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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 2
CPU Computing
2.1 Numerical Computing
The projects I have worked on have a common theme: numerical computing
using floating-point arithmetic. It is quite easy to compute numerically using
the hardware-supported
float and double data types. The process is simple.
Study the mathematics for the problem at hand, develop an abstract algorithm
for the solution, code up a few equations, and then compile, link, and execute—
the results are at your finger tips. Does the algorithm require computing the
roots to a quadratic equation? No problem, just use the quadratic formula.
Do you need to compute the distance between two line segments? Again, no
problem. ...
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Publisher Resources

ISBN: 9781466595354