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Ajouter au panierPaperback. Etat : Very Good. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.
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Ajouter au panierHardcover. Etat : As New. No Jacket. Pages are clean and are not marred by notes or folds of any kind. ~ ThriftBooks: Read More, Spend Less 2.15.
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Ajouter au panierHRD. Etat : New. New Book. Shipped from UK. Established seller since 2000.
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Ajouter au panierBuch. 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 problems .
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Ajouter au panierHardcover. Etat : Brand New. 441 pages. 9.75x8.00x1.25 inches. In Stock.
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Ajouter au panierEtat : New. pp. 472.
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Ajouter au panierBuch. Etat : Neu. Neuware - An 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 problems in computer science and software engineering:RobustnessAccuracySpeedQuality source code that is easily maintained, reusable, and readableThe 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.
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Ajouter au panierEtat : New. pp. 472.
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Ajouter au panierHardcover. Etat : Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority!
Vendeur : Majestic Books, Hounslow, Royaume-Uni
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Ajouter au panierEtat : New. pp. 469 This item is printed on demand.
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Ajouter au panierEtat : New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. 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.
Vendeur : Majestic Books, Hounslow, Royaume-Uni
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Ajouter au panierEtat : New. pp. 472 This item is printed on demand.