-\rephrase{6. Here are ways GPU might not be IEEE-754 --- This goes *somewhere* in here but not sure yet}
-
-\begin{itemize}
- \item Internal representations are GPU dependent and may not match IEEE\cite{hillesland2004paranoia}
- \item OpenGL standards specify: binary16, binary32, binary64
- \item OpenVG aims to become a standard API for SVG viewers but the API only uses binary32 and hardware implementations may use less than this internally\cite{rice2008openvg}
- \item It seems that IEEE has not been entirely successful; although all modern CPUs and GPUs are able to read and write IEEE floating point types, many do not conform to the IEEE standard in how they represent floating point numbers internally.
- \item \rephrase{Blog post alert} \url{https://dolphin-emu.org/blog/2014/03/15/pixel-processing-problems/}
-\end{itemize}
-
-
-
-\rephrase{7. Sod all that, let's just use an arbitrary precision library (AND THUS WE FINALLY GET TO THE POINT)}
+William Kahan, one of the architects of the IEEE-754 standard in 1984 and a contributor to its revision in 2010, has also published many articles on his website explaining the more obscure features of the IEEE-754 standard and calling out software which fails to conform to the standard\footnote{In addition to encodings and acceptable rounding errors, the standard also specifies ``exceptions'' --- mechanisms by which a program can detect an error such as division by zero --- which are sometimes neglected, as in the ECMA-256}\cite{kahanweb, kahan1996ieee754}, as well as examples of the limitations of floating point computations\cite{kahan2007wrong}.