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Wolfgang Engel's GPU Pro 360 Guide to GPGPU gathers all the cutting-edge information from his previous seven GPU Pro volumes into a;
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Wolfgang Engel's GPU Pro 360 Guide to GPGPU gathers all the cutting-edge information from his previous seven GPU Pro volumes into a;
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Wolfgang Engel's GPU Pro 360 Guide to Mobile Devices gathers all the cutting-edge information from his previous seven GPU Pro volumes into;
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Wolfgang Engel's GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a;
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Wolfgang Engel's GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a;
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Wolfgang Engel's GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro;
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Wolfgang Engel's GPU Pro 360 Guide to Image Space gathers all the cutting-edge information from his previous seven GPU Pro volumes into a;
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Wolfgang Engel's GPU Pro 360 Guide to Shadows gathers all the cutting-edge information from his previous seven GPU Pro volumes into a;
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Wolfgang Engel's GPU Pro 360 Guide to Shadows gathers all the cutting-edge information from his previous seven GPU Pro volumes into a;
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Wolfgang Engel's GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro;
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Wolfgang Engel's GPU Pro 360 Guide to Lighting gathers all the cutting-edge information from his previous seven GPU Pro volumes into a;
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Wolfgang Engel's GPU Pro 360 Guide to 3D Engine Design gathers all the cutting-edge information from his previous seven GPU Pro volumes;
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Wolfgang Engel's GPU Pro 360 Guide to 3D Engine Design gathers all the cutting-edge information from his previous seven GPU Pro volumes;
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An In-Depth, Practical Guide to GPGPU Programming Using Direct3D 11 GPGPU Programming for Games and Science demonstrates how to;
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An In-Depth, Practical Guide to GPGPU Programming Using Direct3D 11 GPGPU Programming for Games and Science demonstrates how to achieve;
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GPGPU in adequate detail, but also includes guidance on the appropriate implementation of swarm intelligence algorithms on the GPU platform;
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, focusing on recent results in both the theory and practice of parallel algorithms, and suggest a connection to GPGPU platforms. We aim to provide;
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Steve Rabin's Game AI Pro 360: Guide to Movement and Pathfinding gathers all the cutting-edge information from his previous three Game AI;
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Steve Rabin's Game AI Pro 360: Guide to Architecture gathers all the cutting-edge information from his previous three Game AI Pro volumes;
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Steve Rabin's Game AI Pro 360: Guide to Tactics and Strategy gathers all the cutting-edge information from his previous three Game AI Pro;
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Steve Rabin's Game AI Pro 360: Guide to Character Behavior gathers all the cutting-edge information from his previous three Game AI Pro;
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used for the reconstruction of images from acquired raw data.The objective is to develop an algorithm to run under CPU and also in GPU for the;
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Steve Rabin's Game AI Pro 360: Guide to Architecture gathers all the cutting-edge information from his previous three Game AI Pro volumes;
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The Autodesk® Fusion 360 Introduction to Parametric Modeling student guide provides you with an understanding of the parametric design;
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