientific programming, particularly in machine learning. Another competitor is the statistics language R, which is popular for data science. But R is not renown for its speed.

As an aside, machine learning is closely related to what many call data science. I consider the two disciplines as largely overlapping with statistics, where their respective emphases are on theory and practice. In these fields, often the languages Python and R are used. There are various websites discussing which language is better, such as this one, which in turn is based on this one. In general, it appears that computer scientists and statisticians respectively prefer using Python and R.

Returning to the Julia language, given its young age, the language is still very much evolving, but I managed to find suitable Julia functions for stochastic simulations. I thought I would try it out by simulating some point processes, which I have done several times before. I successfully ran all my code with Julia Version 1.0.3.

In short, I managed to replicate in (or even translate to) Julia the code that I presented in the following posts:

Simulating a homogeneous Poisson point process on a rectangle

Simulating a Poisson point process on a disk

Simulating a Poisson point process on a triangle

Simulating an inhomogeneous Poisson point process

Simulating a Matérn cluster point process

Simulating a Thomas cluster point process

The Julia code, like all the code I present here, can be found on my Github repository, which for this post is located here.


Language type and syntax

The Wikipedia article on Julia says:

Julia is a high-level general-purpose dynamic programming language designed for high-performance numerical analysis and computational science.

Scientific programming languages like the popular three MATLAB, R and Python, are interpreted languages. But the people behind Julia say:

it is a flexible dynamic language, appropriate for scientific and numerical computing, with performance comparable to traditional statically-typed languages.

Because Julia’s compiler is different from the interpreters used for languages like Python or R, you may find that Julia’s performance is unintuitive at first.

I already remarked that Julia’s syntax is clearly inspired by MATLAB, as one can see in this guide for MATLAB, Python and Julia. But there are key differences. For example, to access an array entry in Julia, you use square brackets (like in most programming languages), whereas parentheses are used in MATLAB or, that old mathematical programming classic, Fortran, which is not a coincidence.


Julia requires you to install certain packages or libraries, like most languages. For random simulations and plots, you have to install the respective Julia packages Distributions and Plots, which is done by running the code.


After doing that, it’s best to restart Julia. These packages are loaded with the using command:

Using Distributions;
Using Plots;

Also, the first time it takes a while to run any code using those newly installed packages.

I should stress that there are different plotting libraries. But Plots, which contains many plotting libraries, is the only one I could get working. Another is PlotPy, which uses the Python library. As a beginner, it seems to me that the Julia community has not focused too much on developing new plotting functions, and has instead leveraged pre-existing libraries.

For standard scientific and statistical programming, you will usually also need the packages LinearAlgebra and Statistics.

Data types

Unlike MATLAB or R, Julia is a language that has different data types for numbers, such as integers and floating-point numbers (or floats). This puts Julia in agreement with the clear majority of languages, making it nothing new for most programmers. This is not a criticism of the language, but this can be troublesome if you’ve grown lazy after years of using MATLAB and R.

Simulating random variables

In MATLAB, R and Python, we just need to call a function for simulating uniform, Poisson, and other random variables. There’s usually a function for each type of random variable (or probability distribution).

Julia does simulation of random objects in a more, let’s say, object-oriented way (but I’m told, it’s not an object-oriented language). The probability distributions of random variables are objects, which are created and then sent to a general function for random generation. For example, here’s the code for simulating a Poisson variable with mean \(\mu=10\).


Similarly, here’s how to simulate a normal variable with mean \(\mu=10\) and standard deviation \(\sigma=1\).


Of course the last two lines can be collapsed into one.


But if you just want to create standard uniform variables on the interval (0,1), then the code is like that in MATLAB. For example, this code creates a \(4\times3\) matrix (or array) \(X\) whose entries are simulation outcomes of independent uniform random variables:


The resulting matrix \(X\) is a Float 64 array.


