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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
346 GPGPU Programming for Games and Science
Generally, disk loading is slow, so it might not be possible to run at 60
or 30 frames per second. If you have a solid state drive, you might get the
impression it is. Also, disk caching might give the illusion you are running
fast. But when the video streams are on the order of gigabytes of data, you
will probably notice the drop in frame rate. For live camera capture, as long
as the camera hardware can deliver at 60 or 30 frames per second, the drawing
can easily keep up with that rate and there are no stalls in the application.
However, any extensive image processing that occurs in
OnIdle might take long ...
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Publisher Resources

ISBN: 9781466595354