Fast gradient-descent implementation in a C++ library? - c++

I'm looking to run a gradient descent optimization to minimize the cost of an instantiation of variables. My program is very computationally expensive, so I'm looking for a popular library with a fast implementation of GD. What is the recommended library/reference?

GSL is a great (and free) library that already implements common functions of mathematical and scientific interest.
You can peruse through the entire reference manual online. Poking around, this starts to look interesting, but I think we'd need to know more about the problem.

It sounds like you're fairly new to minimization methods. Whenever I need to learn a new set of numeric methods, I usually look in Numerical Recipes. It's a book that provides a nice overview of the most common methods in the field, their tradeoffs, and (importantly) where to look in the literature for more information. It's usually not where I stop, but it's often a helpful starting point.
For example, if your function is costly, then your goal is to minimization the number of evaluations to need to converge. If you have analytical expressions for the gradient, then a gradient-based method will probably work to your advantage, assuming that the function and its gradient are well-behaved (lack singularities) in the domain of interest.
If you don't have analytical gradients, then you're almost always better off using an approach like downhill simplex that only evaluates the function (not its gradients). Numerical gradients are expensive.
Also note that all of these approaches will converge to local minima, so they're fairly sensitive to the point at which you initially start the optimizer. Global optimization is a totally different beast.
As a final thought, almost all of the code you can find for minimization will be reasonably efficient. The real cost of minimization is in the cost function. You should spend time profiling and optimizing your cost function, and select an algorithm that will minimize the number of times you need to call it (methods like downhill simplex, conjugate gradient, and BFGS all shine on different kinds of problems).
In terms of actual code, you can find a lot of nice routines at NETLIB, in addition to the other libraries that have been mentioned. Most of the routines are in FORTRAN 77, but not all; to convert them to C, f2c is quite useful.

One of the best respected libraries for this kind of optimization work is the NAG libraries. These are used all over the world in universities and industry. They're available for C / FORTRAN. They're very non-free, and contain a lot more than just minimisation functions - A lot of general numerical mathematics is covered.
Anyway I suspect this library is overkill for what you need. But here are the parts pertaining to minimisation: Local Minimisation and Global Minimization.

Try CPLEX which is available for free for students.

