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GPGPU programming for games and science [electronic resource]

GPGPU programming for games and science [electronic resource]

자료유형
E-Book(소장)
개인저자
Eberly, David H.
서명 / 저자사항
GPGPU programming for games and science [electronic resource] / David H. Eberly.
발행사항
Boca Raton, FL :   CRC Press,   c2015.  
형태사항
1 online resource (xxvii, 434 p.).
ISBN
9781466595354 9781466595361 1466595361 1466595353 9781466595354 1322637857 9781322637853
요약
"This in-depth, practical guide describes high-performance computing on general purpose graphics processing units (GPGPUs) using DirectX 11. Suitable for game developers and computing professionals, the book cohesively blends principles, practice, and software engineering and includes many algorithm examples and high-quality source code to illustrate the concepts. A fully featured engine for computing and graphics helps readers avoid having to write a large amount of infrastructure code necessary for even the simplest of applications involving shader programming"--
일반주기
Title from e-Book title page.  
서지주기
Includes bibliographical references (p. 429-433) and index.
이용가능한 다른형태자료
Issued also as a book.  
일반주제명
Graphics processing units --Programming.
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246 3 ▼a General purpose graphics processing unit programming for games and science
260 ▼a Boca Raton, FL : ▼b CRC Press, ▼c c2015.
300 ▼a 1 online resource (xxvii, 434 p.).
500 ▼a Title from e-Book title page.
504 ▼a Includes bibliographical references (p. 429-433) and index.
520 ▼a "This in-depth, practical guide describes high-performance computing on general purpose graphics processing units (GPGPUs) using DirectX 11. Suitable for game developers and computing professionals, the book cohesively blends principles, practice, and software engineering and includes many algorithm examples and high-quality source code to illustrate the concepts. A fully featured engine for computing and graphics helps readers avoid having to write a large amount of infrastructure code necessary for even the simplest of applications involving shader programming"-- ▼c Provided by publisher.
530 ▼a Issued also as a book.
538 ▼a Mode of access: World Wide Web.
650 0 ▼a Graphics processing units ▼x Programming.
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991 ▼a E-Book(소장)

소장정보

No. 소장처 청구기호 등록번호 도서상태 반납예정일 예약 서비스
No. 1 소장처 중앙도서관/e-Book 컬렉션/ 청구기호 CR 006.66 등록번호 E14004948 도서상태 대출불가(열람가능) 반납예정일 예약 서비스 M

컨텐츠정보

목차

Introduction	
    CPU Computing	
    Numerical Computing	
    Balancing Robustness, Accuracy, and Speed	
    IEEE Floating Point Standard	
    Binary Scientific Notation	
    Floating-Point Arithmetic	
SIMD Computing	
    Intel Streaming SIMD Extensions	
    SIMD Wrappers	
    Function Approximations	
GPU Computing	
    Drawing a 3D Object	
    High Level Shading Language (HLSL)	
    Devices, Contexts, and Swap Chains	
    Resources	
    States	
    Shaders	
    Copying Data between CPU and GPU	
    Multiple GPUs	
    IEEE Floating-Point on the GPU	
Practical Matters	
    Engine Design and Architecture	
    Debugging	
    Performance	
    Code Testing	
Linear and Affine Algebra	
    Vectors	
    Matrices	
    Rotations	
    Coordinate Systems	
Sample Applications	
    Video Streams	
    Root Finding	
    Least Squares Fitting	
    Partial Sums	
    All-Pairs Triangle Intersection	
    Shortest Path in a Weighted Graph	
    Convolution	
    Median Filtering	
    Level Surface Extraction	
    Mass-Spring Systems	
    Fluid Dynamics	
Bibliography

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