Cosine Implementation in C
github.com
github.com
I have a similar example in my book Geometry for Programmers (https://www.manning.com/books/geometry-for-programmers). There I make a polynomial approximation for sine that is: 1) odd (meaning antisymmetric); 2) precise at 0 and Pi/2 (and -Pi/2 automatically); 3) have precise derivatives and 0 and Pi/2 (and -Pi/2); 4) have better overall precision than the equivalent approximation with Taylor series; and it only consists of 4 members! Adding more members makes it impractical in the modern world since we have hardware implementations for sine on CPUs and GPUs.
Spoiler alert, the secret sauce is the integral equation ;-)
1.0 1 1 1.4 12 21 2.111111111111111 123 321 3.020618556701031 1234 4321 4.002680965147453 12345 54321 5.000262295081967 123456 654321 6.000020444462617 1234567 7654321 7.000001321561743 12345678 87654321 8.0000000729 123456789 987654321 9.000000003504939 123456789a a987654321 10.00000000014928 123456789ab ba987654321 11.000000000005706 123456789abc cba987654321 12.000000000000197 123456789abcd dcba987654321 13.000000000000007 123456789abcde edcba987654321 14.0 123456789abcdef fedcba987654321
[1] https://github.com/ifduyue/musl/blob/master/src/math/cos.c
[2] https://github.com/ifduyue/musl/blob/master/src/math/__rem_p...
[3] https://github.com/ifduyue/musl/blob/master/src/math/__rem_p...
You really only need to compute one eighth of a circle segment (so, zero to pi/4), everything else you can do by symmetry by switching signs and flipping x, y. (And if you supported a larger range, you’d waste precision).
The function supports doubledouble precision (which is a trick, different from long double or quadruple precision, in which you express a number as an unevaluated sum of two doubles, the head (large) and the tail (much smaller)).
So, the “real” cosine function first takes its argument, and then reduces it modulo pi/2 to the desired range -pi/4, +pi/4 (with minimal loss of precision - you utilise the sign bit, so that’s better than using the range 0, +pi/2) in double double precision (rem_pio2 returns an int denoting which quadrant the input was in, and two doubles), and those two doubles are then passed to this function (or its cousin __sin, with the sign flipped as appropriate, depending on the quadrant).
Many people really have put in quite some care and thought to come up with this neat and precise solution.
ETA: Double double (TIL that it’s also something in basketball?): https://en.m.wikipedia.org/wiki/Quadruple-precision_floating...
Range reduction: https://redirect.cs.umbc.edu/~phatak/645/supl/Ng-ArgReductio...
In high school I was writing a paint program in BASIC on the Apple ][. Drawing circles was mind-numbingly slow until I read an article somewhere that pointed this out. It was like magic.
I see they do a bit more than that now. Wonder how much time that saves.
For the genuine article, check out: https://github.com/ifduyue/musl/blob/master/src/math/cos.c
I run a high performance math library in C#, and I'm always looking to improve.
https://en.cppreference.com/w/cpp/numeric/fenv/FE_exceptions
float cos(x)
{
return 0.7; // Chosen by fair dice roll
}sin(1.5708) = 1
sin(1.5708 - 1.3170 i) = 2
sin(1.5708 - 2.0634 i) = 4
...
In particular, sin(x+it) = sin(x)cosh(y) + i cos(x)sinh(y). Set x something to zero out cosine, and rely on the exponential nature of cosh to find a target y value.
Therefore, sin (pi/2 + i arcosh(2)) = cosh(-arcosh(2)) = 2
where arcosh(y) is the familiar inverse of the hyperbolic cosine, i.e. log(y + sqrt(y^2 - 1)), so we find sin(pi/2 + i log(2 + sqrt(3))) = 2.
If you define sin as the solution to a particular differential equation, then it's relationship to the hyperbolic functions is much more obvious.
Well that certainly depends!
The VLS in ships are exactly that, vertical launch. As are, I believe, most Soviet/Russian large SAM systems like the S300 and S400
It's within 1.3.