Related

About optimized math functions, ranges and intervals

I'm trying to wrap my head around how people that code math functions for games and rendering engines can use an optimized math function in an efficient way; let me explain that further.
There is an high need for fast trigonometric functions in those fields, at times you can optimize a sin, a cos or other functions by rewriting them in a different form that is valid only for a given interval, often times this means that your approximation of f(x) is just for the first quadrant, meaning 0 <= x <= pi/2 .
Now the input for your f(x) is still about all 4 quadrants, but the real formula only covers 1/4 of that interval, the straightforward solution is to detect the quadrant by analyzing the input and see in which range it belongs to, then you adjust the result of the formula accordingly if the input comes from a quadrant that is not the first quadrant .
This is good in theory but this also presents a couple of really bad problems, especially considering the fact that you are doing all this to steal a couple of cycles from your CPU ( you also get a consistent implementation, that is not platform dependent like an hardcoded fsin in Intel x86 asm that only works on x86 and has a certain error range, all of this may differ on other platforms with other asm instructions ), so you should keep things working at a concurrent and high performance level .
The reason I can't wrap my head around the "switch case" with quadrants solution is:
it just prevents possible optimizations, namely memoization, considering that you usually want to put that switch-case inside the same functions that actually computes the f(x), probably the situation can be improved by implementing the formula for f(x) outside said function, but this is will lead to a doubling in the number of functions to maintain for any given math library
increase probability of more branching with a concurrent execution
generally speaking doesn't lead to better, clean, dry code, and conditional statements are often times a potential source of bugs, I don't really like switch-cases and similar things .
Assuming that I can implement my cross-platform f(x) in C or C++, how the programmers in this field usually address the problem of translating and mapping the inputs, the quadrants to the result via the actual implementation ?
Note: In the below answer I am speaking very generally about code.
Assuming that I can implement my cross-platform f(x) in C or C++, how the programmers in this field usually address the problem of translating and mapping the inputs, the quadrants to the result via the actual implementation ?
The general answer to this is: In the most obvious and simplest way possible that achieves your purpose.
I'm not entirely sure I follow most of your arguments/questions but I have a feeling you are looking for problems where really none exist. Do you truly have the need to re-implement the trigonometric functions? Don't fall into the trap of NIH (Not Invented Here).
the straightforward solution is to detect the quadrant
Yes! I love straightforward code. Code that is perfectly obvious at a glance what it does. Now, sometimes, just sometimes, you have to do some crazy things to get it to do what you want: for performance, or avoiding bugs out of your control. But the first version should be most obvious and simple code that solves your problem. From there you do testing, profiling, and benchmarking and if (only if) you find performance or other issues, then you go into the crazy stuff.
This is good in theory but this also presents a couple of really bad problems,
I would say that this is good in theory and in practice for most cases and I definitely don't see any "bad" problems. Minor issues in specific corner cases or design requirements at most.
A few things on a few of your specific comments:
approximation of f(x) is just for the first quadrant: Yes, and there are multiple reasons for this. One simply is that most trigonometric functions have identities so you can easily use these to reduce range of input parameters. This is important as many numerical techniques only work over a specific range of inputs, or are more accurate/performant for small inputs. Next, for very large inputs you'll have to trim the range anyways for most numerical techniques to work or at least work in a decent amount of time and have sufficient accuracy. For example, look at the Taylor expansion for cos() and see how long it takes to converge sufficiently for large vs small inputs.
it just prevents possible optimizations: Chances are your c++ compiler these days is way better at optimizations than you are. Sometimes it isn't but the general procedure is to let the compiler do its optimization and only do manual optimizations where you have measured and proven that you need it. Theses days it is very non-intuitive to tell what code is faster by just looking at it (you can read all the questions on SO about performance issues and how crazy some of the root causes are).
namely memoization: I've never seen memoization in place for a double function. Just think how many doubles are there between 0 and 1. Now in reduced accuracy situations you can take advantage of it but this is easily implemented as a custom function tailored for that exact situation. Thinking about it, I'm not exactly sure how to implement memoization for a double function that actually means anything and doesn't loose accuracy or performance in the process.
increase probability of more branching with a concurrent execution: I'm not sure I'd implement trigonometric functions in a concurrent manner but I suppose its entirely possible to get some performance benefits. But again, the compiler is generally better at optimizations than you so let it do its jobs and then benchmark/profile to see if you really need to do better.
doesn't lead to better, clean, dry code: I'm not sure what exactly you mean here, or what "dry code" is for that matter. Yes, sometimes you can get into trouble by too many or too complex if/switch blocks but I can't see a simple check for 4 quadrants apply here...it's a pretty basic and simple case.
So for any platform I get the same y for the same values of x: My guess is that getting "exact" values for all 53 bits of double across multiple platforms and systems is not going to be possible. What is the result if you only have 52 bits correct? This would be a great area to do some tests in and see what you get.
I've used trigonometric functions in C for over 20 years and 99% of the time I just use whatever built-in function is supplied. In the rare case I need more performance (or accuracy) as proven by testing or benchmarking, only then do I actually roll my own custom implementation for that specific case. I don't rewrite the entire gamut of <math.h> functions in the hope that one day I might need them.
I would suggest try coding a few of these functions in as many ways as you can find and do some accuracy and benchmark tests. This will give you some practical knowledge and give you some hard data on whether you actually need to reimplement these functions or not. At the very least this should give you some practical experience with implementing these types of functions and chances are answer a lot of your questions in the process.

Fast gradient-descent implementation in a C++ library? [duplicate]

I'm looking to run a gradient descent optimization to minimize the cost of an instantiation of variables. My program is very computationally expensive, so I'm looking for a popular library with a fast implementation of GD. What is the recommended library/reference?
GSL is a great (and free) library that already implements common functions of mathematical and scientific interest.
You can peruse through the entire reference manual online. Poking around, this starts to look interesting, but I think we'd need to know more about the problem.
It sounds like you're fairly new to minimization methods. Whenever I need to learn a new set of numeric methods, I usually look in Numerical Recipes. It's a book that provides a nice overview of the most common methods in the field, their tradeoffs, and (importantly) where to look in the literature for more information. It's usually not where I stop, but it's often a helpful starting point.
For example, if your function is costly, then your goal is to minimization the number of evaluations to need to converge. If you have analytical expressions for the gradient, then a gradient-based method will probably work to your advantage, assuming that the function and its gradient are well-behaved (lack singularities) in the domain of interest.
If you don't have analytical gradients, then you're almost always better off using an approach like downhill simplex that only evaluates the function (not its gradients). Numerical gradients are expensive.
Also note that all of these approaches will converge to local minima, so they're fairly sensitive to the point at which you initially start the optimizer. Global optimization is a totally different beast.
As a final thought, almost all of the code you can find for minimization will be reasonably efficient. The real cost of minimization is in the cost function. You should spend time profiling and optimizing your cost function, and select an algorithm that will minimize the number of times you need to call it (methods like downhill simplex, conjugate gradient, and BFGS all shine on different kinds of problems).
In terms of actual code, you can find a lot of nice routines at NETLIB, in addition to the other libraries that have been mentioned. Most of the routines are in FORTRAN 77, but not all; to convert them to C, f2c is quite useful.
One of the best respected libraries for this kind of optimization work is the NAG libraries. These are used all over the world in universities and industry. They're available for C / FORTRAN. They're very non-free, and contain a lot more than just minimisation functions - A lot of general numerical mathematics is covered.
Anyway I suspect this library is overkill for what you need. But here are the parts pertaining to minimisation: Local Minimisation and Global Minimization.
Try CPLEX which is available for free for students.

