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The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged. N° de réf. du vendeur GOR014264806
An In-Depth, Practical Guide to GPGPU Programming Using Direct3D 11
GPGPU Programming for Games and Science demonstrates how to achieve the following requirements to tackle practical problems in computer science and software engineering:
The book primarily addresses programming on a graphics processing unit (GPU) while covering some material also relevant to programming on a central processing unit (CPU). It discusses many concepts of general purpose GPU (GPGPU) programming and presents practical examples in game programming and scientific programming.
The author first describes numerical issues that arise when computing with floating-point arithmetic, including making trade-offs among robustness, accuracy, and speed. He then shows how single instruction multiple data (SIMD) extensions work on CPUs since GPUs also use SIMD.
The core of the book focuses on the GPU from the perspective of Direct3D 11 (D3D11) and the High Level Shading Language (HLSL). This chapter covers drawing 3D objects; vertex, geometry, pixel, and compute shaders; input and output resources for shaders; copying data between CPU and GPU; configuring two or more GPUs to act as one; and IEEE floating-point support on a GPU.
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.
À propos de l?auteur: David H. Eberly
Titre : GPGPU Programming for Games and Science
Éditeur : A K Peters/CRC Press
Date d'édition : 2020
Reliure : Paperback
Etat : Very Good
Vendeur : GreatBookPrices, Columbia, MD, Etats-Unis
Etat : As New. Unread book in perfect condition. N° de réf. du vendeur 41720086
Quantité disponible : 10 disponible(s)
Vendeur : GreatBookPricesUK, Woodford Green, Royaume-Uni
Etat : As New. Unread book in perfect condition. N° de réf. du vendeur 41720086
Quantité disponible : 10 disponible(s)
Vendeur : moluna, Greven, Allemagne
Etat : New. David H. EberlyAn In-Depth, Practical Guide to GPGPU Programming Using Direct3D 11GPGPU Programming for Games and Science demonstrates how to achieve the following requirements to tackle practical pr. N° de réf. du vendeur 395500925
Quantité disponible : Plus de 20 disponibles
Vendeur : Majestic Books, Hounslow, Royaume-Uni
Etat : New. pp. 469 This item is printed on demand. N° de réf. du vendeur 383060945
Quantité disponible : 3 disponible(s)
Vendeur : GreatBookPrices, Columbia, MD, Etats-Unis
Etat : New. N° de réf. du vendeur 41720086-n
Quantité disponible : 10 disponible(s)
Vendeur : GreatBookPricesUK, Woodford Green, Royaume-Uni
Etat : New. N° de réf. du vendeur 41720086-n
Quantité disponible : 10 disponible(s)
Vendeur : THE SAINT BOOKSTORE, Southport, Royaume-Uni
Paperback / softback. Etat : New. New copy - Usually dispatched within 4 working days. N° de réf. du vendeur B9780367659097
Quantité disponible : 1 disponible(s)
Vendeur : Biblios, Frankfurt am main, HESSE, Allemagne
Etat : New. pp. 469. N° de réf. du vendeur 18379761668
Quantité disponible : 3 disponible(s)
Vendeur : AHA-BUCH GmbH, Einbeck, Allemagne
Taschenbuch. Etat : Neu. Neuware. N° de réf. du vendeur 9780367659097
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Vendeur : Books Puddle, New York, NY, Etats-Unis
Etat : New. pp. 469. N° de réf. du vendeur 26379761678
Quantité disponible : 3 disponible(s)