• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:13
CEST 04:13
KST 11:13
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10
Community News
Rollback Netcode in Brood War845.0.17 Patch Notes - October 7, 202622Weekly Cups Results (Sep 28-Oct 4)0SC4ALL: II SC2 Complete Invited Player Lineup10StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)78
StarCraft 2
General
5.0.17 Patch Notes - October 7, 2026 ESL Pro Tour for SC2 discontinued [Old] StarCraft 3 Reportedly in Development StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026) How do you feel about the mass reverts in the 5.0.17 PTR?
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) ISSL (IntoTheTV x SOOP SC2 League): Premier RSL 2026 Offline Finals LCQ Sign-Ups $3,500 WardiTV Not-Summer Championship ScienceCraft (October 24-25) - Live Event
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train Mutation # 545 And Drops and Rifts
Brood War
General
ASL FINALS HYPE VIDEO 2X BW General Discussion Visiting korea this week BGH Auto Balance -> http://bghmmr.eu/ New 3v3 BGH Ladder (and more) on ShieldBattery!
Tourneys
[Megathread] Daily Proleagues ASL 22 Finals [ASL22] Semifinal A [ASL22] Semifinal B
Strategy
Simple Questions, Simple Answers Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread General RTS Discussion Thread Warcraft III: The Frozen Throne Total Annihilation Zero
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
The Link Between Gaming and …
TrAiDoS
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 14636 users

A little excercise in optimization and math

Blogs > fmod
Post a Reply
fmod
Profile Blog Joined November 2013
Cayman Islands330 Posts
Last Edited: 2014-03-08 01:35:44
March 08 2014 01:35 GMT
#1
Today I was reading some code for atmospheric lighting. Glancing over the code, I noticed this: (I did rename a couple of things).

+ Show Spoiler +
// As the y tex coord goes from 0 to 1, the angle goes from 0 to 180 degrees
float fCos = 1 - (nAngle + nAngle) / (float)mHeight;
float fAngle = std::acos(fCos);
vec3 ray(std::sin(fAngle), std::cos(fAngle), 0);

for(int nHeight=0; nHeight < nSize; nHeight++)
{
// As the x tex coord goes from 0 to 1, the height goes from the bottom of the atmosphere to the top
float fHeight = delta + innerRadius + ((outerRadius - innerRadius) * nHeight) / mWidth;

// The position of the camera
vec3 eyepos(0, fHeight, 0);

// If the ray from vPos heading in the vRay direction intersects the inner
// radius (i.e. the planet), then this spot is not visible from the viewpoint
float B = 2.0f * dot(eyepos, ray);
float Bsq = B * B;
float Cpart = dot(eyepos, eyepos);
float C = Cpart - innerRadius*innerRadius;
float discr = Bsq - 4.0f * C;
bool bVisible = (fDet < 0 || (0.5f * (-B - std::sqrt(discr)) <= 0) && (0.5f * (-B + std::sqrt(discr)) <= 0));


What it does is pretty obvious, first it finds some cosine and sine to a particular angle, then applies the quadratic formula to solve the intersection of a ray with the planet.
If you know something about trigonometry, this will bother you a lot :

float fAngle = acosf(fCos);
vec3 ray(std::sin(fAngle), std::cos(fAngle), 0);

It does seem a little strange to call an inverse cosine only to take it's cosine again the next instruction, and of course we can replace it by fCos.
Secondly, we can eliminate the acos call entirely by using the pythagorean identity :

[image loading]
you can easily see how you can solve this to get sin(angle)

float fCos = 1 - (nAngle + nAngle) / (float)mHeight;
vec3 ray(std::sqrt(1 - fCos*fCos), fCos, 0);


secondly is the quadratic formula, to solve the intersection of the ray with the sphere. What most people forget to do is to remove all the 2, 4, 0.5 coefficients which will cancel each other anyway.
we get:

float B = dot(eyepos, ray);
float Bsq = B * B;
float Cpart = dot(eyepos, eyepos);
float C = Cpart - innerRadius*innerRadius;
float discr = Bsq - C;
bool bVisible = discr < 0 || -B - std::sqrt(discr) <= 0) && -B + std::sqrt(discr) <= 0;

Now you might look at the bVisible boolean expression and wonder if it also can't be simplified any further, and yes indeed it is possible. In particular, the factors between the && signs:
We start by letting D = sqrt(discr) and multiplying both expressions by -1 and we get:

D + B >= 0 && -D + B >= 0

suppose the case that the left hand side is false, e.g D + B <= 0, if we subtract 2D from both sides of this equation we get

-D + B <= -2D <= 0

,which means the right hand side will also be false.
since -D + B < D + B, when the right hand side IS true, the lhs will also be true.

this allows us to write the expression as :
 bVisible = discr < 0 || B >= std::sqrt(discr); 



Hope you enjoyed reading it and learned something

*****
I don't particularly like you.
-Kaiser-
Profile Blog Joined November 2011
Canada932 Posts
March 08 2014 07:28 GMT
#2
I think you're smarter than me.
3 Hatch Before Cool
TheEmulator
Profile Blog Joined July 2010
28103 Posts
March 08 2014 08:17 GMT
#3
On March 08 2014 16:28 -Kaiser- wrote:
I think you're smarter than me.

