Fast sigmoid algorithm - algorithm

The sigmoid function is defined as
I found that using the C built-in function exp() to calculate the value of f(x) is slow. Is there any faster algorithm to calculate the value of f(x)?

you don't have to use the actual, exact sigmoid function in a neural network algorithm but can replace it with an approximated version that has similar properties but is faster the compute.
For example, you can use the "fast sigmoid" function
f(x) = x / (1 + abs(x))
Using first terms of the series expansion for exp(x) won't help too much if the arguments to f(x) are not near zero, and you have the same problem with a series expansion of the sigmoid function if the arguments are "large".
An alternative is to use table lookup. That is, you precalculate the values of the sigmoid function for a given number of data points, and then do fast (linear) interpolation between them if you want.

It's best to measure on your hardware first. Just a quick benchmark script shows, that on my machine 1/(1+|x|) is the fastest, and tanh(x) is the close second. Error function erf is pretty fast too.
% gcc -Wall -O2 -lm -o sigmoid-bench{,.c} -std=c99 && ./sigmoid-bench
atan(pi*x/2)*2/pi 24.1 ns
atan(x) 23.0 ns
1/(1+exp(-x)) 20.4 ns
1/sqrt(1+x^2) 13.4 ns
erf(sqrt(pi)*x/2) 6.7 ns
tanh(x) 5.5 ns
x/(1+|x|) 5.5 ns
I expect that the results may vary depending on architecture and the compiler used, but erf(x) (since C99), tanh(x) and x/(1.0+fabs(x)) are likely to be the fast performers.

People here are mostly concerned about how fast one function is relative to another and create micro benchmark to see whether f1(x) runs 0.0001 ms faster than f2(x). The big problem is that this is mostly irrelevant, because what matters is how fast your network learns with your activation function trying to minimize your cost function.
As of current theory, rectifier function and softplus
compared to sigmoid function or similar activation functions, allow
for faster and effective training of deep neural architectures on
large and complex datasets.
So I suggest to throw away micro-optimization, and take a look at which function allows faster learning (also taking looking at various other cost function).

To do the NN more flexible usually used some alpha rate to change the angle of graph around 0.
The sigmoid function looks like:
f(x) = 1 / ( 1+exp(-x*alpha))
The nearly equivalent, (but more faster function) is:
f(x) = 0.5 * (x * alpha / (1 + abs(x*alpha))) + 0.5
You can check the graphs here
When I using abs function the network become faster 100+ times.

This answer probably isn't relevant for most cases, but just wanted to throw out there that for CUDA computing I've found x/sqrt(1+x^2) to be the fastest function by far.
For example, done with single precision float intrinsics:
__device__ void fooCudaKernel(/* some arguments */) {
float foo, sigmoid;
// some code defining foo
sigmoid = __fmul_rz(rsqrtf(__fmaf_rz(foo,foo,1)),foo);
}

Also you might use rough version of sigmoid (it differences not greater than 0.2% from original):
inline float RoughSigmoid(float value)
{
float x = ::abs(value);
float x2 = x*x;
float e = 1.0f + x + x2*0.555f + x2*x2*0.143f;
return 1.0f / (1.0f + (value > 0 ? 1.0f / e : e));
}
void RoughSigmoid(const float * src, size_t size, const float * slope, float * dst)
{
float s = slope[0];
for (size_t i = 0; i < size; ++i)
dst[i] = RoughSigmoid(src[i] * s);
}
Optimization of RoughSigmoid function with using SSE:
#include <xmmintrin.h>
void RoughSigmoid(const float * src, size_t size, const float * slope, float * dst)
{
size_t alignedSize = size/4*4;
__m128 _slope = _mm_set1_ps(*slope);
__m128 _0 = _mm_set1_ps(-0.0f);
__m128 _1 = _mm_set1_ps(1.0f);
__m128 _0555 = _mm_set1_ps(0.555f);
__m128 _0143 = _mm_set1_ps(0.143f);
size_t i = 0;
for (; i < alignedSize; i += 4)
{
__m128 _src = _mm_loadu_ps(src + i);
__m128 x = _mm_andnot_ps(_0, _mm_mul_ps(_src, _slope));
__m128 x2 = _mm_mul_ps(x, x);
__m128 x4 = _mm_mul_ps(x2, x2);
__m128 series = _mm_add_ps(_mm_add_ps(_1, x), _mm_add_ps(_mm_mul_ps(x2, _0555), _mm_mul_ps(x4, _0143)));
__m128 mask = _mm_cmpgt_ps(_src, _0);
__m128 exp = _mm_or_ps(_mm_and_ps(_mm_rcp_ps(series), mask), _mm_andnot_ps(mask, series));
__m128 sigmoid = _mm_rcp_ps(_mm_add_ps(_1, exp));
_mm_storeu_ps(dst + i, sigmoid);
}
for (; i < size; ++i)
dst[i] = RoughSigmoid(src[i] * slope[0]);
}
Optimization of RoughSigmoid function with using AVX:
#include <immintrin.h>
void RoughSigmoid(const float * src, size_t size, const float * slope, float * dst)
{
size_t alignedSize = size/8*8;
__m256 _slope = _mm256_set1_ps(*slope);
__m256 _0 = _mm256_set1_ps(-0.0f);
__m256 _1 = _mm256_set1_ps(1.0f);
__m256 _0555 = _mm256_set1_ps(0.555f);
__m256 _0143 = _mm256_set1_ps(0.143f);
size_t i = 0;
for (; i < alignedSize; i += 8)
{
__m256 _src = _mm256_loadu_ps(src + i);
__m256 x = _mm256_andnot_ps(_0, _mm256_mul_ps(_src, _slope));
__m256 x2 = _mm256_mul_ps(x, x);
__m256 x4 = _mm256_mul_ps(x2, x2);
__m256 series = _mm256_add_ps(_mm256_add_ps(_1, x), _mm256_add_ps(_mm256_mul_ps(x2, _0555), _mm256_mul_ps(x4, _0143)));
__m256 mask = _mm256_cmp_ps(_src, _0, _CMP_GT_OS);
__m256 exp = _mm256_or_ps(_mm256_and_ps(_mm256_rcp_ps(series), mask), _mm256_andnot_ps(mask, series));
__m256 sigmoid = _mm256_rcp_ps(_mm256_add_ps(_1, exp));
_mm256_storeu_ps(dst + i, sigmoid);
}
for (; i < size; ++i)
dst[i] = RoughSigmoid(src[i] * slope[0]);
}

