Re: [eigen] geometry module |
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- To: eigen@xxxxxxxxxxxxxxxxxxx
- Subject: Re: [eigen] geometry module
- From: Benoit Jacob <jacob.benoit.1@xxxxxxxxx>
- Date: Wed, 8 Sep 2010 07:18:35 -0400
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2010/9/8 Gael Guennebaud <gael.guennebaud@xxxxxxxxx>:
> On Tue, Sep 7, 2010 at 12:57 PM, Benoit Jacob <jacob.benoit.1@xxxxxxxxx> wrote:
>> Here, "most efficiently" depends on what you're doing. If you want to
>> apply this transformation to a vector, it's going to be faster if you
>> have a matrix representation of your transform, as the Transform class
>> does. This is one of the most performance-critical use cases...
>
> some numbers to transform N 3D vectors stored into a 3xN column major
> matrix and transformed using a 3x3 matrix, a quaternion using the
> quaternion x a single vector product, and a quaternion converted on
> the fly to a 3x3 matrix. The times are in second for 100000 runs (in
> the last case the quaternion is converted 100000 times to a matrix).
>
> N 1 2 3 4 5 6
> 7 8
> matrix 3x3 0.0007521 0.0008807 0.001357 0.002339 0.002869 0.003583
> 0.004301 0.02684
> quaternion 0.001332 0.002183 0.003098 0.004002 0.004913 0.005945
> 0.007081 0.007997
> quat-mat 0.001165 0.00152 0.001822 0.002925 0.003396 0.003964
> 0.004615 0.02727
>
> as expected the matrix product is significantly faster, but what is
> surprising is that even for transforming a single vector (N=1), it is
> faster to convert the quaternion to a matrix and then perform the
> matrix product rather than directly using the optimized
> quaternion-vector product since the costs are respectively:
>
> 3x3 matrix : 9 mul + 6 add = 15 ops
> quaternion : 15 mul + 15 add = 30 ops
> quat-mat : 18 mul + 21 add = 39 ops
>
> These numbers directly come from the assembly where we can see gcc
> optimized the "2 * v" by "v+v".
>
> also Daniel you might be interested to know that this benchmark is in
> bench/quaternion.cpp (in trunk).
Thanks a lot for these numbers!
Do you think that quaternion*vector3D has room to be improved by
copying the vector3d into a vector4d and applying the vectorizable
quaternion*vector4D product? I am worried about the 4th component: if
it would be required to divide by it, that could kill the benefit.
Benoit
>
>
> gael
>
>
>