The indexing of arrays in Julia starts at one, just like MATLAB, R, or Fortran. When you apply a function to an array, you generally need to use the dot notation. For example, if I try to run the code:

Y=sqrt(rand(10,1)); #This line will result in an error.

then on my machine (with Julia Version 1.0.3) I get the error:

ERROR: DimensionMismatch(“matrix is not square: dimensions are (10, 1)”)

But this code works:


Also, adding scalars to arrays can catch you in Julia, as you also often need to use the dot notation. This code:

Z=Y+1; #This line will result in an error.

gives the error:

ERROR: MethodError: no method matching +(::Array{Float64,2}, ::Int64)

This is fixed by adding a dot:

Z=Y.+1; #This line will work.

Note the dot has to be on the left hand side. I ended up just using dot notation every time to be safe.

Other traps exist. For example, with indexing, you need to convert floats to integers if you want to use them as indices.

Repeating array elements

There used to be a Julia function called repmat, like the one in MATLAB , but it was merged with a function called repeat. I used such repeating operations to avoid explicit for-loops, which is generally advised in languages like MATLAB and R. For example, I used the repelem function in MATLAB to simulate Matérn and Thomas cluster point processes. To do this in Julia, I had to use this nested construction:

y=vcat(fill.(x, n)...);

This line means that the first value in \(x \) is repeated \(n[1]\) times, where \(n[1]\) is the first entry of \(n\) (as indexing in Julia starts at one), then the second value of \(x\) is repeated \(n[2]\) times, and so on. For example, the vectors \(x=[7,4,9]\) and \(n=[2,1,3]\), the answer is \(y=[7,7,4,9,9,9]\).

To do this in Julia, the construction is not so bad, if you know how, but it’s not entirely obvious. In MATLAB I use this:


Similarly in Python:

Different versions of Julia

I found that certain code would work (or not work) and then later the same code would not work (or would work) on machines with different versions of Julia, demonstrating how the language is still being developed. More specifically, I ran code on Julia Version 1.0.3 (Date 2018-12-18) and Julia Version 0.6.4 (Date: 2018-07-09). (Note how there’s only a few months difference in the dates of the two versions.)

Consider the code with the errors (due to the lack of dot operator) in the previous section. The errors occurred on one machine with Julia Version 1.0.3, but the errors didn’t occur on another machine with the older Julia Version 0.6.4. For a specific example, the code:

Z=Y+1; #This line will not result in an error on Version 0.6.4.

gives no error with Julia Version 0.6.4, while I have already discussed how it gives an error with Julia Version 1.0.3.

For another example, I copied from this MATLAB-Python-Julia guide the following command:

A = Diagonal([1,2,3]); #This line will (sometimes?) result in an error.

It runs on machine with Julia Version 0.6.4 with no problems. But running it on the machine with Julia Version 1.0.3 gives the error:

ERROR: UndefVarError: Diagonal not defined

That’s because I have not used the LinearAlgebra package. Fixing this, the following code:

using LinearAlgebra; #Package needed for Diagonal command.
A = Diagonal([1,2,3]); #This line should now work.

gives no error with Julia Version 1.0.3.

If you have the time and energy, you can search the internet and find online forums where the Julia developers have discussed why they have changed something, rendering certain code unworkable with the latest versions of Julia.


It seems that performing optimization on functions is done with the Optim package.


But some functions need the Linesearches package, so it’s best to install that as well.


Despite those two optimization packages, I ended up using yet another package called BlackBoxOptim.


In this package, I used a function called bboptimize. This is the first optimziation function that I managed to get working. I do not know how it compares to the functions in the Optim and Linesearches packages.

In a previous post, I used optimization functions to simulate a inhomogeneous or nonhomogeneous Poisson point process on a rectangle. I’ve also written Julia code for this simulation, which is found below. I used bboptimize, but I had some problems when I initially set the search regions to integers, which the package did not like, as the values need to be floats. That’s why I multiple the rectangle dimensions by \(1.0\) in the following code:

boundSearch=[(1.0xMin,1.0xMax), (1.0yMin, 1.0yMax)]; #bounds for search box
#WARNING: Values of boundSearch cannot be integers!
resultsOpt=bboptimize(fun_Neg;SearchRange = boundSearch);
lambdaNegMin=best_fitness(resultsOpt); #retrieve minimum value found by bboptimize


In this brief experiment, I found the language Julia good for doing stochastic simulations, but too tricky for doing simple things like plotting. Also, depending on the version of Julia, sometimes my code would work and sometimes it wouldn’t. No doubt things will get better with time.