Code is based on a C# version previously posted by '#jenkas' with minor modifications.
The following C++ code provides excellent precision that outperforms low-precision approximations by virtue of the fact that it allows compilers to auto-vectorize compiled code onto SIMD instructions when used in simple loops.
GCC will compile code to SIMD (Arm Neon, or Intel AVX) instructions that perform four sigmoid (or tanh) computations in parallel. Auto-vectorization yields performance that is comparable to even very low-precision optimizations while maintaining essentially full precision. Microsoft and Intel compilers also perform auto-vectorization.
A brief discussion of auto-vectorization, compiler optimizations, and practices that produce optimal performance is provided near the end of this post.
The following functions provide a maximum error of +/- 6.55651e-07 over full range as compared to 1/(1+exp(-v)).
// Returns float approximation of 1/(1+exp(-v))
inline float fast_sigmoid(float v)
{
constexpr float c1 = 0.03138777F;
constexpr float c2 = 0.276281267F;
constexpr float c_log2f = 1.442695022F;
v *= c_log2f*0.5;
int intPart = (int)v;
float x = (v - intPart);
float xx = x * x;
float v1 = c_log2f + c2 * xx;
float v2 = x + xx * c1 * x;
float v3 = (v2 + v1);
*((int*)&v3) += intPart << 24;
float v4 = v2 - v1;
float res = v3 / (v3 - v4); //for tanh change to (v3 + v4)/ (v3 - v4)
return res;
}
// Returns float approximation tanh(v)
inline float fast_tanh(float v)
{
const float c1 = 0.03138777F;
const float c2 = 0.276281267F;
const float c_log2f = 1.442695022F;
v *= c_log2f;
int intPart = (int)v;
float x = (v - intPart);
float xx = x * x;
float v1 = c_log2f + c2 * xx;
float v2 = x + xx * c1 * x;
float v3 = (v2 + v1);
*((int*)&v3) += intPart << 24;
float v4 = v2 - v1;
float res = (v3+v4) / (v3 - v4);
return res;
}
Benchmark results on Raspberry PI 4 (AARCH64):
-- Sigmoid benchmark --------
fast_sigmoid(x) 5.63 ns
fast_tanh(x) 5.89 ns
Vectorized fast_sigmoid(out,in,count) using Neon intrinsics
5.79 ns
atan(pi*/2 * x)/(pi/2) 27.29 ns
atan(x) 24.13 ns
1/(1+exp(-x)) 14.92 ns
1/sqrt(1+x^2) 4.26 ns
(erf(sqrt(pi)/2 *x) 20.62 ns
tanh(x) 20.64 ns
x/(1+|x|) 8.93 ns
x (measures loop overhead) 1.62 ns
x*x (for reference) 1.62 ns
1/(1+x) (for reference) 2.64 ns
Raspberry Pi 4, aarch64 Arm Cortex 72#1.8GHz. GCC 10.2.1
In the benchmark, GCC vectorizes the fast_sigmoid call into ARM Neon instructions allowing four values to be calculated in parallel.
For optimal performance, you should ensure that input vectors are aligned on 64-byte boundaries. AVX and Neon instructions both allow for unaligned access, but do so with a mild performance penalty.
In addition, you should inform the compiler that input vectors do not alias using the non-standard restrict keyword. The restrict keyword is defined in the C99 standard, but is not standard C++. Fortunately, all major C++ compilers (Intel, Microsoft, GCC, Clang) implement it as a C++ keyword as well. Without alias guarantees, compilers will generate a small code preamble that tests for aliasing at runtime, and executes a slow code-path if aliasing is detected.
To enable vectorization, GCC requires either the -ftree-vectorize option, or -O3 (which includes -ftree-vectorize).
Loops are vectorized as long as there are no operations that prevent vectorization. Including a call to a math intrinsic (exp, sin, cos &c) will prevent loop vectorization, as will if statements within the loop. However, loop bodies can be fairly substantial. For example, in my LSTM implementation, one of the loops contains operations on four separate vector components (more operations in the loop provides more opportunity for interleaved instruction scheduling)
The restrict keyword in the following sample informs the compiler that no part of the input and output vector overlap, allowing the compiler to omit the aliasing check:
void vec_sigmoid(
int length,
restrict float*output,
restrict float*input,
restrict float *bias)
{
for (int i = 0; i < length; ++i)
{
output[i] = fast_sigmoid(input[i])+bias[i];
}
}
Code is a C++ port of #jenkas' C# code posted earlier, adjusted to return 1/(1+exp(-x)) instead of 1/(1+exp(-2*x)) which is what the original code calculates.

