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There’s a random curve that is perfectly continuous in time, never jumps, models smooth noise in physics and finance… and yet with probability 1 it has no derivative at any point. If you zoom in anywhere, it never straightens out. Brownian motion started as a physics headache long before...

33,072 次观看 • 8 个月前 •via X (Twitter)

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Today we introduce Stochastic Differential Equations (SDEs). I find that the best way to introduce these complex concepts is to look at an application. This is part I of the lecture🙂 We look at the theory behind electromagnetic scattering/radar clutter which leads to anomaly detection on scattering statistics. When a narrowband wave scatters off a messy cloud of particles, the complex field at your receiver is a random phasor sum...at time t you can write the electric field as E_N(t) = Σⱼ₌₁ᴺ e^{iθⱼ(t)}, each term a unit arrow in the complex plane from scatterer j. This is exactly where the magic of Brownian motion appears naturally and in the most reasonable way. Think of all the microscopic chaos...tiny motions, index fluctuations, path jitters, Doppler shifts that shows up as small random kicks to the phases θⱼ(t) over very short times. If you just made θⱼ(t) random in an ad-hoc way (say, resampling independent angles at each time), the field would jump around unrealistically with no temporal structure. Brownian motion is what you get when you let each phase take the continuous-time limit of many tiny, independent kicks...it’s continuous in t, it has the right cumulative variance growth, and it remembers just enough of its past to look physical. So we model each phase as a Brownian walk, θⱼ(t) = θⱼ⁰ + σ_θ Bⱼ(t), with independent Brownian motions Bⱼ(t) and a phase-diffusion rate σ_θ. Brownian motion here isn’t window dressing...it’s the clean way to compress all the small random stuff into a single process that actually matches how the phases wander in time. #StochasticProcesses #BrownianMotion #ItoCalculus #RadarClutter #RayleighScattering #SignalProcessing

Mathelirium

55,319 次观看 • 8 个月前

Today we introduce Stochastic Differential Equations (SDEs), and the main thing to watch for is this: We’ll use Brownian motion as the basic noise source, then see how well-known SDEs drop out of it naturally, without guessing. I still think the best way into these concepts is through an application. We look at the theory behind electromagnetic scattering and radar clutter, which leads straight into anomaly detection on scattering statistics. When a narrowband wave scatters off a messy cloud of particles, the complex field at your receiver is a random phasor sum. At time t you can write the electric field as E_N(t) = Σⱼ₌₁ᴺ e^{iθⱼ(t)}, each term a unit arrow in the complex plane from scatterer j. This is exactly where Brownian motion shows up in the most reasonable way. Think of all the microscopic chaos: tiny motions, index fluctuations, path jitters, Doppler shifts. Over short times, all of that shows up as small random kicks to the phases θⱼ(t). If you made θⱼ(t) random in an ad-hoc way, like resampling a fresh independent angle at every instant, the field would jump around unrealistically with no physical time structure. Brownian motion is what you get when each phase takes the continuous-time limit of many tiny, independent kicks. It’s continuous in t, its variance grows the right way, and it carries just enough temporal structure to look physical. So we model each phase as a Brownian walk, θⱼ(t) = θⱼ⁰ + σ_θ Bⱼ(t), with independent Brownian motions Bⱼ(t) and a phase-diffusion rate σ_θ. Brownian motion here isn’t window dressing. It’s the clean way to compress all the small random stuff into a single process that actually matches how phases wander in time. This is called Rayleigh Scattering, but the same sum of many tiny coherent echoes shows up in lots of places...e.g. wireless multipath fading (phones/Wi-Fi), laser/optical links through atmospheric turbulence, ultrasound speckle in tissue, and sonar/underwater acoustics in rough or bubbly water. #StochasticProcesses #BrownianMotion #ItoCalculus #RadarClutter #RayleighScattering #SignalProcessing

Mathelirium

31,182 次观看 • 6 个月前

an MIT professor who taught both physics and finance told his class something none of them expected "finance is harder than physics" not as a joke. as a mathematical statement in physics, the laws don't change. gravity works the same today as it did a billion years ago you can run an experiment, get a result, and repeat it forever in finance, the moment you discover a law, the participants learn it too and their behavior changes the system you just measured in physics, electrons don't read your paper and start moving differently in finance, traders do. every published edge gets arbitraged away by the people who read it this is why quant models have a half-life and physics equations don't Newton's laws: 300+ years and counting Long-Term Capital Management's model: worked perfectly until it didn't, lost $4.6 billion in 4 months the system you're modeling is aware of you modeling it that's not a solvable problem. it's a permanent condition and the quants who survive are the ones who build for it instead of pretending it doesn't exist > this lecture: MIT finance series, free, public, 53 seconds > LTCM collapse: 1998, Nobel Prize winners, $4.6B loss > Renaissance's solution: never stop researching, replace signals before they decay > average lifespan of a quant signal: 2-5 years before it's crowded out retail builds one strategy and trades it until it breaks quant desks build a research engine that produces new strategies faster than old ones die that's not a difference in skill. it's a difference in understanding what game you're actually playing full breakdown in the video below

delost

19,010 次观看 • 2 个月前

Why the character movement in my custom game engine felt janky and how I fixed it. In a game engine, most often, a character moves using the physics engine. Meaning, the player is not just a coordinate in space but a physical body. It has velocity, it handles collisions, and it interacts with the world. Now, as you might know, physics engines need stability. If you run them at variable framerates, things start breaking. Objects phase through walls or fly off into space because the math becomes unpredictable. This is why most game engines lock their physics loop to a 60Hz fixed rate. But here’s the problem: If you have a high-end system, you don't want to limit it at 60 FPS. That's a waste of good hardware. Now, that said, if the GPU is rendering at 144 FPS but the player's position (physics driven) only updates 60 times a second, it creates a micro-stutter that ruins the "smooth" feel of the game. A good way to fix this is to treat the character as two separate things: 1. The Physics Body (Invisible part): This is the "real" character. It lives in the 60Hz physics world, it moves the player and handles collisions. 2. The Visual Model and Camera (Visible part): This is what the player actually sees. It doesn't care about collisions, its only job is to look nice and smooth at whatever framerate the GPU is pushing. Once you have this separation, you can use interpolation to keep them in sync. Every time the physics clock ticks, you save the previous position of the invisible body before moving it to the new one. Between those ticks, calculate how far we are between the last physics update and the next one. By using this to drive the visible parts of the game, the stutters disappear. The physics loop stays fixed behind the scenes, while the visuals slide smoothly between the snapshots. Example: - Right after a tick: blend_weight= 0.0 (The visual model stays at the old physics position). - Halfway to the next: blend_weight= 0.5 (The visual model slides to the middle point). - Just before the next: blend_weight= 0.9 (The visual model is almost at the new physics position). Pro-Tip A critical mistake I made initially, and one many devs make, is parenting the camera and visible parts directly to the player body. If you do this, the camera inherits the discrete 60Hz physics movement by default. In that setup, interpolation won't work because the camera is "stuck" to the physics clock. For this fix to work you must decouple the camera and visuals from the body and move them separately. Player movement processing in Detis Engine: - fixed_process: Physics runs at 60Hz. Handles collisions and raw movement. - process: Variable rate. Mainly used for player input caching in the player case. - late_process: Variable rate. Handles interpolated camera movement after physics and everything else is done being processed. - render. Submits the final interpolated transforms to the GPU. The test environment in the video is running on an old 2070-based laptop. Hopefully the video compression won't introduce any stutter... I’m sharing this in hopes it helps a fellow dev. Cheers.

Ioannis Koukourakis

48,636 次观看 • 7 个月前