Further reading

As I said, Julia is still very much an ongoing project. Here’s a couple of links that helped me learn the basics.

Julia, Matlab, and C


I’ve only posted here code for some of simulations, but the rest of the code is available on my GitHub repository located here. You can see how the code is comparable to that of MATLAB.

Poisson point process on a rectangle

I wrote about this point process here. The code is located here.

using Distributions #for random simulations
using Plots #for plotting

#Simulation window parameters
xDelta=xMax-xMin;yDelta=yMax-yMin; #rectangle dimensions

#Point process parameters
lambda=100; #intensity (ie mean density) of the Poisson process

#Simulate Poisson point process
numbPoints=rand(Poisson(areaTotal*lambda)); #Poisson number of points
xx=xDelta*rand(numbPoints,1).+xMin;#x coordinates of Poisson points
yy=yDelta*(rand(numbPoints,1)).+yMin;#y coordinates of Poisson points

plot1=scatter(xx,yy,xlabel ="x",ylabel ="y", leg=false);
Inhomogeneous Poisson point process on a rectangle

I wrote about this point process here. The code is located here.

using Distributions #for random simulations
using Plots #for plotting
using BlackBoxOptim #for blackbox optimizing

#Simulation window parameters
xDelta=xMax-xMin;yDelta=yMax-yMin; #rectangle dimensions

s=0.5; #scale parameter

#Point process parameters
function fun_lambda(x,y)
    100*exp.(-(x.^2+y.^2)/s^2); #intensity function

###START -- find maximum lambda -- START ###
#For an intensity function lambda, given by function fun_lambda,
#finds the maximum of lambda in a rectangular region given by
#NOTE: Need xMin, xMax, yMin, yMax to be floats eg xMax=1. See boundSearch

function fun_Neg(x)
     -fun_lambda(x[1],x[2]); #negative of lambda
xy0=[(xMin+xMax)/2.0,(yMin+yMax)/2.0];#initial value(ie centre)

#Find largest lambda value
boundSearch=[(1.0xMin,1.0xMax), (1.0yMin, 1.0yMax)];
#WARNING: Values of boundSearch cannot be integers!
resultsOpt=bboptimize(fun_Neg;SearchRange = boundSearch);
lambdaNegMin=best_fitness(resultsOpt); #retrieve minimum value found by bboptimize
###END -- find maximum lambda -- END ###

#define thinning probability function
function fun_p(x,y)

#Simulate a Poisson point process
numbPoints=rand(Poisson(areaTotal*lambdaMax)); #Poisson number of points
xx=xDelta*rand(numbPoints,1).+xMin;#x coordinates of Poisson points
yy=yDelta*(rand(numbPoints,1)).+yMin;#y coordinates of Poisson points

#calculate spatially-dependent thinning probabilities
#Generate Bernoulli variables (ie coin flips) for thinning
booleRetained=rand(numbPoints,1).<p; #points to be retained
xxRetained=xx[booleRetained]; yyRetained=yy[booleRetained];

plot1=scatter(xxRetained,yyRetained,xlabel ="x",ylabel ="y", leg=false);
Thomas point process on a rectangle

I wrote about this point process here. The code is located here.

using Distributions #for random simulations
using Plots #for plotting

#Simulation window parameters

#Parameters for the parent and daughter point processes
lambdaParent=10;#density of parent Poisson point process
lambdaDaughter=10;#mean number of points in each cluster
sigma=0.05; #sigma for normal variables (ie random locations) of daughters

#Extended simulation windows parameters
rExt=7*sigma; #extension parameter
#for rExt, use factor of deviation sigma eg 6 or 7
#rectangle dimensions
areaTotalExt=xDeltaExt*yDeltaExt; #area of extended rectangle

#Simulate Poisson point process
numbPointsParent=rand(Poisson(areaTotalExt*lambdaParent)); #Poisson number of points

#x and y coordinates of Poisson points for the parent

#Simulate Poisson point process for the daughters (ie final poiint process)
numbPoints=sum(numbPointsDaughter); #total number of points

#Generate the (relative) locations in Cartesian coordinates by
#simulating independent normal variables

#replicate parent points (ie centres of disks/clusters)
xx=vcat(fill.(xxParent, numbPointsDaughter)...);
yy=vcat(fill.(yyParent, numbPointsDaughter)...);

#Shift centre of disk to (xx0,yy0)

#thin points if outside the simulation window
#retain points inside simulation window

plot1=scatter(xx,yy,xlabel ="x",ylabel ="y", leg=false);

Simulating a Poisson point process on a triangle

The title gives it away. But yes, after  two posts about simulating a Poisson point process  on a rectangle and disk, the next shape is a triangle. Useful, right?

