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Top scientific-computing books mentioned on stackoverflow.com

Game Engine Architecture

Jason Gregory

This book provides readers with an in-depth exploration of 3D game engine architecture. It covers state-of-the-art software architecture principles in the context of game engine design, investigates the subsystems typically found in a real production game engine, surveys engine architectures from actual shipping games, and explores how the differences between game genres can affect engine design. Topics covered include large-scale C++ software architecture in a games context; engine subsystems including rendering, audio, collision, physics and game world models; multi-player engines; tools pipelines for modern games.

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Numerical Recipes 3rd Edition

William H. Press

Do you want easy access to the latest methods in scientific computing? This greatly expanded third edition of Numerical Recipes has it, with wider coverage than ever before, many new, expanded and updated sections, and two completely new chapters. The executable C++ code, now printed in colour for easy reading, adopts an object-oriented style particularly suited to scientific applications. Co-authored by four leading scientists from academia and industry, Numerical Recipes starts with basic mathematics and computer science and proceeds to complete, working routines. The whole book is presented in the informal, easy-to-read style that made earlier editions so popular. Highlights of the new material include: a new chapter on classification and inference, Gaussian mixture models, HMMs, hierarchical clustering, and SVMs; a new chapter on computational geometry, covering KD trees, quad- and octrees, Delaunay triangulation, and algorithms for lines, polygons, triangles, and spheres; interior point methods for linear programming; MCMC; an expanded treatment of ODEs with completely new routines; and many new statistical distributions. For support, or to subscribe to an online version, please visit www.nr.com.

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Numerical Recipes in C

William H. Press

The product of a unique collaboration among four leading scientists in academic research and industry, Numerical Recipes is a complete text and reference book on scientific computing. In a self-contained manner it proceeds from mathematical and theoretical considerations to actual practical computer routines. With over 100 new routines bringing the total to well over 300, plus upgraded versions of the original routines, the new edition remains the most practical, comprehensive handbook of scientific computing available today.

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CUDA by Example

Jason Sanders, Edward Kandrot

The complete guide to developing high-performance applications with CUDA - written by CUDA development team members, and supported by NVIDIA * *Breakthrough techniques for using the power of graphics processors to create highperformance general purpose applications. *Packed with realistic, C-based examples -- from basic to advanced. *Covers one of today's most highly-anticipated new technologies for software development wherever performance is crucial: finance, design automation, science, simulation, graphics, and beyond. NVIDIA graphics processors have immense computational power. With NVIDIA's breakthrough CUDA software platform, that power can be put to work in virtually any type of software development that requires exceptionally high performance, from finance to physics. Now, for the first time, two of NVIDIA's senior CUDA developers thoroughly introduce the platform, and show developers exactly how to make the most of it. CUDA C by Example is the first book on CUDA development for professional programmers - and the only book created with NVIDIA's direct involvement. Concise and practical, it focuses on presenting proven techniques and concrete example code for building high-performance parallelized CUDA programs with C. Programmers familiar with C will need no other skills or experience to get started - making high-performance programming more accessible than it's ever been before.

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Introduction to 3D Game Programming with DirectX 11

Frank D. Luna

Presents instructions on programming interactive video and computer games using DirectX 11.

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Using OpenMP

Barbara Chapman, Gabriele Jost, Ruud van der Pas

A comprehensive overview of OpenMP, the standard application programming interface for shared memory parallel computing--a reference for students and professionals.

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Parallel Programming in C with MPI and OpenMP

Michael Jay Quinn

This volume gives a high-level overview of parallel architectures, including processor arrays, centralized multi-processors, distributed multi-processors, commercial multi-computers and commodity clusters. A six-chapter tutorial introduces 25 MPI functions by developing parallel programs to solve a series of increasingly difficult problems. Each program is taken from problem description through design and analysis to implementation and benchmarking on an actual commodity cluster, providing the reader with a wealth of examples.

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Numerical Methods for Scientists and Engineers

Richard W. Hamming, Richard Wesley Hamming

This inexpensive paperback edition of a groundbreaking text stresses frequency approach in coverage of algorithms, polynomial approximation, Fourier approximation, exponential approximation, and other topics. Revised and enlarged 2nd edition.

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Game Engine Gems, Volume One

Eric Lengyel

Game Engine Gems brings together in a single volume dozens of new articles from leading professionals in the game development industry. Each "gem" presents a previously unpublished technique related to game engines and real-time virtual simulations. Specific topics include rendering techniques, shaders, scene organization, visibility determination, collision detection, audio, user interface, input devices, memory management, artificial intelligence, resource organization, and cross-platform considerations. A CD-ROM containing all the source codes and demos accompanies the book.

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Game Engine Gems 2

Eric Lengyel

This book, the second volume in the popular Game Engine Gems series, contains short articles that focus on a particular technique, describe a clever trick, or offer practical advice within the subject of game engine development. The 31 chapters cover three broad categories—graphics and rendering, game engine design, and systems programming. Professional game developers, students of game development and computer science, and anyone interested in learning how the pros tackle specific problems that arise during game engine development will find useful gems in this collection. Supplementary materials, including demos, source code, examples, specifications, and more can be found at www.gameenginegems.net.

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Object-Oriented Programming Via Fortran 90/95

Ed Akin

Learn how to write technical applications in a modern object-oriented approach, using Fortran 90 or 95. This book will teach you how to stop focusing on the traditional procedural abilities of Fortran and to employ the principles of object-oriented programming to produce clear, highly efficient executable codes. In addition to covering the OOP methodologies the book also covers the basic foundation of the language and good programming skills. The author highlights common themes by using comparisons with Matlab and C++ and uses numerous cross-referenced examples to convey all concepts quickly and clearly. Complete code for the examples is included on the book's web site.

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The Nature of Mathematical Modeling

Neil A. Gershenfeld

This book first covers exact and approximate analytical techniques (ordinary differential and difference equations, partial differential equations, variational principles, stochastic processes); numerical methods (finite differences for ODE's and PDE's, finite elements, cellular automata); model inference based on observations (function fitting, data transforms, network architectures, search techniques, density estimation); as well as the special role of time in modeling (filtering and state estimation, hidden Markov processes, linear and nonlinear time series). Each of the topics in the book would be the worthy subject of a dedicated text, but only by presenting the material in this way is it possible to make so much material accessible to so many people. Each chapter presents a concise summary of the core results in an area, providing an orientation to what they can (and cannot) do, enough background to use them to solve typical problems, and pointers to access the literature for particular applications.

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Writing Scientific Software

Suely Oliveira, David Stewart

A manual and guide to good scientific computing style, explaining how to write good software and how to test it for bugs, accuracy and performance.

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Parallel Scientific Computing in C++ and MPI

George Em Karniadakis, Robert M. Kirby II

Accompanying CD-ROM has a software suite containing all the functions and programs discussed.

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