Dual Numbers & Automatic Differentiation

In the last post, I talked about imaginary numbers, complex numbers, and how to use them to rotate vectors in 2d.

In this post, I want to share another interesting type of number called a “Dual Number” that uses the symbol ε (epsilon) and has a neat trick of automatically calculating the derivative of a function while you calculate the value of the function at the same time.

Dual numbers are pretty similar to imaginary numbers but there is one important difference. With imaginary numbers, i^2 = -1, but with dual numbers, ε^2 = 0 (and ε is not 0!). That may seem like a small difference, but oddly, that opens up a whole interesting world of mathematical usefulness.

Before we dig into automatic differentiation, I want to go over the mathematical basics for how dual numbers behave.

Basic Dual Number Math

Adding dual numbers is the same as adding complex numbers; you just add the real and dual parts separately:

(3 + 4ε) + (1 + 2ε) = 4 + 6ε

Subtraction works the same way as well:

(3 + 4ε) – (1 + 2ε) = 2 + 2ε

To multiply dual numbers, you use F.O.I.L. just like you do with complex numbers:

(3 + 4ε) * (1 + 2ε) =
3 + 6ε + 4ε + 8ε^2 =
3 + 10ε + 8ε^2

However, since ε^2 is zero, the last term 8ε^2 disappears:
3 + 10ε

It’s interesting to note that with complex numbers, the i^2 became -1, so the last term changed from imaginary to real, meaning that the imaginary numbers fed back into the real numbers during multiplication. With dual numbers, that isn’t the case, the dual numbers don’t feed back into the real numbers during multiplication.

In both complex and dual numbers the real terms do affect the non real terms during multiplication.

The division operator relates to the conjugate. I have source code for it below, and some of the links at the end of the post go into the details of that and other operations.

Quick Review: Derivatives (Slope)

If you know the line formula y=mx+b, but you don’t know what a derivative is you are in luck. Remember how “m” is the slope of the line, specifying how steep it is? That is what the derivative is too, it’s just the slope.

Below is a graph of y=2x+1. At every point on that line, the derivative (or slope) is 2. That means that for every step we make on the x axis to the right (positive direction), we make 2 steps up on the y axis (positive direction).

Now, check out this graph of y=x^2-0.2

The derivative (or slope) at every point on this graph is 2x. That means that the slope changes depending on where the x coordinate is!

So, when x=0, the slope is 0. You can see that in the graph where x=0, that it is horizontal, meaning that a step on the x axis becomes no steps on the y axis (only at that point where x is 0, and only if you take an infinitely small step).

When x is 1, the slope is 2, when x is 2, the slope is 4, when x is 3, the slope is 6. Since the numbers increase as we increase x from 0, that tells us that the graph gets steeper as we go to the right, which you can see in the graph.

Alternately, when x is -1, the slope is -2, when x is -2, the slope is -4, and when x is -3, the slope is -6. This shows us that as we decrease x from 0, the graph gets steeper in the opposite direction, which you can see in the graph as well.

What is Automatic Differentiation?

Let’s say you have a function (possibly a curve) describing the path of a rocket, and you want to make the rocket point down the path that it’s traveling.

One way you might do this is to evaluate your function f(T) to get the current location of your rocket (where T is how long the rocket has been flying), and then calculate the derivative f'(T) to find the slope of the graph at that point so that you can orient the rocket in that direction.

You could calculate the value and slope of the function at time T independently easily enough if you know how to get the derivative of a function (a calculus topic), or use wolframalpha.com.

However, if you have a complex equation, or maybe if the equation is controlled by user input, or game data, it might not be so easy to figure out what the derivative is at run time.

For instance… imagine having a function that rolled random numbers to figure out what mathematical operation it should preform on a number next (if we roll a 0, add 3, if we roll a 1 multiply by 2, if we roll a 2, square the number… etc). It isn’t going to be simple to take the derivative of the same mathematical function.

Here enters automatic differentiation (or AD). AD lets you calculate the derivative WHILE you are calculating the value of the function.

