The History of the GPU - Steps to Invention

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Release : 2023-01-01
Genre : Computers
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Book Rating : 686/5 ( reviews)

The History of the GPU - Steps to Invention - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook The History of the GPU - Steps to Invention write by Jon Peddie. This book was released on 2023-01-01. The History of the GPU - Steps to Invention available in PDF, EPUB and Kindle. This is the first book in a three-part series that traces the development of the GPU. Initially developed for games the GPU can now be found in cars, supercomputers, watches, game consoles and more. GPU concepts go back to the 1970s when computer graphics was developed for computer-aided design of automobiles and airplanes. Early computer graphics systems were adopted by the film industry and simulators for airplanes and high energy physics—exploding nuclear bombs in computers instead of the atmosphere. A GPU has an integrated transform and lighting engine, but these were not available until the end of the 1990s. Heroic and historic companies expanded the development and capabilities of the graphics controller in pursuit of the ultimate device, a fully integrated self-contained GPU. Fifteen companies worked on building the first fully integrated GPU, some succeeded in the console, and Northbridge segments, and Nvidia was the first to offer a fully integrated GPU for the PC. Today the GPU can be found in every platform that involves a computer and a user interface.

The History of the GPU - New Developments

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Release : 2023-01-01
Genre : Computers
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Book Rating : 478/5 ( reviews)

The History of the GPU - New Developments - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook The History of the GPU - New Developments write by Jon Peddie. This book was released on 2023-01-01. The History of the GPU - New Developments available in PDF, EPUB and Kindle. This third book in the three-part series on the History of the GPU covers the second to sixth eras of the GPU, which can be found in anything that has a display or screen. The GPU is now part of supercomputers, PCs, Smartphones and tablets, wearables, game consoles and handhelds, TVs, and every type of vehicle including boats and planes. In the early 2000s the number of GPU suppliers consolidated to three whereas now, the number has expanded to almost 20. In 2022 the GPU market was worth over $250 billion with over 2.2 billion GPUs being sold just in PCs, and more than 10 billion in smartphones. Understanding the power and history of these devices is not only a fascinating tale, but one that will aid your understanding of some of the developments in consumer electronics, computers, new automobiles, and your fitness watch.

The History of the GPU - Eras and Environment

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Release : 2023-01-01
Genre : Computers
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Book Rating : 814/5 ( reviews)

The History of the GPU - Eras and Environment - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook The History of the GPU - Eras and Environment write by Jon Peddie. This book was released on 2023-01-01. The History of the GPU - Eras and Environment available in PDF, EPUB and Kindle. This is the second book in a three-part series that traces the development of the GPU, which is defined as a single chip with an integrated transform and lighting (T&L) capability. This feature previously was found in workstations as a stand-alone chip that only performed geometry functions. Enabled by Moore’s law, the first era of GPUs began in the late 1990s. Silicon Graphics (SGI) introduced T&L first in 1996 with the Nintendo 64 chipset with integrated T&L but didn’t follow through. ArtX developed a chipset with integrated T&L but didn’t bring it to market until November 1999. The need to integrate the transform and lighting functions in the graphics controller was well understood and strongly desired by dozens of companies. Nvidia was the first to produce a PC consumer level single chip with T&L in October 1999. All in all, fifteen companies came close, they had designs and experience, but one thing or another got in their way to prevent them succeeding. All the forces and technology were converging; the GPU was ready to emerge. Several of the companies involved did produce an integrated GPU, but not until early 2000. This is the account of those companies, the GPU and the environment needed to support it. The GPU has become ubiquitous and can be found in every platform that involves a computer and a user interface.

Advances in Haptics and Virtual Reality

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Book Rating : 215/5 ( reviews)

Advances in Haptics and Virtual Reality - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Advances in Haptics and Virtual Reality write by Jianbo Su. This book was released on . Advances in Haptics and Virtual Reality available in PDF, EPUB and Kindle.

The History of Visual Magic in Computers

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Release : 2013-06-13
Genre : Computers
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Book Rating : 327/5 ( reviews)

The History of Visual Magic in Computers - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook The History of Visual Magic in Computers write by Jon Peddie. This book was released on 2013-06-13. The History of Visual Magic in Computers available in PDF, EPUB and Kindle. If you have ever looked at a fantastic adventure or science fiction movie, or an amazingly complex and rich computer game, or a TV commercial where cars or gas pumps or biscuits behaved liked people and wondered, “How do they do that?”, then you’ve experienced the magic of 3D worlds generated by a computer. 3D in computers began as a way to represent automotive designs and illustrate the construction of molecules. 3D graphics use evolved to visualizations of simulated data and artistic representations of imaginary worlds. In order to overcome the processing limitations of the computer, graphics had to exploit the characteristics of the eye and brain, and develop visual tricks to simulate realism. The goal is to create graphics images that will overcome the visual cues that cause disbelief and tell the viewer this is not real. Thousands of people over thousands of years have developed the building blocks and made the discoveries in mathematics and science to make such 3D magic possible, and The History of Visual Magic in Computers is dedicated to all of them and tells a little of their story. It traces the earliest understanding of 3D and then foundational mathematics to explain and construct 3D; from mechanical computers up to today’s tablets. Several of the amazing computer graphics algorithms and tricks came of periods where eruptions of new ideas and techniques seem to occur all at once. Applications emerged as the fundamentals of how to draw lines and create realistic images were better understood, leading to hardware 3D controllers that drive the display all the way to stereovision and virtual reality.