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



Bits error versus s



Bits error versus u
Results
Initial program 12.4
Simplified0.2
Final simplification0.2
herbie shell --seed 2022156
(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))))))