计算 3x3 对称矩阵谱分解的快速方法

发布于 2024-10-06 00:52:33 字数 335 浏览 0 评论 0 原文

我正在开发一个项目,基本上在 20-100 个点的集合上执行 PCA 数百万次。目前,我们正在使用一些遗留代码,这些代码使用 GNU 的 GSL 线性代数包对协方差矩阵进行 SVD。这有效,但速度非常慢。

我想知道是否有任何简单的方法可以对 3x3 对称矩阵进行特征分解,这样我就可以将它放在 GPU 上并让它并行运行。

由于矩阵本身很小,我不确定要使用哪种算法,因为它们似乎是为大型矩阵或数据集设计的。还可以选择对数据集进行直接 SVD,但我不确定什么是最好的选择。

我必须承认,我在线性代数方面并不是很出色,尤其是在考虑算法优势时。任何帮助将不胜感激。

(我现在正在使用 C++ 工作)

I am working on a project where I'm basically preforming PCA millions of times on sets of 20-100 points. Currently, we are using some legacy code that is using GNU's GSL linear algebra pack to do SVD on covariance matrix. This works, but is very slow.

I was wondering if there are any simple methods to do eigen decompositions on a 3x3 symmetric matrix, so that I can just put it on the GPU and let it run in parallel.

Since the matrices themselves are so small, I wasn't sure what kind of algorithm to use, because it seems like they were designed for large matrices or data sets. There's also the choice of doing a straight SVD on the data set, but I'm not sure what would be the best option.

I have to admit, I'm not stellar at Linear Algebra, especially when considering algorithm advantages. Any help would be greatly appreciated.

(I'm working in C++ right now)

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你是暖光i 2024-10-13 00:52:33

使用特征多项式是可行的,但它在数值上往往有些不稳定(或者至少不准确)。

计算对称矩阵特征系统的标准算法是 QR 方法。对于 3x3 矩阵,通过构建旋转正交变换并将它们表示为四元数,可以实现非常灵活的实现。假设您有一个 3x3 矩阵和一个四元数类,可以在 C++ 中找到此想法的(非常短!)实现

Using the characteristic polynomial works, but it tends to be somewhat numerically unstable (or at the very least inaccurate).

A standard algorithm to compute eigensystems for symmetric matrices is the QR method. For 3x3 matrices, a very slick implementation is possible by building the orthogonal transform out of rotations and representing them as a Quaternion. A (quite short!) implementation of this idea in C++, assuming you have a 3x3 matrix and a Quaternion class, can be found here. The algorithm should be fairly suitable for GPU implementation because it's iterative (and thus self-correcting), can make reasonably good use of fast low-dimensional vector math primitives when they're available and uses a fairly small number of vector registers (so it allows for more active threads).

木格 2024-10-13 00:52:33

大多数方法对于较大的矩阵都是有效的。对于小型企业来说,分析方法是最快、最简单的,但在某些情况下并不准确。

Joachim Kopp 为 3x3 对称矩阵开发了一种优化的“混合”方法 ,它依赖于分析方法,但又回到了 QL 算法。

3x3 对称矩阵的另一个解决方案可以在此处找到(对称三对角 QL 算法)。

Most methods are efficient for bigger matrices. For small ones the analytical method ist the quickest and simplest, but is in some cases inaccurate.

Joachim Kopp developed a optimized "hybrid" method for a 3x3 symmetric matrix, which relays on the analytical mathod, but falls back to QL algorithm.

An other solution for 3x3 symmetric matrices can be found here (symmetric tridiagonal QL algorithm).

