Gpgpu programming for games and science
by
 
Eberly, David H., author.

Title
Gpgpu programming for games and science

Author
Eberly, David H., author.

ISBN
9780429168666

Edition
First edition.

Physical Description
1 online resource (469 pages) : 80 illustrations

Contents
chapter 1 Introduction -- chapter 2 CPU Computing -- chapter 3 SIMD Computing -- chapter 4 GPU Computing -- chapter 5 Practical Matters -- chapter 6 Linear and Ane Algebra -- chapter 7 Sample Applications.

Abstract
An In-Depth, Practical Guide to GPGPU Programming Using Direct3D 11. The book goes on to explore practical matters of programming a GPU, including code sharing among applications and performing basic tasks on the GPU. Focusing on mathematics, it next discusses vector and matrix algebra, rotations and quaternions, and coordinate systems. The final chapter gives several sample GPGPU applications on relatively advanced topics. Web ResourceAvailable on a supporting website, the author’s fully featured Geometric Tools Engine for computing and graphics saves you from having to write a large amount of infrastructure code necessary for even the simplest of applications involving shader programming. The engine provides robust and accurate source code with SIMD when appropriate and GPU versions of algorithms when possible.

Subject Term
Graphics processing units -- Programming.
 
COMPUTERS / Computer Graphics.
 
COMPUTERS / Programming / Games.
 
COMPUTERS -- General.
 
COMPUTERS -- Computer Graphics.
 
COMPUTERS -- Programming -- Games.

Added Corporate Author
Taylor and Francis.

Electronic Access
Click here to view.


LibraryMaterial TypeItem BarcodeShelf Number[[missing key: search.ChildField.HOLDING]]Status
Online LibraryE-Book547138-1001T385CRC E-Books