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Origin of Quake3's Fast InvSqrt()
Posted by
Zonk
on Fri Dec 01, 2006 02:20 PM
from the i-know-you-were-dying-inside-without-this dept.
from the i-know-you-were-dying-inside-without-this dept.
geo writes "Beyond3D.com's Ryszard Sommefeldt dons his seersucker hunting jacket and meerschaum pipe to take on his secret identity as graphics code sleuth extraordinaire. In today's thrilling installment, the origins of one of the more famous snippets of graphics code in recent years is under the microscope — Quake3's Fast InvSqrt(), which has been known to cause strong geeks to go wobbly in the knees while contemplating its simple beauty and power."
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Origin of Quake3's Fast InvSqrt()
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A famous quote (Score:5, Funny)
(http://www.naawp.org/)
Re:A famous quote (Score:5, Informative)
(Last Journal: Saturday June 30, @01:22AM)
Re:A famous quote (Score:5, Funny)
(http://evilempire.ath.cx/)
Re:A famous quote (Score:5, Informative)
Re:A famous quote (Score:4, Interesting)
(http://wickedindustry.com/)
This is why console games (ps, ps2, xbx, 360, bla bla bla huj) actually stays competitive to PC (more powerful, of course) - since developers has a good idea about actual CPU/GPU available at any given moment, they can safely close to the border way more confidently than on pc. And on PC they usually resort to generic 'will give you the best that I can' routines anyway.
(at least that what I can say after observing xbox360 devel team for 6 months. scary stuff, they do, scary stuff.)
Re:A famous quote (Score:5, Funny)
(http://mogrify.org/)
Interesting smiley... is that a dead man with a fraction in his mouth and a prominent Adam's Apple, wearing a bow tie and a dress and standing on a toy race car?
What's your point, man?
Re:A famous quote (Score:4, Insightful)
(http://wandership.ca/ | Last Journal: Tuesday February 01 2005, @08:03PM)
Really? What if the number is negative?
I think you mean to say "the original number", not "the absolute value of the original number". When given a negative argument, this composition will either return an error (because there is no support for complex numbers) or a negative result equal to the input.
Re:A famous quote (Score:5, Informative)
Slow:
const float length = sqrt( v.x*v.x + v.y*v.y + v.z*v.z );
v.x
v.y
v.z
Fast:
const float recip_length = InvSqrt( v.x*v.x + v.y*v.y + v.z*v.z );
v.x *= recip_length;
v.y *= recip_length;
v.z *= recip_length;
The 2nd version has no divides, and no call to sqrt, which makes it *loads* faster.
Re:A famous quote (Score:4, Informative)
(http://en.wikipedia.org/wiki/User:Raul654)
Re:A famous quote (Score:4, Informative)
(http://www.piratetoystore.com/)
Re: A better question: (Score:5, Informative)
It starts by taking a guess at the right answer, and then improving the guess until it's accurate enough to use.
The first step depends heavily on the fact that a floating point number on a computer is represented as a significand (aka mantissa) and an exponent (a power of two). For the moment, consider taking just the square root of X instead of its inverse. You could separate out the exponent part of the floating point number, divide it by two, and then put the result back together with the original significand, and have a reasonable starting point.
From there, you could improve your guesses to get a better approximation. The simplest version of that would be like a high-low game -- you split the difference between the current guess and the previous guess, and then add or subtract that depending on whether your previous guess was high or low. Eventually, you'll get arbitrarily close to the correct answer.
This can take quite a few iterations to get to the right answer though. To improve that, Newton-Raphson looks at the curve of the function you're working with, and projects a line tangent to the curve at the point of the current guess. Where that line crosses the origin gives you the next guess. That's probably a lot easier to understand from picture [sosmath.com].
In this case, we're looking for the inverse square root, which changes the curve, but not the basic idea. As a general rule, the closer your first guess, the fewer iterations you need to get some particular level of accuracy. That's the point of the:
While the originator of this constant is unknown, and some of it is rather obscure, the basic idea of most of it is fairly simple: we start by shifting the original number right a bit. This divides both the mantissa and the exponent part by two, with the possibility that IF the exponent was odd, it shifts a bit from the exponent into the mantissa. The subtraction from the magic number then does a couple of things. For one thing, if a bit from the exponent was shifted into the mantissa, it removes it. The rest of the subtraction is trickier. If memory serves, it's based on the harmonic mean of the difference between sqrt(x) and (x/2) for every possible floating point number of the size you're using.
