By Randima Fernando, Matt Pharr
This sequel to the best-selling, first quantity of GPU gemstones information the newest programming options for today’s photographs processing devices (GPUs). As GPUs locate their approach into cell phones, hand-held gaming units, and consoles, GPU services is much more severe in today’s aggressive atmosphere. Real-time photographs programmers will realize the newest algorithms for developing complex visible results, ideas for handling complicated scenes, and complicated photograph processing thoughts. Readers also will study new equipment for utilizing the immense processing strength of the GPU in different computationally in depth functions, reminiscent of clinical computing and finance. Twenty of the book’s forty-eight chapters are dedicated to GPGPU programming, from simple recommendations to complicated concepts. Written by means of specialists in state-of-the-art GPU programming, this ebook bargains readers sensible capacity to harness the big features of GPUs.
Major issues coated include:
* Geometric Complexity
* Shading, lights, and Shadows
* fine quality Rendering
* General-Purpose Computation on GPUs: A Primer
* Image-Oriented Computing
* Simulation and Numerical Algorithms
Read or Download GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation PDF
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Extra info for GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation
Sample text
Writing Fortran programs by punching holes in Hollerith cards1 was even better than having to use a slide rule, 1. Herman Hollerith used punched cards to represent the data gathered for the 1890 American census. The cards were then used to read and collate the data by machines. Hollerith’s company became International Business Machines (IBM) in 1924. © 2010 by Elsevier Inc. All rights reserved. 00001-3 1 2 Chapter 1 Introduction except for the occasional time or two when the high-speed card reader decided it was really hungry.
A brief discussion is given for B-spline curves and surfaces and for nonrational uniform B-spline (NURBS) curves and surfaces. The presentation is limited to the computational aspects of curves and surfaces, including optimizations that allow fast evaluation. You are referred to other sources for a more detailed look at the properties of B-splines and NURBS. Free-form deformation is a method for deforming an object and uses a volumetric approach. The object is embedded in a portion of space that is defined via a controlpoint lattice.
We are required to understand how to model a physical environment and implement that model in a fast, accurate, and robust manner. Physics itself can be understood in an intuitive manner – after all it is an attempt to quantify the world around us. Implementing a physical simulation on a computer, though, requires more than intuition. It requires mathematical maturity as well as the ability and patience to synthesize a large system from a collection of sophisticated, smaller components. This book is designed to help you build such a large system, a physics engine as it were.