实现基于表查找的Trig函数 [英] Implementing Table-Lookup-Based Trig Functions

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本文介绍了实现基于表查找的Trig函数的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

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自己的sinf(),cosf()和atan2f()版本.目的是使实现的速度更快,但准确性较低.

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.

我的初始实现如下.该函数起作用,并返回良好的近似值.唯一的问题是,与调用标准sinf(),cosf()和atan2f()函数相比,它们要慢.

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.

那么,我在做什么错了?

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;
}

推荐答案

过早的优化是万恶之源"-Donald Knuth

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

如今,编译器为三角函数提供了非常高效的内在函数,这些函数可以从现代处理器(SSE等)中获得最佳性能,这解释了为什么您几乎无法击败内置函数.不要在这些部分上浪费太多时间,而应该专注于可以使用探查器发现的实际瓶颈.

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.

这篇关于实现基于表查找的Trig函数的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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