Gpgpu programming for games and science / by David H. Eberly
Material type: Computer fileLanguage: English Publication details: Boca Raton, FL : A K Peters/CRC Press, an imprint of Taylor and Francis, 2014Edition: First editionDescription: 1 online resource (469 pages)ISBN:- 9781466595361
- 006.6/6
Item type | Current library | Call number | URL | Status | Barcode | |
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E-Book | Ranganathan Library | 006.6/6 (Browse shelf(Opens below)) | Link to resource | Available | E01425 |
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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
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
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