That way, you can do whatever math operations you want on your number, and in the end you will have both the value of f(T) as well as the derivative f'(T).

Using ε for Automatic Differentiation

You can use dual number operations on numbers to calculate the value of f(x) while also calculating f'(x) at the same time. I’ll show you how with a simple example using addition and multiplication like we went over above.

We’ll start with the function f(x)=3x+2, and calculate f(4) and f'(4).

the first thing we do is convert our 4 into a dual number, using 1 for the dual component, since we are plugging it in for the value of x, which has a derivative of 1.

4+1ε

Next, we want to multiply that by the constant 3, using 0 for the dual component since it is just a constant (and the derivative of a constant is 0)

(4+1ε) * (3 + 0ε) =
12 + 0ε + 3ε + 0ε^2 =
12 + 3e

Lastly, we need to add the constant 2, using 0 again for the dual component since it’s just a constant.
(12 + 3ε) + (2 + 0ε) =
14 + 3ε

In our result, the real number component (14) is the value of f(4) and the dual component (3) is the derivative f'(4), which is correct if you work it out!

Let’s try f(5). First we convert 5 to a dual number, with the dual component being 1.

5 + 1ε

Next we need to multiply it by the constant 3 (which has a dual component of 0)

(5 + 1ε) * (3 + 0e) =
15 + 0ε + 3ε + 0ε^2 =
15 + 3ε

Now, we add the constant 2 (which has a dual component of 0 again since it’s just a constant)
(15 + 3ε) + (2 + 0ε) =
17 + 3ε

So, our answer says that f(5) = 17, and f'(5) = 3, which again you can verify is true!

Quadratic Example

The example above worked well but it was a linear function. What if we want to do a function like f(x) = 5x^2 + 4x + 1?

Let’s calculate f(2). We are going to first calculate the 5x^2 term, so we need to start by making a dual number for the function parameter x:
(2 + 1ε)

Next, we need to multiply it by itself to make x^2:
(2 + 1ε) * (2 + 1ε) =
4 + 2ε + 2ε + 1ε^2 =
4 + 4ε

(remember that ε^2 is 0, so the last term disappears)

next, we multiply that by the constant 5 to finish making the 5x^2 term:
(4 + 4ε) * (5 + 0ε) =
20 + 0ε + 20ε + 0ε^2 =
20 + 20ε

Now, putting that number aside for a second we need to calculate the “4x” term by multiplying the value we plugged in for x by the constant 4
(2 + 1ε) * (4 + 0ε) =
8 + 0ε + 4ε + 0ε^2 =
8 + 4ε

Next, we need to add the last 2 values together (the 5x^2 term and the 4x term):
(20 + 20ε) + (8 + 4ε) =
28 + 24ε

Lastly, we need to add in the last term, the constant 1
(28 + 24ε) + (1 + 0ε) =
29 + 24e

There is our answer! For the equation y = 5x^2 + 4x + 1, f(2) = 29 and f'(2) = 24. Check it, it’s correct (:

As one last example let’s calculate f(10) and f'(10) with the same function above y = 5x^2 + 4x + 1.

First, to start calculating the 5x^2 term, we need to make 10 into a dual number and multiply it by itself to make x^2:
(10 + 1ε) * (10 + 1ε) =
100 + 10ε + 10ε + 1ε^2 =
100 + 20ε

Next, we multiply by the constant 5 to finish making the 5x^2 term:
(100 + 20ε) * (5 + 0ε) =
500 + 0ε + 100ε + 0ε^2 =
500 + 100ε

Putting that aside, let’s calculate the 4x term by multiplying our x value by the constant 4:
(10 + 1ε) * (4 + 0ε) =
40 + 0ε + 4ε + 0ε^2 =
40 + 4ε

Lastly, let’s add our terms: 5x^2, 4x and the constant 1
(500 + 100ε) + (40 + 4ε) + (1 + 0ε) =
541 + 104ε

The answer tells us that for the equation y = 5x^2 + 4x + 1, f(10) = 541 and f'(10) = 104.

Sample Code

There are lots of other mathematical operations that you can do with dual numbers. I’ve collected as many as I was able to find and made up some sample code that uses them. The sample code is below, as well as the program output.