Well, I actually had to do this once for a part of something larger. You can divide  polygons, regular or irregular, into triangles, which is often called triangulation, and there is much code that does triangulation.  Using the independence property of the Poisson process, you can then simulate a Poisson point process on each triangle, and you end up with a Poisson point process on a polygon.

But the first step is to do it on a triangle. Consider a general triangle with its three corners labelled \(\textbf{A}\), \(\textbf{B}\) and \(\textbf{C}\). Again, simulating a Poisson point process comes down to the number of points and the locations of points.


Number of points

The number of points of a homogeneous Poisson point process  in any shape with with area \(A\) is simply a Poisson random variable with mean  \(\lambda A\), where \(A\) is the area of the shape. For the triangle’s area, we just uses Herron’s formula, which says that a triangle with sides \(a\), \(b\), and \(c\)  has the area \(A=\sqrt{s(s-a)(s-b)(s-c)}\), where \(s=(a+b+c)/2\), which means you just need to use Pythagoras’ theorem for  the lengths \(a\), \(b\), and \(c\). Interestingly, this standard formula can be prone to numerical error if the triangle is very thin or needle-shaped. A more secure and stable expression is

\(A=\frac{1}{4}\sqrt{ (a+(b+c)) (c-(a-b)) (c+(a-b)) (a+(b-c)) },\)

where the brackets do matter; see Section 2.5 in the book by Higham.

Of course in MATLAB you can just use the function polyarea or the function with the same name in R.

Now just generate or simulate Poisson random variables with mean (or parameter)  \(\lambda A\). In MATLAB,  use the poissrnd function with the argument \(\lambda A\). In R, it is done similarly with the standard  function rpois . In Python, we can use either the scipy.stats.poisson or numpy.random.poisson function from the SciPy or NumPy libraries.

Locations of points

We need to position all the points randomly and uniformly on a triangle.  As with the previous two simulation cases, to position a single point \((x, y)\), you first need to produce two random uniform variables on the unit interval \((0,1)\), say \(U\) and \(V\). I’ll denote the \(x\) and \(y\) coordinates of point by \(x_{\textbf{A}}\) and \(y_{\textbf{A}}\), and similarly for the other two points.  To get the random \(x\) and \(y\) values, you use these two formulas:

\(x=\sqrt{U} x_{\textbf{A}}+\sqrt{U}(1-V x_{\textbf{B}})+\sqrt{U}V x_{\textbf{C}}\)

\(y=\sqrt{U} y_{\textbf{A}}+\sqrt{U}(1-V y_{\textbf{B}})+\sqrt{U}V y_{\textbf{C}}\)

Done. A Poisson point process simulated on a triangle .


I now present some code in MATLAB, R and Python, which you can see are all very similar.  To avoid using a for-loop and employing instead MATLAB’s inbuilt vectorization, I use the dot notation for the product \(\sqrt{U}V\). In R and Python (using SciPy), that’s done automatically.


%Simulation window parameters -- points A,B,C of a triangle
xA=0;xB=1;xC=1; %x values of three points
yA=0;yB=0;yC=1; %y values of three points

%Point process parameters
lambda=100; %intensity (ie mean density) of the Poisson process

%calculate sides of trinagle
s=(a+b+c)/2; %calculate semi-perimeter

%Use Herron's forumula -- or use polyarea
areaTotal=sqrt(s*(s-a)*(s-b)*(s-c)); %area of triangle

%Simulate Poisson point process
numbPoints=poissrnd(areaTotal*lambda);%Poisson number of points
U=(rand(numbPoints,1));%uniform random variables
V=(rand(numbPoints,1));%uniform random variables

xx=sqrt(U)*xA+sqrt(U).*(1-V)*xB+sqrt(U).*V*xC;%x coordinates of points
yy=sqrt(U)*yA+sqrt(U).*(1-V)*yB+sqrt(U).*V*yC;%y coordinates of points



Note: it is a bit tricky to write “<-” in the R code (as it automatically changes to the html equivalent in the HTML editor I am using), so I have usually used “=” instead of the usual “<-”.

