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Vecmat

A simple math and linear algebra library in C for 2D/3D graphics, machine learning, physics, and science.

Vecmat is a heartfelt ❤ love letter to the C programming language — with emphasis on the elegance, simplicity and readability of the language, even for scenarios where other languages might seem more suited. Performance is important but second to usability and elegance.

Philosophy

Elegance, simplicity, and readability matter more than squeezing every cycle.

Goals

  • One common, easy-to-read API that is self-explanatory.
  • Put usability first, then performance. Default functions take and return values by copy so call sites stay simple.
  • Keep the public API stable. Speedups live behind the same names.
  • Work well in graphics engines, simulations, and games, not only tiny demos.
  • Stay portable C11, easy to pull in with CMake (FetchContent or find_package).
  • Grow SIMD and MMA without forcing apps to pass ISA flags.

Features

  • Default interfaces use value types and obvious names (vector3, matrix4, quaternion).
  • Angles are radians on unsuffixed APIs. Write VM_DEG(90) or call the _deg suffix at the human/config edge; VM_RAD(M_PI_2) documents an already-radian literal.
  • The real work lives in _ptr functions (pointers in, pointers out). Those are what SIMD/MMA backends implement.
  • You can access components as .x/.y/.z or as m11, m21, ... or as a flat .v[] array.
  • Performance is not ignored; it is layered under a stable, comfortable API.
  • BSD 3-Clause License — great for individuals, organizations, and companies.
  • Includes a unit testing and benchmarking framework unitest.h
  • Exceptions in tests are handled using a custom handler except.h; it is only 24 lines and you can reuse it.

Precision chosen at build time

  • Default: float and int32_t.
  • Optional: double (VECMAT_USE_F64), and int width 8 / 16 / 32.

Math types

  • Float vectors: 2D, 3D, 4D (vector2 / vector3 / vector4).
  • Integer vectors: same sizes (vector2i / vector3i / vector4i).
  • Float and integer matrices: 2x2, 3x3, 4x4.
  • Quaternions for rotation.
  • Easing functions for animation-style interpolation.
  • Clip-space presets for OpenGL (RH_NO), Vulkan (RH_ZO) and Direct3D (LH_ZO).
  • Dense packed vm_gemm (C = α op(A) op(B) + β C), batched GEMM, and heap vm_mat with LU / QR / SVD / Cholesky (solve, det, inverse, least squares).
  • Sparse CSR (vm_spmat) with CG / BiCGSTAB and Jacobi / SSOR / IC(0) preconditioners.
  • Time integrators (semi-implicit Euler, velocity Verlet, RK2 / RK4), CFL helper, and vm_rigid_step.
  • Regular-grid / MAC operators and an assembled 5-/7-point Laplacian for Poisson projection.

Features to Avoid

  • No SSE and no NEON on purpose. The library jumps to AVX / AVX2 / AVX-512 and ARM SVE / SVE2.

Two ways to call everything

  • By-value helpers for everyday code.
  • _ptr kernels for hot paths and SIMD.

Extended Features

Computer Graphics

Clip-space helpers

Build projection and view matrices for different graphics APIs and depth conventions.

Perspective projections — camera frustum matrices (radians; _deg if FOV is in degrees). The unsuffixed mat4_perspective / mat4_perspective_fov / mat4_perspective_infinite helpers also take radians. Use mat4_perspective_deg (and friends) for degrees:

  • mat4_perspective_clip / mat4_perspective_clip_deg
  • mat4_perspective_rh_no / mat4_perspective_rh_no_deg
  • mat4_perspective_rh_zo / mat4_perspective_rh_zo_deg
  • mat4_perspective_lh_zo / mat4_perspective_lh_zo_deg
  • mat4_perspective_lh_no / mat4_perspective_lh_no_deg

Orthographic projections — parallel projection matrices from frustum bounds:

  • mat4_ortho_clip
  • mat4_ortho_rh_no
  • mat4_ortho_rh_zo
  • mat4_ortho_lh_zo
  • mat4_ortho_lh_no

Look-at view matrices — world-to-view transforms from eye, target, and up:

  • mat4_look_at_clip
  • mat4_look_at_rh
  • mat4_look_at_lh

Look-from-direction view matrices — same basis as look-at, but the camera aims along a direction (FPS / fly camera, no target point):

  • mat4_look_from_dir / mat4_look_from_dir_clip
  • mat4_look_from_dir_rh / mat4_look_from_dir_lh
  • quat_look / quat_look_clip — orientation whose local −Z (RH) or +Z (LH) aims along the direction
  • quat_from_to — shortest rotation taking one vector onto another

