gpgpu_programming_for_games_and_science.pdf

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GPGPU
Programming
for Games
and Science
GPGPU
Programming
for Games
and Science
David H. Eberly
G e o m e t r i c To o l s L L C , R e d m o n d , Wa s h i n g t o n , U S A
Boca Raton London New York
CRC Press is an imprint of the
Taylor & Francis Group, an
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Printed on acid-free paper
Version Date: 20140709
International Standard Book Number-13: 978-1-4665-9535-4 (Hardback)
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Library of Congress Cataloging-in-Publication Data
Eberly, David H.
GPGPU programming for games and science / David H. Eberly.
pages cm
Summary: “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”-- Provided by publisher.
Includes bibliographical references and index.
ISBN 978-1-4665-9535-4 (hardback)
1. Graphics processing units--Programming. I. Title.
T385.E37325 2014
006.6’6--dc23
2014016436
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