This is where the fact that it's 1/sqrt(x) instead of sqrt(x) means a lot: 1/sqrt(x) is a curve, but it's a fairly flat curve -- much flatter than sqrt(x). The result is that we can approximate a point on the curve fairly accurately with a line. In this case, it's really two lines, which gets it a bit closer still.
From there, the number has had a bit of extra tweaking done -- it doesn't actually give the most accurate first guess, but its errors are often enough in the opposite direction from those you get in the Newton-Raphson iteration steps that it gives slightly more accurate final results.
Correction (Score:5, Informative)
(Last Journal: Tuesday September 19 2006, @01:23PM)
I believe you meant to say x^(-1/2)
Too bad the people modding you up don't have math degrees. =P
Re:Correction (Score:4, Insightful)
(http://slashdot.org/)
Re:A famous quote (Score:5, Informative)
(Last Journal: Friday June 11 2004, @11:15AM)
This is great for a 3D rendering application, but in a game speed is critical. This pair of calculations involves a square root and a divide. Both of thse are at least an order of magnitude slower than multiplications and additions.
So what this function does is provide a value you can multiply each component by to get a unit vector.
Well, there's the what and why parts. As for the , I have no idea. I think it uses magic.
Re:A famous quote (Score:5, Insightful)
(http://people.xiph.org/~jm/)
You mean that Newton thought about taking advantage of the IEEE float format to initialize the algorithm using "i = 0x5f3759df - (i>>1);"? Wow, now that's a clever guy!
Re:A famous quote (Score:4, Funny)
(http://slashdot.org/)
int i = *(int*)&x;
i = 0x5f3759df - (i >> 1);
Then I'm afraid the whole article is going to be lost on you...
We've got a floating point being operated on as an integer.
We've got a mysterious constant.
We've got a two's complement sign-flip combined with a bit-shift.
The only thing missing from this party is hookers and beer.
Re:A famous quote (Score:5, Informative)
(Last Journal: Friday November 10 2006, @02:16PM)
Carmack quite graciously denied the code was his and helped direct the author closer to the true source.
And so why do we care? (Score:2, Insightful)
[Insert rant about software patents]
Re:And so why do we care? (Score:5, Funny)
(http://offthegrid.1337hax0r.com/ | Last Journal: Wednesday October 18 2006, @12:56PM)
I was a little worried when Slashdot posted the Britney Spears beaver pictures, but they now have their credibility back as the home of "News for Nerds".
Re:And so why do we care? (Score:5, Funny)
Re:And so why do we care? (Score:5, Funny)
Re:And so why do we care? (Score:5, Funny)
(http://www.timewarp.org/ | Last Journal: Monday September 30 2002, @08:49AM)
--
Evan
Re:And so why do we care? (Score:5, Informative)
(Last Journal: Sunday April 22 2007, @01:32PM)
Re:And so why do we care? (Score:5, Interesting)
(Last Journal: Thursday July 12, @12:30PM)
Mods: I want +5, Funny for this. No, no, wait: +5, Informative. No, wait, anyone can google something and be "informative." I want a +5, Interesting.
Thanks.
I know who wrote it (Score:5, Funny)
(http://circletimessquare.com/)
Obviously SCO's intellectual property! (Score:5, Funny)
This paper seems to have the info (Score:5, Informative)
(http://geocities.com/nelstomlinson/index.html)
Re:This paper seems to have the info (Score:5, Funny)
(http://home.mchsi.com/~toasty/)
What's with use of Pointers? (Score:3, Interesting)
(http://millionnumbers.com/)
Can someone enlighten me?
Re:What's with use of Pointers? (Score:5, Informative)
*(int*) &x treats the bits as an integer, with no behind the scenes conversion to an actual int value.
Re:What's with use of Pointers? (Score:5, Informative)
(http://www.music.mcgill.ca/~sinclair)
If you do this:
int i = (int)3.0f;
You get i=3, like what you'd get from the floor() function.
If you do this:
float f = 3.0f;
int i = *(int*)
Then i contains a bit-for-bit copy of the IEEE floating-point representation of 3.0.
