The History of the GPU - Steps to Invention

The History of the GPU - Steps to Invention

Author: Jon Peddie

Publisher: Springer Nature

Published: 2023-01-01

Total Pages: 424

ISBN-13: 3031109686

DOWNLOAD EBOOK

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.


Book Synopsis The History of the GPU - Steps to Invention by : Jon Peddie

Download or read book The History of the GPU - Steps to Invention written by Jon Peddie and published by Springer Nature. This book was released on 2023-01-01 with total page 424 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

The History of the GPU - New Developments

Author: Jon Peddie

Publisher: Springer Nature

Published: 2023-01-01

Total Pages: 434

ISBN-13: 3031140478

DOWNLOAD EBOOK

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.


Book Synopsis The History of the GPU - New Developments by : Jon Peddie

Download or read book The History of the GPU - New Developments written by Jon Peddie and published by Springer Nature. This book was released on 2023-01-01 with total page 434 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

The History of the GPU - Eras and Environment

Author: Jon Peddie

Publisher: Springer Nature

Published: 2023-01-01

Total Pages: 355

ISBN-13: 3031135814

DOWNLOAD EBOOK

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.


Book Synopsis The History of the GPU - Eras and Environment by : Jon Peddie

Download or read book The History of the GPU - Eras and Environment written by Jon Peddie and published by Springer Nature. This book was released on 2023-01-01 with total page 355 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

Advances in Haptics and Virtual Reality

Author: Jianbo Su

Publisher: Springer Nature

Published:

Total Pages: 204

ISBN-13: 3031565215

DOWNLOAD EBOOK


Book Synopsis Advances in Haptics and Virtual Reality by : Jianbo Su

Download or read book Advances in Haptics and Virtual Reality written by Jianbo Su and published by Springer Nature. This book was released on with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt:


Secrets from an Inventor's Notebook

Secrets from an Inventor's Notebook

Author: Maurice Kanbar

Publisher: Council Oak Books

Published: 2001

Total Pages: 220

ISBN-13: 9781571780997

DOWNLOAD EBOOK

When the fuzz from his sweater was pulled off by a brick wall he was leaning against, Maurice Kanbar had a brainstorm. Soon he had patented, produced and successfully promoted the D-Fuzz-It sweater comb, and made his first fortune at the age of twenty-two. In this engaging “master class” Kanbar’s real world hits and misses illustrate the concrete steps every inventor must follow to successfully take his product to market.


Book Synopsis Secrets from an Inventor's Notebook by : Maurice Kanbar

Download or read book Secrets from an Inventor's Notebook written by Maurice Kanbar and published by Council Oak Books. This book was released on 2001 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: When the fuzz from his sweater was pulled off by a brick wall he was leaning against, Maurice Kanbar had a brainstorm. Soon he had patented, produced and successfully promoted the D-Fuzz-It sweater comb, and made his first fortune at the age of twenty-two. In this engaging “master class” Kanbar’s real world hits and misses illustrate the concrete steps every inventor must follow to successfully take his product to market.


Games vs. Hardware. The History of PC video games

Games vs. Hardware. The History of PC video games

Author: Bogdan Ion Purcaru

Publisher: Purcaru Ion Bogdan

Published: 2014-03-13

Total Pages: 552

ISBN-13:

DOWNLOAD EBOOK

My two biggest passions concerning computers are hardware and gaming. I wrote this book because I don’t want that important pieces of history regarding computer hardware, games and, in a smaller amount the 80’s operating systems to be forgotten and lost. I want everyone to appreciate the hardware and software industry and especially the people behind them as they worked many days and nights to deliver us fast and advanced computers and entertaining and complex games.


Book Synopsis Games vs. Hardware. The History of PC video games by : Bogdan Ion Purcaru

Download or read book Games vs. Hardware. The History of PC video games written by Bogdan Ion Purcaru and published by Purcaru Ion Bogdan. This book was released on 2014-03-13 with total page 552 pages. Available in PDF, EPUB and Kindle. Book excerpt: My two biggest passions concerning computers are hardware and gaming. I wrote this book because I don’t want that important pieces of history regarding computer hardware, games and, in a smaller amount the 80’s operating systems to be forgotten and lost. I want everyone to appreciate the hardware and software industry and especially the people behind them as they worked many days and nights to deliver us fast and advanced computers and entertaining and complex games.


Developing Graphics Frameworks with Python and OpenGL

Developing Graphics Frameworks with Python and OpenGL

Author: Lee Stemkoski

Publisher: CRC Press

Published: 2021-07-07

Total Pages: 272

ISBN-13: 1000407977

DOWNLOAD EBOOK

Developing Graphics Frameworks with Python and OpenGL shows you how to create software for rendering complete three-dimensional scenes. The authors explain the foundational theoretical concepts as well as the practical programming techniques that will enable you to create your own animated and interactive computer-generated worlds. You will learn how to combine the power of OpenGL, the most widely adopted cross-platform API for GPU programming, with the accessibility and versatility of the Python programming language. Topics you will explore include generating geometric shapes, transforming objects with matrices, applying image-based textures to surfaces, and lighting your scene. Advanced sections explain how to implement procedurally generated textures, postprocessing effects, and shadow mapping. In addition to the sophisticated graphics framework you will develop throughout this book, with the foundational knowledge you will gain, you will be able to adapt and extend the framework to achieve even more spectacular graphical results.


