实现基于查表的三角函数

发布于 2024-07-14 16:33:49 字数 4496 浏览 7 评论 0原文

对于我在业余时间实现的视频游戏,我尝试使用查找表实现我自己的 sinf()、cosf() 和 atan2f() 版本。 目的是使实现速度更快,但准确性较低。

我的初步实现如下。 这些函数可以工作,并返回良好的近似值。 唯一的问题是它们比调用标准 sinf()、cosf() 和 atan2f() 函数

那么,我做错了什么?

// Geometry.h includes definitions of PI, TWO_PI, etc., as
// well as the prototypes for the public functions
#include "Geometry.h"

namespace {
    // Number of entries in the sin/cos lookup table
    const int SinTableCount = 512;

    // Angle covered by each table entry
    const float SinTableDelta = TWO_PI / (float)SinTableCount;

    // Lookup table for Sin() results
    float SinTable[SinTableCount];

    // This object initializes the contents of the SinTable array exactly once
    class SinTableInitializer {
    public:
        SinTableInitializer() {
            for (int i = 0; i < SinTableCount; ++i) {
                SinTable[i] = sinf((float)i * SinTableDelta);
            }
        }
    };
    static SinTableInitializer sinTableInitializer;

    // Number of entries in the atan lookup table
    const int AtanTableCount = 512;

    // Interval covered by each Atan table entry
    const float AtanTableDelta = 1.0f / (float)AtanTableCount;

    // Lookup table for Atan() results
    float AtanTable[AtanTableCount];

    // This object initializes the contents of the AtanTable array exactly once
    class AtanTableInitializer {
    public:
        AtanTableInitializer() {
            for (int i = 0; i < AtanTableCount; ++i) {
                AtanTable[i] = atanf((float)i * AtanTableDelta);
            }
        }
    };
    static AtanTableInitializer atanTableInitializer;

    // Lookup result in table.
    // Preconditions: y > 0, x > 0, y < x
    static float AtanLookup2(float y, float x) {
        assert(y > 0.0f);
        assert(x > 0.0f);
        assert(y < x);

        const float ratio = y / x;
        const int index = (int)(ratio / AtanTableDelta);
        return AtanTable[index];    
    }

}

float Sin(float angle) {
    // If angle is negative, reflect around X-axis and negate result
    bool mustNegateResult = false;
    if (angle < 0.0f) {
        mustNegateResult = true;
        angle = -angle;
    }

    // Normalize angle so that it is in the interval (0.0, PI)
    while (angle >= TWO_PI) {
        angle -= TWO_PI;
    }

    const int index = (int)(angle / SinTableDelta);
    const float result = SinTable[index];

    return mustNegateResult? (-result) : result;
}

float Cos(float angle) {
    return Sin(angle + PI_2);
}

float Atan2(float y, float x) {
    // Handle x == 0 or x == -0
    // (See atan2(3) for specification of sign-bit handling.)
    if (x == 0.0f) {
        if (y > 0.0f) {
            return PI_2;
        }
        else if (y < 0.0f) {
            return -PI_2;
        }
        else if (signbit(x)) {
            return signbit(y)? -PI : PI;
        }
        else {
            return signbit(y)? -0.0f : 0.0f;
        }
    }

    // Handle y == 0, x != 0
    if (y == 0.0f) {
        return (x > 0.0f)? 0.0f : PI;
    }

    // Handle y == x
    if (y == x) {
        return (x > 0.0f)? PI_4 : -(3.0f * PI_4);
    }

    // Handle y == -x
    if (y == -x) {
        return (x > 0.0f)? -PI_4 : (3.0f * PI_4);
    }

