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<title>My RSS Feed</title><link>http://homepage.mac.com/hmwill/index.html</link><description>Site News</description><dc:language>en</dc:language><dc:creator>Hans-Martin Will</dc:creator><dc:rights>Copyright 2008 Hans-Martin Will</dc:rights><dc:date>2008-03-31T22:08:43-07:00</dc:date><admin:generatorAgent rdf:resource="http://www.realmacsoftware.com/" />
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<lastBuildDate>Mon, 31 Mar 2008 22:16:52 -0700</lastBuildDate><item><title>Behavioral Floating Point Primitives in Place</title><dc:creator>Hans-Martin Will</dc:creator><category>OpenGL ES</category><dc:date>2008-03-31T22:08:43-07:00</dc:date><link>http://homepage.mac.com/hmwill/blog/files/66a9607c439ae8c053e2117d5d620d53-2.html#unique-entry-id-2</link><guid isPermaLink="true">http://homepage.mac.com/hmwill/blog/files/66a9607c439ae8c053e2117d5d620d53-2.html#unique-entry-id-2</guid><content:encoded><![CDATA[Somehow I feel like it has taken me forever to create a somewhat usable set of floating point primitives.   So I can report that I have a first version of high-precision floating point primitives coded up in Verilog.   Different from a standard IEEE 754 library, those floating point numbers use a 17-bit mantissa, which works much more efficiently with 18x18 bit multipliers as usually available on FPGAs.   In addition, the primitives use an unpacked format, thereby reducing the operations necessary to bring values into the arithmetic operation and to prepare the result.   There is still a lot of work left around these primitives, so any expert in this area who wants to volunteer some spare time is highly welcome.   Aside from more testing, the routines can probably be refined with regard to precision, i.e. making them correct up to the last bit.   Further, it would be great if someone could take a look to see how to best match those primitives to an actual FPGA device.   Most likely, a certain amount of pipelining will be necessary, which will also guide the timing behavior of the larger design. ]]></content:encoded></item><item><title>Welcome&#x21;</title><dc:creator>Hans-Martin Will</dc:creator><dc:subject>Blog</dc:subject><dc:date>2008-03-28T01:50:35-07:00</dc:date><link>http://homepage.mac.com/hmwill/blog/files/12cc5e5f5543d1110f85f654df947931-0.html#unique-entry-id-0</link><guid isPermaLink="true">http://homepage.mac.com/hmwill/blog/files/12cc5e5f5543d1110f85f654df947931-0.html#unique-entry-id-0</guid><content:encoded><![CDATA[Welcome to the new Vincent 3D Blog!   After upgrades to the web infrastructure, the Vincent3D web site is back online.   As part of the upgrade, the Vincent blog has now been incorporated into the main site.]]></content:encoded></item><item><title>VLIW for Embedded Computing</title><dc:creator>Hans-Martin Will</dc:creator><category>OpenGL ES</category><dc:date>2008-02-05T16:48:00-08:00</dc:date><link>http://homepage.mac.com/hmwill/blog/files/bc0ba34cbb58d477c3f6e5dc900e7037-1.html#unique-entry-id-1</link><guid isPermaLink="true">http://homepage.mac.com/hmwill/blog/files/bc0ba34cbb58d477c3f6e5dc900e7037-1.html#unique-entry-id-1</guid><content:encoded><![CDATA[When I am not working the texture image unit for the Vincent GPU (which I will describe in an upcoming post in more detail), I am currently reading the book titled&nbsp;&ldquo;Embedded Computing&rdquo; by Fisher, Faraboshi and Young.  &nbsp;I&nbsp;should probably mention the subtitle to give you a better idea of what the book is all about: &ldquo;A VLIW approach to architecture, compilers, and tools&rdquo;.   It is one of those rare books in computer science that really give the reader the experience of gaining truly new insights into a subject, and that stimulates you to explore what this really all means.]]></content:encoded></item></channel>
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