It's because C knows how to cast a float to an int by applying the floor function. However, if you do it the second way, you aren't casting a float to an int, you are casting a pointer-to-float to a pointer-to-int and then dereferencing it.
By the way, I just wanted to say... this is one of the most interesting things I've read on Slashdot in a while. Wow. That function is just amazing. I only wish I understood how it worked. I know nothing about what a "Newton-Raphson iteration" is.
Re:What's with use of Pointers? (Score:5, Informative)
(http://www.dsbscience.com/)
You start with some INITIAL GUESS (the real beauty of this algorithm) X(0), then apply:
X(n+1) = X(n) - f(X(n)) / f'(X(n))
where
X(n+1) is the NEXT guess after the value you 'know',
X(n) is that most recent value you know,
f(X(n)) is the function evaluated at X(n) and
f'(X(n)) is the first derivative of f(x) evaluated at X(n).
It's not foolproof and a BOTH whether it converges at al AND how FAST it converges depends on the initial guess, X(0)
The "Secant Method" is an improvement that makes it a little 'smarter,' at the expense of more computation (this is often a positive trade-off on numerical modeling codes, since the 'smarter' algorithm does tend to converge faster). There are other improvements as well, such as the Los Alamos Linear Feedback Solver (a slightly modified secant method that converges about 10-17% faster, at least for some types of problems) that I use in my own codes.
Obligatory wikipediea followup: Newton's Method [wikipedia.org]
Re:What's with use of Pointers? (Score:5, Informative)
The trick of this function is to take the 32 bits of data that are really a float, but process it as if it's an integer. So you take that cumbersome number 21 as a float, then BAM! presto, turn it directly to an integer not through type conversion, but by simply treating those same 32 bits as if they were representing an integer all along.
Let's use the number 21 as an example in the function call.
The binary representation of 21 as a float is 01000001 10101000 00000000 00000000 (broken into 8-bit words for clarity). The function then goes to create a new integer i, whose value is also 01000001 10101000 00000000 00000000 (which happens to be 1101529088 in decimal). The magical line of the code, i = 0x5f3759df - (i>>1), takes that integer i, shifts its bits one to the right (turning our 01000001 10101000 00000000 00000000 into 00100000 11010100 00000000 00000000, or 550764544 in decimal), then subtracts it (still doing integer math here) from 0x5f3759df (which is 01011111 00110111 01011001 11011111 or 1597463007 in decimal), and winds up with 00111110 01100011 01011001 11011111 (or 1046698463 in decimal).
Now, for its next trick, it takes that wonky integer 1046698463, and turns it back into a floating point number, by the same trick used above, i.e. simply by looking at those same 32 bits, and pretending they're a float, not an int. The binary representation of 1046698463, 00111110 01100011 01011001 11011111, is the same as 0.22202251851558685 in float.
From here on out, it's all floating math. Apply the Newton-Rhapson method (thats the next line), we get x = 0.22202251851558685 * (1.5 - ( (21*.5) * 0.22202251851558685^2 )) = 0.218117811. We return this value at the closing of the function. As it turns out, the inverse square root of 21 is 0.21821789... (thanks Google calc). So, I have no idea WHY the Float to Int to Float trick works, but it works very well.
Whew!
Re:What's with use of Pointers? (Score:5, Informative)
I'll take a swing at this one. It's because the author doesn't want the value of x, but the integer representation of the value at x's memory address.
If x is 3.14159, (2) will result in i==3, whereas (1) will result in whatever the 4-byte IEEE-754 representation of 3.14159 is (0x40490FD0, if Google is correct). By using (1), the author is able to use integer bitwise opeartions (>>) to perform "free" floating point operations. When i is sent back into floating point form via:
x = *(float*)
x now contains the value of the integer operation:
i = 0x5f3759df - (i >> 1);
which was presumably faster than an identical floating point operation. It's a nifty little solution, especially with regard to the selection of the magic number.
Re:What's with use of Pointers? (Score:5, Informative)
(http://ewhac.best.vwh.net/ | Last Journal: Saturday August 18 2001, @10:28PM)
int i = (int)x;
Then C will simply convert the float value into an integer value (throwing away fractional part). But this isn't what we want. We want to operate on the bits of an IEEE floating point value directly, and integers are the best way to do that.