[1] https://github.com/v7unix/v7unix/blob/master/v7/usr/src/libm...
https://cs.opensource.google/go/go/+/refs/tags/go1.20.2:src/...
That's for a mainframe?
Sometimes you can even make real world performance significantly better by ignoring the technically better algorithmic complexity, especially when you almost always with low n's
> IEC 60559 specifies correct rounding for the operations in the F.3 table of operations recommended by IEC 60559, and thereby preserves useful mathematical properties such as symmetry, monotonicity, and periodicity. The corresponding functions with (potentially) reserved `cr_`-prefixed names (7.33.8) do the same. The C functions in the table, however, are not required to be correctly rounded, but implementations should still preserve as many of these useful mathematical properties as possible.
[1]: https://www.open-std.org/jtc1/sc22/wg14/www/docs/n3088.pdf
Maybe correct rounding (and hence consistency) will be made into the standard requirements (at least for single and double precisions) in the near future?
So, the implementation linked above uses the polynomial of best approximation to cosine on an interval. That polynomial was presumably obtained using the Remez algorithm, which, given a function f and a set of n+2 points in your desired interval, yields a polynomial of degree n best approximating f in the interval (in the uniform norm sense)[1] by performing a sequence of linear solves
I have a math and specifically approximation theory background, and the wiki article on the Remez algorithm makes a lot of sense to me. Like, this is the language I speak: https://en.wikipedia.org/wiki/Remez_algorithm
I'm less comfortable though when I try to understand the documentation for the remez implementation in SciPy because it is using the language of signals and systems, which is how engineers think about this stuff: https://docs.scipy.org/doc/scipy/reference/generated/scipy.s...
Signals seems to use a lot of analogies to sound waves, and it does map in some way or another to the mathematical language I'm comfortable with. I've spent a little bit of time reading papers and introductory texts on signals, but the definitions feel a little loosey goosey to me.
Anyway, just opportunistically using this thread to ask if anyone knows of some book or papers or blog posts that can help me translate this stuff into math language :)
I've spent most of my career working at the intersection of multiple highly technical domains, both theoretical and applied, and a) the "jargon switch" b) the methodology differences and worst c) the switch of conceptual framework required to work on a problem that spans multiple domains is initially very irritating.
I'm pointing that out because if you are only looking for a rosetta stone to only tackle a), even if you find one, it'll leave you wanting because you'll still need maps to tackle b) and c)
Example: analog electronics. From a mathematician's POV, an analog circuit is just a system of differential equations.
But very few analog electronics specialist ever think about a circuit that way.
The words they use are the least important part of the "translation" problem. The way they approach and think about the system will be utterly alien to a pure or even applied math person.
Eventually, after learning the trade, you'll start to see familiar patterns emerge that can be mapped back to stuff you're familiar with, but a simple "this EE jargon means that in math language" won't be enough: you're going to have to get your hands dirty and learn how they think of the problem.
The words are the easy bit. It's the constructs, genders etc that's the hard bit.
Other than that, some of the overview references about Remez algorithm (should be a bit closer to your taste) that I like are:
- J.M. Muller et. al., "Handbook of Floating-Point Arithmetic", section 10.3.2 (and follow references in that section).
- N. Brisebarre and S. Chevillard, "Efficient polynomial L-approximations," 18th IEEE Symposium on Computer Arithmetic (ARITH '07), which is implemented in Sollya tool: https://www.sollya.org/sollya-2.0/help.php?name=fpminimax
I have a pretty comfortable understanding of the Remez algorithm and generalizations and have written my own implementations for a research project
The name of the algorithm is Parks McClellan filter design, or sometimes you will see it named firpm, as popularized by MATLAB.
https://en.wikipedia.org/wiki/Parks%E2%80%93McClellan_filter....
- The CORE-MATH project: https://gitlab.inria.fr/core-math/core-math/-/blob/master/sr...
- The RLIBM project: https://github.com/rutgers-apl/The-RLIBM-Project/blob/main/l...
- The LLVM libc project: https://github.com/llvm/llvm-project/blob/main/libc/src/math...
