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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
302 GPGPU Programming for Games and Science
uses only multiplications and additions and has no branching. For applica-
tions that make heavy use of SLERP, the approximation provides a decent
approximation with a significant speedup.
An alternative that is faster and more robust is presented in [10], which in-
volves a two-variable polynomial approximation. The algorithm uses only mul-
tiplication, addition, and subtraction and does not require division, branching,
or testing for special conditions. It is also friendly to SIMD.
The coefficient sin()/ sin(θ) in Equation (6.92) is evaluated for t [0, 1].
It has the same form as sin()/ sin(θ) for nonneg ...
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Publisher Resources

ISBN: 9781466595354