So first, we lie to the compiler by telling it we have a pointer to an int:
(int *) &f
And then we deference the pointer to get it into an operable int:
i = *(int *) &f
Note what's important here is to keep the compiler from modifying any part of the original 32-bit value.
Schwab
Old and busted: Duff's device (Score:4, Funny)
(http://slashdot.org/~Stavr0/journal/ | Last Journal: Thursday January 19 2006, @01:18PM)
Naah, just kidding. They both deserve a spot in the Clever Hacks Hall of Fame
Hmm... (Score:2, Funny)
(http://spiderweblabs.com/)
Poor function name (Score:4, Insightful)
(http://paul-mclaughlin.com/)
Re:Poor function name (Score:4, Funny)
It was fast (Score:4, Informative)
(http://www.icarusindie.com/)
That page compares the time it takes to calculate the sqrt various ways including Carmacks. Short version is that modern processors are significantly faster since it can be done in hardware. It may still be useful in cases where the processor doesn't have the sqrt function available.
His version took 428 cycles compared to 107 cycles doing it in hardware on the same system.
Re:It was fast (Score:5, Insightful)
Re:It was fast (Score:5, Informative)
rsqrtss xmm1, xmm0
about 5 cycles. And it can pipeline.
Not a fan of x86? Maybe altivec...
vrsqrtefp V2, V1
depends, but 12 cycles probably and pipelined.
On PS3's SPU it's rsqrte (6 cycles), on 3dNow it's pfrsqrt (8 cycles) both pipelined. Even PS2 had rsqrt (13 cycles). There's just no reason for software reciprocal square root. It's a cool trick, but it's not even useful anymore.
Cool Journey (Score:1)
Mirrordot the airticle cut-and-paste (Score:5, Informative)
(http://www.perlpimp.com/)
Note!
This article is a republishing of something I had up on my personal website a year or so ago before I joined Beyond3D, which is itself the culmination of an investigation started in April 2004. So if timeframes appear a little wonky, it's entirely on purpose! One for the geeks, enjoy.
Origin of Quake3's Fast InvSqrt()
To most folks the following bit of C code, found in a few places in the recently released Quake3 source code, won't mean much. To the Beyond3D crowd it might ring a bell or two. It might even make some sense.
InvSqrt()
Finding the inverse square root of a number has many applications in 3D graphics, not least of all the normalisation of 3D vectors. Without something like the nrm instruction in a modern fragment processor where you can get normalisation of an fp16 3-channel vector for free on certain NVIDIA hardware if you're (or the compiler is!) careful, or if you need to do it outside of a shader program for whatever reason, inverse square root is your friend. Most of you will know that you can calculate a square root using Newton-Raphson iteration and essentially that's what the code above does, but with a twist.
How the code works
The magic of the code, even if you can't follow it, stands out as the i = 0x5f3759df - (i>>1); line. Simplified, Newton-Raphson is an approximation that starts off with a guess and refines it with iteration. Taking advantage of the nature of 32-bit x86 processors, i, an integer, is initially set to the value of the floating point number you want to take the inverse square of, using an integer cast. i is then set to 0x5f3759df, minus itself shifted one bit to the right. The right shift drops the least significant bit of i, essentially halving it.
Using the integer cast of the seeded value, i is reused and the initial guess for Newton is calculated using the magic seed value minus a free divide by 2 courtesy of the CPU.
But why that constant to start the guessing game? Chris Lomont wrote a paper analysing it while at Purdue in 2003. He'd seen the code on the gamedev.net forums and that's probably also where DemoCoder saw it before commenting in the first NV40 Doom3 thread on B3D. Chris's analysis for his paper explains it for those interested in the base math behind the implementation. Suffice to say the constant used to start the Newton iteration is a very clever one. The paper's summary wonders who wrote it and whether they got there by guessing or derivation.
So who did write it? John Carmack?
While discussing NV40's render path in the Doom3 engine as mentioned previously, the code was brought up and attributed to John Carmack; and he's the obvious choice since it appears in the source for one of his engines. Michael Abrash was mooted as a possible author too. Michael stands up here as x86 assembly optimiser extraordinaire, author of the legendary Zen of Assembly Language and Zen of Graphics Programming tomes, and employee of id during Quake's development where he worked alongside Carmack on optimising Quake's software renderer for the CPUs around at the time.