My tutor failed my implementation because my code formatting was utterly crap. :) I am still laughing as there was no sin, cos in the maths library at all at the time.
Commonly used on processors like the 6502 or 68000 for vector graphics.
It was accurate enough for games.
Unless like me you made a typo when copying the table from a book and had a vector routine that mostly looked alright but would jerk slightly when that one value that was incorrect was chosen! <facepalm />
But, sometimes you just want to have those functions to do some complex geometry.
indent was written in 76, but didn't make it to BSD until 82.
CP/M was first released in 74!
It was a pretty different world.
If I had the resources at the time, I would have undertaken such a development task on a more capable (Unix) platform. Such an environment would improve the ability for developing/debugging the optimizations required. As you say, indent was available in BSD since '82, and I know it was present on the Sun2 systems I used in '83.
I didn't have access to a Unix at the time or very limited open source so ident was not a thing.
Source? I'd find this a bit strange because:
1. I suspect decimal floating point is quite expensive to implement computationally.
2. Not an expert, but I think the floating-point algorithms and proofs for bases other than 2 are less well researched and less well known.
3. A calculator is a resource-constrained device.
4. Are there even any real benefits? Yes, some human-friendly numbers have an exact finite representation that is missing in base-2, but I can't see why would that matter, compared to just using 32-bit or 64-bit IEEE-754.
http://merthsoft.com/linkguide/ti83+/vars.html
In practice, the cost is not that much different because four-function calculators do not do many calculations at once. Even in a graphing calculator, drawing a plot is never slow enough to make the device useless.
Decimal, and particularly BCD floating point, is much simpler than binary for a calculator since the numbers don't need any additional conversion steps to display.
And the fact that 0.1 + 0.1 works as expected is indeed a huge benefit.
Hardware with decimal floating-point only appeared in 2007, and still doesn't seem to be easily available:
2cos(x)^2 - 1 = cos(2x).
2(2cos(x)^2 - 1)^2 - 1 = 2cos(2x)^2 - 1 = cos(4x)
2(2(2cos(x)^2 - 1)^2 - 1)^2 - 1 = 2cos(4x)^2 - 1 = cos(8x)
Keep squaring, doubling and subtracting one one the left. Keep raising by powers of 2 in the argument on the right. Eventually, if you're working with rational numbers, multiplication by 2^k moves all k fractional bits over to the integer side of the decimal, and then integer times pi is the base case of the recursion. If you rescale the units so that pi = 2^(n-1) for some n, you don't even have to think about the non-fractional part. The register value circling back to 0 is supposed to happen anyway.You could Just as easily recursively define cos to "spiral downwards in x rather than outwards", each recursive layer reducing the argument of x by a factor of 2 until it reduces down to the precomputed value cos(machine precision).
This was all just circular reasoning
Nice :)
Would that make things more accurate across operations? Is this something that is done?
Fixed to float is easy enough. It'd let you use a fixed point implementation for 0 - pi/2 benefiting from smaller look up table and simpler implementation.
Why would that table be smaller if you use 2^64 values in that range instead of the fewer than 2^55 doubles in that range?
> and simpler implementation.
Why would it be simpler? With doubles, the hardware will do scaling for you. With fixed point, you need a helper function or macro to do multiplications, and those have to use an intermediate result with more than 64 bits (in this special case, some shortcuts are possible, but those won’t make the implementation simpler).
There was an exchange about using fixed point (which apparently is being used according to other comments for easier correctness verification, speed and simplicity). Someone pointed out that float gives you a wider range of values. But those values are not needed for cosine which has a range of 0-1 in the interval 0 to pi/2.
Ah not quite true though; the “range” is also referring to the exponent range of representable numbers, so don’t forget the small numbers near 0. You can get much smaller numbers with much higher precision out of a single-precision float than a fixed-point 64 bit [0,1] number.
I remember writing a fast, small footprint, but very accurate fixed point trig function for the microcontroller used in my batcher project, many lives ago. I'll try to find it and put it on github.
