Efficient algorithm for pixel neighborhood difference in OpenCV - c

I was reading this and this paper about hand/head tracking. They both talk about detecting motion computing the difference in a neighborhood of each pixel and comparing the result with a threshold:
Quoting from the first paper:
We use the temporal differencing method described in Ref. [41], which computes the absolute value of differences in the neighborhood surrounding each pixel, and then derive the accumulated differ- ence by summing the difference of all neighboring pixels. When the accumulated difference is above a predetermined thresh- old, the pixel is assigned to the moving region.
Is there an efficient way to do it (possibly in OpenCV)?
The code I wrote is pretty naive and, besides losing the real-time, seems not to give better results than a simpler pixel-to-pixel difference:
template<class T> class Image {
private:
IplImage* imgp;
public:
Image(IplImage* img=0) {imgp=img;}
~Image(){imgp=0;}
void operator=(IplImage* img) {imgp=img;}
inline T* operator[](const int rowIndx) {
return ((T *)(imgp->imageData + rowIndx*imgp->widthStep));}
};
typedef Image<unsigned char> BwImage;
typedef Image<float> BwImageFloat;
void computeMovingRegion( IplImage* prev, IplImage* cur, IplImage *mov) {
BwImage _prev(prev);
BwImage _cur(cur);
BwImage _mov(mov);
for (int i = 3; i<prev->height-3; i++) {
for (int j=3; j<prev->width-3; j++) {
int res=0;
for (int k=i-3; k<i+3; k++)
for (int n=j-3; n<j+3; n++)
res += abs(_cur[k][n] -_prev[k][n]);
if (res>2000) {
_mov[i][j]=_cur[i][j];
}
else
_mov[i][j]=0;
}
}
}
Images are in grayscale. Don't think it matters, but I'm using MacOS 10.8 and Xcode 4.4.2.

You should be able remove a lot of the redundancy if you first calculate the absolute difference image (i.e. abs(_cur[] - prev[])) and then just iterate over this. There are a lot more optimisations you can do beyond this, but this would be a good start for relatively little effort.
Also note that your loop indexing looks wrong - if you want to do a 7x7 neighbourhood operation it should be:
for (int k=i-3; k<=i+3; k++)
for (int n=j-3; n<=j+3; n++)
...

Related

Faster way to copy a region from a bitmap in C

I am using the following way to copy a region from a bitmap in rgb565 pixel format:
void bmpcpy(size_t left, size_t top, size_t right, size_t bottom) {
size_t index = 0;
do {
do {
bmpCopy[index] = bmpSrc[(top * BMP_WIDTH) + left];
index++;
} while (++left < right);
} while (++top < bottom);
}
Is there a faster way to do the copy?
There might be faster ways using memcpy or accelerated graphics APIs, but first notice that your code is flawed:
bmpCopy and bmpSrc are not defined, it is unlikely they should be global variables.
bmpCopy is assumed to have a straddle value of right - left, not necessarily correct because of alignment constraints.
left is not reset for each row.
the width and height of the region are assumed to be non zero.
Depending on the type of bmpSrc, the parity and amplitude of width and the alignment of the source and destination pointers, it might be more efficient to copy multiple pixels at a time using a larger type.

How to update array in C using pattern without loop, memcpy with pattern

Optimization question, on CPU using C (latest gcc/clang). I know how to use shaders, I do not need them in this task.
I have:
size_t texture_size = width * height * 4 * sizeof(uint8_t);
uint8_t *texture = malloc(texture_size);
or
uint8_t texture[width * height * 4]
this texture is [width][height][4<rgba>] image that I send to GPU in my Vulkan app(using Vulkan API)
final ussage of texture is memcpy(to_gpu_mem, texture, texture_size);
I need:
make 0 every <blue>(is index 2 in array) pixel of texture, so its:
for (unsigned int i = 0; i < height; i++){
for (unsigned int j = 0; j < width; j++){
texture[((i * width + j) * 4 + 2) * sizeof(uint8_t)]=0;
}
}
I do it using loop, and it work fine when I use only single image not big size.
I do need update it almost every frame, in real time, not pregenerated data.
So question is - how to update array-data by "some pattern" in C, not using loop?
The final array must look like single array with that order of data.
base on comments, look like modern gcc/clang can not do that
so I think best solution is: (CUDA and OpenCL are way too slow)
use Intel SPMD Program Compiler that can do same logic as CUDA/shaders but on CPU
or use AMD integrated video card that has VK_AMD_device_coherent_memory and use shader
I think this is answer my question.