Makes two of us
Administrator
Biolunar
Profile Joined February 2012
Germany224 Posts
Last Edited: 2014-03-08 08:37:59
March 08 2014 08:37 GMT
#4
On March 08 2014 10:35 fmod wrote:
float fCos = 1 - (nAngle + nAngle) / (float)mHeight;


Make that a
static_cast<float>(mHeight)
and I am happy

Btw replacing any sine/cosine functions from the standard library is always a good idea. I’ve read that they are pretty buggy if the argument gets too high, but I haven’t checked myself.
What is best? To crush the Zerg, see them driven before you, and hear the lamentations of the Protoss.
Clazziquai10
Profile Blog Joined August 2011
Singapore1949 Posts
March 08 2014 13:07 GMT
#5
I'm a computer science major and I have no idea what's going on here *hangs head in shame*
Mr. Wiggles
Profile Blog Joined August 2010
Canada5894 Posts
March 08 2014 18:13 GMT
#6
I'd be interested in seeing how much of a difference this makes in terms of performance in addition to cleaning up the code. You save yourself several calculations here by making the code simpler.

Did you profile the code at all to compare its performance before and after improving it? It would be cool to see that by applying some more math to the problem, you're not only able to improve the code readability and clarity, but also the performance.
you gotta dance
Hryul
Profile Blog Joined March 2011
Austria2609 Posts
Last Edited: 2014-03-08 19:20:58
March 08 2014 19:17 GMT
#7
the thing that interested me most was how you managed to impelement TeX code here. Then I found out it was a pasted pic
Edit: not that the other stuff is uninteresting. math is a useful skill toi have.
Countdown to victory: 1 200!
Cyx.
Profile Joined November 2010
Canada806 Posts
March 08 2014 19:38 GMT
#8
Since you already have Bsq you could save yourself one more call to std::sqrt() by writing the last expression as

bVisible = discr < 0 || Bsq >= discr;

BirdKiller
Profile Joined January 2011
United States428 Posts
Last Edited: 2014-03-08 22:19:56
March 08 2014 22:16 GMT
#9
On March 09 2014 03:13 Mr. Wiggles wrote:
I'd be interested in seeing how much of a difference this makes in terms of performance in addition to cleaning up the code. You save yourself several calculations here by making the code simpler.

Did you profile the code at all to compare its performance before and after improving it? It would be cool to see that by applying some more math to the problem, you're not only able to improve the code readability and clarity, but also the performance.


We can estimate the theoretical relative performance decrease/increase by looking into the computational complexity of each of the operations and functions. For example, suppose the functions and operations like addition, sin, square root, etc., follow the complexity linked here:

http://en.wikipedia.org/wiki/Computational_complexity_of_mathematical_operations

In the original code, the first block that we looked into called 3 functions/operations: arccos, sin, cos. This has a combined time complexity of 3 * O(log(n)^2 * M(n)). In complexity arithmetic, we don't care about constants so the block has a complexity of O(log(n)^2 * M(n)). Don't worry about what M(n) is; we're just comparing, not computing.

In the modified code, the first block now calls several functions/operations with equivalent complexity: subtraction x2, addition, division, and square root. This has a combined time complexity of O(M(n)).

Not even knowing which multiplication algorithm the program/compiler is using, we can then argue that the modified code is faster by a factor of log(n)^2. This is quite small I would say. However, this is under A LOT of assumptions, chiefly that the compiler is so dumb such that it couldn't figure this optimization out on its own and that the algorithms used for trigonometric functions is equivalent to that used by the program/compiler.
fmod
Profile Blog Joined November 2013
Cayman Islands330 Posts
March 08 2014 23:06 GMT
#10
On March 09 2014 04:38 Cyx. wrote:
Since you already have Bsq you could save yourself one more call to std::sqrt() by writing the last expression as

bVisible = discr < 0 || Bsq >= discr;


That'll only work for positive B though. The square root is assumed to be positive always. If not the early out behaviour of || will assure it never gets there,

BirdKiller you are right that these are very 'micro' optimizations. I mostly posted this because it interested me and maybe others as well. One thing though is that by avoiding (inverse) trig functions the result will usually be more accurate, apart from being faster.
I don't particularly like you.
Please log in or register to reply.
Live Events Refresh
Next event in 8h 47m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 191
ProTech149
StarCraft: Brood War
Rain 3215
GuemChi 2177
Artosis 642
Aegong 54
Dota 2
NeuroSwarm214
Counter-Strike
taco 562
minikerr8
Other Games
summit1g6867
JimRising 570
C9.Mang0381
PiGStarcraft379
Day[9].tv328
WinterStarcraft319
Mew2King36
Organizations
StarCraft 2
BasetradeTV169
[ Show 13 non-featured ]
StarCraft 2
• Letter147
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Pr0nogo 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Scarra1656
Other Games
• Shiphtur370
• Day9tv328
Upcoming Events
WardiTV Weekly
8h 47m
PiGosaur Cup
21h 47m
Kung Fu Cup
1d 8h
The PondCast
2 days
Online Event
3 days
Korean StarCraft League
4 days
Afreeca Starleague
4 days
Rush vs Soulkey
CranKy Ducklings
4 days
BSL Open Qualifier
4 days
Sparkling Tuna Cup
5 days
[ Show More ]
IPSL
5 days
BSL Open Qualifier
5 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Proleague 2026-10-12
Blizzard Classic Cup 2026
Copium Cup

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
HCC Season 3
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026

Upcoming

Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.