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A common operation performed in graphics rendering is computing the inverse square root of a number, 1 n 2 This is used when normalizing vectors

A common operation performed in graphics rendering is computing
the inverse square root of a number, 1n2
This is used when normalizing vectors to calculate angles of incidence
and reflection--an operation so common modern 3D graphics
programs typically perform milions of these calculations every second
to simulate lighting.
In the early 1990 s, when 3D graphics rendering started to become
widespread in the video game industry, the floating point processing
power of most CPUs was too slow to perform the inverse square root
at the speed required, necessitating certain speedups. This question
investigates the tradeoffs between these speedups.
Suppose the application QUAKE spends 20% of its execution time
computing the inverse square root of a floating point number, and 15%
of its time computing the inverse square root of an integer. Consider
each of the following speedups:
(2) On existing hardware (without the speedup in (a)), computing the inverse
square root of an integer is 30% faster than that of a floating point number.
However, by utilizing a trick involving a magic number, 0x5F3759DF, a floating
point number can be converted to an integer (for the purposes of this
computation). This allows all inverse square root calculations to be as fast as
those for integers.
What is the overall speedup for the QUAKE application considering this
optimization alone? Show your work and round your result to the nearest
thousandth.
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