Cache Performance (concerning loops) in C

I was wondering, why does one set of loops allow for better cache performance than another in spite of logically doing the same thing?
for (i = 0; i < n; i++) {
for (j = 0; j < n; j++) {
accum = 0.0;
for (k = 0; k < n; k++) {
accum += b[j][k] * a[k][i];
}
c[j][i] = accum;
}
}
for (j = 0; j < n; j++) {
for (k = 0; k < n; k++) {
val = b[j][k];
for (i = 0; i < n; i++) {
c[j][i] += val * a[k][i];
}
}
}
I believe the first one above delivers better cache performance, but why?
Also, when we increase block size, but keep cache size and associativity constant, does it influence the miss rate? At a certain point increasing block size can cause a higher miss rate, right?
Just generally speaking, the most efficient loops through a matrix are going to cycle through the last dimension, not the first ("last" being c in m[a][b][c]).
For example, given a 2D matrix like an image which has its pixels represented in memory from top-left to bottom-right, the quickest way to sequentially iterate through it is going to be horizontally across each scanline, like so:
for (int y=0; y < h; ++y) {
for (int x=0; x < w; ++x)
// access pixel[y][x]
}
... not like this:
for (int x=0; x < w; ++x) {
for (int y=0; y < h; ++y)
// access pixel[y][x]
}
... due to spatial locality. It's because the computer grabs memory from slower, bigger regions of the hierarchy and moves it to faster, small regions in large, aligned chunks (ex: 64 byte cache lines, 4 kilobyte pages, and down to a little teeny 64-bit general-purpose register, e.g.). The first example accesses all the data from such a contiguous chunk immediately and prior to eviction.
harold on this site gave me a nice view on how to look at and explain this subject by suggesting not to focus so much on cache misses, but instead focusing on striving to use all the data in a cache prior to eviction. The second example fails to do that for all but the most trivially-small images by iterating through the image vertically with a large, scanline-sized stride rather than horizontally with a small, pixel-sized one.
Also, when we increase block size, but keep cache size and associativity constant, does it influence the miss rate? At a certain point increasing block size can cause a higher miss rate, right?
The answer here would be "yes", as an increase in block size would naturally equate to more compulsory misses (that would be more simply "misses" though rather than "miss rate") but also just more data to process which won't all necessarily fit into the fastest L1 cache. If we're accessing a large amount of data with a large stride, we end up getting a higher non-compulsory miss rate as a result of more data being evicted from the cache before we utilize it, only to then redundantly load it back into a faster cache.
There is also a case where, if the block size is small enough and aligned properly, all the data will just fit into a single cache line and it wouldn't matter so much how we sequentially access it.
Matrix Multiplication
Now your example is quite a bit more complex than this straightforward image example above, but the same concepts tend to apply.
Let's look at the first one:
for (i = 0; i < n; i++) {
for (j = 0; j < n; j++) {
accum = 0.0;
for (k = 0; k < n; k++)
accum += b[j][k] * a[k][i];
c[j][i] = accum;
}
}
If we look at the innermost k loop, we access b[j][k]. That's a fairly optimal access pattern: "horizontal" if we imagine a row-order memory layout. However, we also access a[k][i]. That's not so optimal, especially for a very large matrix, as it's accessing memory in a vertical pattern with a large stride and will tend to suffer from data being evicted from the fastest but smallest forms of memory before it is used, only to load that chunk of data again redundantly.
If we look at the second j loop, that's accessing c[j][i], again in a vertical fashion which is not so optimal.
Now let's have a glance at the second example:
for (j = 0; j < n; j++) {
for (k = 0; k < n; k++) {
val = b[j][k];
for (i = 0; i < n; i++)
c[j][i] += val * a[k][i];
}
}
If we look at the second k loop in this case, it's starting off accessing b[j][k] which is optimal (horizontal). Furthermore, it's explicitly memoizing the value to val, which might improve the odds of the compiler moving that to a register and keeping it there for the following loop (this relates to compiler concepts related to aliasing, however, rather than CPU cache).
In the innermost i loop, we're accessing c[j][i] which is also optimal (horizontal) along with a[k][i] which is also optimal (horizontal).
So this second version is likely to be more efficient in practice. Note that we can't absolutely say that, as aggressive optimizing compilers can do all sorts of magical things like rearranging and unrolling loops for you. Yet short of that, we should be able to say the second one has higher odds of being more efficient.
"What's a profiler?"
I just noticed this question in the comments. A profiler is a measuring tool that can give you a precise breakdown of where time is spent in your code, along with possibly further statistics like cache misses and branch mispredictions.
It's not only good for optimizing real-world production code and helping you more effectively prioritize your efforts to places that really matter, but it can also accelerate the learning process of understanding why inefficiencies exist through the process of chasing one hotspot after another.
Loop Tiling/Blocking
It's worth mentioning an advanced optimization technique which can be useful for large matrices -- loop tiling/blocking. It's beyond the scope of this subject but that one plays to temporal locality.
Deep C Optimization
Hopefully later you will be able to C these things clearly as a deep C explorer. While most optimization is best saved for hindsight with a profiler in hand, it's useful to know the basics of how the memory hierarchy works as you go deeper and deeper exploring the C.

