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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 371
FIGURE 7.4: Intersection of a meshes for a cylinder and a torus.
2. Precompute a tree of bounding volumes and perform the localized search
on the CPU to generate sets of triangles that you know do intersect.
Then process those sets with the GPU triangle-triangle intersector.
3. Precompute the tree of bounding volumes on the GPU and use the GPU
triangle-triangle intersector.
I leave these alternatives as exercises.
7.6 Shortest Path in a Weighted Graph
Consider a directed graph G =(V, E), where V is the set of vertices and
E is the set of directed edges connecting vertices. Assuming V is finite, we
may index the n vertices as V
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Publisher Resources

ISBN: 9781466595354