ERP said:That would be 1, 3 part dotproduct operation.
For graphics they usually use 4 vectors so 1 dot porduct is 7 flops
x1*x2+y1*y2+z1*z2+w1*w2
4 multiplies and 3 adds.
But if you wanted to stretch numbers technically
x1*x2+y1*y2
is a dotproduct aswell
rendezvous said:dot product explained: Dot product at mathoworld
SoVos20 said:ERP said:That would be 1, 3 part dotproduct operation.
For graphics they usually use 4 vectors so 1 dot porduct is 7 flops
x1*x2+y1*y2+z1*z2+w1*w2
4 multiplies and 3 adds.
But if you wanted to stretch numbers technically
x1*x2+y1*y2
is a dotproduct aswell
It what about a dot product of R^5+. Like the dot product of (1, 3 ,5 ,6, 5) and (1, 0, 1, 3, 2) would this still be 1 dot product operation and 7 flops.
ERP said:SoVos20 said:ERP said:That would be 1, 3 part dotproduct operation.
For graphics they usually use 4 vectors so 1 dot porduct is 7 flops
x1*x2+y1*y2+z1*z2+w1*w2
4 multiplies and 3 adds.
But if you wanted to stretch numbers technically
x1*x2+y1*y2
is a dotproduct aswell
It what about a dot product of R^5+. Like the dot product of (1, 3 ,5 ,6, 5) and (1, 0, 1, 3, 2) would this still be 1 dot product operation and 7 flops.
Yes you can do dotproducts between vectors of any size.
It would require (N+N-1) floating point ops where N is the size of the vector, so a dot product of a 5 vector would be 9 flops.
Depends on what type of DP's they are; how many vectors they work on. As said above, if thats (x,y).(x1,y1), thats 3 flops per dp = 27 Gigaflops. If it's working on 5 vectors, (a,b,c,d,e).(a1,b1,c1,d1,e1), that's 81 Gigaflops.SoVos20 said:Since M$ said Xbox could do 9 billion Dot Product Operations a second, how many flops would this come out to. 9
pc999 said:And for last how many of this can Cell (PS3/7spus version) do?
pc999 said:This means that if we dedicate a full (xCPU) core for physics we would have 50k (@ 60FPS) thinghs flying around