Asking John whether it was him or Michael returned a "not quite".
-----Original Message-----
From: John Carmack
Sent: 26 April 2004 19:51
Subject: Re: Origin of fast approximated inverse square root
At 06:38 PM 4/26/2004 +0100, you wrote:
>Hi John,
>
>There's a discussion on Beyond3D.com's forums about who the author of
>the following is:
>
>float InvSqrt (float x){
> float xhalf = 0.5f*x;
> int i = *(int*)
> i = 0x5f3759df - (i>>1);
> x = *(float*)
> x = x*(1.5f - xhalf*x*x);
> return x;
>}
>
>Is that something we can attribute to you? Analysis shows it to be
>extremely clever in its method and supposedly from the Q3 source.
>Most people say it's your work, a few say it's Michael Abrash's. Do
>you know who's responsible, possibly with a history of sorts?
Not me,
It Was Obviously... (Score:4, Funny)
(http://www.kickthebobo.com/erotech/index.html | Last Journal: Friday October 26, @11:51AM)
Re:It Was Obviously... (Score:5, Funny)
(http://slashdot.org/)
int MakeYouMyBitch7 () {
int my_bitch = MakeYouMyBitch() * MakeYouMyBitch2();
return MakeYouMyBitch36(my_bitch);
}
Just terrible.
Fast functions (Score:1)
As a young newt I looked at the code inside fractint with awe and discovered some similar marvellous optimisations.
Building on those and converting to 68k I made what was the fastest mandelbrot calculation I could.
Another blast from the past.
Also in Jim Blinn's Corner (Score:2)
It might be damn smart.. (Score:5, Insightful)
(http://strace.org/kaners)
Seriously, try looking away from the genius who obviously wrote it.
- There is no single comment which would make reading and understanding what happens here much easier!
- Introduction of a magic number with no explanation whatsoever
- Magic pointer arithmetics without demystification
- Portability? Abuse of a single processor architecture, without warning that this would not work on non-x86
I know it is good code. But it is simply bad code!Error! (Score:3, Funny)
(http://www.jamesoft.net/)
hakmem (Score:3, Interesting)
HAKMEM is classic bathroom reading for hackers. If you want to do it up old-school, print a copy from original scans [mit.edu], double-sided.
Really old news... (Score:2)
(http://www.adkap.com/ | Last Journal: Thursday August 10 2006, @04:10PM)
A not that is not mentioned here: you can repeat the IEEE magic number line again for a more accurate result
O_o (Score:1)
Real men used no floating-point! (Score:1)
(http://www.dinechin.org/christophe)
So here is a quizz, the first one answering wins the admiration of the crowd:
- How did that engine avoid multiplications?
- How did it compute sine and cosines?
- What low-level hardware trick did it use in two-player mode, and how could that be used for performance tuning?
I believe Alpha Waves was the first video game on personal computers with full-screen "real" 3D (i.e. not scaled sprites), and I also believe it was the first 3D game with two simultaneous players sharing a screen. Would anybody have data to confirm or infirm that?
--
-- Physics for Dummies [cc3d.free.fr]
Intersection of hardware and software (Score:1)
(Last Journal: Saturday November 10, @01:52PM)
Note that the final magic number isn't the one implicated in the paper on lamont.org though the paper does test it with two other possible candidates. Gary Tarolli mentions that he may have changed which particular magic number was used in the final code but that he didn't write the code itself. Likely, if this particular fast square root function is embedded as a circuit and the circuit patented, the legal documents will attribute the code to Gary since he made the most significant contribution of actually choosing which number was used in the code which was released.
The question still remains, though: who wrote the routine?
Alternate mod type (Score:2, Funny)
Future Crew? (Score:1)
This was done in the 60's and 70's (Score:1, Interesting)
Being non-iterative it also has a deterministic speed, which is valuable in
real-time applications.
Integer adds/subtracts on floating-point representations were also sometimes used to approximate multiplication and division (by adding/subtracting the
exponent)
It may in part be related to something I did ... (Score:5, Informative)
(http://www.pobox.com/~qed/)
http://web.archive.org/web/19990210111728/www.geo
And here's an updated version of the same page:
http://www.azillionmonkeys.com/qed/sqroot.html [azillionmonkeys.com]
It isn't an exact rendering of the code in question, but it explains enough for any skilled hacker to 1) understand what's going on and 2) modify the code to create the resulting code that's in the Quake 3 source. Furthermore this web page has existed since about 1997 (archive.org doesn't go back that far for some reason.)