What sort of indexing method can I use to store the distances between X^2 vectors in an array without redundancy?

I'm working on a demo that requires a lot of vector math, and in profiling, I've found that it spends the most time finding the distances between given vectors.
Right now, it loops through an array of X^2 vectors, and finds the distance between each one, meaning it runs the distance function X^4 times, even though (I think) there are only (X^2)/2 unique distances.
It works something like this: (pseudo c)
#define MATRIX_WIDTH 8
typedef float vec2_t[2];
vec2_t matrix[MATRIX_WIDTH * MATRIX_WIDTH];
...
for(int i = 0; i < MATRIX_WIDTH; i++)
{
for(int j = 0; j < MATRIX_WIDTH; j++)
{
float xd, yd;
float distance;
for(int k = 0; k < MATRIX_WIDTH; k++)
{
for(int l = 0; l < MATRIX_WIDTH; l++)
{
int index_a = (i * MATRIX_LENGTH) + j;
int index_b = (k * MATRIX_LENGTH) + l;
xd = matrix[index_a][0] - matrix[index_b][0];
yd = matrix[index_a][1] - matrix[index_b][1];
distance = sqrtf(powf(xd, 2) + powf(yd, 2));
}
}
// More code that uses the distances between each vector
}
}
What I'd like to do is create and populate an array of (X^2) / 2 distances without redundancy, then reference that array when I finally need it. However, I'm drawing a blank on how to index this array in a way that would work. A hash table would do it, but I think it's much too complicated and slow for a problem that seems like it could be solved by a clever indexing method.
EDIT: This is for a flocking simulation.
performance ideas:
a) if possible work with the squared distance, to avoid root calculation
b) never use pow for constant, integer powers - instead use xd*xd
I would consider changing your algorithm - O(n^4) is really bad. When dealing with interactions in physics (also O(n^4) for distances in 2d field) one would implement b-trees etc and neglect particle interactions with a low impact. But it will depend on what "more code that uses the distance..." really does.
just did some considerations: the number of unique distances is 0.5*n*n(+1) with n = w*h.
If you write down when unique distances occur, you will see that both inner loops can be reduced, by starting at i and j.
Additionally if you only need to access those distances via the matrix index, you can set up a 4D-distance matrix.
If memory is limited we can save up nearly 50%, as mentioned above, with a lookup function that will access a triangluar matrix, as Code-Guru said. We would probably precalculate the line index to avoid summing up on access
float distanceArray[(H*W+1)*H*W/2];
int lineIndices[H];
searchDistance(int i, int j)
{
return i<j?distanceArray[i+lineIndices[j]]:distanceArray[j+lineIndices[i]];
}

