Fast Arc Cos algorithm?

2020-02-02 08:04发布

I have my own, very fast cos function:

float sine(float x)
{
    const float B = 4/pi;
    const float C = -4/(pi*pi);

    float y = B * x + C * x * abs(x);

    //  const float Q = 0.775;
    const float P = 0.225;

    y = P * (y * abs(y) - y) + y;   // Q * y + P * y * abs(y)


    return y;
}

float cosine(float x)
{
    return sine(x + (pi / 2));
}

But now when I profile, I see that acos() is killing the processor. I don't need intense precision. What is a fast way to calculate acos(x) Thanks.

10条回答
▲ chillily
2楼-- · 2020-02-02 08:54

A simple cubic approximation, the Lagrange polynomial for x ∈ {-1, -½, 0, ½, 1}, is:

double acos(x) {
   return (-0.69813170079773212 * x * x - 0.87266462599716477) * x + 1.5707963267948966;
}

It has a maximum error of about 0.18 rad.

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成全新的幸福
3楼-- · 2020-02-02 08:55

I have my own. It's pretty accurate and sort of fast. It works off of a theorem I built around quartic convergence. It's really interesting, and you can see the equation and how fast it can make my natural log approximation converge here: https://www.desmos.com/calculator/yb04qt8jx4

Here's my arccos code:

function acos(x)
    local a=1.43+0.59*x a=(a+(2+2*x)/a)/2
    local b=1.65-1.41*x b=(b+(2-2*x)/b)/2
    local c=0.88-0.77*x c=(c+(2-a)/c)/2
    return (8*(c+(2-a)/c)-(b+(2-2*x)/b))/6
end

A lot of that is just square root approximation. It works really well, too, unless you get too close to taking a square root of 0. It has an average error (excluding x=0.99 to 1) of 0.0003. The problem, though, is that at 0.99 it starts going to shit, and at x=1, the difference in accuracy becomes 0.05. Of course, this could be solved by doing more iterations on the square roots (lol nope) or, just a little thing like, if x>0.99 then use a different set of square root linearizations, but that makes the code all long and ugly.

If you don't care about accuracy so much, you could just do one iteration per square root, which should still keep you somewhere in the range of 0.0162 or something as far as accuracy goes:

function acos(x)
    local a=1.43+0.59*x a=(a+(2+2*x)/a)/2
    local b=1.65-1.41*x b=(b+(2-2*x)/b)/2
    local c=0.88-0.77*x c=(c+(2-a)/c)/2
    return 8/3*c-b/3
end

If you're okay with it, you can use pre-existing square root code. It will get rid of the the equation going a bit crazy at x=1:

function acos(x)
    local a = math.sqrt(2+2*x)
    local b = math.sqrt(2-2*x)
    local c = math.sqrt(2-a)
    return 8/3*d-b/3
end

Frankly, though, if you're really pressed for time, remember that you could linearize arccos into 3.14159-1.57079x and just do:

function acos(x)
    return 1.57079-1.57079*x
end

Anyway, if you want to see a list of my arccos approximation equations, you can go to https://www.desmos.com/calculator/tcaty2sv8l I know that my approximations aren't the best for certain things, but if you're doing something where my approximations would be useful, please use them, but try to give me credit.

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神经病院院长
4楼-- · 2020-02-02 08:55

A fast arccosine implementation, accurate to about 0.5 degrees, can be based on the observation that for x in [0,1], acos(x) ≈ √(2*(1-x)). An additional scale factor improves accuracy near zero. The optimal factor can be found by a simple binary search. Negative arguments are handled according to acos (-x) = π - acos (x).

#include <stdio.h>
#include <stdlib.h>
#include <stdint.h>
#include <string.h>
#include <math.h>