The neat thing is that you can use the native overflow wrap around property enabled by C integers and processor registers to rotate back and fourth around the trigonometric circle without needing to account for the edge cases of the 0/360 degree point. You do need to suppress MISRA warning here though as it will go nuts seeing that.
https://web.stanford.edu/~dljaffe/SVFIG99/trig.html
https://www.hpmuseum.org/forum/thread-18123.html (which links to https://archive.org/details/Forth_Dimension_Volume_04_Number...)
Here's the wiki gist with some C code snippet examples [1]. Here's a more detailed math paper that goes in the weeds[2]. Here's a nice presentation from Motorola-Freescale-NXP I just found which I wish I had back then as this is awesome and explains the basics for everyone to understand, and seeing those Motorola Windows 95 GUI tools brings a nostalgic smile on my face.
[1] https://en.wikipedia.org/wiki/Q_(number_format)
[2] http://darcy.rsgc.on.ca/ACES/ICE4M/FixedPoint/FixedPointRepr...
[3] https://www.nxp.com/files-static/training_presentation/TP_CO...
Suppose for example you were doing a simulation of the solar system. What units do you use for coordinates--AUs, light-seconds, kilometers, meters, even miles? With floating-point, it doesn't matter: you get the same relative accuracy at the end. With fixed point, you get vastly different relative accuracy if your numbers are ~10¯⁶ versus ~10⁶.
The bit that appears as "imprecision and instabilities" is a mismatch between three things: (1) what the hardware provides (2) what controls or compiler optimisation settings the programming language exposes (3) what the user expects.
There are several sticky points with this. One mentioned in the parent article is higher precision. Starting from the original 8087 floating point coprocessor x86 has supported both 80-bit and 64-bit floating point in hardware, but programming language support has mostly ignored this and only shows the user "double" precison with 64 bits of storage allocated. But with some compiler settings parts of the compuation would be done at 80 bit precision with no user visibility or control over which parts had that extra precision.
Newer hardware modes stick to 64 bit computation so you're unlikely to run into that particular stickiness on a modern programming stack. There is another that comes up more now: fused multiply and add. Modern hardware can calculate
round(a*x+b)
in one step where a,x,b are floating point numbers (i.e. fractions) and the "round" operation produces the nearest representable fraction to the correct result. This is faster and more accurate to calculate than doing the multiplication and addition seperately, which gives round(round(a*x)+b)
But again programming language control is weak over whether and when fused-multiply-and-add is used, and this is a detail that almost all programmers almost always just want to ignore anyway.w = 1.0-hz;
return w + (((1.0-w)-hz) + (zr-xy));
------------------^ here
If h * z is slightly less than 1.0, then w = 1.0 - h * z can lose a lot of bits of precision. To recover the bits that were dropped in subtracting h * z from 1.0, we compute which bits of h * z were used (the high bits) and then subtract those bits from h * z to get only the low bits. We find the bits that were used by simply undoing the operation: 1.0 - w is mathematically the same as h * z, but is not the same as implemented due to limited precision.
So (1.0 - w) - h * z is the extra bits that were dropped from the computation of w. Add that to the final term z * r - x * y before that result is added to w, and we have a more precise computation of w + z * r - x * y.
> cos(x+y) = 1 - (x*x/2 - (r - x*y))
> For better accuracy, rearrange to
> cos(x+y) ~ w + (tmp + (r-x*y))
> where w = 1 - x*x/2 and tmp is a tiny correction term
> (1 - x*x/2 == w + tmp exactly in infinite precision)
(hz is x*x/2)
See double-double arithmetic - https://en.wikipedia.org/wiki/Quadruple-precision_floating-p...
https://github.com/freebsd/freebsd-src/blob/main/lib/msun/sr... or at least https://git.musl-libc.org/cgit/musl/tree/src/math/__cos.c
I've been coding professionally for almost 30 years, and I see stuff like this and wonder if I'll ever be a real programmer.
