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63-03.md
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63-03.md
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### The Cross Product {#Heading8}
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When last we looked at the cross product, we found that it’s handy for
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generating a vector that’s normal to two other vectors. The cross
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When last we looked at the cross product, we found that it's handy for
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generating a vector that's normal to two other vectors. The cross
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product is calculated as [u~2~v~3~-u~3~v~2~ u~3~v~1~-u~1~v~3~
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u~1~v~2~-u~2~v~1~]. The theoretical minimum cycle count for the cross
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product is 21 cycles. Listing 63.4 shows a straightforward
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fstp [vec2+8] ;starts on cycle 34,
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; ends on cycle 35
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We couldn’t get rid of many of the stalls in the dot product code
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We couldn't get rid of many of the stalls in the dot product code
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because with six inputs and one output, it was impossible to interleave
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all the operations. However, the cross product, with three outputs, is
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much more amenable to optimization. In fact, three is the magic number;
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@ -89,7 +89,7 @@ only one cycle to a stall, the cycle before the first FST; the relevant
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FSUB has just finished on the preceding cycle, so we run into the extra
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cycle of latency associated with FST. Listing 63.5 is more than 60
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percent faster than Listing 63.4, a striking illustration of the power
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of properly managing the Pentium’s FP pipeline.
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of properly managing the Pentium's FP pipeline.
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**Listing 63.5 L63-5.ASM**
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@ -124,7 +124,7 @@ of properly managing the Pentium’s FP pipeline.
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Transforming a point, for example from worldspace to viewspace, is one
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of the most heavily used FP operations in realtime 3-D. Conceptually,
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transformation is nothing more than three dot products and three
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additions, as I will discuss in Chapter 61. (Note that I’m talking about
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additions, as I will discuss in Chapter 61. (Note that I'm talking about
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a subset of a general 4x4 transformation matrix, where the fourth row is
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always implicitly [0 0 0 1]. This limited form suffices for common
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transformations, and does 25 percent less work than a full 4x4
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