#include 
#include 

#define PI 3.14159265359f

// In production code, this class should probably take a template parameter for
// it's scalar type instead of hard coding to float
class CDualNumber
{
public:
	CDualNumber (float real = 0.0f, float dual = 0.0f)
		: m_real(real)
		, m_dual(dual)
	{
	}

	float Real () const { return m_real; }
	float Dual () const { return m_dual; }

private:
	float m_real;
	float m_dual;
};

//----------------------------------------------------------------------
// Math Operations
//----------------------------------------------------------------------
inline CDualNumber operator + (const CDualNumber &a, const CDualNumber &b)
{
	return CDualNumber(a.Real() + b.Real(), a.Dual() + b.Dual());
}

inline CDualNumber operator - (const CDualNumber &a, const CDualNumber &b)
{
	return CDualNumber(a.Real() - b.Real(), a.Dual() - b.Dual());
}

inline CDualNumber operator * (const CDualNumber &a, const CDualNumber &b)
{
	return CDualNumber(
		a.Real() * b.Real(),
		a.Real() * b.Dual() + a.Dual() * b.Real()
	);
}

inline CDualNumber operator / (const CDualNumber &a, const CDualNumber &b)
{
	return CDualNumber(
		a.Real() / b.Real(),
		(a.Dual() * b.Real() - a.Real() * b.Dual()) / (b.Real() * b.Real())
	);
}

inline CDualNumber sqrt (const CDualNumber &a)
{
	float sqrtReal = ::sqrt(a.Real());
	return CDualNumber(
		sqrtReal,
		0.5f * a.Dual() / sqrtReal
	);
}

inline CDualNumber pow (const CDualNumber &a, float y)
{
	return CDualNumber(
		::pow(a.Real(), y),
		y * a.Dual() * ::pow(a.Real(), y - 1.0f)
	);
}

inline CDualNumber sin (const CDualNumber &a)
{
	return CDualNumber(
		::sin(a.Real()),
		a.Dual() * ::cos(a.Real())
	);
}

inline CDualNumber cos (const CDualNumber &a)
{
	return CDualNumber(
		::cos(a.Real()),
		-a.Dual() * ::sin(a.Real())
	);
}

inline CDualNumber tan (const CDualNumber &a)
{
	return CDualNumber(
		::tan(a.Real()),
		a.Dual() / (::cos(a.Real()) * ::cos(a.Real()))
	);
}

inline CDualNumber atan (const CDualNumber &a)
{
	return CDualNumber(
		::atan(a.Real()),
		a.Dual() / (1.0f + a.Real() * a.Real())
	);
}

inline CDualNumber SmoothStep (CDualNumber x)
{
	// f(x) = 3x^2 - 2x^3
	// f'(x) = 6x - 6x^2
	return x * x * (CDualNumber(3) - CDualNumber(2) * x);
}

//----------------------------------------------------------------------
// Test Functions
//----------------------------------------------------------------------

void TestSmoothStep (float x)
{
	CDualNumber y = SmoothStep(CDualNumber(x, 1.0f));
	printf("smoothstep 3x^2-2x^3(%0.4f) = %0.4fn", x, y.Real());
	printf("smoothstep 3x^2-2x^3'(%0.4f) = %0.4fnn", x, y.Dual());
}

void TestTrig (float x)
{
	CDualNumber y = sin(CDualNumber(x, 1.0f));
	printf("sin(%0.4f) = %0.4fn", x, y.Real());
	printf("sin'(%0.4f) = %0.4fnn", x, y.Dual());

	y = cos(CDualNumber(x, 1.0f));
	printf("cos(%0.4f) = %0.4fn", x, y.Real());
	printf("cos'(%0.4f) = %0.4fnn", x, y.Dual());

	y = tan(CDualNumber(x, 1.0f));
	printf("tan(%0.4f) = %0.4fn", x, y.Real());
	printf("tan'(%0.4f) = %0.4fnn", x, y.Dual());

