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Ratneshwar Urman Hemantkumar, Bariya Rajendrasinh N., Prof. Vishal Mishra /
International Journal of Engineering Research and Applications (IJERA) ISSN: 2248-9622
www.ijera.com Vol. 3, Issue 3, May-Jun 2013, pp.436-438
436 | P a g e
Implementation and Performance Comparison of Shift-add and
Radix-4 Booth Multiplication for Single Precision Floating Point
on Xilinx Using VHDL
Ratneshwar Urman Hemantkumar1
, Bariya Rajendrasinh N.2
, Prof. Vishal
Mishra3
1,2,3
Department of Electronics and Communication, Marwadi Education Foundation‟s Group of Institutions,
Rajkot, Gujarat, India.
ABSTRACT
This paper presents implementation and
comparison of two multiplication methods which
are currently being used. The multiplication is
carried out between single precision floating
point numbers. There is significant reduction in
number of intermediate computation using
Radix-4 Booth multiplication algorithm.
Comparison of both the methods is done on basis
of number of registers and LUTs used for
designing. The proposed design is implemented
using VHDL on Xilinx ISE.
Keywords - component: Floating-Point, Single
Precision, Shift-add, Radix-4, Multiplication.
I. INTRODUCTION
Real numbers are represented by different
ways on computers. But IEEE Floating-point
representation is so far most used representation.
Single precision floating point numbers are vastly
used in computers, it is known as float in C, C++,
C#, Java and single in MATLAB. Floating point
representation has several advantages over fixed
point representation. Fixed point representation
places a radix point anywhere in the middle of
digits, which has no fixed position, which makes it
more complex while designing arithmetic
operations, whereas floating point representation
doesn‟t have this irregularity. Floating point
numbers supports wide range of values.
With recent advancements in graphic
processors, robotic applications, audio signal
processing and data processing multiplication is a
very important component of computation. Robotic
applications, where complex mathematical
algorithms are required to be calculated such as
inverse kinematics, interpolation, velocity
computations, which are accomplished by repetitive
use of multiplication and addition operations. The
number of logic blocks required to design such
system determines the cost of the system.
This paper concentrates on two multiplication
methods used for binary number: Shift and add
method and Radix-4 booth multiplication method.
These methods are implemented on single precision
floating point numbers. Comparison of the two
methods is done on the basis of logic elements used
to design the algorithm using VHDL.
II. SINGLE PRECISION FLOATING
POINT
The single precision floating point representation
is defined by IEEE 754. Single precision floating
point numbers are represented by 32 bits per
number. 32 bits are divided into three bit fields: sign
bit (1-bit), biased exponent (8-bits) and mantissa
(23-bits).
Fig. 1: Single precision representation
„1‟ for sign bit signifies negative sign and
„0‟ signifies positive number. 23 fraction bits and
one additional bit, left of the radix point in
normalized floating point number, add additional
one bit precision to the number making the number
of 24 bits precision. Range of the biased exponent is
0 to 255 because of 8 bit width, but 0 and 255 are
reserved for special cases so range used for
normalized floating point numbers is 1 to 254. „127‟
is added to exponent of normalized floating point
number for biased exponent field (B.E.) to
accommodate negative values of the exponent.
B.E. = Exponent+127 (1)
So range of exponent of normalized
floating point number will be -126 to 127, which
will be represented as 1 to 254 in B.E. field. At last
23 fraction bits, combination of these three fields
will be used to represent the numbers in the range
from ±1.17549…× 10-38
to ±3.40282…× 1038
. The
wide range of real numbers can be represented with
single precision.
The actual value of the double precision floating
point number is the following:
1 + bitk × 2−k𝑛−1
𝑘=1
× 2e
(2)
Where bitk is the normalized significand‟s k-th bit
from the left and „e‟ is exponent.
Ratneshwar Urman Hemantkumar, Bariya Rajendrasinh N., Prof. Vishal Mishra /
International Journal of Engineering Research and Applications (IJERA) ISSN: 2248-9622
www.ijera.com Vol. 3, Issue 3, May-Jun 2013, pp.436-438
437 | P a g e
Special cases:
Zero is represented as B.E.=0 and F=0, +0 and -0
both are possible as per sign bit.