There's no real tricks or anything to this code, it's just a polynomial evaluation of a Taylor series (which you probably learned, and subsequently forgot, from calculus), with some steps done using techniques for getting higher precision out of a floating-point value, and (in some other functions in libm, not here) occasional use of the bit representation of floating-point values. It's standard techniques, but in a field that is incredibly niche and where there is very little value in delving into if you don't have a need for it.
Taylor series are essentially “Give me a polynomial p(x). At x=a, I want the value to be b, the first derivative to be c, the second derivative to be d, etc. etc.”. (Usually, a=0, also known as a MacLaurin series.) This gives you a _great_ approximation in the immediate vicinity of a, but usually a pretty horrible one the further away you get; in a sense, you spend all your approximation energy on that single point.
Minimax approximations are “Give me a polynomial p(x). Over the area x=[a,b], I want it to never stray far from f(x); give me the one that minimizes the worst-case distance”. (The distance function is usually either the absolute error |p(x)-f(x)|, or the relative error |p(x)-f(x)|/|f(x)|, but you can have an arbitrary weight function in some implementations.) So you consider everything in that area to be important, not just one point.
Taylor series are simple to calculate (which can help if you need to calculate the coefficients on the-fly, or by hand), good for analysis, and easy to understand, so most engineers will have heard of them in calculus. The Remez algorithm, on the other hand, essensially requires a computer, and is significantly more complicated to understand and implement. (Remez is not the only way to generate minimax polynomials; Chebychev polynomials come close, and I believe Sollya uses some other algorithm.) Both will converge to the actual function giving infinite terms, but minimax polynomials will be _much_ closer in most real-life situations. Also, if you are really pressed for it, you can have rational minimax polynomials (p(x)/q(x)) that approximate tricky functions _really_ well even at low degree, but of course at the cost of a division.
double my_cos(double x) {
double sum = 0;
for (int n = 0; n < 10; n++) { // 10 terms of Taylor Series
sum += pow(-1, n) * pow(x, 2 * n) / factorial(2 * n);
}
return sum;
}Edit: code formatting
double cos2(double x, int n) {
double numerator = 1.0;
double denominator = 1.0;
double pi = 3.14159265358979323846;
int i;
for (i = 1; i <= n; ++i) {
numerator *= pow((x - n * pi / 2.0), 2);
denominator *= pow((n * pi / 2.0), 2);
}
return numerator / denominator;
}(Edit for format)
I’ve never worked directly on floating point libraries like this, but having dealt with similar stuff, I suspect if this were in production it would end up peppered with IFDEF to support various implementation differences across hardware types, even if it is compliant with eg IEEE standards.
It doesn't mention Taylor series anywhere but if you only make your system out of N differential equations, you'll get N members of the power series.
A better approach might be to learn how cosine can be approximated with a Taylor expansion, then realize this is just an optimized version of that. (Even if it’s a different algorithm, it’s still an approximation algorithm, which is the point.)
Staring at math constants won’t get you that insight.
I can reason through the code and understand it.
The thing that makes me wonder if I'll ever be a real programmer when I grow up is that someone wrote this, probably on a Thursday after lunch (at least, that's how my brain imagines it).
They were able to conceptualize the math solution to a major optimization problem, deal with all sorts of precision issues with bit manipulation, and come up with a blazing fast bedrock algorithm that's dazzling both in it's simplicity and complexity. And then likely popped out to a pub for a pint and didn't think much about it again.
Intellectually, I understand that this person was specialized, and may struggle mightily navigating the complexity of modern web frameworks, something that I find straightforward because I do it every day.
But for some reason, this stuff always strikes me as being "real" programming, and what I'm doing as just plumbing, piping together the bits that the "real" programmers write.
This could have taken weeks of research and refinement. You can't tell from just looking at the final result.
Give yourself some credit. If you were tasked with producing a cosine implementation, you'd pull out some textbooks, read specs, research algorithms, try a few ideas, test, iterate. You could come up with this. The only reason you didn't is that you didn't need to make a cos function yet; you had other stuff to do.
