{"title":"使用 Vulkan API 实现双精度浮点数据可视化","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":"{\"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}","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
摘要
当需要高精度的数据类型时,尤其是在双精度浮点数值和单精度浮点数值之间存在显著差异的情况下,在图形可视化中正确表示数据就变得具有挑战性。与双精度相比,使用单精度的一些局限性包括精度较低,会随着时间的推移而累积误差,以及对大数或小数的建模能力较差。在这种情况下,通常使用模拟双精度作为解决方案。建议的方法使用现代 GPU 管道和图形库 API 规范来使用本地双精度。本研究使用 Vulkan API、C++ 和 GLSL 实现了该方法。为了说明该方法的有效性,提出了一系列关于二维和三维点数据集的实验评估。在渲染性能和准确性方面,评估了本地双精度实现与模拟双精度方法之间的性能比较。这项研究深入探讨了在图形应用中使用本地双精度的好处,指出了模拟双精度使用的局限性和问题。这些结果加深了人们对图形可视化所涉及精度的总体理解,有助于开发人员决定在其应用中使用哪种精度方法。
Double-Precision Floating-Point Data Visualizations Using Vulkan API
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.