Infinity is represented as B.E.=255 and F=0, +∞ and
-∞ both are possible as per sign bit.
NaN(not a number) is represented as B.E.=255 and
F≠0.
III. SHIFT AND ADD MULTIPLICATION
Shift-and-add multiplier is the basic binary
multiplier and is used commonly in all applications.
Shift-add-multiplication is the simplest way to
perform multiplication. It is derived for binary n-bits
x n-bits integer which can also be used for single
precision floating point number with some minor
changes. Number of intermediate additions
operation for shift-and-add multiplication method is
equal to number „1‟s in the multiplier number.
Below are the steps for shift-and-add multiplication:
Step 1: Divide the multiplicand and multiplier in
three fields and extract each field; those are
sign, biased exponent and fraction.
Step 2: Sign of resultant multiplication will be
XOR of the sign bits of the multiplier and
the multiplicand.
Step 3: Biased exponent of the resultant will be
addition of the biased exponents of the
multiplier and the multiplicand and
subtracting the bias (i.e. 127 for single
precision).
Step 4: Starting from the LSB of the multiplier,
add the multiplicand if there is „1‟ at the
LSB of the multiplier, then shift multiplier
1 place to the right.
Step 5: Repeat step 4, until all the fraction bits
from multiplier are considered shifting
multiplicand to the right per every bit of
multiplier, including the leading „1‟ of the
normalized floating point number.
Step 6: Normalize the final number if necessary,
shifting it right and incrementing the biased
exponent.
Step 7: Round the fraction to the appropriate
number of bits, and renormalize if rounding
generates a carry.
If there are special cases, which means either of the
numbers is ±0, ±∞ or NaN, than above algorithm is
not applied, and following operations are performed:
Any_number × ±0 = ±0
±∞ × ±0 = ±0
NaN × ±0 = ±0
Any_number × ±∞ = ±∞
Any_number × NaN = NaN
There will be maximum of 24 addition operation per
each multiplication. Most digital signal processing
such as filtering, convolution, and various
transforms uses multiplication. In addition robotic
applications where mathematical equations are to be
designed, multiplication is used more than once. So
considering current scenario where multiplication is
vastly used, logic elements required to design the
multiplication should be as minimum as possible. So
for the purpose of logic elements reduction, an
algorithm where intermediate computations are less
should be used. Such an algorithm is Radix-4 booth
multiplication algorithm, which significantly
reduces intermediate computations.
IV.RADIX-4 BOOTH MULTIPLICATION
One of the solutions of reducing number of
logic elements used for designing is reduction of
intermediate calculation stages. Unlike shift-and-add
multiplication method, radix-4 booth multiplication
algorithm considers three bits of the multiplier at a
time, hence reducing number addition stages
required. It is a technique that allows for faster and
smaller multiplication circuit by recoding the
multiplier and multiplicand, which is to be
multiplied. Radix-4 booth multiplication reduces the
number of addition stages by half. Unlike shift-and-
add multiplication, considering three bits of
multiplier at a time and multiply multiplicand by 0,
±1 or ±2, according to the three bits under
consideration. Three bits of the multiplier are
considered such that each block overlaps the
previous by one bit. Grouping starts from least
significant bit and two bits from right and a „0‟ is
considered as the first group. For example, consider
1011010001, than grouping is performed as shown
below:
1 0 1 1 0 1 0 0 0 1 0
As we can see a „0‟ is added after LSB for
the grouping and every group overlap the previous
one by one bit. According to the groups starting
from LSB, recoding and then further procedure is
followed. Below is the recoding table:
TABLE 1: Radix-4 Booth Recoding [2]
Group Partial Product
000,111 0
001,010 1*Multiplicand
011 2*Multiplicand
100 -2*Multiplicand
101,110 -1*Multiplicand
Here it should be noted that multiplying
any number by two in binary is performed by
shifting the number one bit to the right and negative
numbers are represented by 2‟s complement.
