[Insight-developers] Rounding Test : Redux

Simon Warfield simon.warfield at childrens.harvard.edu
Sun Mar 8 14:45:31 EDT 2009


Tom Vercauteren wrote:
> Hi all,
>
> First of all, to make things clear, for the operation we are talking
> about (rounding), there is no such thing as a round-to-nearest rule
> for half-integers. 0.5 is really as close from 0 as from 1.
>
> The typical rules that might be used for half-integers are:
> - round away from zero
> - round up
> - round down
> - round to nearest even
>
> Currently, vnl_math_round is implemented in such a way that it tries
> to pick the most efficient rule among these ones depending on the
> platform. There has been quite some discussion about that on the vnl
> mailing list but I have to admit that I kind of dropped the ball on
> that one:
> http://sourceforge.net/mailarchive/forum.php?thread_name=28392e8b0901120918l45e9e81bq5395cb6630ddacc1%40mail.gmail.com&forum_name=vxl-maintainers
>
> All these rules can be implemented efficiently (approximatively 3x
> times faster than lround on my x86 machine) provided that the
> following assumptions are made:
> - The rounding mode of the FPU is not changed from the default one
> - For some rules the efficient implementation only works for  numbers
> whose absolute value is less than INTMAX/2
>
> Without these assumptions, there is no possible efficient (and
> correct) implementation that I know of.
>
> If we have to pick one of those rules that should be used on all
> platforms, I would vote for "round up" with an efficient
> implementation so that all pixels (even the 0 one) have exactly the
> "same size*" as mentioned by Simon.
>   

My vote goes for "round up" for half-way cases, with an implementation 
that gives the same results on all platforms,
with an efficient implementation where that is possible, and a ``slow'' 
implementation where an efficient implementation is not possible.

> This could be done by a new function to vnl_math_rnd_halfintup or within ITK.
>
> I will definitely appreciate any reasonable plan on how to deal with
> this issue. I am willing to write a patch for vnl but need some
> feedback on what the patch should include.
>
> Regards,
> Tom
>
> * Note that the notion of size is not well defined, the size of the
> interval ]0.5; 1.5[ is indeed the same as the one of ]0.5; 1.5] or
> [0.5; 1.5[
>
>
> On Sun, Mar 8, 2009 at 17:38, Simon Warfield
> <simon.warfield at childrens.harvard.edu> wrote:
>   
>>> Folks,
>>>
>>> Recall the long discussion regarding rounding. Although we never came
>>> to consensus, we do have a test that is failing on VS platforms.
>>>
>>> itkVNLRoundProfileTest1.cxx fails on these platforms because
>>> vnl_math_rnd does round-to-even while other platforms do
>>> round-to-nearest. Regardless of what we decide, having a constantly
>>> failing test is nbot a good practice. Since we know vnl_math_rnd is
>>> not platform-independent, I propose removing the pass/fail portion of
>>> this test. We should keep the test since it still provides useful
>>> profiling info.
>>>
>>> BTW: on gcc systems, rint() also does round-to-even by default. vxl
>>> uses lround() which does round-to-nearest.
>>>
>>> Comments?
>>>
>>> Bill
>>>       
>> Hi Bill,
>>
>>  I am interested in resolving the aspect of rounding related to the
>> definition of the physical coordinate system.
>>
>> One way ITK uses rounding is to identify the extent of a voxel by rounding a
>> continuous index.
>> This use of rounding defines the extent of a voxel. For example, the point
>> that is the origin is in the middle of the voxel at index (0,0,0),
>> and the extent of that voxel is defined by transforming the physical
>> coordinates of the voxel into a continuous index, and then rounding the
>> continuous index to identify the integer index (e.g. a continuous index of
>> (-0.4, 0.3, 0.2) rounds to (0,0,0).
>>
>>  If round to even is used for this task, then every second voxel, despite
>> having the same physical size, is treated as slightly thinner than its
>> neighbors. Using round to nearest ensures that all voxels have the same
>> size.  Therefore, I favour round to nearest for this task.
>>
>> In order for all platforms to have the same definition of the physical
>> extent of each voxel, the rounding behaviour needs to be the same
>> on each platform.
>>
>> The transformation of physical points into indexes can occur frequently, and
>> so should be efficient. I think the efficiency is the second issue to
>> consider, after having first defined the nature of the rounding we need in
>> physical coordinate to voxel index conversion.
>> That said, lround() is very efficient on x86/x86_64 platforms, it can be
>> even faster than truncation (see discussion at
>> http://www.itk.org/Bug/view.php?id=6558 )
>>
>> If we can't decide on a general purpose implementation of vnl_math_round()
>> then we could decide to replace it as the rounding function used in the
>> physical space transformations, and use an efficient cross-platform
>> round-to-nearest-integer for that task.
>>
>> --
>> Simon
>>
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>>     
>
>   


-- 
Simon 





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