念三年u 2024-10-13 00:52:33
// Slightly modified version of  Stan Melax's code for 3x3 matrix diagonalization (Thanks Stan!)
// source: http://www.melax.com/diag.html?attredirects=0
void Diagonalize(const Real (&A)[3][3], Real (&Q)[3][3], Real (&D)[3][3])
{
    // A must be a symmetric matrix.
    // returns Q and D such that 
    // Diagonal matrix D = QT * A * Q;  and  A = Q*D*QT
    const int maxsteps=24;  // certainly wont need that many.
    int k0, k1, k2;
    Real o[3], m[3];
    Real q [4] = {0.0,0.0,0.0,1.0};
    Real jr[4];
    Real sqw, sqx, sqy, sqz;
    Real tmp1, tmp2, mq;
    Real AQ[3][3];
    Real thet, sgn, t, c;
    for(int i=0;i < maxsteps;++i)
    {
        // quat to matrix
        sqx      = q[0]*q[0];
        sqy      = q[1]*q[1];
        sqz      = q[2]*q[2];
        sqw      = q[3]*q[3];
        Q[0][0]  = ( sqx - sqy - sqz + sqw);
        Q[1][1]  = (-sqx + sqy - sqz + sqw);
        Q[2][2]  = (-sqx - sqy + sqz + sqw);
        tmp1     = q[0]*q[1];
        tmp2     = q[2]*q[3];
        Q[1][0]  = 2.0 * (tmp1 + tmp2);
        Q[0][1]  = 2.0 * (tmp1 - tmp2);
        tmp1     = q[0]*q[2];
        tmp2     = q[1]*q[3];
        Q[2][0]  = 2.0 * (tmp1 - tmp2);
        Q[0][2]  = 2.0 * (tmp1 + tmp2);
        tmp1     = q[1]*q[2];
        tmp2     = q[0]*q[3];
        Q[2][1]  = 2.0 * (tmp1 + tmp2);
        Q[1][2]  = 2.0 * (tmp1 - tmp2);

        // AQ = A * Q
        AQ[0][0] = Q[0][0]*A[0][0]+Q[1][0]*A[0][1]+Q[2][0]*A[0][2];
        AQ[0][1] = Q[0][1]*A[0][0]+Q[1][1]*A[0][1]+Q[2][1]*A[0][2];
        AQ[0][2] = Q[0][2]*A[0][0]+Q[1][2]*A[0][1]+Q[2][2]*A[0][2];
        AQ[1][0] = Q[0][0]*A[0][1]+Q[1][0]*A[1][1]+Q[2][0]*A[1][2];
        AQ[1][1] = Q[0][1]*A[0][1]+Q[1][1]*A[1][1]+Q[2][1]*A[1][2];
        AQ[1][2] = Q[0][2]*A[0][1]+Q[1][2]*A[1][1]+Q[2][2]*A[1][2];
        AQ[2][0] = Q[0][0]*A[0][2]+Q[1][0]*A[1][2]+Q[2][0]*A[2][2];
        AQ[2][1] = Q[0][1]*A[0][2]+Q[1][1]*A[1][2]+Q[2][1]*A[2][2];
        AQ[2][2] = Q[0][2]*A[0][2]+Q[1][2]*A[1][2]+Q[2][2]*A[2][2];
        // D = Qt * AQ
        D[0][0] = AQ[0][0]*Q[0][0]+AQ[1][0]*Q[1][0]+AQ[2][0]*Q[2][0]; 
        D[0][1] = AQ[0][0]*Q[0][1]+AQ[1][0]*Q[1][1]+AQ[2][0]*Q[2][1]; 
        D[0][2] = AQ[0][0]*Q[0][2]+AQ[1][0]*Q[1][2]+AQ[2][0]*Q[2][2]; 
        D[1][0] = AQ[0][1]*Q[0][0]+AQ[1][1]*Q[1][0]+AQ[2][1]*Q[2][0]; 
        D[1][1] = AQ[0][1]*Q[0][1]+AQ[1][1]*Q[1][1]+AQ[2][1]*Q[2][1]; 
        D[1][2] = AQ[0][1]*Q[0][2]+AQ[1][1]*Q[1][2]+AQ[2][1]*Q[2][2]; 
        D[2][0] = AQ[0][2]*Q[0][0]+AQ[1][2]*Q[1][0]+AQ[2][2]*Q[2][0]; 
        D[2][1] = AQ[0][2]*Q[0][1]+AQ[1][2]*Q[1][1]+AQ[2][2]*Q[2][1]; 
        D[2][2] = AQ[0][2]*Q[0][2]+AQ[1][2]*Q[1][2]+AQ[2][2]*Q[2][2];
        o[0]    = D[1][2];
        o[1]    = D[0][2];
        o[2]    = D[0][1];
        m[0]    = fabs(o[0]);
        m[1]    = fabs(o[1]);
        m[2]    = fabs(o[2]);