Book Synopsis Developing Graphics Frameworks with Python and OpenGL by : Lee Stemkoski

Download or read book Developing Graphics Frameworks with Python and OpenGL written by Lee Stemkoski and published by CRC Press. This book was released on 2021-07-07 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: Developing Graphics Frameworks with Python and OpenGL shows you how to create software for rendering complete three-dimensional scenes. The authors explain the foundational theoretical concepts as well as the practical programming techniques that will enable you to create your own animated and interactive computer-generated worlds. You will learn how to combine the power of OpenGL, the most widely adopted cross-platform API for GPU programming, with the accessibility and versatility of the Python programming language. Topics you will explore include generating geometric shapes, transforming objects with matrices, applying image-based textures to surfaces, and lighting your scene. Advanced sections explain how to implement procedurally generated textures, postprocessing effects, and shadow mapping. In addition to the sophisticated graphics framework you will develop throughout this book, with the foundational knowledge you will gain, you will be able to adapt and extend the framework to achieve even more spectacular graphical results.


Practical WebGPU Graphics

Practical WebGPU Graphics

Author: Jack Xu

Publisher: UniCAD

Published: 2021-06-11

Total Pages: 445

ISBN-13:

DOWNLOAD EBOOK

WebGPU is the next-generation graphics API and future web standard for graphics and compute, aiming to provide modern 3D graphics and computation capabilities with the GPU acceleration. This book provides all the tools you need to help you create advanced 3D graphics and GPU computing on the web with this new WebGPU API. The book starts by taking you through the WebPack-TypeScript template for building the WebGPU apps and then shows you the WebGPU basics, shader program, GPU buffer, and rendering pipeline. Next, you will learn how to create primitives and simple objects in WebGPU. As you progress through the chapters, you will get to grips with advanced WebGPU topics, including 3D transformation, lighting calculation, colormaps, and textures. At the same time, you will learn how to create advanced 3D WebGPU objects, including various 3D wireframes, 3D shapes, simple and parametric 3D surfaces with colormaps and textures, as well as 3D surface plots and fractal graphics described by complex functions. In addition, you will explore new WebGPU features, such as compute shader and storage buffer, and how to use them to simulate large particle systems. By the end of this book, you will have the skill you need to build your own GPU-accelerated graphics and computing on the web with the WebGPU API. The book includes: - Template based on WebPack and TypeScript for developing WebGPU apps. - WebGPU basics, GLSL and WGSL shaders, and rendering pipeline. - Create primitives and simple shapes in WebGPU. - 3D transformations, model, viewing, projection, and various coordinate systems. - GPU buffers, uniform buffer objects, animation, and camera controls. - Normal vectors, lighting model, ambient, diffuse, and specular light calculations. - UV coordinates, texture mapping.- Color model, colormaps, and color interpolation. - Create 3D shapes, wireframes, surfaces, and 3D charts. - Create 3D plots and fractal graphics using complex functions. - Compute shaders, storage buffers, and large particle system simulation.


Book Synopsis Practical WebGPU Graphics by : Jack Xu

Download or read book Practical WebGPU Graphics written by Jack Xu and published by UniCAD. This book was released on 2021-06-11 with total page 445 pages. Available in PDF, EPUB and Kindle. Book excerpt: WebGPU is the next-generation graphics API and future web standard for graphics and compute, aiming to provide modern 3D graphics and computation capabilities with the GPU acceleration. This book provides all the tools you need to help you create advanced 3D graphics and GPU computing on the web with this new WebGPU API. The book starts by taking you through the WebPack-TypeScript template for building the WebGPU apps and then shows you the WebGPU basics, shader program, GPU buffer, and rendering pipeline. Next, you will learn how to create primitives and simple objects in WebGPU. As you progress through the chapters, you will get to grips with advanced WebGPU topics, including 3D transformation, lighting calculation, colormaps, and textures. At the same time, you will learn how to create advanced 3D WebGPU objects, including various 3D wireframes, 3D shapes, simple and parametric 3D surfaces with colormaps and textures, as well as 3D surface plots and fractal graphics described by complex functions. In addition, you will explore new WebGPU features, such as compute shader and storage buffer, and how to use them to simulate large particle systems. By the end of this book, you will have the skill you need to build your own GPU-accelerated graphics and computing on the web with the WebGPU API. The book includes: - Template based on WebPack and TypeScript for developing WebGPU apps. - WebGPU basics, GLSL and WGSL shaders, and rendering pipeline. - Create primitives and simple shapes in WebGPU. - 3D transformations, model, viewing, projection, and various coordinate systems. - GPU buffers, uniform buffer objects, animation, and camera controls. - Normal vectors, lighting model, ambient, diffuse, and specular light calculations. - UV coordinates, texture mapping.- Color model, colormaps, and color interpolation. - Create 3D shapes, wireframes, surfaces, and 3D charts. - Create 3D plots and fractal graphics using complex functions. - Compute shaders, storage buffers, and large particle system simulation.


