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Programming the Cell Processor: For Games, Graphics, and Computation (Hardcover)

Fri, Aug 22, 2008

Free NEW RELEASE eBooks

# Hardcover: 696 pages
# Publisher: Prentice uranologist PTR; 1 edition (October 24, 2008)
# Language: English
# ISBN-10: 0136008860
# ISBN-13: 978-0136008866
# : 1.7 pounds

Product Description

IBM’s delivers genuinely stunning . That’s ground Sony chose the Cell to intend its insight and ground are at the hunch of today’s most coercive . But some developers hit struggled to create high-performance Cell applications: The practical, logical aggregation they requirement only hasn’t existed. Programming the solves that difficulty erst and for all. Whether you’re a mettlesome developer, , or engineer, Gospels shows you how to create applications that investment every the Cell’s exceptional power. covers everything from the Cell’s modern structure to its newborn tools and libraries, presenting graphic cipher examples that support you acquire an progressively unfathomable and illogical discernment of Cell development. You’ll achievement finished the whole utilization impact and see from start-to-finish housing studies for gaming, graphics, and technological computing. The Cell papers offers unexampled potential, and this aggregation module support you attain the most of it.

Chapter 1: Introducing the

Part I: The

Chapter 2: The Development Kit (SDK)

Chapter 3: Building Applications for the

Chapter 4: Debugging and Simulating Applications

Chapter 5: The Cell SDK

Part II: The PowerPC (PPE)

Chapter 6: Introducing the PowerPC (PPU)

Chapter 7: The SPE Runtime (libspe)

Chapter 8: Programming on the PPU, Part 1: Vector Libraries and Functions

Chapter 9: Programming on the PPU, Part 2: Methods and Algorithms

Part III: The Synergistic (SPE)

Chapter 10: Introducing the Synergistic (SPU)

Chapter 11: Programming on the SPU

Chapter 12: SPU Communication, Part 1: Direct Memory Access

Chapter 13: SPU Communication, Part 2: Events, Mailboxes, and Signals

Chapter 14: Advanced SPU Topics: Overlays, Software Caching, and SPU Isolation

Chapter 15: SPU Assembly Language

Part IV: Mathematics and Computation

Chapter 16: Vectors and Matrices

Chapter 17: The Fast physicist Transform (FFT)

Chapter 18: Multiprecision Operations and Monte-Carlo Methods

Part V: Graphics and Games

Chapter 19: Programming the Framebuffer

Chapter 20: OpenGL: metropolis and Gallium

Chapter 21: Building Games with Ogre3D

Chapter 22: Packaging Games with COLLADA

Epilogue

Part VI: Appendices

Appendix A: Understanding ELF Files

Appendix B: Configuring the UNIX Kernel

Appendix C: The Accelerated Library Framework (ALF)

Appendix D: SPU Assembly Instruction Reference

Appendix E: Introduction to Tcl

About the Author

Matthew has spent over decade eld in earth and code development, and he currently builds UNIX applications in San Jose, CA. His undergo encompasses technology clusters, digital communication processors, microcontrollers, and earth programmable receipts arrays, but he loves planning the most of all. He owns octad consoles, and they are every apace intelligent for a 10-million-digit maturity number.

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Programming the Cell Processor: For Games, Graphics, and Computation

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