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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 6
Linear and Affine Algebra
6.1 Vectors
Vectors and matrices are the most common entities manipulated in real-
time applications. I assume you are familiar with the algebra and geometry
of these. Although it is important to understand the abstract concepts one
normally encounters in courses on linear or affine algebra, the focus here is on
the concrete computational aspects and on the geometric relationships asso-
ciated with these entities. We will work only with real-valued computations,
so there is no need to have a data type or support for complex numbers.
In practice, vectors are represented as one-dimensional arrays of scalars;
typically, the ...
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Publisher Resources

ISBN: 9781466595354