{"title":"Double-Precision Floating-Point Data Visualizations Using Vulkan API","authors":"Nezihe Sozen","doi":"arxiv-2408.09699","DOIUrl":null,"url":null,"abstract":"Proper representation of data in graphical visualizations becomes challenging\nwhen high accuracy in data types is required, especially in those situations\nwhere the difference between double-precision floating-point and\nsingle-precision floating-point values makes a significant difference. Some of\nthe limitations of using single-precision over double-precision include lesser\naccuracy, which accumulates errors over time, and poor modeling of large or\nsmall numbers. In such scenarios, emulated double precision is often used as a\nsolution. The proposed methodology uses a modern GPU pipeline and graphics\nlibrary API specifications to use native double precision. In this research,\nthe approach is implemented using the Vulkan API, C++, and GLSL. Experimental\nevaluation with a series of experiments on 2D and 3D point datasets is proposed\nto indicate the effectiveness of the approach. This evaluates performance\ncomparisons between native double-precision implementations against their\nemulated double-precision approaches with respect to rendering performance and\naccuracy. This study provides insight into the benefits of using native\ndouble-precision in graphical applications, denoting limitations and problems\nwith emulated double-precision usages. These results improve the general\nunderstanding of the precision involved in graphical visualizations and assist\ndevelopers in making decisions about which precision methods to use during\ntheir applications.","PeriodicalId":501174,"journal":{"name":"arXiv - CS - Graphics","volume":"40 2 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-08-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"arXiv - CS - Graphics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/arxiv-2408.09699","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Proper representation of data in graphical visualizations becomes challenging
when high accuracy in data types is required, especially in those situations
where the difference between double-precision floating-point and
single-precision floating-point values makes a significant difference. Some of
the limitations of using single-precision over double-precision include lesser
accuracy, which accumulates errors over time, and poor modeling of large or
small numbers. In such scenarios, emulated double precision is often used as a
solution. The proposed methodology uses a modern GPU pipeline and graphics
library API specifications to use native double precision. In this research,
the approach is implemented using the Vulkan API, C++, and GLSL. Experimental
evaluation with a series of experiments on 2D and 3D point datasets is proposed
to indicate the effectiveness of the approach. This evaluates performance
comparisons between native double-precision implementations against their
emulated double-precision approaches with respect to rendering performance and
accuracy. This study provides insight into the benefits of using native
double-precision in graphical applications, denoting limitations and problems
with emulated double-precision usages. These results improve the general
understanding of the precision involved in graphical visualizations and assist
developers in making decisions about which precision methods to use during
their applications.