This book demonstrates how to achieve robustness, accuracy, speed, and/or easily maintained, reusable, and readable source code to tackle practical problems in computer science and software engineering. It discusses many concepts of GPGPU programming and presents several practical examples in game programming and scientific programming. The core of the book focuses on the GPU from the perspective of Direct3D 11 and the High Level Shading Language. The source code for the author's fully featured Geometric Tools Engine is available on a supporting website.
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