Now *IF* in fact the code origin comes from someone who took ideas from my site, I should point out that *I* am not the originator of the idea either (though I did write the relevant code). Bruce Holloway (who I credit on the page) was the first person to point out this technique to me at around the 1997 timeframe (prior to this, I created my own method which is similar, but not really as fast). (Vesa Karvonen informed by of the technique (through a code snippet with no explanation) at roughly the same time as well.) It was a technique well known to hard core 3D accelerator and CPU implementors, and follows an intentional design idea from the IEEE-754 specification.
Prof. William Kahan, one of the key people who specified the IEEE-754 standard (the standard for floating point the many CPUs use, starting with Intel's 8087 coprocessor) apparently presented this idea, and is the source for where Bruce Holloway got the idea. The IEEE-754 standard came out around the 1982 time frame. Though, its very likely that these ideas originate from even earlier in computing history.
Clever trick! (Score:5, Informative)
The algorithm is simple Newton-Raphson -- make a good initial guess, then iterate making the guess better. I think Newton-Raphson on 1/sqrt picks up 5-6 bits each try in the line "x = x*(1.5f - xhalf*x*x)". It can be repeated to get a more accurate result each time it's repeated.
The problem with Newton-Raphson is making a good first guess--otherwise, you need an extra iteration or two. And that's what the magic number is doing, making a good first guess.
So let's work out what a good first guess would look like for 1/sqrt(f), to see where this code came from.
Floating Point numbers are stored with a mantissa and an exponent: f = mantissa * (2 ^ exponent), where exponent is 8-bits wide and the mantissa is 23-bits wide.
Let's take an example: 1/sqrt(16) would have f = 1.0 * (2 ^ 4). We want the result 0.25 which is f = 1.0 * ( 2 ^ -2).
So our first guess should take our exponent, negate it, and cut it in half. (Try more examples to see that this works--it's basically the definition of 1/sqrt(f)). We'll ignore the mantissa--if we can just get within a factor of 2 of the answer in one step, we're doing pretty well.
Unfortunately, the exponent is stored in FP numbers in an offset format. In memory, The mantissa is in the low 23 bits, and the most-significant bit is the sign (which will be 0 if we're taking roots). For now, let's just assume we have our exponents as 8-bit values, to work out what we need to do with the +127 offset.
We want new_actual_exp = -(actual_exp)/2. But in memory, exp = (actual_exp + 127). Or, actual_exp = exp - 127.
Substituting gives (new_exp - 127) = -(exp - 127)/2. Simplify this to: new_exp = 127 - (exp - 127)/2 => new_exp = 3*127/2 - (exp / 2).
Now the exponent is shifted 23 places in memory, so let's write out our code (and ignore the mantissa completely for now...): rewriting as hex: Well, first, it's arguable whether it should be 0x5f000000 or 0x5f400000 (The "4" is actually in the mantissa). I'm guessing resolving that dilemma led to the original author discovering that choosing a particular pattern of bits in the mantissa can help make the initial guess even more accurate, leading to the 0x5f3759df constant.
I haven't worked it out, but Chris Lomont http://www.lomont.org/Math/Papers/2003/InvSqrt.pd
not that accurate (Score:1)
(Last Journal: Monday January 15 2007, @10:11PM)
InvSart(4) = 0.499154
1/sqrt(4) = 0.5
InvSart(10) = 0.315686
1/sqrt(10) = 0.316228
InvSart(2) = 0.70693
1/sqrt(2) = 0.707107
InvSart(100) = 0.0998449
1/sqrt(100) = 0.1
so it's pretty accurate to around three figures...
Similar solution for x^(-1/4) (Score:2, Interesting)
lousy code (Score:2)
* it's badly named: "reciprocal square root" would be better (however, that's a problem with graphics lingo)
* it lacks a comment as to where it came from
* it lacks a comment as to how it works or how the constant was determined
* it lacks a comment as to how well it works
* it lacks a comment as to the range of arguments it's valid for
* it lacks (optional) error checking
* it lacks a comment as to what environment it works in
* it lacks a straightforward base implementation
* there don't seem to be any test cases either
The code posted in the article is actually not exactly the Q3 source code. The Q3 source code actually contains two slightly different versions of the function, one called "Q_rsqrt" commented (with "// what the fuck") and a single iteration, and second one that's uncommented and named incorrectly "SquareRootFloat" and uses two iterations. Neither of them say what the function actually does, and the fact that there are two of them is also not so great.
