GPGPU Programming for Games and Science (Hardcover)
暫譯: 遊戲與科學的 GPGPU 程式設計 (精裝版)

David H. Eberly

  • 出版商: A K Peters
  • 出版日期: 2014-09-01
  • 售價: $3,500
  • 貴賓價: 9.5$3,325
  • 語言: 英文
  • 頁數: 469
  • 裝訂: Hardcover
  • ISBN: 1466595353
  • ISBN-13: 9781466595354
  • 相關分類: GPU
  • 立即出貨 (庫存 < 3)

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商品描述

An In-Depth, Practical Guide to GPGPU Programming Using Direct3D 11

GPGPU Programming for Games and Science demonstrates how to achieve the following requirements to tackle practical problems in computer science and software engineering:

  • Robustness
  • Accuracy
  • Speed
  • Quality source code that is easily maintained, reusable, and readable

The book primarily addresses programming on a graphics processing unit (GPU) while covering some material also relevant to programming on a central processing unit (CPU). It discusses many concepts of general purpose GPU (GPGPU) programming and presents practical examples in game programming and scientific programming.

The author first describes numerical issues that arise when computing with floating-point arithmetic, including making trade-offs among robustness, accuracy, and speed. He then shows how single instruction multiple data (SIMD) extensions work on CPUs since GPUs also use SIMD.

The core of the book focuses on the GPU from the perspective of Direct3D 11 (D3D11) and the High Level Shading Language (HLSL). This chapter covers drawing 3D objects; vertex, geometry, pixel, and compute shaders; input and output resources for shaders; copying data between CPU and GPU; configuring two or more GPUs to act as one; and IEEE floating-point support on a GPU.

The book goes on to explore practical matters of programming a GPU, including code sharing among applications and performing basic tasks on the GPU. Focusing on mathematics, it next discusses vector and matrix algebra, rotations and quaternions, and coordinate systems. The final chapter gives several sample GPGPU applications on relatively advanced topics.

Web Resource
Available on a supporting website, the author’s fully featured Geometric Tools Engine for computing and graphics saves you from having to write a large amount of infrastructure code necessary for even the simplest of applications involving shader programming. The engine provides robust and accurate source code with SIMD when appropriate and GPU versions of algorithms when possible.

商品描述(中文翻譯)

使用 Direct3D 11 的 GPGPU 程式設計深入實用指南

遊戲與科學的 GPGPU 程式設計 展示了如何滿足以下要求,以解決計算機科學和軟體工程中的實際問題:


  • 穩健性
  • 準確性
  • 速度
  • 易於維護、可重用且可讀的高品質源代碼

本書主要針對在圖形處理單元 (GPU) 上的程式設計,同時也涵蓋了一些與中央處理單元 (CPU) 程式設計相關的內容。它討論了許多通用 GPU (GPGPU) 程式設計的概念,並在遊戲程式設計和科學程式設計中提供了實用的範例。

作者首先描述了在使用浮點運算時出現的數值問題,包括在穩健性、準確性和速度之間的權衡。接著,他展示了單指令多數據 (SIMD) 擴展在 CPU 上的運作方式,因為 GPU 也使用 SIMD。

本書的核心集中於從 Direct3D 11 (D3D11) 和高級著色語 (HLSL) 的角度來看 GPU。本章涵蓋了繪製 3D 物件;頂點、幾何、像素和計算著色器;著色器的輸入和輸出資源;在 CPU 和 GPU 之間複製數據;配置兩個或更多 GPU 作為一個;以及 GPU 上的 IEEE 浮點支持。

本書接著探討了 GPU 程式設計的實際問題,包括應用程式之間的代碼共享和在 GPU 上執行基本任務。接下來專注於數學,討論向量和矩陣代數、旋轉和四元數,以及坐標系統。最後一章提供了幾個相對進階主題的 GPGPU 應用範例。

網路資源
在支援網站上可用,作者的全功能幾何工具引擎用於計算和圖形,讓您無需編寫大量基礎設施代碼,即使是涉及著色器程式設計的最簡單應用程式。該引擎提供穩健且準確的源代碼,並在適當時使用 SIMD,並在可能的情況下提供算法的 GPU 版本。