Skip to:Content
|
Bottom
Cover image for Gpgpu programming for games and science
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.
Added Corporate Author:
Electronic Access:
Click here to view.
Holds:
Copies:

Available:*

Library
Material Type
Item Barcode
Shelf Number
Status
Item Holds
Searching...
E-Book 547138-1001 T385
Searching...

On Order

Go to:Top of Page