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GPGPU Programming for Games and Science
book

GPGPU Programming for Games and Science

by David H. Eberly
August 2014
Intermediate to advanced
469 pages
16h 30m
English
A K Peters/CRC Press
Content preview from GPGPU Programming for Games and Science
Contents
List of Figures xiii
List of Tables xv
Listings xvii
Preface xxv
Trademarks xxvii
1 Introduction 1
2 CPU Computing 5
2.1 NumericalComputing ...................... 5
2.1.1 TheCurse:AnExamplefromGames.......... 5
2.1.2 TheCurse:AnExamplefromScience ......... 10
2.1.3 The Need to Understand Floating-Point Systems . . . 11
2.2 Balancing Robustness, Accuracy, and Speed . . . . . . . . . 14
2.2.1 Robustness ........................ 14
2.2.1.1 Formal Definitions . . . . . . . . . . . . . . . 14
2.2.1.2 Algorithms and Implementations . . . . . . . 16
2.2.1.3 PracticalDefinitions.............. 17
2.2.2 Accuracy ......................... 19
2.2.3 Speed .......
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Publisher Resources

ISBN: 9781466595354