Fortran Crash Course

Fortran Crash Course

Author: P. G. Wizard PG Wizard Books

Publisher: Createspace Independent Publishing Platform

Published: 2017-03-26

Total Pages: 26

ISBN-13: 9781544955353

DOWNLOAD EBOOK

Fortran Crash Course: Step By Step Guide to Mastering Fortran Programming! Want to learn Fortran Programming? Need to learn it? Learn the Basic coding quick and easy! How about Loops & Arrays? PG Wizards gives you a walk through from processing to encoding! Real examples inside to learn faster! And don't worry PG Wizards walks you through each element! Whether your just starting out or looking to reinforce your current skills? Perfect either way everything & anything you could think about will be in this book! The most economical buy that will get you all you need to know to learn Fortran programming quickly and efficiently! Purchase now and don't wait as Fortran Crash Course


Book Synopsis Fortran Crash Course by : P. G. Wizard PG Wizard Books

Download or read book Fortran Crash Course written by P. G. Wizard PG Wizard Books and published by Createspace Independent Publishing Platform. This book was released on 2017-03-26 with total page 26 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fortran Crash Course: Step By Step Guide to Mastering Fortran Programming! Want to learn Fortran Programming? Need to learn it? Learn the Basic coding quick and easy! How about Loops & Arrays? PG Wizards gives you a walk through from processing to encoding! Real examples inside to learn faster! And don't worry PG Wizards walks you through each element! Whether your just starting out or looking to reinforce your current skills? Perfect either way everything & anything you could think about will be in this book! The most economical buy that will get you all you need to know to learn Fortran programming quickly and efficiently! Purchase now and don't wait as Fortran Crash Course


Ray Tracing: A Tool for All

Ray Tracing: A Tool for All

Author: Jon Peddie

Publisher: Springer

Published: 2019-08-08

Total Pages: 358

ISBN-13: 3030174905

DOWNLOAD EBOOK

This is the first book to offer a comprehensive overview for anyone wanting to understand the benefits and opportunities of ray tracing, as well as some of the challenges, without having to learn how to program or be an optics scientist. It demystifies ray tracing and brings forward the need and benefit of using ray tracing throughout the development of a film, product, or building — from pitch to prototype to marketing. Ray Tracing and Rendering clarifies the difference between conventional faked rendering and physically correct, photo-realistic ray traced rendering, and explains how programmer’s time, and backend compositing time are saved while producing more accurate representations with 3D models that move. Often considered an esoteric subject the author takes ray tracing out of the confines of the programmer’s lair and shows how all levels of users from concept to construction and sales can benefit without being forced to be a practitioner. It treats both theoretical and practical aspects of the subject as well as giving insights into all the major ray tracing programs and how many of them came about. It will enrich the readers’ understanding of what a difference an accurate high-fidelity image can make to the viewer — our eyes are incredibly sensitive to flaws and distortions and we quickly disregard things that look phony or unreal. Such dismissal by a potential user or customer can spell disaster for a supplier, producer, or developer. If it looks real it will sell, even if it is a fantasy animation. Ray tracing is now within reach of every producer and marketeer, and at prices one can afford, and with production times that meet the demands of today’s fast world.


Book Synopsis Ray Tracing: A Tool for All by : Jon Peddie

Download or read book Ray Tracing: A Tool for All written by Jon Peddie and published by Springer. This book was released on 2019-08-08 with total page 358 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first book to offer a comprehensive overview for anyone wanting to understand the benefits and opportunities of ray tracing, as well as some of the challenges, without having to learn how to program or be an optics scientist. It demystifies ray tracing and brings forward the need and benefit of using ray tracing throughout the development of a film, product, or building — from pitch to prototype to marketing. Ray Tracing and Rendering clarifies the difference between conventional faked rendering and physically correct, photo-realistic ray traced rendering, and explains how programmer’s time, and backend compositing time are saved while producing more accurate representations with 3D models that move. Often considered an esoteric subject the author takes ray tracing out of the confines of the programmer’s lair and shows how all levels of users from concept to construction and sales can benefit without being forced to be a practitioner. It treats both theoretical and practical aspects of the subject as well as giving insights into all the major ray tracing programs and how many of them came about. It will enrich the readers’ understanding of what a difference an accurate high-fidelity image can make to the viewer — our eyes are incredibly sensitive to flaws and distortions and we quickly disregard things that look phony or unreal. Such dismissal by a potential user or customer can spell disaster for a supplier, producer, or developer. If it looks real it will sell, even if it is a fantasy animation. Ray tracing is now within reach of every producer and marketeer, and at prices one can afford, and with production times that meet the demands of today’s fast world.