Why don't games use expression templates for math?

I can imagine expression templates doing awful things to compile times for things as pervasive as vectors/matrices/quaternions etc, but if it is such a great speed boost why don't games use it? It's quite obvious that SIMD instructions can exploit data level parallelism to great effect. Expression templates and lazy evaluation together seem to make sense, at least when it comes to eliminating temporaries.
So while libraries like Eigen advertise such features, I don't see this done commonly in middleware (e.g. Havok) or games where things are extremely speed critical. Can anyone shed some light on this? Does it have to do with non-determinism or branch prediction?
I can think of a lot of reasons:
it hurts compile-times. Longer compile-times means that testing any change you made to the code takes longer. It hurts productivity.
it's complex. Most likely, many developers on the team are not familiar with expression templates, and will have a hard time reading and debugging them.
Games often have to work on multiple platforms, with various compilers which may have a wide range of shortcomings, which might for example make advanced template trickery problematic.
It's generally not necessary. You can write efficient code without expression templates. It just gets more verbose, and you have to do more hand-holding for the compiler.
Game developers are extremely skeptical of anything that wasn't already used in games 10 years ago. It's not long ago that several major developers stuck to C: not because C++ wasn't good enough, but because it was "new". Game developers are conservative as hell.
And of course, the obvious question: where would they use expression templates? Is there enough complex math to really make it worthwhile? Games tend to rely on a fairly small number of linear algebra operations, which will typically be heavily hand-tuned in any case.
I want to add one more reason not stated in the above answers. Apologies if it is and I missed it.
Adding templates to math based classes, such as a vec3 class, can change the meaning of operators and lead to functions that are invalid for some template types.
Take for instance,
vec3<int> myVec( 3, 5, 4 );
myVec.Normalize();
What would normalize mean to an integer vector? All of the sudden when we add templates to math constructs, we invalidate many existing functions, such as the example described above.
Also, another thing worth mentioning is that many math constructs are optimized with certain types because optimization is so important in games. GPU's are floating point calculating machines. Doubles take up double the space of floats and are quite a bit slower to compute with, even though it may seem like an obvious use case to a new game developer.
I hope this example makes sense. Templates are a great tool but math constructs in games are just not the right place to use them.
Typically the parts of a game that are both performance sensitive and math heavy and still tend to run on the CPU rather than the GPU are applying the same basic operations to large numbers of elements. Some examples are animation blending, physics calculations, visibility tests, etc.
The best approach to optimizing these sorts of problems on current console hardware is generally to try and batch as much work together as possible and to aim for maximum data locality to avoid expensive cache misses. The actual math can then be optimized using SIMD intrinsics and will typically be carefully hand optimized. The kind of optimizations that expression templates give you can be performed relatively easily during that hand optimization phase but there are various other important optimizations that are also likely to be performed that expression templates won't give you. Often this critical code will have sections with custom optimizations for each target platform and won't be very portable.
I think the reason that expression templates aren't widely used is that they add software complexity (for all the reasons described by jalf) to non performance critical code that doesn't really warrant it while not covering all the optimizations that are necessary for the really performance critical code that shows up at the top of profiles.

