An architecture and implementation of a high performance Gaussian random number generator (GRNG) is described. The GRNG uses the Ziggurat algorithm which divides the area under the probability density function into three regions (rectangular, wedge and tail). The rejection method is then used and this amounts to determining whether a random point falls into one of the three regions. The vast majority of points lie in the rectangular region and are accepted to directly produce a random variate. For the non-rectangular