	y = atan(CDualNumber(x, 1.0f));
	printf("atan(%0.4f) = %0.4fn", x, y.Real());
	printf("atan'(%0.4f) = %0.4fnn", x, y.Dual());
}

void TestSimple (float x)
{
	CDualNumber y = CDualNumber(3.0f) / sqrt(CDualNumber(x, 1.0f));
	printf("3/sqrt(%0.4f) = %0.4fn", x, y.Real());
	printf("3/sqrt(%0.4f)' = %0.4fnn", x, y.Dual());

	y = pow(CDualNumber(x, 1.0f) + CDualNumber(1.0f), 1.337f);
	printf("(%0.4f+1)^1.337 = %0.4fn", x, y.Real());
	printf("(%0.4f+1)^1.337' = %0.4fnn", x, y.Dual());
}

int main (int argc, char **argv)
{
	TestSmoothStep(0.5f);
	TestSmoothStep(0.75f);
	TestTrig(PI * 0.25f);
	TestSimple(3.0f);
	return 0;
}

Here is the program output:

Closing Info

When you are thinking what number ε has to be so that ε^2 is 0 but ε is not 0, you may be tempted to think that it is an imaginary number, just like i (the square root of -1) that doesn’t actually exist. This is actually not how it is… I’ve seen ε described in two ways.

One way I’ve seen it described is that it’s an infinitesimal number. That sort of makes sense to me, but not in a concrete and tangible way.

The way that makes more sense to me is to describe it as a matrix like this:
[0, 1]
[0, 0]

If you multiply that matrix by itself, you will get zero(s) as a result.

In fact, an alternate way to implement the dual numbers is to treat them like a matrix like that.

I also wanted to mention that it’s possible to modify this technique to get the 2nd derivative of a function or the 3rd, or the Nth. It isn’t only limited to the 1st derivative. Check the links at the bottom of this post for more info, but essentially, if you want 1st and 2nd derivative, you need to make it so that ε^3 = 0 instead of ε^2 = 0. There is a way to do that with matrices.

Another neat thing is that you can also extend this into multiple dimensions. This is useful for situations like if you have some terrain described by mathematical functions, when you are walking the grid of terrain to make vertex information, you can get the slope / gradient / surface normal at the same time.

Lastly, I wanted to mention a different kind of number called a hyperbolic number.

The imaginary number i^2 = -1 and we can use it to do 2d rotations.

The dual number ε^2 is 0 (and ε is not 0) and we can use it to do automatic differentiation.

Hyperbolic numbers have j, and j^2 = 1 (and j is not 1). I’m not sure, but I bet they have some interesting usefulness to them too. It would be interesting to research that more sometime. If you know anything about them, please post a comment!

Links

This shadertoy is what got me started looking into dual numbers. It’s a mandelbrot viewer done by iq using dual numbers to estimate a distance from a point to the mandelbrot set (as far as I understand it anyhow, ha!). He uses that estimated distance to color the pixels.

Shadertoy: Dual Complex Numbers

I didn’t get very much into the reasons of why this works (has to do with taylor series terms disappearing if ε^2 is 0), or the rigorous math behind deriving the operators, but here are some great links I found researching this stuff and putting this blog post together.

Wikipedia: Dual Number
[Book] Dual-Number Methods in Kinematics, Statics and Dynamics By Ian Fischer
[GDC2012] Math for Game Programmers: Dual Numbers by Gino van den Bergen
Stackexchange: Implementing trig functions for dual numbers
Exact numeric nth derivatives
Automatic Differentiation with Dual numbers
Wikipedia: Automatic Differentiation

Using Imaginary Numbers To Rotate 2D Vectors

I’m a big fan of “exotic” math and programming techniques. There’s nothing I like more than seeing something common used in an uncommon way to do something that I didn’t know was possible.

In this post I share a technique that lets you use imaginary numbers (complex numbers more specifically) to be able to rotate vectors in 2d. This technique is so simple that you can even use it to rotate vectors by hand on paper!