What are the most widely used C++ vector/matrix math/linear algebra libraries, and their cost and benefit tradeoffs? [closed]

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It seems that many projects slowly come upon a need to do matrix math, and fall into the trap of first building some vector classes and slowly adding in functionality until they get caught building a half-assed custom linear algebra library, and depending on it.
I'd like to avoid that while not building in a dependence on some tangentially related library (e.g. OpenCV, OpenSceneGraph).
What are the commonly used matrix math/linear algebra libraries out there, and why would decide to use one over another? Are there any that would be advised against using for some reason? I am specifically using this in a geometric/time context*(2,3,4 Dim)* but may be using higher dimensional data in the future.
I'm looking for differences with respect to any of: API, speed, memory use, breadth/completeness, narrowness/specificness, extensibility, and/or maturity/stability.
Update
I ended up using Eigen3 which I am extremely happy with.
There are quite a few projects that have settled on the Generic Graphics Toolkit for this. The GMTL in there is nice - it's quite small, very functional, and been used widely enough to be very reliable. OpenSG, VRJuggler, and other projects have all switched to using this instead of their own hand-rolled vertor/matrix math.
I've found it quite nice - it does everything via templates, so it's very flexible, and very fast.
Edit:
After the comments discussion, and edits, I thought I'd throw out some more information about the benefits and downsides to specific implementations, and why you might choose one over the other, given your situation.
GMTL -
Benefits: Simple API, specifically designed for graphics engines. Includes many primitive types geared towards rendering (such as planes, AABB, quatenrions with multiple interpolation, etc) that aren't in any other packages. Very low memory overhead, quite fast, easy to use.
Downsides: API is very focused specifically on rendering and graphics. Doesn't include general purpose (NxM) matrices, matrix decomposition and solving, etc, since these are outside the realm of traditional graphics/geometry applications.
Eigen -
Benefits: Clean API, fairly easy to use. Includes a Geometry module with quaternions and geometric transforms. Low memory overhead. Full, highly performant solving of large NxN matrices and other general purpose mathematical routines.
Downsides: May be a bit larger scope than you are wanting (?). Fewer geometric/rendering specific routines when compared to GMTL (ie: Euler angle definitions, etc).
IMSL -
Benefits: Very complete numeric library. Very, very fast (supposedly the fastest solver). By far the largest, most complete mathematical API. Commercially supported, mature, and stable.
Downsides: Cost - not inexpensive. Very few geometric/rendering specific methods, so you'll need to roll your own on top of their linear algebra classes.
NT2 -
Benefits: Provides syntax that is more familiar if you're used to MATLAB. Provides full decomposition and solving for large matrices, etc.
Downsides: Mathematical, not rendering focused. Probably not as performant as Eigen.
LAPACK -
Benefits: Very stable, proven algorithms. Been around for a long time. Complete matrix solving, etc. Many options for obscure mathematics.
Downsides: Not as highly performant in some cases. Ported from Fortran, with odd API for usage.
Personally, for me, it comes down to a single question - how are you planning to use this. If you're focus is just on rendering and graphics, I like Generic Graphics Toolkit, since it performs well, and supports many useful rendering operations out of the box without having to implement your own. If you need general purpose matrix solving (ie: SVD or LU decomposition of large matrices), I'd go with Eigen, since it handles that, provides some geometric operations, and is very performant with large matrix solutions. You may need to write more of your own graphics/geometric operations (on top of their matrices/vectors), but that's not horrible.
So I'm a pretty critical person, and figure if I'm going to invest in a library, I'd better know what I'm getting myself into. I figure it's better to go heavy on the criticism and light on the flattery when scrutinizing; what's wrong with it has many more implications for the future than what's right. So I'm going to go overboard here a little bit to provide the kind of answer that would have helped me and I hope will help others who may journey down this path. Keep in mind that this is based on what little reviewing/testing I've done with these libs. Oh and I stole some of the positive description from Reed.
I'll mention up top that I went with GMTL despite it's idiosyncrasies because the Eigen2 unsafeness was too big of a downside. But I've recently learned that the next release of Eigen2 will contain defines that will shut off the alignment code, and make it safe. So I may switch over.
Update: I've switched to Eigen3. Despite it's idiosyncrasies, its scope and elegance are too hard to ignore, and the optimizations which make it unsafe can be turned off with a define.
Eigen2/Eigen3
Benefits: LGPL MPL2, Clean, well designed API, fairly easy to use. Seems to be well maintained with a vibrant community. Low memory overhead. High performance. Made for general linear algebra, but good geometric functionality available as well. All header lib, no linking required.
Idiocyncracies/downsides: (Some/all of these can be avoided by some defines that are available in the current development branch Eigen3)
Unsafe performance optimizations result in needing careful following of rules. Failure to follow rules causes crashes.
you simply cannot safely pass-by-value
use of Eigen types as members requires special allocator customization (or you crash)
use with stl container types and possibly other templates required
special allocation customization (or you will crash)
certain compilers need special care to prevent crashes on function calls (GCC windows)
GMTL
Benefits: LGPL, Fairly Simple API, specifically designed for graphics engines.
Includes many primitive types geared towards rendering (such as
planes, AABB, quatenrions with multiple interpolation, etc) that
aren't in any other packages. Very low memory overhead, quite fast,
easy to use. All header based, no linking necessary.
Idiocyncracies/downsides:
API is quirky
what might be myVec.x() in another lib is only available via myVec[0] (Readability problem)
an array or stl::vector of points may cause you to do something like pointsList[0][0] to access the x component of the first point
in a naive attempt at optimization, removed cross(vec,vec) and
