Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 7992115
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: June 4, 20262026-06-04T13:28:42+00:00 2026-06-04T13:28:42+00:00

I have some 3d interpolation code that takes up 90% of my projects runtime

  • 0

I have some 3d interpolation code that takes up 90% of my projects runtime and cannot be precomputed.

What are some techniques that I could use to speed this up? Algorithmic or Micro Optimization?

Here is the code for those interested.

It basically takes data that was placed across the 2 3d arrays and interpolates the rest of the data.

EDIT: Also I am already spliting this into threads at a higher level for increased performance, but this doesn’t help on the windows phone as they are all single core…

I will probably do something like (Single[] DensityMap = new Single[128 * 128 * 128];) to remove the multi-D array hit. I access the array in 100’s of places and was hoping to not have to do that (wrapping in a function doesn’t help as the windows phone won’t inline the function call and it doesn’t help perf then…)

float[, ,] DensityMap = new float[128, 128, 128];
float[, ,] PressureMap = new float[128, 128, 128];

unchecked
{
    for (int x = 0; x < g_CraftWorldConstants.RegionSizeX; x++)
    {
        int offsetX = (x / SAMPLE_RATE_3D_HOR) * SAMPLE_RATE_3D_HOR;
        int plusOffsetX = SAMPLE_RATE_3D_HOR + offsetX;
        int poxox = plusOffsetX - offsetX;
        double poxxpoxox = ((plusOffsetX - x) / (double)poxox);
        double xoxpoxox = ((x - offsetX) / (double)poxox);

        for (int y = 0; y < g_CraftWorldSettings.GET.RegionSizeY; y++)
        {
            int offsetY = (y / SAMPLE_RATE_3D_VERT) * SAMPLE_RATE_3D_VERT;
            int plusOffsetY = SAMPLE_RATE_3D_VERT + offsetY;
            int poyoy = plusOffsetY - offsetY;
            double poyypoyoy = ((plusOffsetY - y) / (double)poyoy);
            double yoypoyoy = ((y - offsetY) / (double)poyoy);

            for (int z = 0; z < g_CraftWorldConstants.RegionSizeZ; z++)
            {
                if (!(x % SAMPLE_RATE_3D_HOR == 0 && y % SAMPLE_RATE_3D_VERT == 0 && z % SAMPLE_RATE_3D_HOR == 0))
                {
                    int offsetZ = (z / SAMPLE_RATE_3D_HOR) * SAMPLE_RATE_3D_HOR;
                    int plusOffsetZ = SAMPLE_RATE_3D_HOR + offsetZ;
                    int pozoz = plusOffsetZ - offsetZ;
                    double pozzpozoz = ((plusOffsetZ - z) / (double)pozoz);
                    double zozpozoz = ((z - offsetZ) / (double)pozoz);

                    double x00 = poxxpoxox * in_DensityMap[offsetX, offsetY, offsetZ] + xoxpoxox * in_DensityMap[plusOffsetX, offsetY, offsetZ];
                    double x10 = poxxpoxox * in_DensityMap[offsetX, offsetY, plusOffsetZ] + xoxpoxox * in_DensityMap[plusOffsetX, offsetY, plusOffsetZ];
                    double x01 = poxxpoxox * in_DensityMap[offsetX, plusOffsetY, offsetZ] + xoxpoxox * in_DensityMap[plusOffsetX, plusOffsetY, offsetZ];
                    double x11 = poxxpoxox * in_DensityMap[offsetX, plusOffsetY, plusOffsetZ] + xoxpoxox * in_DensityMap[plusOffsetX, plusOffsetY, plusOffsetZ];

                    double r0 = poyypoyoy * x00 + yoypoyoy * x01;
                    double r1 = poyypoyoy * x10 + yoypoyoy * x11;
                    in_DensityMap[x, y, z] = (float)(pozzpozoz * r0 + zozpozoz * r1);

                    double x02 = poxxpoxox * in_CaveDensity[offsetX, offsetY, offsetZ] + xoxpoxox * in_CaveDensity[plusOffsetX, offsetY, offsetZ];
                    double x12 = poxxpoxox * in_CaveDensity[offsetX, offsetY, plusOffsetZ] + xoxpoxox * in_CaveDensity[plusOffsetX, offsetY, plusOffsetZ];
                    double x03 = poxxpoxox * in_CaveDensity[offsetX, plusOffsetY, offsetZ] + xoxpoxox * in_CaveDensity[plusOffsetX, plusOffsetY, offsetZ];
                    double x13 = poxxpoxox * in_CaveDensity[offsetX, plusOffsetY, plusOffsetZ] + xoxpoxox * in_CaveDensity[plusOffsetX, plusOffsetY, plusOffsetZ];

                    double r2 = poyypoyoy * x02 + yoypoyoy * x03;
                    double r3 = poyypoyoy * x12 + yoypoyoy * x13;
                    in_CaveDensity[x, y, z] = (float)(pozzpozoz * r2 + zozpozoz * r3);
                }
            }
        }
    }
}
  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-06-04T13:28:43+00:00Added an answer on June 4, 2026 at 1:28 pm

    It seems that you have a lot of opportunities to optimize your code. Your x loop executes 128 times, your y loop executes 128*128=16,384 times, and your z loop executes 128^3=2,097,152 times. There are a number of terms inside your z loop that are only dependent on the x, or the y iterations, but they are recalculated at every z iteration. For example,

    int poxox = plusOffsetX - offsetX;
    

    and

    double poxxpoxox = ((plusOffsetX - x) / (double)poxox);
    

    These two terms are being calculated more than 2 million times, but only need to be calculated 128 times if my cursory scan of your function is correct. Move terms to the loop level that is appropriate so you don’t waste cycles recalculating the same values many multiple times.

