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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
Chapter 1
Introduction
I have been a professional software engineer on many projects, whether as a
contractor working for my own company or as a full-time employee for other
companies. These projects have involved computer graphics, image analysis
and computer vision, and—perhaps most visibly—real-time 3D game engines
and games. Although they all have relied heavily on mathematics, geometry,
and physics algorithm development, these projects have several requirements
that are in the realm of practical computer science and software engineering:
requirements for robustness,
requirements for accuracy,
requirements for speed, and
requirements for quality ...
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Publisher Resources

ISBN: 9781466595354