replaced with makeCross(vec,vec,vec) when compiler eliminates
unnecessary temps anyway
normal math operations don't return normal types unless you shut
off some optimization features e.g.: vec1 - vec2 does not return a
normal vector so length( vecA - vecB ) fails even though vecC = vecA -
vecB works. You must wrap like: length( Vec( vecA - vecB ) )
operations on vectors are provided by external functions rather than
members. This may require you to use the scope resolution everywhere
since common symbol names may collide
you have to do
length( makeCross( vecA, vecB ) )
or
gmtl::length( gmtl::makeCross( vecA, vecB ) )
where otherwise you might try
vecA.cross( vecB ).length()
not well maintained
still claimed as "beta"
documentation missing basic info like which headers are needed to
use normal functionalty
Vec.h does not contain operations for Vectors, VecOps.h contains
some, others are in Generate.h for example. cross(vec&,vec&,vec&) in
VecOps.h, [make]cross(vec&,vec&) in Generate.h
immature/unstable API; still changing.
For example "cross" has moved from "VecOps.h" to "Generate.h", and
then the name was changed to "makeCross". Documentation examples fail
because still refer to old versions of functions that no-longer exist.
NT2
Can't tell because they seem to be more interested in the fractal image header of their web page than the content. Looks more like an academic project than a serious software project.
Latest release over 2 years ago.
Apparently no documentation in English though supposedly there is something in French somewhere.
Cant find a trace of a community around the project.
LAPACK & BLAS
Benefits: Old and mature.
Downsides:
old as dinosaurs with really crappy APIs
For what it's worth, I've tried both Eigen and Armadillo. Below is a brief evaluation.
Eigen
Advantages:
1. Completely self-contained -- no dependence on external BLAS or LAPACK.
2. Documentation decent.
3. Purportedly fast, although I haven't put it to the test.
Disadvantage:
The QR algorithm returns just a single matrix, with the R matrix embedded in the upper triangle. No idea where the rest of the matrix comes from, and no Q matrix can be accessed.
Armadillo
Advantages:
1. Wide range of decompositions and other functions (including QR).
2. Reasonably fast (uses expression templates), but again, I haven't really pushed it to high dimensions.
Disadvantages:
1. Depends on external BLAS and/or LAPACK for matrix decompositions.
2. Documentation is lacking IMHO (including the specifics wrt LAPACK, other than changing a #define statement).
Would be nice if an open source library were available that is self-contained and straightforward to use. I have run into this same issue for 10 years, and it gets frustrating. At one point, I used GSL for C and wrote C++ wrappers around it, but with modern C++ -- especially using the advantages of expression templates -- we shouldn't have to mess with C in the 21st century. Just my tuppencehapenny.
If you are looking for high performance matrix/linear algebra/optimization on Intel processors, I'd look at Intel's MKL library.
MKL is carefully optimized for fast run-time performance - much of it based on the very mature BLAS/LAPACK fortran standards. And its performance scales with the number of cores available. Hands-free scalability with available cores is the future of computing and I wouldn't use any math library for a new project doesn't support multi-core processors.
Very briefly, it includes:
Basic vector-vector, vector-matrix,
and matrix-matrix operations
Matrix factorization (LU decomp, hermitian,sparse)
Least squares fitting and eigenvalue problems
Sparse linear system solvers
Non-linear least squares solver (trust regions)
Plus signal processing routines such as FFT and convolution
Very fast random number generators (mersenne twist)
Much more.... see: link text
A downside is that the MKL API can be quite complex depending on the routines that you need. You could also take a look at their IPP (Integrated Performance Primitives) library which is geared toward high performance image processing operations, but is nevertheless quite broad.
Paul
CenterSpace Software ,.NET Math libraries, centerspace.net
What about GLM?
It's based on the OpenGL Shading Language (GLSL) specification and released under the MIT license.
Clearly aimed at graphics programmers
I've heard good things about Eigen and NT2, but haven't personally used either. There's also Boost.UBLAS, which I believe is getting a bit long in the tooth. The developers of NT2 are building the next version with the intention of getting it into Boost, so that might count for somthing.
My lin. alg. needs don't exteed beyond the 4x4 matrix case, so I can't comment on advanced functionality; I'm just pointing out some options.
I'm new to this topic, so I can't say a whole lot, but BLAS is pretty much the standard in scientific computing. BLAS is actually an API standard, which has many implementations. I'm honestly not sure which implementations are most popular or why.
If you want to also be able to do common linear algebra operations (solving systems, least squares regression, decomposition, etc.) look into LAPACK.
I'll add vote for Eigen: I ported a lot of code (3D geometry, linear algebra and differential equations) from different libraries to this one - improving both performance and code readability in almost all cases.
One advantage that wasn't mentioned: it's very easy to use SSE with Eigen, which significantly improves performance of 2D-3D operations (where everything can be padded to 128 bits).
Okay, I think I know what you're looking for. It appears that GGT is a pretty good solution, as Reed Copsey suggested.
Personally, we rolled our own little library, because we deal with rational points a lot - lots of rational NURBS and Beziers.
It turns out that most 3D graphics libraries do computations with projective points that have no basis in projective math, because that's what gets you the answer you want. We ended up using Grassmann points, which have a solid theoretical underpinning and decreased the number of point types. Grassmann points are basically the same computations people are using now, with the benefit of a robust theory. Most importantly, it makes things clearer in our minds, so we have fewer bugs. Ron Goldman wrote a paper on Grassmann points in computer graphics called "On the Algebraic and Geometric Foundations of Computer Graphics".
Not directly related to your question, but an interesting read.
FLENS
http://flens.sf.net
It also implements a lot of LAPACK functions.
I found this library quite simple and functional (http://kirillsprograms.com/top_Vectors.php). These are bare bone vectors implemented via C++ templates. No fancy stuff - just what you need to do with vectors (add, subtract multiply, dot, etc).