Yeah, that kind of code causes me "to go wobbly in the knees"--by annoying the hell out of me--because the programmer who wrote it is wasting my time. Pretty predictably, sooner or later, this code will break something, and it will first take time to figure out that this code is responsible, then it will take some time to figure out what it is supposed to do, and finally, it will be a pain to figure out how to fix it. Or, I'd just rewrite it.
Same trick with log(x) and pow(x,y) (Score:2)
breaks on gcc (Score:2)
http://gcc.gnu.org/ml/gcc-bugs/2006-03/msg02943.h
http://gcc.gnu.org/ml/gcc-bugs/2006-03/msg02957.h
It also makes unstated assumptions about the values it gets called with; call it with something else and you get bad results.
In other words... (Score:1)
Neat approximation.. (Score:2)
Ex: InvSqrt(25) returns 0.19969 instead of the expected result of 0.2. (ie. sqrt(25) = 5, 1/5 = 0.2, for those wondering about the math).
My current explanation / understanding (Score:1)
(http://instacalc.com/)
I'm not an expert, but heres how I understand it:
1. Background: Newton's method finds roots of any function
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What does factoring an equation have to do with finding 1/sqrt(n)? A lot. Give me a number n. I now make the function
f(x) = 1/sqrt(x) - n
Notice that when you find an x where f(x) = 0, it means x is the inverse square root of n:
f(x) = 0
1/sqrt(x) - n = 0
1/sqrt(x) = n
x = 1/sqrt(n)
In other words, I need to find the root of that equation. Newton's method lets you do this by picking a starting value, seeing how far off you are, and getting closer and closer with each iteration. There's more info online. With Newton's method, call your initial guess "g". An better approximation for the root is
guess_new = g - f(g)/f'(g)
In our case, f(x) = 1/x^2 - i (where i is the initial value, as seen in the code). We use the power rule to see that f'(x) = -2x^-3, and plug it into the guess_new equation above:
guess_new = x - (1/x^2 - i)/-2x^-3
guess_new = x(1.5 - ix^2)
which is exactly what the code above has. If you keep plugging "guess_new" back in the equation, you can get closer and closer to the answer.
Here is a demo of multiple iterations to find inverse square: http://tinyurl.com/vh7hg/ [tinyurl.com] Try plugging in different initial guesses (.2,
2. Now our problem becomes: How can we make a good guess?
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If we had a lot of time, we could just pick a random number and keep iterating using the method above. But that would be slow - we want a *good* guess.
Well, our best guess for the inverse square root is the inverse square root itself! What's a good way to get 1/sqrt(n)?
This is the first level of magic. Assume you have a number in exponent form, like this:
10^6 = 1 million
If you want to find the regular square root of 1 million, just divide the exponent by 2.
sqrt(10^6) = 10^(6/2) = 10^3 = 1 thousand.
If you want the *inverse* square root, divide the exponent by -2 to flip the sign.
invsqrt(10^6) = 10^(6/-2) = 10^-3 = 1/thousand
Ok so far? Our goal is to divide the exponent of i (our number) by -2 to get a really awesome guess for Newton's approximation method.
3. Floats are stored in mantissa-exponent form
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This is the key. Floating-point numbers have an explicit exponent and mantissa component. Theoretically, we could mask out the bits for the exponent and do division.
But division is expensive; the code uses another clever hack. Shifting bits is the same as dividing by 2 (or 4, 16, or any other power; the remainder is truncated, which is OK for an approximation).
So we can divide by 2 easily. And if we want a negative number, instead of multiplying by -1 (expensive), we can just subtract the number from "0" (cheap).
The program converts the floating point into an integer (using the pointer tricks), shifts the bits by 1 to halve the exponent, and subtracts from "0" (the magic number - hold on) to negate it.
4. Why the magic number 0x5f37...?
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We can't just subtract from zero, there's too much going on. First, by shifting the bits we mave move some of the exponent bits into the mantissa. Also, there are different cases of odd/even exponents. The paper goes into lots of special cases, I didn't really understand them all first time around. But the magic number tries to minimize errors, and there can be several magic numbers used.