    // For other cases, determine quadrant and do appropriate lookup and calculation
    bool right = (x > 0.0f);
    bool top = (y > 0.0f);
    if (right && top) {
        // First quadrant
        if (y < x) {
            return AtanLookup2(y, x);
        }
        else {
            return PI_2 - AtanLookup2(x, y);
        }
    }
    else if (!right && top) {
        // Second quadrant
        const float posx = fabsf(x);
        if (y < posx) {
            return PI - AtanLookup2(y, posx);
        }
        else {
            return PI_2 + AtanLookup2(posx, y);
        }
    }
    else if (!right && !top) {
        // Third quadrant
        const float posx = fabsf(x);
        const float posy = fabsf(y);
        if (posy < posx) {
            return -PI + AtanLookup2(posy, posx);
        }
        else {
            return -PI_2 - AtanLookup2(posx, posy);
        }
    }
    else { // right && !top
        // Fourth quadrant
        const float posy = fabsf(y);
        if (posy < x) {
            return -AtanLookup2(posy, x);
        }
        else {
            return -PI_2 + AtanLookup2(x, posy);
        }
    }

    return 0.0f;
}

For a videogame I'm implementing in my spare time, I've tried implementing my own versions of sinf(), cosf(), and atan2f(), using lookup tables. The intent is to have implementations that are faster, although with less accuracy.

My initial implementation is below. The functions work, and return good approximate values. The only problem is that they are slower than calling the standard sinf(), cosf(), and atan2f() functions.

So, what am I doing wrong?

// Geometry.h includes definitions of PI, TWO_PI, etc., as
// well as the prototypes for the public functions
#include "Geometry.h"

namespace {
    // Number of entries in the sin/cos lookup table
    const int SinTableCount = 512;

    // Angle covered by each table entry
    const float SinTableDelta = TWO_PI / (float)SinTableCount;

    // Lookup table for Sin() results
    float SinTable[SinTableCount];

    // This object initializes the contents of the SinTable array exactly once
    class SinTableInitializer {
    public:
        SinTableInitializer() {
            for (int i = 0; i < SinTableCount; ++i) {
                SinTable[i] = sinf((float)i * SinTableDelta);
            }
        }
    };
    static SinTableInitializer sinTableInitializer;

    // Number of entries in the atan lookup table
    const int AtanTableCount = 512;

    // Interval covered by each Atan table entry
    const float AtanTableDelta = 1.0f / (float)AtanTableCount;

    // Lookup table for Atan() results
    float AtanTable[AtanTableCount];

    // This object initializes the contents of the AtanTable array exactly once
    class AtanTableInitializer {
    public:
        AtanTableInitializer() {
            for (int i = 0; i < AtanTableCount; ++i) {
                AtanTable[i] = atanf((float)i * AtanTableDelta);
            }
        }
    };
    static AtanTableInitializer atanTableInitializer;

    // Lookup result in table.
    // Preconditions: y > 0, x > 0, y < x
    static float AtanLookup2(float y, float x) {
        assert(y > 0.0f);
        assert(x > 0.0f);
        assert(y < x);

        const float ratio = y / x;
        const int index = (int)(ratio / AtanTableDelta);
        return AtanTable[index];    
    }

}

float Sin(float angle) {
    // If angle is negative, reflect around X-axis and negate result
    bool mustNegateResult = false;
    if (angle < 0.0f) {
        mustNegateResult = true;
        angle = -angle;
    }

    // Normalize angle so that it is in the interval (0.0, PI)
    while (angle >= TWO_PI) {
        angle -= TWO_PI;
    }

    const int index = (int)(angle / SinTableDelta);
    const float result = SinTable[index];

    return mustNegateResult? (-result) : result;
}

float Cos(float angle) {
    return Sin(angle + PI_2);
}

float Atan2(float y, float x) {
    // Handle x == 0 or x == -0
    // (See atan2(3) for specification of sign-bit handling.)
    if (x == 0.0f) {
        if (y > 0.0f) {
            return PI_2;
        }
        else if (y < 0.0f) {
            return -PI_2;
        }
        else if (signbit(x)) {
            return signbit(y)? -PI : PI;
        }
        else {
            return signbit(y)? -0.0f : 0.0f;
        }
    }

    // Handle y == 0, x != 0
    if (y == 0.0f) {
        return (x > 0.0f)? 0.0f : PI;
    }

    // Handle y == x
    if (y == x) {
        return (x > 0.0f)? PI_4 : -(3.0f * PI_4);
    }

    // Handle y == -x
    if (y == -x) {
        return (x > 0.0f)? -PI_4 : (3.0f * PI_4);
    }

