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Author Topic: Extended Precision  (Read 1928 times)
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M Benesi
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« on: November 14, 2012, 08:27:39 AM »


   I'm thinking about it again.  Posting it here to stir stuff up a bit.

http://crd-legacy.lbl.gov/~dhbailey/mpdist/
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Syntopia
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« Reply #1 on: November 14, 2012, 08:18:40 PM »

Some parts of the DSFUN90 library are already included with Fragmentarium (emulated double precision): http://blog.hvidtfeldts.net/index.php/2012/07/double-precision-in-opengl-and-webgl/

I used Henry Thaslers' GLSL code, and he has also tried with higher resolution: http://www.thasler.org/blog/?p=143, but unfortunately this slow downs the GPU to the point where the CPU is stronger...
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Sockratease
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« Reply #2 on: November 14, 2012, 09:46:53 PM »

ooopsy - wrong thread   nasty teeth head batting
« Last Edit: November 14, 2012, 10:33:10 PM by Sockratease » Logged

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Syntopia
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« Reply #3 on: November 14, 2012, 10:04:07 PM »

Socrates, this was meant for the 4D thread, right?
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Sockratease
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« Reply #4 on: November 14, 2012, 10:33:48 PM »

Socrates, this was meant for the 4D thread, right?

Me make mistake, sorry!
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M Benesi
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« Reply #5 on: November 15, 2012, 09:33:43 PM »

Some parts of the DSFUN90 library are already included with Fragmentarium (emulated double precision): http://blog.hvidtfeldts.net/index.php/2012/07/double-precision-in-opengl-and-webgl/

I used Henry Thaslers' GLSL code, and he has also tried with higher resolution: http://www.thasler.org/blog/?p=143, but unfortunately this slow downs the GPU to the point where the CPU is stronger...

  Awesome.  I'll check that out- noticed a bit of what I thought was single precision artifacting- layered appearance on zoom in.   I'm wondering if there is a way to force change CPU to GPU when timing dictates? 

  Well- phone call with drunk friend.  Gotta talk to them for a bit.  cheesy
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