-In order to explore this, we implemented a simple fragment shader to render a circle. Points $x^2 + y^2 < 1$ should be black. When scaled to bounds of width $\approx 10^{-6}$ the edges of the circle become jagged due to imprecision. However, the behaviour is quite different depending on GPU model. A CPU renderer was also implemented to evaluate the same function using IEEE-754 singles.
-
-\begin{figure}[H]
- \centering
- \includegraphics[width=0.7\textwidth]{figures/gpufloats.pdf}
- \caption{Difference in evaluating $x^2 + y^2 < 1$ for the x86\_64 and various GPUs\\
- The view bounds are identical}
-\end{figure}