My guess is that the author of this code was possessed by a spirit like this. Maybe I'm wrong; maybe he was just assigned by his manager to write a cosine function that met a certain performance threshold, and he immediately had a general idea of how to do it, and banged it out in an afternoon. But I doubt it.
My point is that, if you have felt this way about programming, you are doing "real" programming. It's not about whether you're writing a web framework or a cosine function. It's about the thrill of the chase.
You've spent your time one X, they've spent their time on Y. That's it. Most of these people are math people. They may have CS degrees, but they've spent the bulk of their time in math.
Actually, now that I recall, one of them was a nuclear physicist and the other was an industrial engineer - neither had CS degrees. I don't know about the others.
Also, have you ever formally studied maths? People don't just come up with this kind of thing. They read about algorithms in textbooks. They might not have read this specific algorithm (which may be original), but they'll have read lots of similar ones.
If you ask me to write a simple API for a CRUD app though I'd cry like babies
Driving it as an oscillator relies on just a single integer addition operation per sample to increment the phase, and relies on integer overflow to reset the phase.
I like the comment from someone asking if it could really be so fast since it has 7 whole multiplications in it. Ah I love the realtime dsp world, so different from my python/JS day job.
https://www.musicdsp.org/en/latest/Synthesis/261-fast-sin-ap...
32640, 15420, 39321, 43690
In binary they look like: 1111111100000000, 0111100001111000, 0011001100110011, 0101010101010101
How cute. They are like little one bit precision sine waves.
I assure you that these numbers multiplied by each other mod (2^16 -1) are all equal to zero. When multiplied by themselves they shift position. test it for yourself. Long story short, in the field of mod 2^16 -1, 2^x works just like e^pi i, these numbers function just like sine and cosine, and you can even make linear superposition out of them and use them as a basis to decompose other ints into "frequency space."
Even better, the number i is represented here. There's a number int this modulo system which squares to 1111111111111110 (aka -1). Once you see it, you can implement fast sine and cosine directly through 2^{ix} = cos(x) + i sin(x).
Cool right.
Have fun.
First, figure out how much the phase (in radians) is going to increase every sample. E.g., for 440 Hz at 44100 Hz sample rate, you want 2pi * 440 / 44100 = 0.06268937721 (or so). Precompute sin(a) and cos(a), once.
Now your oscillator is represented as a point in 2D space. Start it at [1,0]. Every sample, you rotate this point a radians around the origin by a radians (this is a 2x2 matrix multiplication, using the aforemented sin(a) and cos(a) constants, so four muladds instead of seven). You can now directly read off your desired cos value; it's the x coordinate. You get sin for free if you need it (in the y coordinate).
If you run this for millions or billions of samples (most likely not; few notes are longer than a few seconds), the accumulated numerical errors will cause your [x,y] vector to be of length different from 1; if so, just renormalize every now and then.
Of course, if you need to change a during the course of a note, e.g. for frequency or phase modulation (FM/PM), this won't work. But if so, you probably already have aliasing problems and usually can't rely on a simple cos() call anyway.
I'm a bit confused about pre-computing the table though, wouldn't it have to be massive since the sample rate and note frequency don't evenly line up? On my phone at the minute but with a 440hz note under 44.1k sr, doesn't one cycle equal 100.227~ samples? I'm guessing the idea is to make a smaller table and interpolate? And I'm guessing you compute these tables for each musical note (or a limited but realistic range) at compile or load time, and not with each note press.
Not being able to change the frequency while the note is running seems like a big deal for a synth though, no? Even without high frequency FM/PM which is often okay to not support, you would still be giving up on things like legato, lfo pitch mod (vibrato) and pitch wheel bending. Or is this only a problem in the higher frequencies of modulation? You know, it sounds like a fun thing to find out myself lol.
The accumulating errors could be an issue with free-running oscillators, especially in a studio system left on for a few days. Free-running oscillators aren't that common in additive synths I believe, but it could be neat to see if it makes a difference like it does in a subtractive synth. Either way, periodic renormalization should be pretty straightforward.
