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