Example of radix-4 multiplication is shown below:
Ratneshwar Urman Hemantkumar, Bariya Rajendrasinh N., Prof. Vishal Mishra /
International Journal of Engineering Research and Applications (IJERA) ISSN: 2248-9622
www.ijera.com Vol. 3, Issue 3, May-Jun 2013, pp.436-438
438 | P a g e
Multiplicand 0101000001
Multiplier × 0101101110
Recoding +1 +2 -1 +0 -2
111111110101111110
000000000000000000
111110101111110000
001010000010000000
010100000100000000
011100101011101110
So now by using Radix-4 booth
multiplication algorithm, steps for single precision
floating point multiplication is shown below:
Step 1: Divide the multiplicand and multiplier in
three fields and extract each field; those are
sign, biased exponent and fraction.
Step 2: Sign of resultant multiplication will be
XOR of the sign bits of the multiplier and
the multiplicand.
Step 3: Biased exponent of the resultant will be
addition of the biased exponents of the
multiplier and the multiplicand and
subtracting the bias (i.e. 127 for single
precision).
Step 4: Starting from the LSB of the multiplier,
make groups of three bits as discussed
earlier.
Step 5: Now according to the groups made by step
4, recode the multiplicand for first group.
Step 6: Then shift two bits to the left and recode
the multiplicand for the second group and
add it to the previous recoded number.
Step 7: Repeat step 6 for all the groups.
Step 8: Normalize the final number if necessary,
shifting it right and incrementing the biased
exponent.
Step 9: Round the fraction to the appropriate
number of bits, and renormalize if rounding
generates a carry.
If there are special cases, which means either of the
numbers is ±0, ±∞ or NaN, than above algorithm is
not applied, and following operations are performed:
Any_number × ±0 = ±0
±∞ × ±0 = ±0
NaN × ±0 = ±0
Any_number × ±∞ = ±∞
Any_number × NaN = NaN
There will be maximum of 12 addition
operations per each multiplication, which is half the
number than shift-and-add operation. It will reduce
the addition operations if there is a long sequence of
„1‟s in the multiplier fraction field. Reduction in
computation will result in reduction of number of
logic elements required. It will also reduce the
computation time, which is very important for real
time applications.
V. SIMULATION RESULTS &
PERFORMANCE ANALYSIS
Fig. 2: Simulation result of radix-4 booth single
precision floating point multiplication
Figure shows the simulation result of radix-
4 booth multiplication for single precision
multiplication. The inputs x (multiplicand) and y
(multiplier) are shown in hexadecimal and so is the
output mult. Here first input x is real number 1.71
and second input y is 17.32, which are represented
as single precision floating point numbers in
hexadecimal format. Output mult is 29.6172 in
single precision floating point number hexadecimal
format. Multiplication carried out by both the
methods shift-and-add and radix-4 booth
multiplication algorithm gives exact result but with
vast difference in the number logic elements used
while designing. Comparison of performance
analysis for both the methods is shown below:
TABLE 2: Performance Analysis
Shift-add Radix 4
Slice Registers 69 29
Slice LUTs 1898 1886
Occupied slices 502 484
VI. CONCLUSION
By looking at the performance analysis, it can be
concluded that radix-4 booth algorithm uses less
hardware than shift-and-add algorithm. There is
significant amount of reduction in logic elements
used in the radix-4 booth algorithm. Speed of the
radix-4 booth algorithm will be more than shift-and-
add algorithm because of the reduction in hardware.
REFERENCES
[1] IEEE Standard for Binary Floating-Point
Arithmetic, ANSI/IEEE Standard 754, 1985.
[2] K. Babulu,G.Parasuram “FPGA Realization
of Radix-4 Booth Multiplication Algorithm
for High Speed Arithmetic Logics”,
(IJCSIT) International Journal of Computer
Science and Information Technologies, Vol.
2 (5) , 2011, 2102-2107.
