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GPGPU Programming for Games and Science - David H. Eberly

GPGPU Programming for Games and Science

(Autor)

Buch | Hardcover
469 Seiten
2014
A K Peters (Verlag)
978-1-4665-9535-4 (ISBN)
CHF 226,95 inkl. MwSt
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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.

David H. Eberly

Introduction. CPU Computing. SIMD Computing. GPU Computing. Practical Matters. Linear and Affine Algebra. Sample Applications. Bibliography.

Erscheint lt. Verlag 1.10.2014
Zusatzinfo 26 Tables, black and white; 54 Illustrations, black and white
Verlagsort Natick
Sprache englisch
Maße 235 x 191 mm
Gewicht 975 g
Themenwelt Kunst / Musik / Theater
Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Software Entwicklung Spieleprogrammierung
Informatik Weitere Themen Hardware
ISBN-10 1-4665-9535-3 / 1466595353
ISBN-13 978-1-4665-9535-4 / 9781466595354
Zustand Neuware
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