        k0      = (m[0] > m[1] && m[0] > m[2])?0: (m[1] > m[2])? 1 : 2; // index of largest element of offdiag
        k1      = (k0+1)%3;
        k2      = (k0+2)%3;
        if (o[k0]==0.0)
        {
            break;  // diagonal already
        }
        thet    = (D[k2][k2]-D[k1][k1])/(2.0*o[k0]);
        sgn     = (thet > 0.0)?1.0:-1.0;
        thet   *= sgn; // make it positive
        t       = sgn /(thet +((thet < 1.E6)?sqrt(thet*thet+1.0):thet)) ; // sign(T)/(|T|+sqrt(T^2+1))
        c       = 1.0/sqrt(t*t+1.0); //  c= 1/(t^2+1) , t=s/c 
        if(c==1.0)
        {
            break;  // no room for improvement - reached machine precision.
        }
        jr[0 ]  = jr[1] = jr[2] = jr[3] = 0.0;
        jr[k0]  = sgn*sqrt((1.0-c)/2.0);  // using 1/2 angle identity sin(a/2) = sqrt((1-cos(a))/2)  
        jr[k0] *= -1.0; // since our quat-to-matrix convention was for v*M instead of M*v
        jr[3 ]  = sqrt(1.0f - jr[k0] * jr[k0]);
        if(jr[3]==1.0)
        {
            break; // reached limits of floating point precision
        }
        q[0]    = (q[3]*jr[0] + q[0]*jr[3] + q[1]*jr[2] - q[2]*jr[1]);
        q[1]    = (q[3]*jr[1] - q[0]*jr[2] + q[1]*jr[3] + q[2]*jr[0]);
        q[2]    = (q[3]*jr[2] + q[0]*jr[1] - q[1]*jr[0] + q[2]*jr[3]);
        q[3]    = (q[3]*jr[3] - q[0]*jr[0] - q[1]*jr[1] - q[2]*jr[2]);
        mq      = sqrt(q[0] * q[0] + q[1] * q[1] + q[2] * q[2] + q[3] * q[3]);
        q[0]   /= mq;
        q[1]   /= mq;
        q[2]   /= mq;
        q[3]   /= mq;
    }
}
// Slightly modified version of  Stan Melax's code for 3x3 matrix diagonalization (Thanks Stan!)
// source: http://www.melax.com/diag.html?attredirects=0
void Diagonalize(const Real (&A)[3][3], Real (&Q)[3][3], Real (&D)[3][3])
{
    // A must be a symmetric matrix.
    // returns Q and D such that 
    // Diagonal matrix D = QT * A * Q;  and  A = Q*D*QT
    const int maxsteps=24;  // certainly wont need that many.
    int k0, k1, k2;
    Real o[3], m[3];
    Real q [4] = {0.0,0.0,0.0,1.0};
    Real jr[4];
    Real sqw, sqx, sqy, sqz;
    Real tmp1, tmp2, mq;
    Real AQ[3][3];
    Real thet, sgn, t, c;
    for(int i=0;i < maxsteps;++i)
    {
        // quat to matrix
        sqx      = q[0]*q[0];
        sqy      = q[1]*q[1];
        sqz      = q[2]*q[2];
        sqw      = q[3]*q[3];
        Q[0][0]  = ( sqx - sqy - sqz + sqw);
        Q[1][1]  = (-sqx + sqy - sqz + sqw);
        Q[2][2]  = (-sqx - sqy + sqz + sqw);
        tmp1     = q[0]*q[1];
        tmp2     = q[2]*q[3];
        Q[1][0]  = 2.0 * (tmp1 + tmp2);
        Q[0][1]  = 2.0 * (tmp1 - tmp2);
        tmp1     = q[0]*q[2];
        tmp2     = q[1]*q[3];
        Q[2][0]  = 2.0 * (tmp1 - tmp2);
        Q[0][2]  = 2.0 * (tmp1 + tmp2);
        tmp1     = q[1]*q[2];
        tmp2     = q[0]*q[3];
        Q[2][1]  = 2.0 * (tmp1 + tmp2);
        Q[1][2]  = 2.0 * (tmp1 - tmp2);