You can use a simple but effective method by using two formulas:
if x < 0 then f(x) = 1 / (0.5/(1+(x^2)))
if x > 0 then f(x) = 1 / (-0.5/(1+(x^2)))+1
This will look like this:
Two graphs for a sigmoid {Blue: (0.5/(1+(x^2))), Yellow: (-0.5/(1+(x^2)))+1}

Try this .NET Core 5+ implementation
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe float FastSigmoid(float v)
{
const float c1 = 0.03138777F;
const float c2 = 0.276281267F;
const float c_log2f = 1.442695022F;
v *= c_log2f;
int intPart = (int)v;
float x = (v - intPart);
float xx = x * x;
float v1 = c_log2f + c2 * xx;
float v2 = x + xx * c1 * x;
float v3 = (v2 + v1);
*((int*)&v3) += intPart << 24;
float v4 = v2 - v1;
float res = v3 / (v3 - v4); //for tanh change to (v3 + v4)/ (v3 - v4)
return res;
}

Using Eureqa to search for approximations to sigmoid I found 1/(1 + 0.3678749025^x) approximates it. It's pretty close, just gets rid of one operation with the negation of x.
Some of the other functions shown here are interesting, but is the power operation really that slow? I tested it and it actually did faster than addition, but that could just be a fluke. If so it should be just as fast or faster as all the others.
EDIT:0.5 + 0.5*tanh(0.5*x) and less accurate, 0.5 + 0.5*tanh(n) also works. And you could just get rid of the constants if you don't care about getting it between the range [0,1] like sigmoid. But it assumes that tanh is faster.

The tanh function may be optimized in some languages, making it faster than a custom defined x/(1+abs(x)), such is the case in Julia.

You can also use this:
y=x / (2 * ((x<0.0)*-x+(x>=0.0)*x) + 2) + 0.5;
y'=y(1-y);
acts like a sigmoid now because y(1-y)=y' is more let say round than 1/(2 (1 + abs(x))^2)
acts more like to fast sigmoid;

I don't think you can do better than the built-in exp() but if you want another approach, you can use series expansion. WolframAlpha can compute it for you.

Related

map range of IEEE 32bit float [1:2) to some arbitrary [a:b)