    // For other cases, determine quadrant and do appropriate lookup and calculation
    bool right = (x > 0.0f);
    bool top = (y > 0.0f);
    if (right && top) {
        // First quadrant
        if (y < x) {
            return AtanLookup2(y, x);
        }
        else {
            return PI_2 - AtanLookup2(x, y);
        }
    }
    else if (!right && top) {
        // Second quadrant
        const float posx = fabsf(x);
        if (y < posx) {
            return PI - AtanLookup2(y, posx);
        }
        else {
            return PI_2 + AtanLookup2(posx, y);
        }
    }
    else if (!right && !top) {
        // Third quadrant
        const float posx = fabsf(x);
        const float posy = fabsf(y);
        if (posy < posx) {
            return -PI + AtanLookup2(posy, posx);
        }
        else {
            return -PI_2 - AtanLookup2(posx, posy);
        }
    }
    else { // right && !top
        // Fourth quadrant
        const float posy = fabsf(y);
        if (posy < x) {
            return -AtanLookup2(posy, x);
        }
        else {
            return -PI_2 + AtanLookup2(x, posy);
        }
    }

    return 0.0f;
}

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评论(5

捶死心动 2024-07-21 16:33:49

“过早的优化是万恶之源” - Donald Knuth

如今,编译器为三角函数提供了非常有效的内在函数,可以从现代处理器(SSE 等)中获得最佳性能,这解释了为什么你很难击败内置函数。 不要在这些部分上浪费太多时间,而是专注于可以使用分析器发现的真正瓶颈。

"Premature optimization is the root of all evil" - Donald Knuth

Nowadays compilers provide very efficient intrinsics for trigonometric functions that get the best from modern processors (SSE etc.), which explains why you can hardly beat the built-in functions. Don't lose too much time on these parts and instead concentrate on the real bottlenecks that you can spot with a profiler.

半枫 2024-07-21 16:33:49

请记住,您有一个协处理器...如果是 1993 年,您会看到速度的提高...但是今天您将很难击败本机内在函数。

尝试查看 disassible to sinf。

Remember you have a co-processor ... you would have seen an increase in speed if it were 1993 ... however today you will struggle to beat native intrinsics.

Try viewing the disassebly to sinf.

手心的海 2024-07-21 16:33:49

有人已经对此进行了基准测试,看起来 Trig.Math 函数已经过优化,并且比您能想到的任何查找表都要快:

http://www.tommti -systems.de/go.html?http://www.tommti-systems.de/main-Dateien/reviews/languages/benchmarks.html

(他们没有在页面上使用锚点,所以你必须向下滚动约 1/3)

Someone has already benchmarked this, and it looks as though the Trig.Math functions are already optimized, and will be faster than any lookup table you can come up with:

http://www.tommti-systems.de/go.html?http://www.tommti-systems.de/main-Dateien/reviews/languages/benchmarks.html

(They didn't use anchors on the page so you have to scroll about 1/3 of the way down)

心碎无痕… 2024-07-21 16:33:49

我对这个地方感到担心:

// Normalize angle so that it is in the interval (0.0, PI)
while (angle >= TWO_PI) {
    angle -= TWO_PI;
}

但你可以:
为所有功能添加时间计,编写特殊性能测试,运行性能测试,打印时间测试报告..我想经过这些测试你就会知道答案。

您还可以使用一些分析工具,例如 AQTime。

I'm worried by this place:

// Normalize angle so that it is in the interval (0.0, PI)
while (angle >= TWO_PI) {
    angle -= TWO_PI;
}

But you can:
Add time-meters to all functions, write special performance tests, run performance tests, print report of time test.. I think you will know answer after this tests.

Also you could use some profiling tools such as AQTime.

世界和平 2024-07-21 16:33:49

内置功能已经得到了很好的优化,因此要击败它们真的很困难。 就我个人而言,我会在其他地方寻找获得性能的地方。

也就是说,我可以在您的代码中看到一项优化:

// Normalize angle so that it is in the interval (0.0, PI)
while (angle >= TWO_PI) {
    angle -= TWO_PI;
}

可以替换为:

angle = fmod(angle, TWO_PI);

The built-in functions are very well optimized already, so it's going to be REALLY tough to beat them. Personally, I'd look elsewhere for places to gain performance.

That said, one optimization I can see in your code:

// Normalize angle so that it is in the interval (0.0, PI)
while (angle >= TWO_PI) {
    angle -= TWO_PI;
}

Could be replaced with:

angle = fmod(angle, TWO_PI);
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