+numbers inside a GPU when a scientific application runs in a GPU. That is why we
+also provide an efficient PRNG for GPU respecting based on IC. Such devices
+allows us to generated almost 20 billions of random numbers per second.
+
+In order to establish that our PRNGs are chaotic according to the Devaney's
+formulation, we extend what we have proposed in~\cite{guyeux10}. Moreover, we define a new distance to measure the disorder in the chaos and we prove some interesting properties with this distance.
+
+The rest of this paper is organised as follows. In Section~\ref{section:related
+ works} we review some GPU implementions of PRNG. Section~\ref{section:BASIC RECALLS} gives some basic recalls on Devanay's formation of chaos and
+chaotic iterations. In Section~\ref{sec:pseudo-random} the proof of chaos of our
+PRNGs is studied. Section~\ref{sec:efficient prng} presents an efficient
+implementation of our chaotic PRNG on a CPU. Section~\ref{sec:efficient prng
+ gpu} describes the GPU implementation of our chaotic PRNG. In
+Section~\ref{sec:experiments} some experimentations are presented.
+Section~\ref{sec:de la relativité du désordre} describes the relativity of
+disorder. In Section~\ref{sec: chaos order topology} the proof that chaotic
+iterations can be described by iterations on a real interval is established. Finally, we give a conclusion and some perspectives.
+
+
+
+
+\section{Related works on GPU based PRNGs}
+\label{section:related works}
+In the litterature many authors have work on defining GPU based PRNGs. We do not
+want to be exhaustive and we just give the most significant works from our point
+of view. When authors mention the number of random numbers generated per second
+we mention it. We consider that a million numbers per second corresponds to
+1MSample/s and than a billion numbers per second corresponds to 1GSample/s.
+
+In \cite{Pang:2008:cec}, the authors define a PRNG based on cellular automata
+which does not require high precision integer arithmetics nor bitwise
+operations. There is no mention of statistical tests nor proof that this PRNG is
+chaotic. Concerning the speed of generation, they can generate about
+3.2MSample/s on a GeForce 7800 GTX GPU (which is quite old now).
+
+In \cite{ZRKB10}, the authors propose different versions of efficient GPU PRNGs
+based on Lagged Fibonacci, Hybrid Taus or Hybrid Taus. They have used these
+PRNGs for Langevin simulations of biomolecules fully implemented on
+GPU. Performance of the GPU versions are far better than those obtained with a
+CPU and these PRNGs succeed to pass the {\it BigCrush} test of TestU01. There is
+no mention that their PRNGs have chaos mathematical properties.
+
+
+Authors of~\cite{conf/fpga/ThomasHL09} have studied the implementation of some
+PRNGs on diferrent computing architectures: CPU, field-programmable gate array
+(FPGA), GPU and massively parallel processor. This study is interesting because
+it shows the performance of the same PRNGs on different architeture. For
+example, the FPGA is globally the fastest architecture and it is also the
+efficient one because it provides the fastest number of generated random numbers
+per joule. Concerning the GPU, authors can generate betweend 11 and 16GSample/s
+with a GTX 280 GPU. The drawback of this work is that those PRNGs only succeed
+the {\it Crush} test which is easier than the {\it Big Crush} test.
+\newline
+\newline
+To the best of our knowledge no GPU implementation have been proven to have chaotic properties.