Quick Review: Imaginary and Complex Numbers

The imaginary number “i” is the square root of -1. Without using i, you can’t take the square root of a negative number because if the answer is negative, multiplying a negative by a negative is positive, and if the answer is a positive, multiplying a positive by a positive is still a positive.

But, using i, you CAN take the square root of negative numbers.

The square root of 25 is 5.

The square root of -25 is 5*i, or just 5i, which means “5 times the square root of -1”.

You can combine a real and imaginary number into something called a complex number like this: 3 + 5i

Quick Review: Multiplying Complex Numbers

We’ll need to be able to multiply complex numbers together to do our rotations.

(3+5i)*(2+3i) = ???

Luckily, multiplying complex numbers together is as simple as using F.O.I.L. if you remember that from high school math class, it stands for First, Outer, Inner, Last.

Using that, we can multiply and then combine term, remembering that i^2 is -1:

(3+5i)*(2+3i) =
6 + 9i + 10i + 15i^2 =
6 + 19i + 15i^2 =
6 + 19i – 15 =
-9 + 19i

There we go, that’s all there is to multiplying complex numbers together!

Getting Down To Business: Rotating

Let’s say that we want to rotate the vector (0,1) by the angle of the vector (1,1). To do that, we just convert the vectors to complex numbers, using the x axis as the real number component, and the y axis as the imaginary number component, then multiply them, and convert back to vectors.

That’s a mouth full, so here it is, step by step.

1) Convert Vectors to Complex Numbers

(0,1) = 0 + 1i = i
(1,1) = 1 + 1i = 1 + i

2) Multiply the Complex Numbers

i * (1 + i) =
i + i^2 =
i – 1 =
-1 + i

In the above we change i – 1 to -1 + i to make the next step easier. The real component of the complex number is the X axis and the imaginary component is the Y axis.

3) Convert from Complex Number to Vector

-1 + i =
-1 + 1i =
(-1, 1)

The diagram below shows this operation:

As you can see we rotated the purple vector (0,1) which has an angle of 90 degrees and length of 1, by the blue vector (1,1) which has an angle of 45 degrees and a length of sqrt(2), and as a result we got the tan vector (-1,1) which has an angle of 135 degrees and a length of sqrt(2). So, we essentially rotated the 90 degree angle by the 45 degree angle and ended up with a 135 degree angle.

Note that order of operations doesn’t matter, you could rotate the 90 degree angle by 45 degrees, or you could rotate the 45 degree angle by 90 degrees, either way you are going to end up with 135 degrees.

A caveat with this technique though is that when you do the rotation, the resulting vector’s length will be the the product of the two source vectors used; you won’t get a normalized vector out as a result unless your source vectors are normalized, or you normalize after you are done with your operations.

As another example, let’s rotate the vector (4,3) by the vector (-12,5).

The first step is to convert them to complex numbers:
(4,3) = 4 + 3i
(-12,5) = -12 + 5i

Then we multiply them:
(4 + 3i) * (-12 + 5i) =
-48 + 20i – 36i + 15i^2 =
-48 – 16i – 15 =
-63 – 16i

Then convert back to a vector to get: (-63, -16)

In the image, you can see that we started with the blue vector (4,3) which is about 37 degrees and has a length of 5.

We rotated that vector by the purple vector (-12,5) which is about 157 degrees and has a length of 13.

That gave us the tan vector of (-63, -16) which is about 194 degrees and has a length of 65.

The resulting vector has the rotations added, and the lengths multiplied together.

Unrotating

If we multiply the complex numbers together to add rotations, does that mean that we divide the complex numbers to subtract rotations? Sort of…

If you want to subtract a rotation, you multiply the imaginary part of the vector you want to subtract by -1 (or just flip the sign) and then multiply as normal.

When you flip the sign of the imaginary part, this is actually called the “complex conjugate” but if that term scares you, feel free to ignore it 😛

As an example of unrotation, let’s take the vector (5,1) and subtract the vector (2,2) from it to see what we get.

