Free shipping on orders over $99
Gpgpu Programming for Games and Science

Gpgpu Programming for Games and Science

by David H. Eberly
Paperback
Publication Date: 30/09/2020

Share This Book:

RRP  $94.99

RRP means 'Recommended Retail Price' and is the price our supplier recommends to retailers that the product be offered for sale. It does not necessarily mean the product has been offered or sold at the RRP by us or anyone else.

$87.75
or 4 easy payments of $21.94 with
afterpay
    Please Note: We will source your item through a special order. Generally sent within 120 days.

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.

ISBN:
9780367659097
9780367659097
Category:
Technology: general issues
Format:
Paperback
Publication Date:
30-09-2020
Language:
English
Publisher:
CRC Press LLC
Country of origin:
United States
Weight:
0.87kg

Our Australian supplier has this title on order. You can place a backorder for this title now and we will ship it to you when it becomes available. 

While we are unable to provide a delivery estimate, most backorders will be delivered within 120 days. If we are informed by our supplier that the title is no longer available during this time, we will cancel and refund you for this item.  Likewise, if no delivery estimate has been provided within 120 days, we will contact our supplier for an update.  If there is still no delivery estimate we will then cancel the item and provided you with a refund.

If we are able to secure you a copy of the title, our supplier will despatch it to our Sydney warehouse.  Once received we make sure it is in perfect condition and then despatch it to you via the Australia Post eParcel service, which includes online tracking.  You will receive a shipping notice from us when this occurs.

Reviews

Be the first to review Gpgpu Programming for Games and Science.