Infinite / reverse-Z projections — infinite far plane, optionally with reversed depth (near → 1, infinity → 0 on ZO):

  • mat4_perspective_infinite stays historic OpenGL RH_NO
  • mat4_perspective_infinite_clip — infinite + any clip convention (*_ZO is infinite + zero-to-one)
  • mat4_infinite_reverse_z — modern-engine preset: infinite + RH + ZO + reversed depth
  • mat4_infinite_reverse_z_clip — same mapping for the other clip conventions

Viewport, world ↔ window — NDC to a pixel box and back. Geometric vec3_project (onto a direction) is unchanged:

  • mat4_viewport / mat4_viewport_depth
  • vec3_world_to_window / vec3_window_to_world
  • vec3_world_to_window_clip / vec3_window_to_world_clip

Affine inverse and normal matrices — skip the 4×4 adjugate when the transform is [A t; 0 1]:

  • mat4_inverse_affine — invert the 3×3 linear part and apply it to the translation
  • mat3_normal / mat4_normal — inverse-transpose of the 3×3 for transforming normals

Clip conventions — handedness + depth range selectors used by the *_clip helpers:

  • VM_CLIP_RH_NO — right-handed, clip z in [-1, 1] (OpenGL-style)
  • VM_CLIP_RH_ZO — right-handed, clip z in [0, 1] (Vulkan-style)
  • VM_CLIP_LH_ZO — left-handed, clip z in [0, 1] (Direct3D-style)
  • VM_CLIP_LH_NO — left-handed, clip z in [-1, 1]

Rotation helpers

Build 4×4 rotation matrices from axis angles in radians (mat4_rotation / mat4_rotation_x / mat4_rotation_y / mat4_rotation_z). Use *_deg or VM_DEG(...) when the angle is in degrees:

  • mat4_rotation_x / mat4_rotation_x_deg
  • mat4_rotation_y / mat4_rotation_y_deg
  • mat4_rotation_z / mat4_rotation_z_deg
  • mat4_rotation / mat4_rotation_deg

Point Clouds, 3D Reconstruction, DNNs, LLMs

GEMM (General Matrix–Matrix Multiplication — BLAS Standard)

BLAS-style dense multiply:

C = alpha * op(A) * op(B) + beta * C

where op(X) is X or X transposed. Row-major and column-major layouts are supported.

  • vm_gemm — Main routine for ordinary dense panels.
  • vm_gemm_ref — Simple triple-loop reference (tests / fallback).
  • vm_gemm_ex — Same as vm_gemm, plus optional bias (C(i,j) += bias[j]) and/or ReLU.
  • vm_gemm_batch / vm_gemm_strided_batch — Many same-shaped problems at once (pointer list, or fixed strides in one buffer).

If every problem shares the same B (identical pointers, or strideB == 0), that matrix is packed once and reused — the usual “shared weights, many inputs” case.

Large batches can use a small worker pool (not OpenMP). Cap or disable it with vm_gemm_set_threads(n) or VECMAT_GEMM_THREADS (1 = serial, 0 = auto). Tiny jobs stay serial so thread setup does not dominate; workers are reused across calls.

vm_im2col unfolds an NCHW image into a GEMM-ready panel for convolution.

Internally, large multiplies use blocking/packing; with runtime dispatch the inner kernel may use AVX / AVX2 / AVX-512 / SVE / SVE2, otherwise scalar. fp16 / bf16 are not in this release.

Dense Linear Algebra

  • Heap vm_mat (M×N, column-major) for general dense work beyond the fixed 2×2 / 3×3 / 4×4 types.
  • LUvm_lu_factor / vm_lu_solve with partial pivoting; vm_mat_det and vm_mat_inverse are thin wrappers on the same path (square systems).
  • QR — Householder vm_qr_factor / vm_qr_unpack; vm_qr_solve for least-squares min ||Ax − b|| when m ≥ n.
  • SVD — thin one-sided Jacobi vm_svd_factor (A = U diag(s) Vᵀ, singular values descending) for rank, conditioning, and reconstruction-style work.
  • Cholesky — in-place vm_chol_factor / vm_chol_solve for dense SPD systems (tiny Poisson, covariance, SPD least squares).

Physics and Simulations

Vecmat is still a math library: it does not ship a fluid solver, an SPH engine, or a constraint island. It supplies the primitives those codes call every substep.