[3] S.Jagadeesh, S.Venkata Chary “Design of
Parallel Multiplier–Accumulator Based on
Radix-4 Modified Booth Algorithm with
SPST”, International Journal Of Engineering
Research And Applications (IJERA) ISSN:
2248-9622, Vol. 2, issue 5, September-
October 2012, pp.425-431.

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  • 1. Ratneshwar Urman Hemantkumar, Bariya Rajendrasinh N., Prof. Vishal Mishra / International Journal of Engineering Research and Applications (IJERA) ISSN: 2248-9622 www.ijera.com Vol. 3, Issue 3, May-Jun 2013, pp.436-438 436 | P a g e Implementation and Performance Comparison of Shift-add and Radix-4 Booth Multiplication for Single Precision Floating Point on Xilinx Using VHDL Ratneshwar Urman Hemantkumar1 , Bariya Rajendrasinh N.2 , Prof. Vishal Mishra3 1,2,3 Department of Electronics and Communication, Marwadi Education Foundation‟s Group of Institutions, Rajkot, Gujarat, India. ABSTRACT This paper presents implementation and comparison of two multiplication methods which are currently being used. The multiplication is carried out between single precision floating point numbers. There is significant reduction in number of intermediate computation using Radix-4 Booth multiplication algorithm. Comparison of both the methods is done on basis of number of registers and LUTs used for designing. The proposed design is implemented using VHDL on Xilinx ISE. Keywords - component: Floating-Point, Single Precision, Shift-add, Radix-4, Multiplication. I. INTRODUCTION Real numbers are represented by different ways on computers. But IEEE Floating-point representation is so far most used representation. Single precision floating point numbers are vastly used in computers, it is known as float in C, C++, C#, Java and single in MATLAB. Floating point representation has several advantages over fixed point representation. Fixed point representation places a radix point anywhere in the middle of digits, which has no fixed position, which makes it more complex while designing arithmetic operations, whereas floating point representation doesn‟t have this irregularity. Floating point numbers supports wide range of values. With recent advancements in graphic processors, robotic applications, audio signal processing and data processing multiplication is a very important component of computation. Robotic applications, where complex mathematical algorithms are required to be calculated such as inverse kinematics, interpolation, velocity computations, which are accomplished by repetitive use of multiplication and addition operations. The number of logic blocks required to design such system determines the cost of the system. This paper concentrates on two multiplication methods used for binary number: Shift and add method and Radix-4 booth multiplication method. These methods are implemented on single precision floating point numbers. Comparison of the two methods is done on the basis of logic elements used to design the algorithm using VHDL. II. SINGLE PRECISION FLOATING POINT The single precision floating point representation is defined by IEEE 754. Single precision floating point numbers are represented by 32 bits per number. 32 bits are divided into three bit fields: sign bit (1-bit), biased exponent (8-bits) and mantissa (23-bits). Fig. 1: Single precision representation „1‟ for sign bit signifies negative sign and „0‟ signifies positive number. 23 fraction bits and one additional bit, left of the radix point in normalized floating point number, add additional one bit precision to the number making the number of 24 bits precision. Range of the biased exponent is 0 to 255 because of 8 bit width, but 0 and 255 are reserved for special cases so range used for normalized floating point numbers is 1 to 254. „127‟ is added to exponent of normalized floating point number for biased exponent field (B.E.) to accommodate negative values of the exponent. B.E. = Exponent+127 (1) So range of exponent of normalized floating point number will be -126 to 127, which will be represented as 1 to 254 in B.E. field. At last 23 fraction bits, combination of these three fields will be used to represent the numbers in the range from ±1.17549…× 10-38 to ±3.40282…× 1038 . The wide range of real numbers can be represented with single precision. The actual value of the double precision floating point number is the following: 1 + bitk × 2−k𝑛−1 𝑘=1 × 2e (2) Where bitk is the normalized significand‟s k-th bit from the left and „e‟ is exponent.
