Fix a few places in examples where C reference implementaion had a double-precision
fp constant undesirably causing computation to be done in double precision. Makes C scalar versions of the options pricing models, rt, and aobench 3-5% faster. Makes scalar version of noise about 15% faster. Others are unchanged.
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@@ -140,7 +140,7 @@ ray_plane_intersect(Isect &isect, Ray &ray,
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float d = -dot(plane.p, plane.n);
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float v = dot(ray.dir, plane.n);
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if (fabsf(v) < 1.0e-17)
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if (fabsf(v) < 1.0e-17f)
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return;
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else {
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float t = -(dot(ray.org, plane.n) + d) / v;
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@@ -183,11 +183,11 @@ orthoBasis(vec basis[3], const vec &n) {
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basis[2] = n;
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basis[1].x = 0.0; basis[1].y = 0.0; basis[1].z = 0.0;
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if ((n.x < 0.6) && (n.x > -0.6)) {
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if ((n.x < 0.6f) && (n.x > -0.6f)) {
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basis[1].x = 1.0;
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} else if ((n.y < 0.6) && (n.y > -0.6)) {
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} else if ((n.y < 0.6f) && (n.y > -0.6f)) {
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basis[1].y = 1.0;
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} else if ((n.z < 0.6) && (n.z > -0.6)) {
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} else if ((n.z < 0.6f) && (n.z > -0.6f)) {
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basis[1].z = 1.0;
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} else {
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basis[1].x = 1.0;
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@@ -224,7 +224,7 @@ ambient_occlusion(Isect &isect, Plane &plane,
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float phi = 2.0f * M_PI * drand48();
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float x = cosf(phi) * theta;
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float y = sinf(phi) * theta;
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float z = sqrtf(1.0 - theta * theta);
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float z = sqrtf(1.0f - theta * theta);
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// local . global
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float rx = x * basis[0].x + y * basis[1].x + z * basis[2].x;
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@@ -236,14 +236,14 @@ ambient_occlusion(Isect &isect, Plane &plane,
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ray.dir.y = ry;
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ray.dir.z = rz;
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occIsect.t = 1.0e+17;
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occIsect.t = 1.0e+17f;
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occIsect.hit = 0;
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for (int snum = 0; snum < 3; ++snum)
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ray_sphere_intersect(occIsect, ray, spheres[snum]);
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ray_plane_intersect (occIsect, ray, plane);
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if (occIsect.hit) occlusion += 1.0;
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if (occIsect.hit) occlusion += 1.f;
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}
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}
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@@ -280,10 +280,10 @@ static void ao_scanlines(int y0, int y1, int w, int h, int nsubsamples,
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ray.dir.x = px;
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ray.dir.y = py;
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ray.dir.z = -1.0;
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ray.dir.z = -1.0f;
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vnormalize(ray.dir);
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isect.t = 1.0e+17;
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isect.t = 1.0e+17f;
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isect.hit = 0;
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for (int snum = 0; snum < 3; ++snum)
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@@ -36,7 +36,7 @@ static int mandel(float c_re, float c_im, int count) {
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float z_re = c_re, z_im = c_im;
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int i;
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for (i = 0; i < count; ++i) {
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if (z_re * z_re + z_im * z_im > 4.)
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if (z_re * z_re + z_im * z_im > 4.f)
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break;
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float new_re = z_re*z_re - z_im*z_im;
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@@ -36,7 +36,7 @@ static int mandel(float c_re, float c_im, int count) {
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float z_re = c_re, z_im = c_im;
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int i;
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for (i = 0; i < count; ++i) {
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if (z_re * z_re + z_im * z_im > 4.)
