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The purpose of the text is to offer the reader the chance to understand the concepts and structures, which underpin modern GPU's. The programming of 3D software relies not only on complex mathematics but the hardware that it runs on. Throughout the book are explanations and examples of the coding and circuitry, which allow computerised systems to process graphic transformations. Suitable for those aiming to go beyond CPU design into more specific systems. The book covers the following topics:The graphics pipelineVectors and creating objectsRotation and movementProjection onto a 2D planeCamera movement and world coordinatesTextures and renderingLight and shadowProgramming the GPU and OpenGLHardware design conceptsGPU structures and hardwareDesigning a 3D programFirst Edition
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