Optimized matrix multiplication in C

I'm trying to compare different methods for matrix multiplication.
The first one is normal method:
do
{
for (j = 0; j < i; j++)
{
for (k = 0; k < i; k++)
{
suma = 0;
for (l = 0; l < i; l++)
suma += MatrixA[j][l]*MatrixB[l][k];
MatrixR[j][k] = suma;
}
}
}
c++;
} while (c<iteraciones);
The second one consist of transposing the matrix B first and then do the multiplication by rows:
int f, co;
for (f = 0; f < i; f++) {
for ( co = 0; co < i; co++) {
MatrixB[f][co] = MatrixB[co][f];
}
}
c = 0;
do
{
for (j = 0; j < i; j++)
{
for (k = 0; k < i; k++)
{
suma = 0;
for (l = 0; l < i; l++)
suma += MatrixA[j][l]*MatrixB[k][l];
MatrixR[j][k] = suma;
}
}
}
c++;
} while (c<iteraciones);
The second method supposed to be much faster, because we are accessing contiguous memory slots, but I'm not getting a significant improvement in the performance. Am I doing something wrong?
I can post the complete code, but I think is not needed.
What Every Programmer Should Know About Memory (pdf link) by Ulrich Drepper has a lot of good ideas about memory efficiency, but in particular, he uses matrix multiplication as an example of how knowing about memory and using that knowledge can speed this process. Look at appendix A.1 in his paper, and read through section 6.2.1. Table 6.2 in the paper shows that he could get his running time to be 10% from a naive implementation's time for a 1000x1000 matrix.
Granted, his final code is pretty hairy and uses a lot of system-specific stuff and compile-time tuning, but still, if you really need speed, reading that paper and reading his implementation is definitely worth it.
Getting this right is non-trivial. Using an existing BLAS library is highly recommended.
Should you really be inclined to roll your own matrix multiplication, loop tiling is an optimization that is of particular importance for large matrices. The tiling should be tuned to the cache size to ensure that the cache is not being continually thrashed, which will occur with a naive implementation. I once measured a 12x performance difference tiling a matrix multiply with matrix sizes picked to consume multiples of my cache (circa '97 so the cache was probably small).
Loop tiling algorithms assume that a contiguous linear array of elements is used, as opposed to rows or columns of pointers. With such a storage choice, your indexing scheme determines which dimension changes fastest, and you are free to decide whether row or column access will have the best cache performance.
There's a lot of literature on the subject. The following references, especially the Banerjee books, may be helpful:
[Ban93] Banerjee, Utpal, Loop Transformations for Restructuring Compilers: the Foundations, Kluwer Academic Publishers, Norwell, MA, 1993.
[Ban94] Banerjee, Utpal, Loop Parallelization, Kluwer Academic Publishers, Norwell, MA, 1994.
[BGS93] Bacon, David F., Susan L. Graham, and Oliver Sharp, Compiler Transformations for High-Performance Computing, Computer Science Division, University of California, Berkeley, Calif., Technical Report No UCB/CSD-93-781.
[LRW91] Lam, Monica S., Edward E. Rothberg, and Michael E Wolf. The Cache Performance and Optimizations of Blocked Algorithms, In 4th International Conference on Architectural Support for Programming Languages, held in Santa Clara, Calif., April, 1991, 63-74.
[LW91] Lam, Monica S., and Michael E Wolf. A Loop Transformation Theory and an Algorithm to Maximize Parallelism, In IEEE Transactions on Parallel and Distributed Systems, 1991, 2(4):452-471.
[PW86] Padua, David A., and Michael J. Wolfe, Advanced Compiler Optimizations for Supercomputers, In Communications of the ACM, 29(12):1184-1201, 1986.
[Wolfe89] Wolfe, Michael J. Optimizing Supercompilers for Supercomputers, The MIT Press, Cambridge, MA, 1989.
[Wolfe96] Wolfe, Michael J., High Performance Compilers for Parallel Computing, Addison-Wesley, CA, 1996.
ATTENTION: You have a BUG in your second implementation
