GPGPU Programming for Games and Science

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A01=David H. Eberly
advanced GPU programming for research
Author_David H. Eberly
Axis Aligned Bounding Box
Axis Angle Pair
Barycentric Coordinates
BIASED EXPONENT
Category=UGN
Category=UKC
Category=UMK
Central Processing Unit
Compute Shaders
Cpu
Doub Le
Enab Le
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
EXPONENT BIAS
floating point precision
General Purpose GPU
Geometry Shader
GPU Version
high performance computing
matrix algebra applications
parallel processing techniques
Pixel Shaders
Professional Software Engineer
Render Target
Rotation Matrix
scientific visualisation
Shader Output
SHADER RESOURCE
SIMD architecture
Subnormal Number
Swap Chain
Ta teT
UAV
Unit Length Vector
Vertex Shader

Product details

  • ISBN 9780367659097
  • Weight: 870g
  • Dimensions: 191 x 235mm
  • Publication Date: 30 Sep 2020
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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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

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