Precision. Graphics can stay float. Scientific time integration and Poisson solves should configure -DVECMAT_USE_F64=ON so vm_float_t is double. The same relative-tolerance style used by LU / QR (tol ~ n ε max|A|) is reused by CG / BiCGSTAB as ||r|| / max(||b||, ε).

Sparse systems

  • vm_spmat — square CSR, built from triplets (vm_spmat_from_triplets sorts and sums duplicates)
  • vm_spmvy = A x
  • vm_cg — conjugate gradient for SPD systems (pressure Poisson, implicit diffusion, linear elasticity)
  • vm_bicgstab — nonsymmetric Krylov (advection–diffusion)
  • Left preconditioners: Jacobi, SSOR (ω = 1), IC(0). IC(0) falls back to Jacobi if a pivot breaks down.
  • vm_ksp_info reports iters, rel_res, ok

A 2-D Poisson problem on an N×N grid is unknowns with about five non-zeros per row. Dense LU is already the wrong tool at N = 64. CG + Jacobi is enough for a teaching projection step; IC(0)+CG is what a small research code can ship.

Time integration

  • vm_euler_semiv += a dt, x += v dt (particles, games)
  • vm_verlet — velocity Verlet with an acc(x) callback (MD / SPH / Hamiltonians)
  • vm_rk2 / vm_rk4 — explicit Runge–Kutta on a flat state vector
  • vm_cfl_dt(cfl, dx, speed)dt = cfl * dx / (|u|+ε)
  • vm_rigid_step — symplectic Euler on (x, v, q, ω) with body-frame torque and I⁻¹(τ − ω×Iω)

quat_integrate is the orientation exponential map used inside vm_rigid_step.

Rigid algebra

  • mat3_chol / mat3_spd_solve — 3×3 SPD solve without LU pivoting
  • vm_inertia_worldI_w = R I_b Rᵀ
  • vm_omega_from_L — recover ω from L = Iω
  • vm_rigid_energy½ m |v|² + ½ ω·(Iω)
  • vm_baumgarte_correct — one-normal positional / velocity correction
  • mat3_sym_eigen — principal axes of an inertia tensor (setup / analysis)

x, v, F are world-frame; ω and τ are body-frame.

Grid operators

  • vm_grid3 — uniform Cartesian metadata (nz == 1 is 2-D)
  • MAC index helpers: vm_mac_u / vm_mac_v / vm_mac_w and counts
  • vm_mac_div, vm_mac_grad, vm_mac_curl_z
  • vm_grid_laplacian — assemble the SPD operator −∇² (5-point / 7-point) with Dirichlet or Neumann rows

Documentation

API pages use the m.css Doxygen theme with a custom Dark Fire palette (doc/m-theme-dark-fire.css, orange/red embers, spark yellow, steel-blue info). doc/conf.py and doc/Doxyfile-mcss drive that pipeline. The stock Doxygen HTML theme is still available from the same Doxyfile.

Generate local docs with m.css

python3 -m venv .venv && source .venv/bin/activate
python3 -m pip install jinja2 Pygments
git clone --depth 1 https://github.com/mosra/m.css /tmp/m.css
python3 /tmp/m.css/documentation/doxygen.py doc/conf.py

HTML lands in doc/html/. Doxygen writes XML to doc/xml/ first; both directories are git-ignored.

Stock Doxygen HTML

cd doc && doxygen Doxyfile

SIMD and MMA

Selection order: SVE2 -> SVE -> AVX-512F -> AVX2 -> AVX -> Scalar

CMake flag Default Effect
-DVECMAT_RUNTIME_DISPATCH=ON ON for x86-64 and AArch64 Build extra ISA TUs and bind public names at runtime
-DVECMAT_ENABLE_AVX=ON ON on x86-64 Compile AVX kernels (-mavx / /arch:AVX)
-DVECMAT_ENABLE_AVX2=ON ON on x86-64 Compile AVX2 kernels (-mavx2 / /arch:AVX2)
-DVECMAT_ENABLE_AVX512=ON ON on x86-64 Compile AVX-512F kernels (-mavx512f / /arch:AVX512)
-DVECMAT_ENABLE_SVE=ON ON on AArch64 Compile SVE kernels (-march=armv8-a+sve)
-DVECMAT_ENABLE_SVE2=ON ON on AArch64 Compile SVE2 kernels (-march=armv8-a+sve2)

vm_cpu_init() is thread-safe (C11 atomics, double-checked locking) and idempotent. Concurrent first-use of dispatched kernels is safe.