Back story : uniform PRNG with arbitrary endpoints
I've got a fast uniform pseudo random number generator that creates uniform float32 numbers in range [1:2) i.e. u : 1 <= u <= 2-eps. Unfortunately mapping the endpoints [1:2) to that of an arbitrary range [a:b) is non-trivial in floating point math. I'd like to exactly match the endpoints with a simple affine calculation.
Formally stated
I want to make an IEEE-754 32 bit floating point affine function f(x,a,b) for 1<=x<2 and arbitrary a,b that exactly maps
1 -> a and nextlower(2) -> nextlower(b)
where nextlower(q) is the next lower FP representable number (e.g. in C++ std::nextafter(float(q),float(q-1)))
What I've tried
The simple mapping f(x,a,b) = (x-1)*(b-a) + a always achieves the f(1) condition but sometimes fails the f(2) condition due to floating point rounding.
I've tried replacing the 1 with a free design parameter to cancel FP errors in the spirit of Kahan summation.
i.e. with
f(x,c0,c1,c2) = (x-c0)*c1 + c2
one mathematical solution is c0=1,c1=(b-a),c2=a (the simple mapping above),
but the extra parameter lets me play around with constants c0,c1,c2 to match the endpoints. I'm not sure I understand the principles behind Kahan summation well enough to apply them to determine the parameters or even be confident a solution exists. It feels like I'm bumping around in the dark where others might've found the light already.
Aside: I'm fine assuming the following
a < b
both a and b are far from zero, i.e. OK to ignore subnormals
a and b are far enough apart (measuered in representable FP values) to mitigate non-uniform quantization and avoid degenerate cases
Update
I'm using a modified form of Chux's answer to avoid the division.
While I'm not 100% certain my refactoring kept all the magic, it does still work in all my test cases.
float lerp12(float x,float a,float b)
{
const float scale = 1.0000001f;
// scale = 1/(nextlower(2) - 1);
const float ascale = a*scale;
const float bscale = nextlower(b)*scale;
return (nextlower(2) - x)*ascale + (x - 1.0f)*bscale;
}
Note that only the last line (5 FLOPS) depends on x, so the others can be reused if (a,b) remain the same.
OP's goal
I want to make an IEEE-754 32 bit floating point affine function f(x,a,b) for 1<=x<2 and arbitrary a,b that exactly maps 1 -> a and nextlower(2) -> nextlower(b)
This differs slightly from "map range of IEEE 32bit float [1:2) to some arbitrary [a:b)".
General case
Map x0 to y0, x1 to y1 and various x in-between to y :
m = (y1 - y0)/(x1 - x0);
y = m*(x - x0) + y0;
OP's case
// x0 = 1.0f;
// x1 = nextafterf(2.0f, 1.0f);
// y0 = a;
// y1 = nextafterf(b, a);
#include <math.h> // for nextafterf()
float x = random_number_1_to_almost_2();
float m = (nextafterf(b, a) - a)/(nextafterf(2.0f, 1.0f) - 1.0f);
float y = m*(x - 1.0f) + a;
nextafterf(2.0f, 1.0f) - 1.0f, x - 1.0f and nextafterf(b, a) are exact, incurring no calculation error.
nextafterf(2.0f, 1.0f) - 1.0f is a value a little less than 1.0f.
Recommendation
Other re-formations are possible with better symmetry and numerical stability at the end-points.
float x = random_number_1_to_almost_2();
float afactor = nextafterf(2.0f, 1.0f) - x; // exact
float bfactor = x - 1.0f; // exact
float xwidth = nextafterf(2.0f, 1.0f) - 1.0f; // exact
// Do not re-order next line of code, perform 2 divisions
float y = (afactor/xwidth)*a + (bfactor/xwidth)*nextafterf(b, a);
Notice afactor/xwidth and bfactor/xwidth are both exactly 0.0 or 1.0 at the end-points, thus meeting "maps 1 -> a and nextlower(2) -> nextlower(b)". Extended precision not needed.
OP's (x-c0)*c1 + c2 has trouble as it divides (x-c0)*c1 by (2.0 - 1.0) or 1.0 (implied), when it should divide by nextafterf(2.0f, 1.0f) - 1.0f.
Simple lerping based on fused multiply-add can reliably hit the endpoints for interpolation factors 0 and 1. For x in [1, 2) the interpolation factor x - 1 does not reach unity, which can be fixed by slight stretching by multiplying x-1 with (2.0f / nextlower(2.0f)). Obviously the endpoint needs to also be adjusted to the endpoint nextlower(b). For the C code below I have used the definition of nextlower() provided in the question, which may not be what asker desires, since for floating-point q sufficiently large in magnitude, q == (q - 1).
Asker stated in comments that it is understood that this kind of mapping is not going to result in an exactly uniform distribution of the pseudo-random numbers in the interval [a, b), only approximately so, and that pathological mappings may occur when a and b are extremely close together. I have not mathematically proved that the implementation of map() below guarantees the desired behavior, but it seems to do so for a large number of random test cases.
#include <stdio.h>
#include <stdlib.h>
#include <stdint.h>
#include <string.h>
#include <math.h>
float nextlowerf (float q)
{
return nextafterf (q, q - 1);
}
float map (float a, float b, float x)
{
float t = (x - 1.0f) * (2.0f / nextlowerf (2.0f));
return fmaf (t, nextlowerf (b), fmaf (-t, a, a));
}
float uint32_as_float (uint32_t a)
{
float r;
memcpy (&r, &a, sizeof(r));
return r;
}
// George Marsaglia's KISS PRNG, period 2**123. Newsgroup sci.math, 21 Jan 1999
// Bug fix: Greg Rose, "KISS: A Bit Too Simple" http://eprint.iacr.org/2011/007
static uint32_t kiss_z=362436069, kiss_w=521288629;
static uint32_t kiss_jsr=123456789, kiss_jcong=380116160;
#define znew (kiss_z=36969*(kiss_z&65535)+(kiss_z>>16))
#define wnew (kiss_w=18000*(kiss_w&65535)+(kiss_w>>16))
#define MWC ((znew<<16)+wnew )
#define SHR3 (kiss_jsr^=(kiss_jsr<<13),kiss_jsr^=(kiss_jsr>>17), \
kiss_jsr^=(kiss_jsr<<5))
#define CONG (kiss_jcong=69069*kiss_jcong+1234567)
#define KISS ((MWC^CONG)+SHR3)
int main (void)
{
float a, b, x, r;
float FP32_MIN_NORM = 0x1.000000p-126f;
float FP32_MAX_NORM = 0x1.fffffep+127f;
do {
do {
a = uint32_as_float (KISS);
} while ((fabsf (a) < FP32_MIN_NORM) || (fabsf (a) > FP32_MAX_NORM) || isnan (a));
do {
b = uint32_as_float (KISS);
} while ((fabsf (b) < FP32_MIN_NORM) || (fabsf (b) > FP32_MAX_NORM) || isnan (b) || (b < a));
x = 1.0f;
r = map (a, b, x);
if (r != a) {
printf ("lower bound failed: a=%12.6a b=%12.6a map=%12.6a\n", a, b, r);
return EXIT_FAILURE;
}
x = nextlowerf (2.0f);
r = map (a, b, x);
if (r != nextlowerf (b)) {
printf ("upper bound failed: a=%12.6a b=%12.6a map=%12.6a\n", a, b, r);
return EXIT_FAILURE;
}
} while (1);
return EXIT_SUCCESS;
}

Fast random/mutation algorithms (vector to vector) [duplicate]