#Simulation window parameters -- points A,B,C of a triangle
xA=0;xB=1;xC=1; #x values of three points
yA=0;yB=0;yC=1; #y values of three points

#Point process parameters
lambda=100; #intensity (ie mean density) of the Poisson process

#calculate sides of trinagle
s=(a+b+c)/2; #calculate semi-perimeter

#Use Herron's forumula to calculate area
areaTotal=sqrt(s*(s-a)*(s-b)*(s-c)); #area of triangle

#Simulate a Poisson point process
numbPoints=rpois(1,areaTotal*lambda);#Poisson number of points
U=runif(numbPoints);#uniform random variables
V=runif(numbPoints);#uniform random variables

xx=sqrt(U)*xA+sqrt(U)*(1-V)*xB+sqrt(U)*V*xC;#x coordinates of points
yy=sqrt(U)*yA+sqrt(U)*(1-V)*yB+sqrt(U)*V*yC;#y coordinates of points


Simulating a Poisson point process in R is even easier, with the amazing spatial statistics library spatstat. You just need to define the triangular window.

#Simulation window parameters -- points A,B,C of a triangle
xA=0;xB=1;xC=1; #x values of three points
yA=0;yB=0;yC=1; #y values of three points

#Point process parameters
lambda=100; #intensity (ie mean density) of the Poisson process

#create triangle window object
windowTriangle=owin(poly=list(x=c(xA,xB,xC), y=c(yA,yB,yC)));
#create Poisson "point pattern" object
plot(ppPoisson); #Plot point pattern object
#retrieve x/y values from point pattern object


Note: “lambda” is a reserved word in Python (and other languages), so I have used “lambda0” instead.

#import libraries
import numpy as np
import scipy.stats
import matplotlib.pyplot as plt

#Simulation window parameters -- points A,B,C of a triangle
xA=0;xB=1;xC=1; #x values of three points
yA=0;yB=0;yC=1; #y values of three points

#Point process parameters
lambda0=100; #intensity (ie mean density) of the Poisson process

#calculate sides of trinagle
s=(a+b+c)/2; #calculate semi-perimeter

#Use Herron's forumula to calculate area -- or use polyarea
areaTotal=np.sqrt(s*(s-a)*(s-b)*(s-c)); #area of triangle

#Simulate a Poisson point process
numbPoints = scipy.stats.poisson(lambda0*areaTotal).rvs();#Poisson number of points
U = scipy.stats.uniform.rvs(0,1,((numbPoints,1)));#uniform random variables
V= scipy.stats.uniform.rvs(0,1,((numbPoints,1)));#uniform random variables

xx=np.sqrt(U)*xA+np.sqrt(U)*(1-V)*xB+np.sqrt(U)*V*xC;#x coordinates of points
yy=np.sqrt(U)*yA+np.sqrt(U)*(1-V)*yB+np.sqrt(U)*V*yC;#y coordinates of points

plt.scatter(xx,yy, edgecolor='b', facecolor='none', alpha=0.5 );
plt.xlabel("x"); plt.ylabel("y");





Further reading

The topic of placing a single point uniformly on a general triangle is discussed in this StackExchange post.  For the formulas, it cites the paper “Shape distributions” by Osada, Funkhouser, Chazelle and Dobkin”, where no proof is given.

I originally looked at placing single points in cells of a Dirichlet or Voronoi tesselation — terms vary. There is a lot of literature on this topic, particularly when the seeds of the cells form a Poisson point process. The references in the articles on Wikipedia and MathWorld are good starting points.


In a previous version of this blog, there was an error in the two Cartesian formula for randomly simulating a point in a triangle. This has been fixed, but the error never existed in the code.