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if (z_re * z_re + z_im * z_im > 4.f)
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break;
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float new_re = z_re*z_re - z_im*z_im;
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@@ -104,7 +104,7 @@ inline float NoiseWeight(float t) {
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inline float Lerp(float t, float low, float high) {
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return (1. - t) * low + t * high;
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return (1.f - t) * low + t * high;
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}
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@@ -147,7 +147,7 @@ static float Turbulence(float x, float y, float z, int octaves) {
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lambda *= 1.99f;
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o *= omega;
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}
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return sum * 0.5;
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return sum * 0.5f;
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}
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@@ -163,7 +163,7 @@ void noise_serial(float x0, float y0, float x1, float y1,
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float y = y0 + j * dy;
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int index = (j * width + i);
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output[index] = Turbulence(x, y, 0.6, 8);
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output[index] = Turbulence(x, y, 0.6f, 8);
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}
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}
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}
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@@ -47,7 +47,7 @@ static inline float
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CND(float X) {
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float L = fabsf(X);
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float k = 1.0 / (1.0 + 0.2316419 * L);
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float k = 1.f / (1.f + 0.2316419f * L);
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float k2 = k*k;
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float k3 = k2*k;
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float k4 = k2*k2;
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@@ -59,7 +59,7 @@ CND(float X) {
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w *= invSqrt2Pi * expf(-L * L * .5f);
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if (X > 0.f)
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w = 1.0 - w;
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w = 1.f - w;
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return w;
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}
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@@ -94,7 +94,7 @@ binomial_put_serial(float Sa[], float Xa[], float Ta[],
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float dt = T / BINOMIAL_NUM;
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float u = expf(v * sqrtf(dt));
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float d = 1. / u;
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float d = 1.f / u;
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float disc = expf(r * dt);
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float Pu = (disc - d) / (u - d);
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@@ -104,7 +104,7 @@ Inside(float3 p, float3 pMin, float3 pMax) {
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static bool
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IntersectP(const Ray &ray, float3 pMin, float3 pMax, float *hit0, float *hit1) {
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float t0 = -1e30, t1 = 1e30;
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float t0 = -1e30f, t1 = 1e30f;
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float3 tNear = (pMin - ray.origin) / ray.dir;
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float3 tFar = (pMax - ray.origin) / ray.dir;
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@@ -213,7 +213,7 @@ transmittance(float3 p0, float3 p1, float3 pMin,
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float tau = 0;
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float rayLength = sqrtf(ray.dir.x * ray.dir.x + ray.dir.y * ray.dir.y +
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ray.dir.z * ray.dir.z);
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float stepDist = 0.2;
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float stepDist = 0.2f;
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float stepT = stepDist / rayLength;
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float t = rayT0;
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@@ -239,8 +239,8 @@ distanceSquared(float3 a, float3 b) {
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static float
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raymarch(float density[], int nVoxels[3], const Ray &ray) {
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float rayT0, rayT1;
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float3 pMin(.3, -.2, .3), pMax(1.8, 2.3, 1.8);
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float3 lightPos(-1, 4, 1.5);
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float3 pMin(.3f, -.2f, .3f), pMax(1.8f, 2.3f, 1.8f);
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float3 lightPos(-1f, 4f, 1.5f);
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if (!IntersectP(ray, pMin, pMax, &rayT0, &rayT1))
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return 0.;
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@@ -249,10 +249,10 @@ raymarch(float density[], int nVoxels[3], const Ray &ray) {
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// Parameters that define the volume scattering characteristics and
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// sampling rate for raymarching
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float Le = .25; // Emission coefficient
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float Le = .25f; // Emission coefficient
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float sigma_a = 10; // Absorption coefficient
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float sigma_s = 10; // Scattering coefficient
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float stepDist = 0.025; // Ray step amount
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float stepDist = 0.025f; // Ray step amount
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float lightIntensity = 40; // Light source intensity
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float tau = 0.f; // accumulated beam transmittance
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@@ -269,7 +269,7 @@ raymarch(float density[], int nVoxels[3], const Ray &ray) {
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// terminate once attenuation is high
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float atten = expf(-tau);
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if (atten < .005)
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if (atten < .005f)
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break;
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// direct lighting
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