I've been trying to create a generalized Gradient Noise generator (which doesn't use the hash method to get gradients). The code is below:
class GradientNoise {
std::uint64_t m_seed;
std::uniform_int_distribution<std::uint8_t> distribution;
const std::array<glm::vec2, 4> vector_choice = {glm::vec2(1.0, 1.0), glm::vec2(-1.0, 1.0), glm::vec2(1.0, -1.0),
glm::vec2(-1.0, -1.0)};
public:
GradientNoise(uint64_t seed) {
m_seed = seed;
distribution = std::uniform_int_distribution<std::uint8_t>(0, 3);
}
// 0 -> 1
// just passes the value through, origionally was perlin noise activation
double nonLinearActivationFunction(double value) {
//return value * value * value * (value * (value * 6.0 - 15.0) + 10.0);
return value;
}
// 0 -> 1
//cosine interpolation
double interpolate(double a, double b, double t) {
double mu2 = (1 - cos(t * M_PI)) / 2;
return (a * (1 - mu2) + b * mu2);
}
double noise(double x, double y) {
std::mt19937_64 rng;
//first get the bottom left corner associated
// with these coordinates
int corner_x = std::floor(x);
int corner_y = std::floor(y);
// then get the respective distance from that corner
double dist_x = x - corner_x;
double dist_y = y - corner_y;
double corner_0_contrib; // bottom left
double corner_1_contrib; // top left
double corner_2_contrib; // top right
double corner_3_contrib; // bottom right
std::uint64_t s1 = ((std::uint64_t(corner_x) << 32) + std::uint64_t(corner_y) + m_seed);
std::uint64_t s2 = ((std::uint64_t(corner_x) << 32) + std::uint64_t(corner_y + 1) + m_seed);
std::uint64_t s3 = ((std::uint64_t(corner_x + 1) << 32) + std::uint64_t(corner_y + 1) + m_seed);
std::uint64_t s4 = ((std::uint64_t(corner_x + 1) << 32) + std::uint64_t(corner_y) + m_seed);
// each xy pair turns into distance vector from respective corner, corner zero is our starting corner (bottom
// left)
rng.seed(s1);
corner_0_contrib = glm::dot(vector_choice[distribution(rng)], {dist_x, dist_y});
rng.seed(s2);
corner_1_contrib = glm::dot(vector_choice[distribution(rng)], {dist_x, dist_y - 1});
rng.seed(s3);
corner_2_contrib = glm::dot(vector_choice[distribution(rng)], {dist_x - 1, dist_y - 1});
rng.seed(s4);
corner_3_contrib = glm::dot(vector_choice[distribution(rng)], {dist_x - 1, dist_y});
double u = nonLinearActivationFunction(dist_x);
double v = nonLinearActivationFunction(dist_y);
double x_bottom = interpolate(corner_0_contrib, corner_3_contrib, u);
double x_top = interpolate(corner_1_contrib, corner_2_contrib, u);
double total_xy = interpolate(x_bottom, x_top, v);
return total_xy;
}
};
I then generate an OpenGL texture to display with like this:
int width = 1024;
int height = 1024;
unsigned char *temp_texture = new unsigned char[width*height * 4];
double octaves[5] = {2,4,8,16,32};
for( int i = 0; i < height; i++){
for(int j = 0; j < width; j++){
double d_noise = 0;
d_noise += temp_1.noise(j/octaves[0], i/octaves[0]);
d_noise += temp_1.noise(j/octaves[1], i/octaves[1]);
d_noise += temp_1.noise(j/octaves[2], i/octaves[2]);
d_noise += temp_1.noise(j/octaves[3], i/octaves[3]);
d_noise += temp_1.noise(j/octaves[4], i/octaves[4]);
d_noise/=5;
uint8_t noise = static_cast<uint8_t>(((d_noise * 128.0) + 128.0));
temp_texture[j*4 + (i * width * 4) + 0] = (noise);
temp_texture[j*4 + (i * width * 4) + 1] = (noise);
temp_texture[j*4 + (i * width * 4) + 2] = (noise);
temp_texture[j*4 + (i * width * 4) + 3] = (255);
}
}
Which give good results:
But gprof is telling me that the Mersenne twister is taking up 62.4% of my time and growing with larger textures. Nothing else individual takes any where near as much time. While the Mersenne twister is fast after initialization, the fact that I initialize it every time I use it seems to make it pretty slow.
This initialization is 100% required for this to make sure that the same x and y generates the same gradient at each integer point (so you need either a hash function or seed the RNG each time).
I attempted to change the PRNG to both the linear congruential generator and Xorshiftplus, and while both ran orders of magnitude faster, they gave odd results:
LCG (one time, then running 5 times before using)
Xorshiftplus
After one iteration
After 10,000 iterations.
I've tried:
Running the generator several times before utilizing output, this results in slow execution or simply different artifacts.
Using the output of two consecutive runs after initial seed to seed the PRNG again and use the value after wards. No difference in result.
What is happening? What can i do to get faster results that are of the same quality as the mersenne twister?
OK BIG UPDATE:
I don't know why this works, I know it has something to do with the prime number utilized, but after messing around a bit, it appears that the following works:
Step 1, incorporate the x and y values as seeds separately (and incorporate some other offset value or additional seed value with them, this number should be a prime/non trivial factor)
Step 2, Use those two seed results into seeding the generator again back into the function (so like geza said, the seeds made were bad)
Step 3, when getting the result, instead of using modulo number of items (4) trying to get, or & 3, modulo the result by a prime number first then apply & 3. I'm not sure if the prime being a mersenne prime matters or not.
Here is the result with prime = 257 and xorshiftplus being used! (note I used 2048 by 2048 for this one, the others were 256 by 256)
LCG is known to be inadequate for your purpose.
Xorshift128+'s results are bad, because it needs good seeding. And providing good seeding defeats the whole purpose of using it. I don't recommend this.
However, I recommend using an integer hash. For example, one from Bob's page.
Here's a result of the first hash of that page, it looks OK to me, and it is fast (I think it is much faster than Mersenne Twister):
Here's the code I've written to generate this:
#include <cmath>
#include <stdio.h>
unsigned int hash(unsigned int a) {
a = (a ^ 61) ^ (a >> 16);
a = a + (a << 3);
a = a ^ (a >> 4);
a = a * 0x27d4eb2d;
a = a ^ (a >> 15);
return a;
}
unsigned int ivalue(int x, int y) {
return hash(y<<16|x)&0xff;
}
float smooth(float x) {
return 6*x*x*x*x*x - 15*x*x*x*x + 10*x*x*x;
}
float value(float x, float y) {
int ix = floor(x);
int iy = floor(y);
float fx = smooth(x-ix);
float fy = smooth(y-iy);
int v00 = ivalue(iy+0, ix+0);
int v01 = ivalue(iy+0, ix+1);
int v10 = ivalue(iy+1, ix+0);
int v11 = ivalue(iy+1, ix+1);
float v0 = v00*(1-fx) + v01*fx;
float v1 = v10*(1-fx) + v11*fx;
return v0*(1-fy) + v1*fy;
}
unsigned char pic[1024*1024];
int main() {
for (int y=0; y<1024; y++) {
for (int x=0; x<1024; x++) {
float v = 0;
for (int o=0; o<=9; o++) {
v += value(x/64.0f*(1<<o), y/64.0f*(1<<o))/(1<<o);
}
int r = rint(v*0.5f);
pic[y*1024+x] = r;
}
}
FILE *f = fopen("x.pnm", "wb");
fprintf(f, "P5\n1024 1024\n255\n");
fwrite(pic, 1, 1024*1024, f);
fclose(f);
}
If you want to understand, how a hash function work (or better yet, which properties a good hash have), check out Bob's page, for example this.
You (unknowingly?) implemented a visualization of PRNG non-random patterns. That looks very cool!
Except Mersenne Twister, all your tested PRNGs do not seem fit for your purpose. As I have not done further tests myself, I can only suggest to try out and measure further PRNGs.
The randomness of LCGs are known to be sensitive to the choice of their parameters. In particular, the period of a LCG is relative to the m parameter - at most it will be m (your prime factor) & for many values it can be less.
Similarly, the careful parameters selection is required to get a long period from Xorshift PRNGs.
You've noted that some PRNGs give good procedural generation results while other do not. In order to isolate the cause, I would factor out the proc gen stuff & examine the PRNG output directly. An easy way to visualize the data is to build a grey scale image where each pixel value is a (possibly scaled) random value. For image based stuff, I find this to be an easy way to find stuff that may lead to visual artifacts. Any artifacts you see with this are likely to cause issues with your proc gen output.
Another option is to try something like the Diehard tests. If the aforementioned image test failed to reveal any problems, I might use this just to be sure my PRNG techniques were trustworthy.
Note that your code seeds the PRNG, then generates one pseudorandom number from the PRNG. The reason for the nonrandomness in xorshift128+ that you discovered is that xorshift128+ simply adds the two halves of the seed (and uses the result mod 264 as the generated number) before changing its state (review its source code). This makes that PRNG considerably different from a hash function.
What you see is the practical demonstration of quality of PRNG. Mersenne Twister is one of the best PRNGs with good performance, it passes DIEHARD tests. One should know that generating a random numbers is not an easy computational task, so looking for a better performance will inevitably result in poor quality. LCG is known to be simplest and worst PRNG ever designed and it clearly shows two-dimensional correlation as in your picture. The quality of Xorshift generators largely depend on bitness and parameters. They are definitely worse than Mersenne Twister, but some (xorshift128+) may work good enough to pass BigCrush battery of TestU01 tests.
In other words, if you are making an important physical modelling numerical experiment, you better continue to use Mersenne Twister as known to be a good trade-off between speed and quality and it comes in many standard libraries. On a less important case you may try to use xorshift128+ generator. For an ultimate results you need to use cryptographical-quality PRNG (none of mentioned here may be used for cryptographical purposes).

