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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
Listings
2.1 Inexact representation of floating-point inputs . . . . . . . . . 13
2.2 Simple implementation for computing distance between two
points ............................... 18
2.3 Incorrect distance computation due to input problems . . . . 18
2.4 Conversion of rational numbers to binary scientific numbers . 26
2.5 A union is used to allow accessing a floating-point number or
manipulating its bits via an unsigned integer . . . . . . . . . 32
2.6 Decoding an 8-bit floating-point number . . . . . . . . . . . . 33
2.7 Decoding a 16-bit floating-point number . . . . . . . . . . . . 37
2.8 Decoding a 32-bit floating-point number . . . . . . . . . . . . ...
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Publisher Resources

ISBN: 9781466595354