  • 2. Ratneshwar Urman Hemantkumar, Bariya Rajendrasinh N., Prof. Vishal Mishra / International Journal of Engineering Research and Applications (IJERA) ISSN: 2248-9622 www.ijera.com Vol. 3, Issue 3, May-Jun 2013, pp.436-438 437 | P a g e Special cases: Zero is represented as B.E.=0 and F=0, +0 and -0 both are possible as per sign bit. Infinity is represented as B.E.=255 and F=0, +∞ and -∞ both are possible as per sign bit. NaN(not a number) is represented as B.E.=255 and F≠0. III. SHIFT AND ADD MULTIPLICATION Shift-and-add multiplier is the basic binary multiplier and is used commonly in all applications. Shift-add-multiplication is the simplest way to perform multiplication. It is derived for binary n-bits x n-bits integer which can also be used for single precision floating point number with some minor changes. Number of intermediate additions operation for shift-and-add multiplication method is equal to number „1‟s in the multiplier number. Below are the steps for shift-and-add multiplication: Step 1: Divide the multiplicand and multiplier in three fields and extract each field; those are sign, biased exponent and fraction. Step 2: Sign of resultant multiplication will be XOR of the sign bits of the multiplier and the multiplicand. Step 3: Biased exponent of the resultant will be addition of the biased exponents of the multiplier and the multiplicand and subtracting the bias (i.e. 127 for single precision). Step 4: Starting from the LSB of the multiplier, add the multiplicand if there is „1‟ at the LSB of the multiplier, then shift multiplier 1 place to the right. Step 5: Repeat step 4, until all the fraction bits from multiplier are considered shifting multiplicand to the right per every bit of multiplier, including the leading „1‟ of the normalized floating point number. Step 6: Normalize the final number if necessary, shifting it right and incrementing the biased exponent. Step 7: Round the fraction to the appropriate number of bits, and renormalize if rounding generates a carry. If there are special cases, which means either of the numbers is ±0, ±∞ or NaN, than above algorithm is not applied, and following operations are performed: Any_number × ±0 = ±0 ±∞ × ±0 = ±0 NaN × ±0 = ±0 Any_number × ±∞ = ±∞ Any_number × NaN = NaN There will be maximum of 24 addition operation per each multiplication. Most digital signal processing such as filtering, convolution, and various transforms uses multiplication. In addition robotic applications where mathematical equations are to be designed, multiplication is used more than once. So considering current scenario where multiplication is vastly used, logic elements required to design the multiplication should be as minimum as possible. So for the purpose of logic elements reduction, an algorithm where intermediate computations are less should be used. Such an algorithm is Radix-4 booth multiplication algorithm, which significantly reduces intermediate computations. IV.RADIX-4 BOOTH MULTIPLICATION One of the solutions of reducing number of logic elements used for designing is reduction of intermediate calculation stages. Unlike shift-and-add multiplication method, radix-4 booth multiplication algorithm considers three bits of the multiplier at a time, hence reducing number addition stages required. It is a technique that allows for faster and smaller multiplication circuit by recoding the multiplier and multiplicand, which is to be multiplied. Radix-4 booth multiplication reduces the number of addition stages by half. Unlike shift-and- add multiplication, considering three bits of multiplier at a time and multiply multiplicand by 0, ±1 or ±2, according to the three bits under consideration. Three bits of the multiplier are considered such that each block overlaps the previous by one bit. Grouping starts from least significant bit and two bits from right and a „0‟ is considered as the first group. For example, consider 1011010001, than grouping is performed as shown below: 1 0 1 1 0 1 0 0 0 1 0 As we can see a „0‟ is added after LSB for the grouping and every group overlap the previous one by one bit. According to the groups starting from LSB, recoding and then further procedure is followed. Below is the recoding table: TABLE 1: Radix-4 Booth Recoding [2] Group Partial Product 000,111 0 001,010 1*Multiplicand 011 2*Multiplicand 100 -2*Multiplicand 101,110 -1*Multiplicand Here it should be noted that multiplying any number by two in binary is performed by shifting the number one bit to the right and negative numbers are represented by 2‟s complement. Example of radix-4 multiplication is shown below:
