c++ - Denormalization (OT)
- Ilya Minkov (14/14) May 09 2003 Hello Wizards.
- Walter (6/16) May 09 2003 The easiest way is to switch to 80 bit reals. That gives you more room
Hello Wizards. I'm sorry for posting such a general question on such a specific newsgroup, but i believe here are people who might know how to help. The usual problem in sound processing using floating-point is denormalization. The bad thing is, it usually happens not to one value, but to thousands at once. Is there any way to deal with it without a huge penalty? It is not necessary to try to treat de-normals carefully, it is enough to zero them out. Is there an efficient way to implement this? I know there is within SIMD2 (Pentium4), but the code has to stay at least Pentium3/Athlon compatible. Does the program start-up code set the FP control word? Are the FP exceptions enabled or disabled? Thanks in advance, -i.
May 09 2003
"Ilya Minkov" <midiclub 8ung.at> wrote in message news:b9h8uf$187i$1 digitaldaemon.com...The usual problem in sound processing using floating-point is denormalization. The bad thing is, it usually happens not to one value, but to thousands at once. Is there any way to deal with it without a huge penalty? It is not necessary to try to treat de-normals carefully, it is enough to zero them out. Is there an efficient way to implement this? I know there is within SIMD2 (Pentium4), but the code has to stay at least Pentium3/Athlon compatible.The easiest way is to switch to 80 bit reals. That gives you more room before you lose bits to denormalization.Does the program start-up code set the FP control word?Yes.Are the FP exceptions enabled or disabled?Disabled.
May 09 2003