Comparison of Fast Inverse Square Root Algorithms for 3D Object Rendering using Ray Tracing

Rico Filberto, Jacky Yolanda, Alexander Agung Santoso Gunawan
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Abstract

The purpose of this paper is to give an insight on the fast inverse square root that is used to compute the inverse square root of a floating-point number to normalize vector that is necessary in many computational problems such as lighting, reflection, and ray tracing. Giving an improvement of speed over 3 times the normal computation way, and an approximation with only 0.1 % error margin. This paper will be comparing several modifications of the algorithm that exist using ray tracing of a spherical object to see which is faster and more accurate through a 3D image rendering and table representation.
基于光线追踪的快速平方根反算法的比较
本文的目的是深入了解用于计算浮点数的平方根反比以归一化向量的快速平方根,这在许多计算问题中是必要的,如照明,反射和光线追踪。计算速度提高了正常计算方式的3倍以上,误差仅为0.1%。本文将比较几种使用球面物体光线追踪的算法的修改,通过3D图像渲染和表格表示来查看哪种算法更快更准确。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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