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C++/CUDA template math library

This is a humble little math library that is designed to provide efficient and flexible code while having an easy-to-use interface for scientific and graphic applications.

So far, the library includes interfaces and functions for working with following types

  • 2d, 3d, 4d Vectors
  • 4d Matrices
  • Random number generation
  • Sampling
  • Quaternions
  • Complex numbers

I've also integrated the ASA container developed by Robert Strzodkaf. It allows users to easily switch from AoS to SoA with a single line of code e.g.

typedef ASX::Array<ASX::SOA, 1000, cml::vec3f> vec3_array; // Structure of Arrays Memory Layout.
typedef ASX::Array<ASX::AOS, 1000, cml::vec3f> vec3_array; // Array of Structures Memory Layout.

And regardless of the layout specified, objects always act as if they were structs

for (int i = 0; i < 1000; i++) {
  C[i] += cml::dot(A[i], B[i]);
}
for (int i = 0; i < 1000; i++) {
  cml::vec3f a = A[i];
  cml::vec3f b = B[i];        
  
  cml::vec3f v = cml::normalize(cml::cross(a, b));
  
  C[i] = v;
}

The original intent of this library was to make my own life easier when using CUDA. It's also been a lot of fun messing around with C++ templates. I hope others who happen to stumble across this will also find it as useful.

A lot of what you see here was inspired/taken from tools that already exist, such as the popular glm library and from the fantastic book Physically Based Rendering: From Theory To Implementation.

Please feel free to open an issue or pull request if you have any suggestions or find any bugs.

Current road map

  • Better unit test coverage
    • Vectors
    • Complex Numbers
    • Qauternions
    • 2D Matrix
    • 3D Matrix
    • 4D Matrix
  • Speed testing
  • Graphics specific functions
  • 2D and 3D Matrix implementation

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Math library for CUDA applications

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