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GPGPU Programming for Games and Science

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: Robustness Accuracy Speed Quality source code that is easily maintained, reusable, and readable 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.


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Pusula Yayıncılık; 1. baskı Independently Published ADDISON WESLEY 5 Ocak 2017 Cengage Learning Inigo Creations PRENTICE HALL 18 Haziran 2018 CreateSpace Independent Publishing Platform 1 Ocak 2018 1 Ocak 1980 Documentation Team Önder Teker Kodlab Komisyon Osman Gürkan 4 Ocak 2017 3 Ocak 2017 Kolektif
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Baskı Detayları
Yazar David H. Eberly
İsbn 10 1466595353
İsbn 13 978-1466595354
Yayın Evi A K Peters/CRC Press; 1. basım
Dil İngilizce
tarafından gönderildi GPGPU Programming for Games and Science 8 Eylül 2014

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