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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 381
You will notice that the shader program is much longer than the direct
approach. The first part of the program loads the input image values to group-
shared memory. But why is this so complicated? The test image is 1024×768.
For the sake of simplicity in the presentation, suppose R = 1 in which case we
are convolving with a 3 × 3 kernel. Suppose that the number of x-threads is
512 and the number of x-groups is 2. To produce an output at pixel (x
0
,y
0
)
requires accessing pixels with x-value satisfying x
0
R x x
0
+R and with
y-value satisfying y
0
R y
0
+ R.If(x
0
,y
0
) is within R pixels of the pixels
represented by the thread group, ...
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Publisher Resources

ISBN: 9781466595354