// Approximate acos(a) with relative error < 5.15e-3
// This uses an idea from Robert Harley's posting in comp.arch.arithmetic on 1996/07/12
// https://groups.google.com/forum/#!original/comp.arch.arithmetic/wqCPkCCXqWs/T9qCkHtGE2YJ
float fast_acos (float a)
{
    const float PI = 3.14159265f;
    const float C  = 0.10501094f;
    float r, s, t, u;
    t = (a < 0) ? (-a) : a;  // handle negative arguments
    u = 1.0f - t;
    s = sqrtf (u + u);
    r = C * u * s + s;  // or fmaf (C * u, s, s) if FMA support in hardware
    if (a < 0) r = PI - r;  // handle negative arguments
    return r;
}

float uint_as_float (uint32_t a)
{
    float r;
    memcpy (&r, &a, sizeof(r));
    return r;
}

int main (void)
{
    double maxrelerr = 0.0;
    uint32_t a = 0;
    do {
        float x = uint_as_float (a);
        float r = fast_acos (x);
        double xx = (double)x;
        double res = (double)r;
        double ref = acos (xx);
        double relerr = (res - ref) / ref;
        if (fabs (relerr) > maxrelerr) {
            maxrelerr = fabs (relerr);
            printf ("xx=% 15.8e  res=% 15.8e  ref=% 15.8e  rel.err=% 15.8e\n",
                    xx, res, ref, relerr);
        }
        a++;
    } while (a);
    printf ("maximum relative error = %15.8e\n", maxrelerr);
    return EXIT_SUCCESS;
}

The output of the above test scaffold should look similar to this:

xx= 0.00000000e+000  res= 1.56272149e+000  ref= 1.57079633e+000  rel.err=-5.14060021e-003
xx= 2.98023259e-008  res= 1.56272137e+000  ref= 1.57079630e+000  rel.err=-5.14065723e-003
xx= 8.94069672e-008  res= 1.56272125e+000  ref= 1.57079624e+000  rel.err=-5.14069537e-003
xx=-2.98023259e-008  res= 1.57887137e+000  ref= 1.57079636e+000  rel.err= 5.14071269e-003
xx=-8.94069672e-008  res= 1.57887149e+000  ref= 1.57079642e+000  rel.err= 5.14075044e-003
maximum relative error = 5.14075044e-003
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SAY GOODBYE
5楼-- · 2020-02-02 09:01

If you're using Microsoft VC++, here's an inline __asm x87 FPU code version without all the CRT filler, error checks, etc. and unlike the earliest classic ASM code you can find, it uses a FMUL instead of the slower FDIV. It compiles/works with Microsoft VC++ 2005 Express/Pro what I always stick with for various reasons.

It's a little tricky to setup a function with "__declspec(naked)/__fastcall", pull parameters correctly, handle stack, so not for the faint of heart. If it fails to compile with errors on your version, don't bother unless you're experienced. Or ask me, I can rewrite it in a slightly friendlier __asm{} block. I would manually inline this if it's a critical part of a function in a loop for further performance gains if need be.

extern float __fastcall fs_acos(float x);
extern double __fastcall fs_Acos(double x);

// ACOS(x)- Computes the arccosine of ST(0)
// Allowable range: -1<=x<=+1
// Derivative Formulas: acos(x) = atan(sqrt((1 - x * x)/(x * x))) OR
// acos(x) = atan2(sqrt(1 - x * x), x)
// e.g. acos(-1.0) = 3.1415927

__declspec(naked) float __fastcall fs_acos(float x) { __asm {
    FLD   DWORD PTR [ESP+4] ;// Load/Push parameter 'x' to FPU stack
    FLD1            ;// Load 1.0
    FADD  ST, ST(1) ;// Compute 1.0 + 'x'
    FLD1            ;// Load 1.0
    FSUB  ST, ST(2) ;// Compute 1.0 - 'x'
    FMULP ST(1), ST ;// Compute (1-x) * (1+x)
    FSQRT           ;// Compute sqrt(result)
    FXCH  ST(1)
    FPATAN          ;// Compute arctangent of result / 'x' (ST1/ST0)
    RET 4
}}

__declspec(naked) double __fastcall fs_Acos(double x) { __asm { //
    FLD   QWORD PTR [ESP+4] ;// Load/Push parameter 'x' to FPU stack
    FLD1            ;// Load 1.0
    FADD  ST, ST(1) ;// Compute (1.0 + 'x')
    FLD1            ;// Load 1.0
    FSUB  ST, ST(2) ;// Compute (1.0 - 'x')
    FMULP ST(1), ST ;// Compute (1-x) * (1+x)
    FSQRT           ;// Compute sqrt((1-x) * (1+x))
    FXCH  ST(1) 
    FPATAN          ;// Compute arctangent of result / 'x' (ST1/ST0)
    RET 8
}}
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