(FPCore (s u) :precision binary32 (* s (log (/ 1.0 (- 1.0 (* 4.0 u))))))
(FPCore (s u) :precision binary32 (* s (- (log1p (* u -4.0)))))
float code(float s, float u) {
return s * logf((1.0f / (1.0f - (4.0f * u))));
}
float code(float s, float u) {
return s * -log1pf((u * -4.0f));
}
function code(s, u) return Float32(s * log(Float32(Float32(1.0) / Float32(Float32(1.0) - Float32(Float32(4.0) * u))))) end
function code(s, u) return Float32(s * Float32(-log1p(Float32(u * Float32(-4.0))))) end
s \cdot \log \left(\frac{1}{1 - 4 \cdot u}\right)
s \cdot \left(-\mathsf{log1p}\left(u \cdot -4\right)\right)



Bits error versus s



Bits error versus u
Results
Initial program 12.5
Simplified0.2
Final simplification0.2
herbie shell --seed 2022131
(FPCore (s u)
:name "Disney BSSRDF, sample scattering profile, lower"
:precision binary32
:pre (and (and (<= 0.0 s) (<= s 256.0)) (and (<= 2.328306437e-10 u) (<= u 0.25)))
(* s (log (/ 1.0 (- 1.0 (* 4.0 u))))))