How to check for features:

vm_cpu_init();
printf("compiled=%s runtime=%s selected=%s\n",
       vm_cpu_name(vm_cpu_compiled_features()),
       vm_cpu_name(vm_cpu_runtime_features()),
       vm_cpu_name(vm_cpu_selected_features()));

CPU Feature Support

  • AVX supported
  • AVX2 (FMA3) supported
  • AVX-512F (AVX-512 FMA) supported
  • AVX10 (FMA3) work in progress
  • AVX10.1 (Xeon 6) coming in 2027
  • AVX10.2 (Xeon 7) tbd
  • SVE (ARMv8.2-A+) supported
  • SVE2 (ARMv9) supported

MMA Support

  • WMMA / MMA (NVIDIA/CUDA) work in progress
  • MFMA / WMMA (AMD/ROCm) work in progress
  • AMX (4th-7th generation Intel Xeon) coming in 2027
  • SME / SME2 (ARMv9.2-A+) tbd

At this moment we have no plans to support NEON.

Relevant Resources

CMake Integration

Source using FetchContent

if(NOT TARGET vecmat::vecmat)
    include(FetchContent)
    FetchContent_Declare(vecmat
        GIT_REPOSITORY https://github.com/alkavan/vecmat.git
        GIT_TAG v0.2.6
    )
    FetchContent_MakeAvailable(vecmat)
endif()

target_link_libraries(my_app PRIVATE vecmat::vecmat)

Installed Package

find_package(vecmat 0.2 CONFIG REQUIRED)
target_link_libraries(my_app PRIVATE vecmat::vecmat)

System integration / Out-of-source build and installation

cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug \
  -DVECMAT_BUILD_TESTS=ON \
  -DCMAKE_INSTALL_PREFIX="$HOME/.local"
cmake --build build -j
cmake --install build

Note: Use -DVECMAT_INSTALL=ON only when install rules were turned off or vecmat isn't top-level — and you still want cmake --install to install it.

Scalar precision flags

vm_float_t and vm_int_t are selected at compile time. Pass the matching CMake options when configuring Vecmat. The options become public compile definitions on vecmat::vecmat and vecmat::vecmat_static, so anything that links the library sees the same typedefs.

Defaults (no flags): vm_float_t is float, vm_int_t is int32_t.

CMake flag Header macro Effect
-DVECMAT_USE_F64=ON VECMAT_USE_F64 vm_float_t is double
-DVECMAT_USE_INT8=ON VECMAT_USE_INT8 vm_int_t is int8_t
-DVECMAT_USE_INT16=ON VECMAT_USE_INT16 vm_int_t is int16_t
-DVECMAT_USE_INT32=ON VECMAT_USE_INT32 vm_int_t is int32_t

The integer flags are mutually exclusive. CMake will error if more than one is ON. VECMAT_USE_F64 can be combined with any one integer flag.

Configure from the command line:

cmake -S . -B build \
  -DVECMAT_USE_F64=ON \
  -DVECMAT_USE_INT16=ON \
  -DVECMAT_BUILD_TESTS=ON

With FetchContent, set the cache variables before FetchContent_MakeAvailable:

set(VECMAT_USE_F64 ON CACHE BOOL "" FORCE)
set(VECMAT_USE_INT16 ON CACHE BOOL "" FORCE)
FetchContent_MakeAvailable(vecmat)

Without CMake, define the same macros yourself (compiler flag or before the library include):

cc -DVECMAT_USE_F64 -DVECMAT_USE_INT16 ...
#define VECMAT_USE_F64
#define VECMAT_USE_INT16
#include <vecmat.h>

The library and every translation unit that includes vecmat.h must use the same set of macros, or the types will not match at link time.

Contributing

We don't have any complicated rules for contributing (for now), we only expect people to comply with the project Philosophy and Goals.

Artificial Intelligence Guidelines and Transparency

  1. AI use: Use of AI is neither prohibited nor encouraged. You may use AI only if you follow all the guidelines in this section.

  2. Disclosure: If you add AI-generated material to a contribution or derivative work, say so clearly — for example in the pull request, commit message, or nearby comments. Note which parts were AI-generated or heavily AI-assisted. Everyday autocomplete or small wording help does not need a notice.

  3. Responsibility: When you contribute or share a derivative, you take responsibility that the work has enough original human authorship, and that any AI-generated parts don't violate someone else's terms or the project LICENSE.

  4. AI training: If you train an AI system on this code, it is recommended to give it the whole project, including in-code comments and any generated documentation that exists.

