
(FPCore (s u) :precision binary32 (* s (log (/ 1.0 (- 1.0 (* 4.0 u))))))
float code(float s, float u) {
return s * logf((1.0f / (1.0f - (4.0f * u))));
}
real(4) function code(s, u)
real(4), intent (in) :: s
real(4), intent (in) :: u
code = s * log((1.0e0 / (1.0e0 - (4.0e0 * u))))
end function
function code(s, u) return Float32(s * log(Float32(Float32(1.0) / Float32(Float32(1.0) - Float32(Float32(4.0) * u))))) end
function tmp = code(s, u) tmp = s * log((single(1.0) / (single(1.0) - (single(4.0) * u)))); end
\begin{array}{l}
\\
s \cdot \log \left(\frac{1}{1 - 4 \cdot u}\right)
\end{array}
Sampling outcomes in binary32 precision:
Herbie found 4 alternatives:
| Alternative | Accuracy | Speedup |
|---|
(FPCore (s u) :precision binary32 (* s (log (/ 1.0 (- 1.0 (* 4.0 u))))))
float code(float s, float u) {
return s * logf((1.0f / (1.0f - (4.0f * u))));
}
real(4) function code(s, u)
real(4), intent (in) :: s
real(4), intent (in) :: u
code = s * log((1.0e0 / (1.0e0 - (4.0e0 * u))))
end function
function code(s, u) return Float32(s * log(Float32(Float32(1.0) / Float32(Float32(1.0) - Float32(Float32(4.0) * u))))) end
function tmp = code(s, u) tmp = s * log((single(1.0) / (single(1.0) - (single(4.0) * u)))); end
\begin{array}{l}
\\
s \cdot \log \left(\frac{1}{1 - 4 \cdot u}\right)
\end{array}
(FPCore (s u) :precision binary32 (* s (log (/ 1.0 (- 1.0 (* 4.0 u))))))
float code(float s, float u) {
return s * logf((1.0f / (1.0f - (4.0f * u))));
}
real(4) function code(s, u)
real(4), intent (in) :: s
real(4), intent (in) :: u
code = s * log((1.0e0 / (1.0e0 - (4.0e0 * u))))
end function
function code(s, u) return Float32(s * log(Float32(Float32(1.0) / Float32(Float32(1.0) - Float32(Float32(4.0) * u))))) end
function tmp = code(s, u) tmp = s * log((single(1.0) / (single(1.0) - (single(4.0) * u)))); end
\begin{array}{l}
\\
s \cdot \log \left(\frac{1}{1 - 4 \cdot u}\right)
\end{array}
Initial program 61.4%
(FPCore (s u) :precision binary32 (* s (- (log (+ 1.0 (* -4.0 u))))))
float code(float s, float u) {
return s * -logf((1.0f + (-4.0f * u)));
}
real(4) function code(s, u)
real(4), intent (in) :: s
real(4), intent (in) :: u
code = s * -log((1.0e0 + ((-4.0e0) * u)))
end function
function code(s, u) return Float32(s * Float32(-log(Float32(Float32(1.0) + Float32(Float32(-4.0) * u))))) end
function tmp = code(s, u) tmp = s * -log((single(1.0) + (single(-4.0) * u))); end
\begin{array}{l}
\\
s \cdot \left(-\log \left(1 + -4 \cdot u\right)\right)
\end{array}
Initial program 63.7%
(FPCore (s u) :precision binary32 (* s (- (log1p (* u -4.0)))))
float code(float s, float u) {
return s * -log1pf((u * -4.0f));
}
function code(s, u) return Float32(s * Float32(-log1p(Float32(u * Float32(-4.0))))) end
\begin{array}{l}
\\
s \cdot \left(-\mathsf{log1p}\left(u \cdot -4\right)\right)
\end{array}
Initial program 99.4%
(FPCore (s u) :precision binary32 (* (- s) (log1p (* u -4.0))))
float code(float s, float u) {
return -s * log1pf((u * -4.0f));
}
function code(s, u) return Float32(Float32(-s) * log1p(Float32(u * Float32(-4.0)))) end
\begin{array}{l}
\\
\left(-s\right) \cdot \mathsf{log1p}\left(u \cdot -4\right)
\end{array}
Initial program 99.4%
herbie shell --seed 2023276
(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))))))