Open source C++ library for vector mathematics

I would need some basic vector mathematics constructs in an application. Dot product, cross product. Finding the intersection of lines, that kind of stuff.
I can do this by myself (in fact, have already) but isn't there a "standard" to use so bugs and possible optimizations would not be on me?
Boost does not have it. Their mathematics part is about statistical functions, as far as I was able to see.
Addendum:
Boost 1.37 indeed seems to have this. They also gracefully introduce a number of other solutions at the field, and why they still went and did their own. I like that.
Re-check that ol'good friend of C++ programmers called Boost. It has a linear algebra package that may well suits your needs.
I've not tested it, but the C++ eigen library is becoming increasingly more popular these days. According to them, they are on par with the fastest libraries around there and their API looks quite neat to me.
Armadillo
Armadillo employs a delayed evaluation
approach to combine several operations
into one and reduce (or eliminate) the
need for temporaries. Where
applicable, the order of operations is
optimised. Delayed evaluation and
optimisation are achieved through
recursive templates and template
meta-programming.
While chained operations such as
addition, subtraction and
multiplication (matrix and
element-wise) are the primary targets
for speed-up opportunities, other
operations, such as manipulation of
submatrices, can also be optimised.
Care was taken to maintain efficiency
for both "small" and "big" matrices.
I would stay away from using NRC code for anything other than learning the concepts.
I think what you are looking for is Blitz++
Check www.netlib.org, which is maintained by Oak Ridge National Lab and the University of Tennessee. You can search for numerical packages there. There's also Numerical Recipes in C++, which has code that goes with it, but the C++ version of the book is somewhat expensive and I've heard the code described as "terrible." The C and FORTRAN versions are free, and the associated code is quite good.
There is a nice Vector library for 3d graphics in the prophecy SDK:
Check out http://www.twilight3d.com/downloads.html
For linear algebra: try JAMA/TNT . That would cover dot products. (+matrix factoring and other stuff) As far as vector cross products (really valid only for 3D, otherwise I think you get into tensors), I'm not sure.
For an extremely lightweight (single .h file) library, check out CImg. It's geared towards image processing, but has no problem handling vectors.