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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
Sample Applications 351
float z0 = ( float)&encoding0 ;
float z1 = ( float)&encoding1 ;
float f0 = MyFunction( z0 );
float f1 = MyFunction( z1 );
if (f0 f1 <=0.0f)
{
roots . insert ( std :: abs( f0) <=std::abs(f1) ? z0 : z1);
}
z0 = z0 ;
z1 = z1 ;
f0 = MyFunction( z0 );
f1 = MyFunction( z1 );
if (f0 f1 <=0.0f)
{
roots . insert ( std :: abs( f0) <=std::abs(f1) ? z0 : z1);
}
}
}
}
LISTING 7.5: Root finding on the CPU using an exhaustive search with a
single thread.
The same approach for
double roots is a lot slower. Do not try this at home.
You have 2
32
times more numbers to process, so the total execution time is
on the order of 1430 years!
7.2.4.2 CPU Root Finding Using Multiple Threads
The exhaustive processing for finite
float numbers may be reduced by dis-
tributing ...
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Publisher Resources

ISBN: 9781466595354