5. What's the result?
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The result is that you get a great initial value to
From _your_ fortune file, this is even more amazin (Score:2)
(http://www.pobox.com/~rwhite)
fortune -m 'bits in'
on any modern linux with fortune installed you will get the following,
(along with usually at least one other tidbit)
#define BITCOUNT(x) (((BX_(x)+(BX_(x)>>4)) & 0x0F0F0F0F) % 255)
#define BX_(x) ((x) - (((x)>>1)&0x77777777) \
- (((x)>>2)&0x33333333) \
- (((x)>>3)&0x11111111))
It works, and I have used it to good advantage in circumstances where
nothing else would _quite_ do...
What, you ask, does it do? It gives you the number of bits which are set in a
given byte/word/dword...
So BITCOUNT(0x81) == 2
and so on.
Can xhalf=0.5f*x be made faster? (Score:2)
Don't know why (Score:2)
Really, by the comments on this page, it's amazing how people use functions they don't understand! What's this? Faith?
Programming should not be based on faith but on reasoning.
The article even fails to mention that the function is just a rough approximation at 1/sqrt(), this function would be better labeled RoughInvSqrt(). And yes bitwise manipulation of float point values is cool, yes, that's programming.
Article copied from Code Maestro? (Score:1)
If someone doesn't have any good ideas of his own for writing articles, perhaps he should have picked another profession...
Cleve Moler of Mathworks showed me this in 1987 (Score:1)
InvSquirt!?-Sperm. (Score:1, Funny)
Re:x * x, right? (Score:3, Informative)
Well, you're sort of right.
f^-1(x) = x^2 is the inverse of f(x) = sqrt(x) where x > 0
Re:Bad programmer, no cookie (Score:2)
(http://www.p10link.net/plugwash/)
All floating point operations are approximations, writing good floating point code is all about understanding the approximations and tradeoffs you are making.
and floading point operations can be one of the slowest parts of code
i have to agree on the lack of comments in the source for games, it can make them very hard to penatrate (particularlly when combined with heavy use of macros)
Re:Article Text (Score:1)
(http://www.angusenterprises.co.uk/)
Re:Bad programmer, no cookie (Score:3, Interesting)
(Last Journal: Tuesday September 19 2006, @01:23PM)
This is John Carmack we're talking about. I imagine he knows how to use a code profiler.
I mean, it's not like they're running scientific simulations with this. It's Quake3.
Re:Bad programmer, no cookie (Score:5, Insightful)
(http://slashdot.org/)
I've written enough 3D graphics code -- including a textured polygon rasterizer that would probably cry and try to delete itself if it saw something like Quake 3 -- to know that they didn't have to run a profiler to know that they'd be spending too much time doing 1/sqrt(x) if they didn't have a highly optimized routine for it. It's an inherent operation in so many 3D calculations it isn't funny, and while by the time Quake 3 came out hardware floating point units were pretty fast, FP divides and FP square roots were very lengthy operations that more importantly couldn't be pipelined.
But if you're just trying to, say, figure out which pixel to color, and you approximate the pixel to a few decimal places...I think you're good to go.
Yeah, pretty much. Back when I wrote my code (pentium days) you had an FP unit but it wasn't very good, so I used fixed point math (using integer instructions) which had sufficient precision for a 320x200 display. Getting enough performance out of the core algorithms was still hard enough that I had to take a lot of shortcuts, like instead of doing the right thing by using a divide every pixel to calculate which texel to use, I used a divide every 8 pixels and linearly interpolated in between. I'm sure that Quake (the contemporary 3D engine of the day which would also make my code cry) contained many more clever optimizations and approximations, because it wouldn't have been possible on the hardware of that day without them.
In fact, approximating FP values for 3D code is so common that the 3DNow and SSE instruction sets contain instructions that approximate the square root and inverse square root to about half of single-precision floating point. The non-approximation instruction uses a lookup table to get an initial guess, then uses a couple iterations of Newton's Method to refine the result. The short cut instructions simply return the value in the lookup table.
So yeah, basically the AC OP has no idea what he is talking about, and from that basis of ignorance is denigrating what is in reality a very clever and extremely useful hack.