000 | 01641cam a22003138i 4500 | ||
---|---|---|---|
001 | 18127568 | ||
005 | 20160314173802.0 | ||
008 | 140424s2014 flu b 001 0 eng | ||
010 | _a 2014016436 | ||
020 | _a9781466595354 (hb) | ||
040 |
_aDLC _beng _cDLC _erda |
||
042 | _apcc | ||
050 | 0 | 0 |
_aT385 _b.E37325 2014 |
082 | 0 | 0 |
_a006.66 EBE/Gpg _223 |
084 |
_aCOM000000 _aCOM012000 _aCOM012040 _2bisacsh |
||
100 | 1 | _aEberly, David H. | |
245 | 1 | 0 |
_aGPGPU programming for games and science _cDavid H. Eberly. |
260 |
_aBoca Raton: _bCRC Press; _c2015 |
||
263 | _a1111 | ||
300 |
_axxvii, 441 p. _c24 cm. |
||
504 | _aIncludes bibliographical references and index. | ||
520 | _a"This in-depth, practical guide describes high-performance computing on general purpose graphics processing units (GPGPUs) using DirectX 11. Suitable for game developers and computing professionals, the book cohesively blends principles, practice, and software engineering and includes many algorithm examples and high-quality source code to illustrate the concepts. A fully featured engine for computing and graphics helps readers avoid having to write a large amount of infrastructure code necessary for even the simplest of applications involving shader programming"-- | ||
650 | 0 |
_aGraphics processing units _xProgramming. |
|
650 | 7 |
_aCOMPUTERS / General. _2bisacsh |
|
650 | 7 |
_aCOMPUTERS / Computer Graphics. _2bisacsh |
|
650 | 7 |
_aCOMPUTERS / Programming / Games. _2bisacsh |
|
906 |
_a0 _bvip _corignew _d1 _eecip _f20 _gy-gencatlg |
||
955 |
_bth69 2014-04-24 _cth69 2014-04-24 ONIX _axn11 2014-10-10 1 copy rec'd., to CIP ver. |
||
999 |
_c119796 _d119796 |