Also I do somewhat remember when I was doing my original research for an additive synth, the word on KVR was a lookup table based sin was fastest as long as you could fit it into L1 cache. That was over a decade ago and caches are a lot bigger now.
Tables can definitely have their place, depending on your synthesis method. If you want something like pitch bend, going for a sine table may very well be the fastest (it depends a bit on how much cache you want to burn).
I like it specially the use the "GET_HIGH_WORD" and friends:
https://git.musl-libc.org/cgit/musl/tree/src/math/j0.c
It's a lot of fun to figure out what they meant by things like:
> if (ix >= 0x7ff00000) return 1/(x*x);
Thanks! I love it, so easy to understand and follow.
My favourite work on the subject is Fredrik Johansson's:
https://github.com/fredrik-johansson/arb
Whenever I feel down and without energy I just read something in there
using Nemo
CC = AcbField(100)
values = [1, 2, 3, -2, 5, 30, 2e-8]
for value in values
y_acb = besseli(CC(1), CC(value))
real64 = convert(Float64, real(y_acb))
im64 = convert(Float64, real(y_acb))
println("(", value, ", ", real64, "),")
endHave you checked out this?
Its an alternative implementation which uses interpolated table lookup and requires only 66 bytes of constant memory with an error of less than 0.05% compared to the floating point sine.
EDIT: Someone (sorry, the comment was removed before I could cite one) mentioned that it is actually for Q1.15 fixed point. So it was not even an "alternative" implementation...
* since cos(x+y) ~ cos(x) - sin(x)*y
* ~ cos(x) - x*y,
For the first, maybe it's an approximate identity I'd never heard of?For the second, it seems like it relies on X being small, but in this code... Y might be small enough for sin==identity approximation, but X isn't, is it?
The second line, I believe, is not relying on x being small, but rather relying on sin(x)*y being small. The whole result of the sin(x)*y term is approximately on the order of the LSB of the result, and the relative error of approximating sin(x) using 1 is better than using 0, so this term will help produce more accurate rounding of the bottom bits.
So using the cosine of sum formula:
* cos(x + y) = cos(x) cos(y) - sin(x) sin(y)
* ~ cos(x) - x*y. cos(x+y) = cos(x)*cos(y) - sin(x)*sin(y) (always)
~ cos(x)*1 - sin(x)*y (if y small)
Can't speak for the validity of small angle assumptions though.Would it not be faster to just store a lookup table and interpolate is my question. I recall hearing that's how it's done.
If absolute precision is not required, there is many ways to compute cosinus !
When I coded a neural net, the most important was the size of its connectom and not really related to the mathematical fancy-ness of neurons and synapses operations.
For example, let's say you're calculating cos(4). To reduce the argument you want to compute 4-n*pi/2 for some n. In this case n=2 so you want 4-pi, the smallest possible number whose cosine is equal to cos(4). In double-precision floating point, pi is not irrationall it's exactly 7074237752028440/2^51. Thus, x=4-pi will be 7731846010850208/2^53.
However, that's not enough to calculate cos(4) precisely, because pi is actually 1.224... * 10^-16 more than the fraction I gave before and thus cos(x) will not be exactly cos(4). To fix this, the remainder is computed in multiple precision, and that's where y comes in.
y is the result of computing (a-n*pi/2)-x with a value of pi that has a higher precision than just 7074237752028440/2^51. It is very small---so small that you don't need a polynomial to compute the remaining digits of cos(4), you can just use the linear approximation -x*y. But it's still very important in order to get the best possible approximation of cos(a), even if a is outside the interval -pi/2 to pi/2.
Wtf?
*clicks request changes*
float Q_rsqrt( float number )
{
long i;
float x2, y;
const float threehalfs = 1.5F;
x2 = number * 0.5F;
y = number;
i = * ( long * ) &y; // evil floating point bit level hacking
i = 0x5f3759df - ( i >> 1 ); // what the fuck?
y = * ( float * ) &i;
y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration
// y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed
return y;
}
https://en.wikipedia.org/wiki/Fast_inverse_square_root#Overv...