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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
x Contents
6.3.6.9 Euler Angles to and from Quaternion or Axis-
Angle...................... 317
6.4 CoordinateSystems ....................... 318
6.4.1 GeometryandAffineAlgebra.............. 319
6.4.2 Transformations ..................... 322
6.4.2.1 Composition of Affine Transformations . . . 322
6.4.2.2 Decomposition of Affine Transformations . . 327
6.4.2.3 A Simple Transformation Factory . . . . . . 330
6.4.3 Coordinate System Conventions . . . . . . . . . . . . 332
6.4.4 Converting between Coordinate Systems . . . . . . . . 336
7 Sample Applications 341
7.1 VideoStreams .......................... 341
7.1.1 The
VideoStream Class .................. 341
7.1.2 The
VideoStreamManager Class.............. 342
7.2 RootFinding ........................... 346
7.2.1
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Publisher Resources

ISBN: 9781466595354