How to get a random number in Metal shader?

How would I go about getting a random number in a Metal shader?
I searched for "random" in The Metal Shading Language Specification, but found nothing.
It looks like there's not one built in. This example code for MetalShaderShowcase/AAPLWoodShader.metal defines its own simple rand function.
// Generate a random float in the range [0.0f, 1.0f] using x, y, and z (based on the xor128 algorithm)
float rand(int x, int y, int z)
{
int seed = x + y * 57 + z * 241;
seed= (seed<< 13) ^ seed;
return (( 1.0 - ( (seed * (seed * seed * 15731 + 789221) + 1376312589) & 2147483647) / 1073741824.0f) + 1.0f) / 2.0f;
}
So I was working on a Random Number Generator for another project and was wanting to package it into a neat framework for a while.
Your question pushed me to do just that. If you don't mind the shameless plug, here is a very simple framework that will generate a random number for you in a metal shader based on (up to) three seeds that you give it. The code is based on the following research paper that describes how to create random numbers on parallel processors for Monte Carlo simulations. It also has a (theoretical) period of 2^121 so it should be good for most reasonable calculations that can be done on a GPU.
All you have to call in your shader is an intializer, then you call rand(), like so:
// Initialize a random number generator, seeds 2 and 3 are optional
Loki rng = Loki(seed1, seed2, seed3);
// get a random float [0,1)
float random_float = rng.rand();
I also included a sample project in the repo so you can see how it is used.
Instead of computing the random number on the GPU, you can also compute a bunch of random numbers on the CPU and pass them into a the shader using a uniform / MTLBuffer.
Please take a look at [pcg-random], it's very simple and fast, more importantly it's fast. And it's super easy to modify their C code for Metal. https://www.pcg-random.org/
typedef struct { uint64_t state; uint64_t inc; } pcg32_random_t;
void pcg32_srandom_r(thread pcg32_random_t* rng, uint64_t initstate, uint64_t initseq)
{
rng->state = 0U;
rng->inc = (initseq << 1u) | 1u;
pcg32_random_r(rng);
rng->state += initstate;
pcg32_random_r(rng);
}
uint32_t pcg32_random_r(thread pcg32_random_t* rng)
{
uint64_t oldstate = rng->state;
rng->state = oldstate * 6364136223846793005ULL + rng->inc;
uint32_t xorshifted = ((oldstate >> 18u) ^ oldstate) >> 27u;
uint32_t rot = oldstate >> 59u;
return (xorshifted >> rot) | (xorshifted << ((-rot) & 31));
}
How do I use it?
float randomF(thread pcg32_random_t* rng)
{
//return pcg32_random_r(rng)/float(UINT_MAX);
return ldexp(float(pcg32_random_r(rng)), -32);
}
pcg32_random_t rng;
pcg32_srandom_r(&rng, pos_grid.x*int_time, pos_grid.y*int_time);
auto randomFloat = randomF(&rng);

