I’m thinking about fast nonlinear functions for neural networks. There are bit hacks on the floating point format that are useful.
// Bit hack fast approximate square root
void setup(){
background(0);
size(500,500);
stroke(255,0,0); // red
for(int i=0;i<500;i++){
point(i,499-22*sqrt(i));
}
stroke(0,255,0); // green
for(int i=0;i<500;i++){
float f=i;
int j=Float.floatToRawIntBits(f);
j=(j+(127<<23))>>>1; // basically average the biased exponent with 127
float root=Float.intBitsToFloat(j);
point(i,499-22*root);
}
}
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Or more useful for what I need:
// Bit hack fast approximate x to the power of 1.5
void setup(){
background(0);
size(500,500);
stroke(255,0,0); // red
for(int i=0;i<500;i++){
point(i,499-0.044*pow(i,1.5));
}
stroke(0,255,0); // green
for(int i=0;i<500;i++){
float f=i;
int j=Float.floatToRawIntBits(f);
j=(j+(127<<23))>>>1; // basically average the biased exponent with 127
float p15=f*Float.intBitsToFloat(j);
point(i,499-0.044*p15);
}
}
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// Bit hack fast approximate 1/x
void setup(){
background(0);
size(500,500);
stroke(255,0,0); // red
for(int i=1;i<500;i++){
point(i,499-499*1f/i);
}
stroke(0,255,0); // green
for(int i=1;i<500;i++){
float f=i;
int j=Float.floatToRawIntBits(f);
// j=0x7f000000-j; More accurate for x=1 (eg. 1/1 should=1
j=0x7EEEEEEE-j;
float inv=Float.intBitsToFloat(j);
point(i,499-499*inv);
}
}
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Also, a key quote from that old thread:
It is perhaps worth pointing out that a common optimization we used to make back in the day was to omit the use of square root altogether, particularly when checking distances in 2d or 3d space. […] The fastest square root is no square root at all.
With some forms of distance / inequality you can just use the squared numbers – although this depends on your application.
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There are fast atan2 approximations but they are still weighed down by requiring costly division operations. However given there is a bit hack for division…
I’ll see if I can do something today.
Approximate inverse square root
// Bit hack fast approximate 1/sqr(x)
void setup(){
background(0);
size(500,500);
stroke(255,0,0); // red
for(int i=1;i<500;i++){
point(i,499-499*1f/sqrt(i));
}
stroke(0,255,0); // green
for(int i=1;i<500;i++){
float f=i;
int j=Float.floatToRawIntBits(f);
j=0x5F375A86 - (j>>>1);
float invsqrt=Float.intBitsToFloat(j);
point(i,499-499*invsqrt);
}
}
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Very approximate atan2(…). I didn’t check edge cases like atan2(0,0) etc.
/**
* Arctangent Bit Hack Version
*
* Move the mouse to change the direction of the eyes.
* The atan2() function computes the angle from each eye
* to the cursor.
*/
Eye e1, e2, e3;
void setup() {
size(640, 360);
noStroke();
e1 = new Eye( 250, 16, 120);
e2 = new Eye( 164, 185, 80);
e3 = new Eye( 420, 230, 220);
}
void draw() {
background(102);
e1.update(mouseX, mouseY);
e2.update(mouseX, mouseY);
e3.update(mouseX, mouseY);
e1.display();
e2.display();
e3.display();
}
class Eye {
int x, y;
int size;
float angle = 0.0;
Eye(int tx, int ty, int ts) {
x = tx;
y = ty;
size = ts;
}
void update(int mx, int my) {
angle = arctan2BH(my-y, mx-x); // Using hack
}
void display() {
pushMatrix();
translate(x, y);
fill(255);
ellipse(0, 0, size, size);
rotate(angle);
fill(153, 204, 0);
ellipse(size/4, 0, size/2, size/2);
popMatrix();
}
}
float arctan2BH(float y, float x){
float absY=Float.intBitsToFloat(Float.floatToRawIntBits(y) & 0x7fffffff);
float absX=Float.intBitsToFloat(Float.floatToRawIntBits(x) & 0x7fffffff);
float angle=min(absX,absY)*Float.intBitsToFloat(0x7EEEEEEE-Float.floatToRawIntBits(max(absX,absY)));
if(absY>absX) angle=HALF_PI-angle;
if(x<0) angle=PI-angle;
if(y<0) angle=-angle;
return angle;
}
Improved arctan2() version:
/**
* Arctangent Bit Hack Version Improved
*
* Move the mouse to change the direction of the eyes.
* The atan2() function computes the angle from each eye
* to the cursor.
*/
Eye e1, e2, e3;
void setup() {
size(640, 360);
noStroke();
e1 = new Eye( 250, 16, 120);
e2 = new Eye( 164, 185, 80);
e3 = new Eye( 420, 230, 220);
}
void draw() {
background(102);
e1.update(mouseX, mouseY);
e2.update(mouseX, mouseY);
e3.update(mouseX, mouseY);
e1.display();
e2.display();
e3.display();
}
class Eye {
int x, y;
int size;
float angle = 0.0;
Eye(int tx, int ty, int ts) {
x = tx;
y = ty;
size = ts;
}
void update(int mx, int my) {
angle = arctan2BH(my-y, mx-x); // Using hack
}
void display() {
pushMatrix();
translate(x, y);
fill(255);
ellipse(0, 0, size, size);
rotate(angle);
fill(153, 204, 0);
ellipse(size/4, 0, size/2, size/2);
popMatrix();
}
}
float arctan2BH(float y, float x){
float absY=Float.intBitsToFloat(Float.floatToRawIntBits(y) & 0x7fffffff);
float absX=Float.intBitsToFloat(Float.floatToRawIntBits(x) & 0x7fffffff);
float angle=min(absX,absY)*Float.intBitsToFloat(0x7EEEEEEE-Float.floatToRawIntBits(max(absX,absY)));
angle*=Float.intBitsToFloat(0x7EEEEEEE-Float.floatToRawIntBits(1+0.28*angle*angle));
if(absY>absX) angle=HALF_PI-angle;
if(x<0) angle=PI-angle;
if(y<0) angle=-angle;
return angle;
}
1 Like