    Here is your code with basic optimizations made. I’m curious to know how this affects your run times. Several of the terms are only dependent on the iteration value, and are the same for x, y, and z. So I pulled them out entirely and precompute them once. I also have moved the outer mod operations out of the inner loop, and modified the logic to ensure short circuit of the evaluation, which should should remove the majority of mod operations that were previously being executed.

    int[] offsets = new int[128];
    int[] plusOffsets = new int[128];
    double[] poii = new double[128];
    double[] ioip = new double[128];
    for (int i = 0; i < 128; i++) {
        offsets[i] = (i / SAMPLE_RATE_3D_HOR) * SAMPLE_RATE_3D_HOR;
        plusOffsets[i] = SAMPLE_RATE_3D_HOR + offsets[i];
        double poioi = (double) (plusOffsets[i] - offsets[i]);
        poii[i] = ((plusOffsets[i] - i) / poioi);
        ioip[i] = ((i - offsets[i]) / poioi);
    }
    
    float[, ,] DensityMap = new float[128, 128, 128];
    float[, ,] PressureMap = new float[128, 128, 128];
    
    for (int x = 0; x < g_CraftWorldConstants.RegionSizeX; x++)
    {
        int offsetX = offsets[x];
        int plusOffsetX = plusOffsets[x];
        double poxxpoxox = poii[x];
        double xoxpoxox = ioip[x];
        bool xModNot0 = !(x % SAMPLE_RATE_3D_HOR == 0);
    
        for (int y = 0; y < g_CraftWorldConstants.RegionSizeY; y++)
        {
            int offsetY = offsets[y];
            int plusOffsetY = plusOffsets[y];
            double poyypoyoy = poii[y];
            double yoypoyoy = ioip[y];
            bool yModNot0 = !(y % SAMPLE_RATE_3D_VERT == 0);
    
            for (int z = 0; z < g_CraftWorldConstants.RegionSizeZ; z++)
            {
                //if (!(x % SAMPLE_RATE_3D_HOR == 0 && y % SAMPLE_RATE_3D_VERT == 0 && z % SAMPLE_RATE_3D_HOR == 0))
                if (xModNot0 || yModNot0 || !(z % SAMPLE_RATE_3D_HOR == 0))
                {
                    int offsetZ = offsets[z];
                    int plusOffsetZ = plusOffsets[z];
                    double pozzpozoz = poii[z];
                    double zozpozoz = ioip[z];
    
                    double x00 = poxxpoxox * DensityMap[offsetX, offsetY, offsetZ] + xoxpoxox * DensityMap[plusOffsetX, offsetY, offsetZ];
                    double x10 = poxxpoxox * DensityMap[offsetX, offsetY, plusOffsetZ] + xoxpoxox * DensityMap[plusOffsetX, offsetY, plusOffsetZ];
                    double x01 = poxxpoxox * DensityMap[offsetX, plusOffsetY, offsetZ] + xoxpoxox * DensityMap[plusOffsetX, plusOffsetY, offsetZ];
                    double x11 = poxxpoxox * DensityMap[offsetX, plusOffsetY, plusOffsetZ] + xoxpoxox * DensityMap[plusOffsetX, plusOffsetY, plusOffsetZ];
    
                    double r0 = poyypoyoy * x00 + yoypoyoy * x01;
                    double r1 = poyypoyoy * x10 + yoypoyoy * x11;
                    DensityMap[x, y, z] = (float)(pozzpozoz * r0 + zozpozoz * r1);
    
                    double x02 = poxxpoxox * PressureMap[offsetX, offsetY, offsetZ] + xoxpoxox * PressureMap[plusOffsetX, offsetY, offsetZ];
                    double x12 = poxxpoxox * PressureMap[offsetX, offsetY, plusOffsetZ] + xoxpoxox * PressureMap[plusOffsetX, offsetY, plusOffsetZ];
                    double x03 = poxxpoxox * PressureMap[offsetX, plusOffsetY, offsetZ] + xoxpoxox * PressureMap[plusOffsetX, plusOffsetY, offsetZ];
                    double x13 = poxxpoxox * PressureMap[offsetX, plusOffsetY, plusOffsetZ] + xoxpoxox * PressureMap[plusOffsetX, plusOffsetY, plusOffsetZ];
    
                    double r2 = poyypoyoy * x02 + yoypoyoy * x03;
                    double r3 = poyypoyoy * x12 + yoypoyoy * x13;
                    PressureMap[x, y, z] = (float)(pozzpozoz * r2 + zozpozoz * r3);
                }
            }
        } 
    }
    
    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I have some jquery code that is doing an ajax lookup and returning comma
We have some html that looks like this: <form id=MyUserControl runat=server method=post> <script language=javascript
I have some files that are uuencoded, and I need to decode them, using
I have some script in my default page that redirects users to language specific
I have some Java code which performs bitwise operations on a BitSet. I have
I have some XML which contains records and sub records, like this: <data> <record
I have some code which populates a hashtable with a question as the key
If I have a line (possibly with some spline interpolation specified), can I extract
I'm writing some code that plays back WAV files at different speeds, so that
I have some source code which I had developed and later gave to another

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.