How to absolute 2 double or 4 floats using SSE instruction set? (Up to SSE4)

Here's the sample C code that I am trying to accelerate using SSE, the two arrays are 3072 element long with doubles, may drop it down to float if i don't need the precision of doubles.
double sum = 0.0;
for(k = 0; k < 3072; k++) {
sum += fabs(sima[k] - simb[k]);
}
double fp = (1.0 - (sum / (255.0 * 1024.0 * 3.0)));
Anyway my current problem is how to do the fabs step in a SSE register for doubles or float so that I can keep the whole calculation in the SSE registers so that it remains fast and I can parallelize all of the steps by partly unrolling this loop.
Here's some resources I've found fabs() asm or possibly this flipping the sign - SO however the weakness of the second one would need a conditional check.
I suggest using bitwise and with a mask. Positive and negative values have the same representation, only the most significant bit differs, it is 0 for positive values and 1 for negative values, see double precision number format. You can use one of these:
inline __m128 abs_ps(__m128 x) {
static const __m128 sign_mask = _mm_set1_ps(-0.f); // -0.f = 1 << 31
return _mm_andnot_ps(sign_mask, x);
}
inline __m128d abs_pd(__m128d x) {
static const __m128d sign_mask = _mm_set1_pd(-0.); // -0. = 1 << 63
return _mm_andnot_pd(sign_mask, x); // !sign_mask & x
}
Also, it might be a good idea to unroll the loop to break the loop-carried dependency chain. Since this is a sum of nonnegative values, the order of summation is not important:
double norm(const double* sima, const double* simb) {
__m128d* sima_pd = (__m128d*) sima;
__m128d* simb_pd = (__m128d*) simb;
__m128d sum1 = _mm_setzero_pd();
__m128d sum2 = _mm_setzero_pd();
for(int k = 0; k < 3072/2; k+=2) {
sum1 += abs_pd(_mm_sub_pd(sima_pd[k], simb_pd[k]));
sum2 += abs_pd(_mm_sub_pd(sima_pd[k+1], simb_pd[k+1]));
}
__m128d sum = _mm_add_pd(sum1, sum2);
__m128d hsum = _mm_hadd_pd(sum, sum);
return *(double*)&hsum;
}
By unrolling and breaking the dependency (sum1 and sum2 are now independent), you let the processor execute the additions our of order. Since the instruction is pipelined on a modern CPU, the CPU can start working on a new addition before the previous one is finished. Also, bitwise operations are executed on a separate execution unit, the CPU can actually perform it in the same cycle as addition/subtraction. I suggest Agner Fog's optimization manuals.
Finally, I don't recommend using openMP. The loop is too small and the overhead of distribution the job among multiple threads might be bigger than any potential benefit.
The maximum of -x and x should be abs(x). Here it is in code:
x = _mm_max_ps(_mm_sub_ps(_mm_setzero_ps(), x), x)
Probably the easiest way is as follows:
__m128d vsum = _mm_set1_pd(0.0); // init partial sums
for (k = 0; k < 3072; k += 2)
{
__m128d va = _mm_load_pd(&sima[k]); // load 2 doubles from sima, simb
__m128d vb = _mm_load_pd(&simb[k]);
__m128d vdiff = _mm_sub_pd(va, vb); // calc diff = sima - simb
__m128d vnegdiff = mm_sub_pd(_mm_set1_pd(0.0), vdiff); // calc neg diff = 0.0 - diff
__m128d vabsdiff = _mm_max_pd(vdiff, vnegdiff); // calc abs diff = max(diff, - diff)
vsum = _mm_add_pd(vsum, vabsdiff); // accumulate two partial sums
}
Note that this may not be any faster than scalar code on modern x86 CPUs, which typically have two FPUs anyway. However if you can drop down to single precision then you may well get a 2x throughput improvement.
Note also that you will need to combine the two partial sums in vsum into a scalar value after the loop, but this is fairly trivial to do and is not performance-critical.

