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See http://www.phailed.me/2012/08/somewhat-fast-square-root/ for the full derivation, including the error compensation trick, except I later discovered 3/7 worked better than 2/5
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/* | |
* qsqrt.c | |
* | |
* Created on: Jun 6, 2012 | |
* Author: Lee | |
*/ | |
#include <stdio.h> | |
#include <math.h> | |
#define SQRT2 1.4142135623730951 | |
// we use integer arithmetic on the bit-representation of x to accelerate the | |
// newton ralphson iteration by computing an initial guess of what sqrt(x) should be | |
// to 2 to 3 significant digits. | |
float qsqrt(float x){ | |
// x = [0 eeeeeeeeeee mmmmmmmmmmmmmmmmmmmmmmm] | |
int i = *(int*)&x; | |
int j = (((i/2-0x1fc00000)+0x3f800000)&0x3ff800000)+((i&0x7fffff)*3/7); | |
float y = (*(float*)&j) * ((i-0x3f800000)&(0x800000) ? SQRT2 : 1); // 2-3 sig figs of significance | |
// two iterations of newton: y = y - (y^2 - x)/2y yields 2^-18 points of precision | |
y = (y + x/y)/2; // this yields 2^-8 points of precision | |
return (y + x/y)/2; | |
} | |
int main(){ | |
int i = 1; | |
for (; i < 1000; i++){ | |
float f = (qsqrt(i)-sqrt(i))/(sqrt(i)); | |
printf("%3d %10f %10f \t rel err: %10f\n",i,qsqrt(i),sqrt(i),f); | |
} | |
return 0; | |
} |
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