Geometry
Circle - from Eratosthenes to GPS
240 BC, Alexandria. Eratosthenes reads that in Syene at noon the sun reflects vertically in wells - no shadow. In Alexandria there is a shadow. Two angles, one circle, the distance between cities - and Earth's radius more accurate than many medieval scholars. Error: 2%. Today, GPS determines coordinates through the intersection of four spheres - circles in 3D. Each satellite contributes one. Four satellites give a point. Circle geometry literally lives in every pocket on the planet.
- **GPS triangulation:** position = intersection of 4 spheres, each defined by the circle equation in 3D - (x-xi)^2 + (y-yi)^2 + (z-zi)^2 = di^2
- **Game engines:** circle-circle collision via d^2 < (r1+r2)^2 - O(1) without sqrt, scales to 60+ fps
- **Monte Carlo pi:** random points in a square, fraction inside the circle times 4 converges to pi - foundation of Monte Carlo methods
- **Computer graphics:** Bresenham circle algorithm draws circles using only integer arithmetic, exploiting the inscribed angle invariant
Предварительные знания
Circle Equation and GPS Interpretation
240 BC, Alexandria. Eratosthenes reads that in Syene at noon the sun reflects vertically in wells - no shadow. In Alexandria there is a shadow. Two angles, one circle, the distance between cities - and Earth's radius is more accurate than many medieval scholars achieved. Error: 2%. The tool: the definition of a circle as the set of all points equidistant from one center.
**Standard form:** (x - a)² + (y - b)² = r² **Expanded form:** x² + y² + Dx + Ey + F = 0 Center: (-D/2, -E/2), radius: r² = D²/4 + E²/4 - F **Point test:** < r² inside, = r² on circle, > r² outside
GPS determines coordinates through the intersection of circles - spheres in 3D space. Each satellite contributes one sphere: the set of points at distance d from the satellite. Four satellites give four spheres. Their intersection is a point. Circle geometry literally lives in every pocket.
In game engines: compare d² vs (r1+r2)² for circle-circle collision - no sqrt, roughly 2x faster in tight 60 fps loops.
The circle (x-3)² + (y+1)² = 25 has radius:
Chord, Arc, and Inscribed Angle
A chord connects two points on a circle. An arc is the portion of the circle between them. An inscribed angle has its vertex on the circle and subtends an arc. A central angle subtends the same arc from the center. The relationship is non-obvious: the inscribed angle is exactly half the central angle, regardless of where on the circle the vertex sits.
**Inscribed angle theorem:** inscribed angle = 1/2 * central angle on the same arc ∠BAC (inscribed) = 1/2 * ∠BOC (central) **Thales' theorem:** an angle inscribed in a semicircle (subtending a diameter) equals 90°.
Thales' theorem is foundational for computer graphics. The Bresenham circle algorithm draws circles using only integer operations, exploiting the invariance of the inscribed angle: no matter which point on the semicircle one chooses, the angle remains 90°. GPU rasterization exploits this same symmetry at hardware level.
All inscribed angles subtending the same arc are equal - a direct consequence of the inscribed angle theorem. This is an invariant, not a coincidence.
Central angle AOB = 80°. Inscribed angle ACB subtending the same arc AB equals:
Tangent Line - Perpendicular to Radius
A tangent to a circle touches it at exactly one point. The key property: the tangent is perpendicular to the radius at the point of tangency. This is not an axiom but a theorem - and it holds at every scale, from compass and straightedge to orbital mechanics.
**Tangent to x² + y² = r² at point (x₀, y₀):** x*x₀ + y*y₀ = r² **Tangent length from external point P(px, py) to circle (a, b, r):** t = sqrt((px-a)² + (py-b)² - r²)
Monte Carlo estimation of pi: random points are cast into a unit square, those landing inside the unit circle are counted. The fraction multiplied by 4 converges to pi. GPS inverts the same idea - instead of random points, a system of equations; instead of a square, spheres. The tangent plane to each sphere defines the uncertainty surface.
Two tangents drawn from an external point form a 60° angle. The angle between the two radii at the tangent points is:
Power of a Point - Circle Invariant
The power of a point P with respect to a circle is d² - r², where d is the distance from P to the center. Positive outside, zero on the circle, negative inside. This is not just a number - it is an invariant: draw any secant through P, and the product of the two signed distances to the circle is always the same.
**Power of a point theorem:** if two secants through P intersect the circle at A, B and C, D: PA * PB = PC * PD = |power of P| For a tangent PT: PT² = PA * PB
UMAP and other manifold learning algorithms build low-dimensional representations through local distances. At their core lies an idea analogous to the power of a point: a distance invariant that is preserved when projecting onto a manifold. Circle geometry is not a school subject - it is the language modern ML speaks.
Power of a point as a signed distance function: negative inside, positive outside. Level-set methods in computer vision use exactly this structure - just for complex contours rather than circles.
A secant from P intersects the circle at A and B with PA = 3, PB = 12. The tangent length from P is:
Key Ideas
- **Equation:** (x-a)²+(y-b)²=r²; point test: compare d² vs r², no sqrt needed
- **Inscribed angle** = half the central angle; angle in semicircle = 90° (Thales) - invariant regardless of vertex position
- **Tangent** is perpendicular to radius; length from external point t = sqrt(d²-r²); GPS uses this in 3D
- **Power of a point:** PA*PB = PC*PD = PT² - invariant across all secants through the same point
Related Topics
Circles are the foundation for solids of revolution, trigonometry, and projective geometry:
- Areas and Perimeters — Circle area pi*r² and circumference 2*pi*r - the next step
- Solids of Revolution — Rotating a circle generates a sphere or torus
- Projective Geometry — Circle inversion and cross-ratio in projective geometry
Вопросы для размышления
- Eratosthenes measured Earth's radius through shadow angles and city distance. Which exact property of circles did he use - and could the experiment be replicated today?
- GPS needs 4 satellites, not 3. Why? What does the fourth sphere provide that three cannot?
- The power of a point is negative inside a circle. How does this relate to signed distance functions used in computer vision level-set methods?
Связанные уроки
- geo-05 — Circle area and circumference follow directly
- geo-03 — Polygons and proportions as foundation
- trig-01 — Inscribed angles and arcs connect through sine and cosine
- calc-03-limits-intro — Circumference as limit of inscribed polygon perimeters
- prob-04-bayes — Monte Carlo pi estimation uses circle membership
- trig-03