Least Squares solution to simultaneous equations

I am trying to fit a transformation from one set of coordinates to another.
x' = R + Px + Qy
y' = S - Qx + Py
Where P,Q,R,S are constants, P = scale*cos(rotation). Q=scale*sin(rotation)
There is a well known 'by hand' formula for fitting P,Q,R,S to a set of corresponding points.
But I need to have an error estimate on the fit - so I need a least squares solution.
Read 'Numerical Recipes' but I'm having trouble working out how to do this for data sets with x and y in them.
Can anyone point to an example/tutorial/code sample of how to do this ?
Not too bothered about the language.
But - just use built in feature of Matlab/Lapack/numpy/R probably not helpful !
edit:
I have a large set of old(x,y) new(x,y) to fit to. The problem is overdetermined (more data points than unknowns) so simple matrix inversion isn't enough - and as I said I really need the error on the fit.
The following code should do the trick. I used the following formula for the residuals:
residual[i] = (computed_x[i] - actual_x[i])^2
+ (computed_y[i] - actual_y[i])^2
And then derived the least-squares formulae based on the general procedure described at Wolfram's MathWorld.
I tested out this algorithm in Excel and it performs as expected. I Used a collection of ten random points which were then rotated, translated and scaled by a randomly generated transformation matrix.
With no random noise applied to the output data, this program produces four parameters (P, Q, R, and S) which are identical to the input parameters, and an rSquared value of zero.
As more and more random noise is applied to the output points, the constants start to drift away from the correct values, and the rSquared value increases accordingly.
Here is the code:
// test data
const int N = 1000;
float oldPoints_x[N] = { ... };
float oldPoints_y[N] = { ... };
float newPoints_x[N] = { ... };
float newPoints_y[N] = { ... };
// compute various sums and sums of products
// across the entire set of test data
float Ex = Sum(oldPoints_x, N);
float Ey = Sum(oldPoints_y, N);
float Exn = Sum(newPoints_x, N);
float Eyn = Sum(newPoints_y, N);
float Ex2 = SumProduct(oldPoints_x, oldPoints_x, N);
float Ey2 = SumProduct(oldPoints_y, oldPoints_y, N);
float Exxn = SumProduct(oldPoints_x, newPoints_x, N);
float Exyn = SumProduct(oldPoints_x, newPoints_y, N);
float Eyxn = SumProduct(oldPoints_y, newPoints_x, N);
float Eyyn = SumProduct(oldPoints_y, newPoints_y, N);
// compute the transformation constants
// using least-squares regression
float divisor = Ex*Ex + Ey*Ey - N*(Ex2 + Ey2);
float P = (Exn*Ex + Eyn*Ey - N*(Exxn + Eyyn))/divisor;
float Q = (Exn*Ey + Eyn*Ex + N*(Exyn - Eyxn))/divisor;
float R = (Exn - P*Ex - Q*Ey)/N;
float S = (Eyn - P*Ey + Q*Ex)/N;
// compute the rSquared error value
// low values represent a good fit
float rSquared = 0;
float x;
float y;
for (int i = 0; i < N; i++)
{
x = R + P*oldPoints_x[i] + Q*oldPoints_y[i];
y = S - Q*oldPoints_x[i] + P*oldPoints_y[i];
rSquared += (x - newPoints_x[i])^2;
rSquared += (y - newPoints_y[i])^2;
}
To find P, Q, R, and S, then you can use least squares. I think the confusing thing is that that usual description of least squares uses x and y, but they don't match the x and y in your problem. You just need translate your problem carefully into the least squares framework. In your case the independent variables are the untransformed coordinates x and y, the dependent variables are the transformed coordinates x' and y', and the adjustable parameters are P, Q, R, and S. (If this isn't clear enough, let me know and I'll post more detail.)
Once you've found P, Q, R, and S, then scale = sqrt(P^2 + Q^2) and you can then find the rotation from sin rotation = Q / scale and cos rotation = P / scale.
You can use the levmar program to calculate this. Its tested and integrated into multiple products including mine. Its licensed under the GPL, but if this is a non-opensource project, he will change the license for you (for a fee)
Define the 3x3 matrix T(P,Q,R,S) such that (x',y',1) = T (x,y,1). Then compute
A = \sum_i |(T (x_i,y_i,1)) - (x'_i,y'_i,1)|^2
and minimize A against (P,Q,R,S).
Coding this yourself is a medium to large sized project unless you can guarntee that the data are well conditioned, especially when you want good error estimates out of the procedure. You're probably best off using an existing minimizer that supports error estimates..
Particle physics type would use minuit either directly from CERNLIB (with the coding most easily done in fortran77), or from ROOT (with the coding in c++, or it should be accessible though the python bindings). But that is a big installation if you don't have one of these tools already.
I'm sure that others can suggest other minimizers.
Thanks eJames, thats almost exaclty what I have. I coded it from an old army surveying manual that was based on an earlier "Instructions to Surveyors" note that must be 100years old! (It uses N and E for North and East rather than x/y )
The goodness of fit parameter will be very useful - I can interactively throw out selected points if they make the fit worse.
FindTransformation(vector<Point2D> known,vector<Point2D> unknown) {
{
// sums
for (unsigned int ii=0;ii<known.size();ii++) {
sum_e += unknown[ii].x;
sum_n += unknown[ii].y;
sum_E += known[ii].x;
sum_N += known[ii].y;
++n;
}
// mean position
me = sum_e/(double)n;
mn = sum_n/(double)n;
mE = sum_E/(double)n;
mN = sum_N/(double)n;
// differences
for (unsigned int ii=0;ii<known.size();ii++) {
de = unknown[ii].x - me;
dn = unknown[ii].y - mn;
// for P
sum_deE += (de*known[ii].x);
sum_dnN += (dn*known[ii].y);
sum_dee += (de*unknown[ii].x);
sum_dnn += (dn*unknown[ii].y);
// for Q
sum_dnE += (dn*known[ii].x);
sum_deN += (de*known[ii].y);
}
double P = (sum_deE + sum_dnN) / (sum_dee + sum_dnn);
double Q = (sum_dnE - sum_deN) / (sum_dee + sum_dnn);
double R = mE - (P*me) - (Q*mn);
double S = mN + (Q*me) - (P*mn);
}
One issue is that numeric stuff like this is often tricky. Even when the algorithms are straightforward, there's often problems that show up in actual computation.
For that reason, if there is a system you can get easily that has a built-in feature, it might be best to use that.

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