  • 3. Ratneshwar Urman Hemantkumar, Bariya Rajendrasinh N., Prof. Vishal Mishra / International Journal of Engineering Research and Applications (IJERA) ISSN: 2248-9622 www.ijera.com Vol. 3, Issue 3, May-Jun 2013, pp.436-438 438 | P a g e Multiplicand 0101000001 Multiplier × 0101101110 Recoding +1 +2 -1 +0 -2 111111110101111110 000000000000000000 111110101111110000 001010000010000000 010100000100000000 011100101011101110 So now by using Radix-4 booth multiplication algorithm, steps for single precision floating point multiplication is shown below: Step 1: Divide the multiplicand and multiplier in three fields and extract each field; those are sign, biased exponent and fraction. Step 2: Sign of resultant multiplication will be XOR of the sign bits of the multiplier and the multiplicand. Step 3: Biased exponent of the resultant will be addition of the biased exponents of the multiplier and the multiplicand and subtracting the bias (i.e. 127 for single precision). Step 4: Starting from the LSB of the multiplier, make groups of three bits as discussed earlier. Step 5: Now according to the groups made by step 4, recode the multiplicand for first group. Step 6: Then shift two bits to the left and recode the multiplicand for the second group and add it to the previous recoded number. Step 7: Repeat step 6 for all the groups. Step 8: Normalize the final number if necessary, shifting it right and incrementing the biased exponent. Step 9: Round the fraction to the appropriate number of bits, and renormalize if rounding generates a carry. If there are special cases, which means either of the numbers is ±0, ±∞ or NaN, than above algorithm is not applied, and following operations are performed: Any_number × ±0 = ±0 ±∞ × ±0 = ±0 NaN × ±0 = ±0 Any_number × ±∞ = ±∞ Any_number × NaN = NaN There will be maximum of 12 addition operations per each multiplication, which is half the number than shift-and-add operation. It will reduce the addition operations if there is a long sequence of „1‟s in the multiplier fraction field. Reduction in computation will result in reduction of number of logic elements required. It will also reduce the computation time, which is very important for real time applications. V. SIMULATION RESULTS & PERFORMANCE ANALYSIS Fig. 2: Simulation result of radix-4 booth single precision floating point multiplication Figure shows the simulation result of radix- 4 booth multiplication for single precision multiplication. The inputs x (multiplicand) and y (multiplier) are shown in hexadecimal and so is the output mult. Here first input x is real number 1.71 and second input y is 17.32, which are represented as single precision floating point numbers in hexadecimal format. Output mult is 29.6172 in single precision floating point number hexadecimal format. Multiplication carried out by both the methods shift-and-add and radix-4 booth multiplication algorithm gives exact result but with vast difference in the number logic elements used while designing. Comparison of performance analysis for both the methods is shown below: TABLE 2: Performance Analysis Shift-add Radix 4 Slice Registers 69 29 Slice LUTs 1898 1886 Occupied slices 502 484 VI. CONCLUSION By looking at the performance analysis, it can be concluded that radix-4 booth algorithm uses less hardware than shift-and-add algorithm. There is significant amount of reduction in logic elements used in the radix-4 booth algorithm. Speed of the radix-4 booth algorithm will be more than shift-and- add algorithm because of the reduction in hardware. REFERENCES [1] IEEE Standard for Binary Floating-Point Arithmetic, ANSI/IEEE Standard 754, 1985. [2] K. Babulu,G.Parasuram “FPGA Realization of Radix-4 Booth Multiplication Algorithm for High Speed Arithmetic Logics”, (IJCSIT) International Journal of Computer Science and Information Technologies, Vol. 2 (5) , 2011, 2102-2107. [3] S.Jagadeesh, S.Venkata Chary “Design of Parallel Multiplier–Accumulator Based on Radix-4 Modified Booth Algorithm with SPST”, International Journal Of Engineering Research And Applications (IJERA) ISSN: 2248-9622, Vol. 2, issue 5, September- October 2012, pp.425-431.