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|a Eberly, David H.,
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|a GPGPU programming for games and science /
|c David H. Eberly.
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|a General purpose graphics processing unit programming for games and science
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|a Boca Raton, FL :
|b CRC Press,
|c [2015]
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|a Includes bibliographical references (pages 429-433).
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|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"--
|c Provided by publisher
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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|a Graphics processing units
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|i Print version:
|a Eberly, David H.
|t GPGPU programming for games and science.
|d Boca Raton : CRC Press, 2014
|z 9781466595354
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