for (f = 0; f < i; f++) {
for (co = 0; co < i; co++) {
MatrixB[f][co] = MatrixB[co][f];
}
}
When you do f=0, c=1
MatrixB[0][1] = MatrixB[1][0];
you overwrite MatrixB[0][1] and lose that value! When the loop gets to f=1, c=0
MatrixB[1][0] = MatrixB[0][1];
the value copied is the same that was already there.
You should not write matrix multiplication. You should depend on external libraries. In particular you should use the GEMM routine from the BLAS library. GEMM often provides the following optimizations
Blocking
Efficient Matrix Multiplication relies on blocking your matrix and performing several smaller blocked multiplies. Ideally the size of each block is chosen to fit nicely into cache greatly improving performance.
Tuning
The ideal block size depends on the underlying memory hierarchy (how big is the cache?). As a result libraries should be tuned and compiled for each specific machine. This is done, among others, by the ATLAS implementation of BLAS.
Assembly Level Optimization
Matrix multiplicaiton is so common that developers will optimize it by hand. In particular this is done in GotoBLAS.
Heterogeneous(GPU) Computing
Matrix Multiply is very FLOP/compute intensive, making it an ideal candidate to be run on GPUs. cuBLAS and MAGMA are good candidates for this.
In short, dense linear algebra is a well studied topic. People devote their lives to the improvement of these algorithms. You should use their work; it will make them happy.
If the matrix is not large enough or you don't repeat the operations a high number of times you won't see appreciable differences.
If the matrix is, say, 1,000x1,000 you will begin to see improvements, but I would say that if it is below 100x100 you should not worry about it.
Also, any 'improvement' may be of the order of milliseconds, unless yoy are either working with extremely large matrices or repeating the operation thousands of times.
Finally, if you change the computer you are using for a faster one the differences will be even narrower!
How big improvements you get will depend on:
The size of the cache
The size of a cache line
The degree of associativity of the cache
For small matrix sizes and modern processors it's highly probable that the data fron both MatrixA and MatrixB will be kept nearly entirely in the cache after you touch it the first time.
Just something for you to try (but this would only make a difference for large matrices): seperate out your addition logic from the multiplication logic in the inner loop like so:
for (k = 0; k < i; k++)
{
int sums[i];//I know this size declaration is illegal in C. consider
//this pseudo-code.
for (l = 0; l < i; l++)
sums[l] = MatrixA[j][l]*MatrixB[k][l];
int suma = 0;
for(int s = 0; s < i; s++)
suma += sums[s];
}
This is because you end up stalling your pipeline when you write to suma. Granted, much of this is taken care of in register renaming and the like, but with my limited understanding of hardware, if I wanted to squeeze every ounce of performance out of the code, I would do this because now you don't have to stall the pipeline to wait for a write to suma. Since multiplication is more expensive than addition, you want to let the machine paralleliz it as much as possible, so saving your stalls for the addition means you spend less time waiting in the addition loop than you would in the multiplication loop.
This is just my logic. Others with more knowledge in the area may disagree.
Can you post some data comparing your 2 approaches for a range of matrix sizes ? It may be that your expectations are unrealistic and that your 2nd version is faster but you haven't done the measurements yet.
Don't forget, when measuring execution time, to include the time to transpose matrixB.
Something else you might want to try is comparing the performance of your code with that of the equivalent operation from your BLAS library. This may not answer your question directly, but it will give you a better idea of what you might expect from your code.