The first step is to convert them into complex numbers.
(5,1) = 5 + i
(2,2) = 2 + 2i

Next up, we are going to flip the imaginary part of the vector we want to subtract.
2 + 2i becomes 2 – 2i

Then, we multiply as per normal:
(5 + i) * (2 – 2i) =
10 – 10i + 2i – 2i^2 =
10 – 8i + 2 =
12 – 8i

Finally, we convert back to a vector to get (12, -8).

In the image above, we started with the blue vector (5,1) which is about 11 degrees and has a length of sqrt(26).

We then unrotated by the purple vector (2,2) which is 45 degrees and has a length of sqrt(8).

That gave us the tan vector as a result (12,-8) which is about -34 degrees and has a length of sqrt(208).

Our resulting vector is the result of the second vector’s angle subtracted from the first vector’s angle, but the length of the vectors are still multiplied together, not divided.

Unrotating to Get Vector Length

As a fun aside, if you unrotate a vector by itself, the result will be that the imaginary components (the Y component) will disappear, and in the result, the real component (the x component) will be the squared length of the vector.

It’s easy enough to calculate the squared length of a vector by adding x^2 and y^2 but this is an interesting property.

In fact, in the last post I mentioned CORDIC math using imaginary numbers to rotate vectors to try and find sine, cosine, etc. This is related to how it does that work. It basically rotates or unrotates a vector by smaller and smaller angles iteratively, based on the sign of the y (imaginary) component to try and get y to zero, which leaves the answer in the x component. It also has some other magic sprinkled in to where it only has to deal with integer math.

Hopefully before too long I’ll be able to make a CORDIC blog post and talk more about that in detail.

Example Code

Ok so this theory stuff is all well and good but how about some code?

Before we get to that I want to give the naked formulas for rotating or unrotating vectors.

Given two vectors (A.x, A.y) and (B.x, B.y)…

Rotating A by B to get C:
C.x = A.x*B.x – A.y*B.y
C.y = A.x*B.y + A.y*B.x

Note: In the resulting vector C, the angles will be added, but the vector lengths will be multiplied.

Unrotating A by B to get C, we just flip the sign of any terms that contain B.y:
C.x = A.x*B.x + A.y*B.y
C.y = -A.x*B.y + A.y*B.x

Note: In the resulting vector C, the angles will be subtracted, but the vector lengths will be multiplied.

Below is some sample code, along with the output, showing our examples above working correctly.

#include 

struct SVector
{
	float x;
	float y;
};

void Rotate (const SVector &A, const SVector &B, SVector &C)
{
	C.x = A.x * B.x - A.y * B.y;
	C.y = A.x * B.y + A.y * B.x;
}

void Unrotate (const SVector &A, const SVector &B, SVector &C)
{
	C.x = A.x * B.x + A.y * B.y;
	C.y = -A.x * B.y + A.y * B.x;
}

void print (const SVector &V)
{
	printf("(%0.2f,%0.2f)", V.x, V.y);
}

int main(int argc, char **argv)
{
	{
		SVector testA = {0.0f, 1.0f};
		SVector testB = {1.0f, 1.0f};
		SVector testC = {0.0f, 0.0f};
		Rotate(testA, testB, testC);
		printf("Rotating ");
		print(testA);
		printf(" by ");
		print(testB);
		printf(" = ");
		print(testC);
		printf("n");
	}
	{
		SVector testA = {4.0f, 3.0f};
		SVector testB = {-12.0f, 5.0f};
		SVector testC = {0.0f, 0.0f};
		Rotate(testA, testB, testC);
		printf("Rotating ");
		print(testA);
		printf(" by ");
		print(testB);
		printf(" = ");
		print(testC);
		printf("n");
	}
	{
		SVector testA = {5.0f, 1.0f};
		SVector testB = {2.0f, 2.0f};
		SVector testC = {0.0f, 0.0f};
		Unrotate(testA, testB, testC);
		printf("Unrotating ");
		print(testA);
		printf(" by ");
		print(testB);
		printf(" = ");
		print(testC);
		printf("n");
	}
	return 0;
}

Program output:

More Info

Check out these links for more details:
Better Explained: A Visual, Intuitive Guide to Imaginary Numbers
Better Explained: Intuitive Arithmetic With Complex Numbers