        // AQ = A * Q
        AQ[0][0] = Q[0][0]*A[0][0]+Q[1][0]*A[0][1]+Q[2][0]*A[0][2];
        AQ[0][1] = Q[0][1]*A[0][0]+Q[1][1]*A[0][1]+Q[2][1]*A[0][2];
        AQ[0][2] = Q[0][2]*A[0][0]+Q[1][2]*A[0][1]+Q[2][2]*A[0][2];
        AQ[1][0] = Q[0][0]*A[0][1]+Q[1][0]*A[1][1]+Q[2][0]*A[1][2];
        AQ[1][1] = Q[0][1]*A[0][1]+Q[1][1]*A[1][1]+Q[2][1]*A[1][2];
        AQ[1][2] = Q[0][2]*A[0][1]+Q[1][2]*A[1][1]+Q[2][2]*A[1][2];
        AQ[2][0] = Q[0][0]*A[0][2]+Q[1][0]*A[1][2]+Q[2][0]*A[2][2];
        AQ[2][1] = Q[0][1]*A[0][2]+Q[1][1]*A[1][2]+Q[2][1]*A[2][2];
        AQ[2][2] = Q[0][2]*A[0][2]+Q[1][2]*A[1][2]+Q[2][2]*A[2][2];
        // D = Qt * AQ
        D[0][0] = AQ[0][0]*Q[0][0]+AQ[1][0]*Q[1][0]+AQ[2][0]*Q[2][0]; 
        D[0][1] = AQ[0][0]*Q[0][1]+AQ[1][0]*Q[1][1]+AQ[2][0]*Q[2][1]; 
        D[0][2] = AQ[0][0]*Q[0][2]+AQ[1][0]*Q[1][2]+AQ[2][0]*Q[2][2]; 
        D[1][0] = AQ[0][1]*Q[0][0]+AQ[1][1]*Q[1][0]+AQ[2][1]*Q[2][0]; 
        D[1][1] = AQ[0][1]*Q[0][1]+AQ[1][1]*Q[1][1]+AQ[2][1]*Q[2][1]; 
        D[1][2] = AQ[0][1]*Q[0][2]+AQ[1][1]*Q[1][2]+AQ[2][1]*Q[2][2]; 
        D[2][0] = AQ[0][2]*Q[0][0]+AQ[1][2]*Q[1][0]+AQ[2][2]*Q[2][0]; 
        D[2][1] = AQ[0][2]*Q[0][1]+AQ[1][2]*Q[1][1]+AQ[2][2]*Q[2][1]; 
        D[2][2] = AQ[0][2]*Q[0][2]+AQ[1][2]*Q[1][2]+AQ[2][2]*Q[2][2];
        o[0]    = D[1][2];
        o[1]    = D[0][2];
        o[2]    = D[0][1];
        m[0]    = fabs(o[0]);
        m[1]    = fabs(o[1]);
        m[2]    = fabs(o[2]);

        k0      = (m[0] > m[1] && m[0] > m[2])?0: (m[1] > m[2])? 1 : 2; // index of largest element of offdiag
        k1      = (k0+1)%3;
        k2      = (k0+2)%3;
        if (o[k0]==0.0)
        {
            break;  // diagonal already
        }
        thet    = (D[k2][k2]-D[k1][k1])/(2.0*o[k0]);
        sgn     = (thet > 0.0)?1.0:-1.0;
        thet   *= sgn; // make it positive
        t       = sgn /(thet +((thet < 1.E6)?sqrt(thet*thet+1.0):thet)) ; // sign(T)/(|T|+sqrt(T^2+1))
        c       = 1.0/sqrt(t*t+1.0); //  c= 1/(t^2+1) , t=s/c 
        if(c==1.0)
        {
            break;  // no room for improvement - reached machine precision.
        }
        jr[0 ]  = jr[1] = jr[2] = jr[3] = 0.0;
        jr[k0]  = sgn*sqrt((1.0-c)/2.0);  // using 1/2 angle identity sin(a/2) = sqrt((1-cos(a))/2)  
        jr[k0] *= -1.0; // since our quat-to-matrix convention was for v*M instead of M*v
        jr[3 ]  = sqrt(1.0f - jr[k0] * jr[k0]);
        if(jr[3]==1.0)
        {
            break; // reached limits of floating point precision
        }
        q[0]    = (q[3]*jr[0] + q[0]*jr[3] + q[1]*jr[2] - q[2]*jr[1]);
        q[1]    = (q[3]*jr[1] - q[0]*jr[2] + q[1]*jr[3] + q[2]*jr[0]);
        q[2]    = (q[3]*jr[2] + q[0]*jr[1] - q[1]*jr[0] + q[2]*jr[3]);
        q[3]    = (q[3]*jr[3] - q[0]*jr[0] - q[1]*jr[1] - q[2]*jr[2]);
        mq      = sqrt(q[0] * q[0] + q[1] * q[1] + q[2] * q[2] + q[3] * q[3]);
        q[0]   /= mq;
        q[1]   /= mq;
        q[2]   /= mq;
        q[3]   /= mq;
    }
}
骑趴 2024-10-13 00:52:33

我在线性代数方面也不是很出色,但由于墨菲说过“当你不知道自己在说什么时,一切皆有可能”,因此 CULA 包可能与您的需求相关。他们进行 SVD 和特征值分解

I am not stellar at linear algebra either but since Murphy stated that "When you don't know what you're talking about, everything is possible", it is possible that the CULA pack might be relevant to your needs. They do SVD and Eigenvalues decomposition

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