The computation complexity of multiplication of two N*N matrix is O(N^3). The performance will be dramatically improved if you use O(N^2.73) algorithm which probably has been adopted by MATLAB. If you installed a MATLAB, try to multiply two 1024*1024 matrix. On my computer, MATLAB complete it in 0.7s, but the C\C++ implementation of the naive algorithm like yours takes 20s. If you really care about the performance, refer to lower-complex algorithms. I heard there exists O(N^2.4) algorithm, however it needs a very large matrix so that other manipulations can be neglected.
not so special but better :
c = 0;
do
{
for (j = 0; j < i; j++)
{
for (k = 0; k < i; k++)
{
sum = 0; sum_ = 0;
for (l = 0; l < i; l++) {
MatrixB[j][k] = MatrixB[k][j];
sum += MatrixA[j][l]*MatrixB[k][l];
l++;
MatrixB[j][k] = MatrixB[k][j];
sum_ += MatrixA[j][l]*MatrixB[k][l];
sum += sum_;
}
MatrixR[j][k] = sum;
}
}
c++;
} while (c<iteraciones);
Generally speaking, transposing B should end up being much faster than the naive implementation, but at the expense of wasting another NxN worth of memory. I just spent a week digging around matrix multiplication optimization, and so far the absolute hands-down winner is this:
for (int i = 0; i < N; i++)
for (int k = 0; k < N; k++)
for (int j = 0; j < N; j++)
if (likely(k)) /* #define likely(x) __builtin_expect(!!(x), 1) */
C[i][j] += A[i][k] * B[k][j];
else
C[i][j] = A[i][k] * B[k][j];
This is even better than Drepper's method mentioned in an earlier comment, as it works optimally regardless of the cache properties of the underlying CPU. The trick lies in reordering the loops so that all three matrices are accessed in row-major order.
If you are working on small numbers, then the improvement you are mentioning is negligible. Also, performance will vary depend on the Hardware on which you are running. But if you are working on numbers in millions, then it will effect.
Coming to the program, can you paste the program you have written.
Very old question, but heres my current implementation for my opengl projects:
typedef float matN[N][N];
inline void matN_mul(matN dest, matN src1, matN src2)
{
unsigned int i;
for(i = 0; i < N^2; i++)
{
unsigned int row = (int) i / 4, col = i % 4;
dest[row][col] = src1[row][0] * src2[0][col] +
src1[row][1] * src2[1][col] +
....
src[row][N-1] * src3[N-1][col];
}
}
Where N is replaced with the size of the matrix. So if you are multiplying 4x4 matrices, then you use:
typedef float mat4[4][4];
inline void mat4_mul(mat4 dest, mat4 src1, mat4 src2)
{
unsigned int i;
for(i = 0; i < 16; i++)
{
unsigned int row = (int) i / 4, col = i % 4;
dest[row][col] = src1[row][0] * src2[0][col] +
src1[row][1] * src2[1][col] +
src1[row][2] * src2[2][col] +
src1[row][3] * src2[3][col];
}
}
This function mainly minimizes loops but the modulus might be taxing... On my computer this function performed roughly 50% faster than a triple for loop multiplication function.
Cons:
Lots of code needed (ex. different functions for mat3 x mat3, mat5 x mat5...)
Tweaks needed for irregular multiplication (ex. mat3 x mat4).....
This is a very old question but I recently wandered down the rabbit hole and developed 9 different matrix multiplication implementations for both contiguous memory and non-contiguous memory (about 18 different functions). The results are interesting:
https://github.com/cubiclesoft/matrix-multiply