Usage and Examples

Vectors and matrices are plain C structs. Components are available as named fields (.x / .y / .z / .w, or m11, m21, …) and as a flat .v[] array. Prefer the value constructors for everyday code.

Individual element access

vector3 p;
p.x = 1.0f;               // same as p.v[0]
p.v[1] = 2.0f;            // same as p.y
printf("%f\n", p.z);
matrix3 mat;
mat.v[0] = 1.0f;          // same as mat.m11 (column-major)
printf("%f\n", mat.m21);  // same as mat.v[1]

Initializing a vector

vector3 p = vec3(1.0f, 2.0f, 3.0f);
vector2 q = vec2(4.0f, 5.0f);
vector3i grid = vec3i(8, 16, 24);

vector3 origin = vec3_zero();
vector3 ones   = vec3_one();
vector3 fill   = vec3_splat(0.5f);

vector3 named = { .x = 1.0f, .y = 0.0f, .z = 0.0f };
vector4 homog = { .v = {1.0f, 2.0f, 3.0f, 1.0f} };

vec3_assign_xyz(&p, 0.0f, 1.0f, 0.0f);
vector3 lifted = vec3_from_vec2(q, 0.0f);

The same pattern exists for vector2 / vector4 and the integer types (vecN_zero, vecN_one, vecN_splat, plus vec2i / vec3i).

Initializing a matrix

matrix3 ident = {
    .m11 = 1.0f, .m21 = 0.0f, .m31 = 0.0f,
    .m12 = 0.0f, .m22 = 1.0f, .m32 = 0.0f,
    .m13 = 0.0f, .m23 = 0.0f, .m33 = 1.0f
};

matrix3 also = { .v = {1,0,0,  0,1,0,  0,0,1} };

Accessing matrix elements

Accessing elements by name

float determinant(const matrix3 *mat) {
    float det =
        mat->m11 * (mat->m22 * mat->m33 - mat->m23 * mat->m32)   // First term
      - mat->m12 * (mat->m21 * mat->m33 - mat->m23 * mat->m31)   // Second term (negative)
      + mat->m13 * (mat->m21 * mat->m32 - mat->m22 * mat->m31);  // Third term
    return det;
}

Accessing elements by index

matrix3 mat;
for (int i = 0; i < 9; i++) {
    mat.v[i] *= 2.0f;  // Scale all elements by 2
}

Implementing Common Vector And Matrix Operations

Vector Operations Examples

A function for general linear transformation to the vector:

void transform(vector3 *out, const matrix3 *mat, const vector3 *vec) {
    out->x = mat->m11 * vec->x + mat->m12 * vec->y + mat->m13 * vec->z;
    out->y = mat->m21 * vec->x + mat->m22 * vec->y + mat->m23 * vec->z;
    out->z = mat->m31 * vec->x + mat->m32 * vec->y + mat->m33 * vec->z;
}

A function to translate a vector by adding a translation offset:

void translate(vector3 *out, const vector3 *vec, const vector3 *translation) {
    out->x = vec->x + translation->x;
    out->y = vec->y + translation->y;
    out->z = vec->z + translation->z;
}

Matrix Operations Examples

You can write a function to multiply two matrix3 instances.
Using the array access makes it easier to implement with nested loops:

void multiply(matrix3 *result, const matrix3 *a, const matrix3 *b) {
    for (int c = 0; c < 3; c++) {      /* columns of result / of B */
        for (int r = 0; r < 3; r++) {  /* rows of result / of A */
            float sum = 0.0f;
            for (int k = 0; k < 3; k++) {
                sum += a->v[k * 3 + r] * b->v[c * 3 + k];  /* column-major */
            }
            result->v[c * 3 + r] = sum;
        }
    }
}

This creates a matrix4 that can apply rotation/scaling (from matrix3) followed by translation:

void affine_matrix(matrix4 *out, const matrix3 *linear, const vector3 *translation) {
    // Copy the 3x3 linear part (columns 1-3)
    out->m11 = linear->m11; out->m21 = linear->m21; out->m31 = linear->m31; out->m41 = 0.0f;
    out->m12 = linear->m12; out->m22 = linear->m22; out->m32 = linear->m32; out->m42 = 0.0f;
    out->m13 = linear->m13; out->m23 = linear->m23; out->m33 = linear->m33; out->m43 = 0.0f;
    
    // Set translation in the fourth column
    out->m14 = translation->x;
    out->m24 = translation->y;
    out->m34 = translation->z;
    out->m44 = 1.0f;
}

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A simple math and linear algebra library in C for 2D/3D graphics, machine learning, physics, and science.

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