Blocking (aka loop tiling) didn't always produce the best results. In fact, I found that blocking may produce worse results than other algorithms depending on matrix size. And blocking really only started doing marginally better than other algorithms somewhere around 1200x1200 and performed worse at around 2000x2000 but got better again past that point. This seems to be a common problem with blocking - certain matrix sizes just don't work well. Also, blocking on contiguous memory performed slightly worse than the non-contiguous version. Contrary to common thinking, non-contiguous memory storage also generally outperformed contiguous memory storage. Blocking on contiguous memory also performed worse than an optimized straight pointer math version. I'm sure someone will point out areas of optimization that I missed/overlooked but the general conclusion is that blocking/loop tiling may: Do slightly better, do slightly worse (smaller matrices), or it may do much worse. Blocking adds a lot of complexity to the code for largely inconsequential gains and a non-smooth/wacky performance curve that's all over the place.
In my opinion, while it isn't the fastest implementation of the nine options I developed and tested, Implementation 6 has the best balance between code length, code readability, and performance:
void MatrixMultiply_NonContiguous_6(double **C, double **A, double **B, size_t A_rows, size_t A_cols, size_t B_cols)
{
double tmpa;
for (size_t i = 0; i < A_rows; i++)
{
tmpa = A[i][0];
for (size_t j = 0; j < B_cols; j++)
{
C[i][j] = tmpa * B[0][j];
}
for (size_t k = 1; k < A_cols; k++)
{
tmpa = A[i][k];
for (size_t j = 0; j < B_cols; j++)
{
C[i][j] += tmpa * B[k][j];
}
}
}
}
void MatrixMultiply_Contiguous_6(double *C, double *A, double *B, size_t A_rows, size_t A_cols, size_t B_cols)
{
double tmpa;
for (size_t i = 0; i < A_rows; i++)
{
tmpa = A[i * A_cols];
for (size_t j = 0; j < B_cols; j++)
{
C[i * B_cols + j] = tmpa * B[j];
}
for (size_t k = 1; k < A_cols; k++)
{
tmpa = A[i * A_cols + k];
for (size_t j = 0; j < B_cols; j++)
{
C[i * B_cols + j] += tmpa * B[k * B_cols + j];
}
}
}
}
Simply swapping j and k (Implementation 3) does a lot all on its own but little adjustments to use a temporary var for A and removing the if conditional notably improves performance over Implementation 3.
Here are the implementations (copied verbatim from the linked repository):
Implementation 1 - The classic naive implementation. Also the slowest. Good for showing the baseline worst case and validating the other implementations. Not so great for actual, real world usage.
Implementation 2 - Uses a temporary variable for matrix C which might end up using a CPU register to do the addition.
Implementation 3 - Swaps the j and k loops from Implementation 1. The result is a bit more CPU cache friendly but adds a comparison per loop and the temporary from Implementation 2 is lost.
Implementation 4 - The temporary variable makes a comeback but this time on one of the operands (matrix A) instead of the assignment.
Implementation 5 - Move the conditional outside the innermost for loop. Now we have two inner for-loops.
Implementation 6 - Remove conditional altogether. This implementation arguably offers the best balance between code length, code readability, and performance. That is, both contiguous and non-contiguous functions are short, easy to understand, and faster than the earlier implementations. It is good enough that the next three Implementations use it as their starting point.
Implementation 7 - Precalculate base row start for the contiguous memory implementation. The non-contiguous version remains identical to Implementation 6. However, the performance gains are negligible over Implementation 6.
Implementation 8 - Sacrifice a LOT of code readability to use simple pointer math. The result completely removes all array access multiplication. Variant of Implementation 6. The contiguous version performs better than Implementation 9. The non-contiguous version performs about the same as Implementation 6.
Implementation 9 - Return to the readable code of Implementation 6 to implement a blocking algorithm. Processing small blocks at a time allows larger arrays to stay in the CPU cache during inner loop processing for a small increase in performance at around 1200x1200 array sizes but also results in a wacky performance graph that shows it can actually perform far worse than other Implementations.

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