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Book The History of the GPU   Eras and Environment

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.

Book The History of the GPU   Steps to Invention

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.

Book The History of the GPU   New Developments

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.

Book Decoding Cultural Heritage

    Book Details:
  • Author : Fernando Moral-Andrés
  • Publisher : Springer Nature
  • Release :
  • ISBN : 3031576756
  • Pages : 481 pages

Download or read book Decoding Cultural Heritage written by Fernando Moral-Andrés and published by Springer Nature. This book was released on with total page 481 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Designing Scientific Applications on GPUs

Download or read book Designing Scientific Applications on GPUs written by Raphael Couturier and published by CRC Press. This book was released on 2013-11-21 with total page 500 pages. Available in PDF, EPUB and Kindle. Book excerpt: Many of today’s complex scientific applications now require a vast amount of computational power. General purpose graphics processing units (GPGPUs) enable researchers in a variety of fields to benefit from the computational power of all the cores available inside graphics cards. Understand the Benefits of Using GPUs for Many Scientific Applications Designing Scientific Applications on GPUs shows you how to use GPUs for applications in diverse scientific fields, from physics and mathematics to computer science. The book explains the methods necessary for designing or porting your scientific application on GPUs. It will improve your knowledge about image processing, numerical applications, methodology to design efficient applications, optimization methods, and much more. Everything You Need to Design/Port Your Scientific Application on GPUs The first part of the book introduces the GPUs and Nvidia’s CUDA programming model, currently the most widespread environment for designing GPU applications. The second part focuses on significant image processing applications on GPUs. The third part presents general methodologies for software development on GPUs and the fourth part describes the use of GPUs for addressing several optimization problems. The fifth part covers many numerical applications, including obstacle problems, fluid simulation, and atomic physics models. The last part illustrates agent-based simulations, pseudorandom number generation, and the solution of large sparse linear systems for integer factorization. Some of the codes presented in the book are available online.

Book General Purpose Graphics Processor Architectures

Download or read book General Purpose Graphics Processor Architectures written by Tor M. Aamodt and published by Springer Nature. This book was released on 2022-05-31 with total page 122 pages. Available in PDF, EPUB and Kindle. Book excerpt: Originally developed to support video games, graphics processor units (GPUs) are now increasingly used for general-purpose (non-graphics) applications ranging from machine learning to mining of cryptographic currencies. GPUs can achieve improved performance and efficiency versus central processing units (CPUs) by dedicating a larger fraction of hardware resources to computation. In addition, their general-purpose programmability makes contemporary GPUs appealing to software developers in comparison to domain-specific accelerators. This book provides an introduction to those interested in studying the architecture of GPUs that support general-purpose computing. It collects together information currently only found among a wide range of disparate sources. The authors led development of the GPGPU-Sim simulator widely used in academic research on GPU architectures. The first chapter of this book describes the basic hardware structure of GPUs and provides a brief overview of their history. Chapter 2 provides a summary of GPU programming models relevant to the rest of the book. Chapter 3 explores the architecture of GPU compute cores. Chapter 4 explores the architecture of the GPU memory system. After describing the architecture of existing systems, Chapters 3 and 4 provide an overview of related research. Chapter 5 summarizes cross-cutting research impacting both the compute core and memory system. This book should provide a valuable resource for those wishing to understand the architecture of graphics processor units (GPUs) used for acceleration of general-purpose applications and to those who want to obtain an introduction to the rapidly growing body of research exploring how to improve the architecture of these GPUs.

Book General Purpose Graphics Processor Architectures

Download or read book General Purpose Graphics Processor Architectures written by Tor M. Aamodt and published by Synthesis Lectures on Computer. This book was released on 2018-05-21 with total page 140 pages. Available in PDF, EPUB and Kindle. Book excerpt: Originally developed to support video games, graphics processor units (GPUs) are now increasingly used for general-purpose (non-graphics) applications ranging from machine learning to mining of cryptographic currencies. GPUs can achieve improved performance and efficiency versus central processing units (CPUs) by dedicating a larger fraction of hardware resources to computation. In addition, their general-purpose programmability makes contemporary GPUs appealing to software developers in comparison to domain-specific accelerators. This book provides an introduction to those interested in studying the architecture of GPUs that support general-purpose computing. It collects together information currently only found among a wide range of disparate sources. The authors led development of the GPGPU-Sim simulator widely used in academic research on GPU architectures. The first chapter of this book describes the basic hardware structure of GPUs and provides a brief overview of their history. Chapter 2 provides a summary of GPU programming models relevant to the rest of the book. Chapter 3 explores the architecture of GPU compute cores. Chapter 4 explores the architecture of the GPU memory system. After describing the architecture of existing systems, Chapters \ref{ch03} and \ref{ch04} provide an overview of related research. Chapter 5 summarizes cross-cutting research impacting both the compute core and memory system. This book should provide a valuable resource for those wishing to understand the architecture of graphics processor units (GPUs) used for acceleration of general-purpose applications and to those who want to obtain an introduction to the rapidly growing body of research exploring how to improve the architecture of these GPUs.

Book The History of Visual Magic in Computers

Download or read book The History of Visual Magic in Computers written by Jon Peddie and published by Springer Science & Business Media. This book was released on 2013-06-13 with total page 485 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Hands On GPU Computing with Python

Download or read book Hands On GPU Computing with Python written by Avimanyu Bandyopadhyay and published by . This book was released on 2019-05-13 with total page 452 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explore GPU-enabled programmable environment for machine learning, scientific applications, and gaming using PuCUDA, PyOpenGL, and Anaconda Accelerate Key Features Understand effective synchronization strategies for faster processing using GPUs Write parallel processing scripts with PyCuda and PyOpenCL Learn to use the CUDA libraries like CuDNN for deep learning on GPUs Book Description GPUs are proving to be excellent general purpose-parallel computing solutions for high performance tasks such as deep learning and scientific computing. This book will be your guide to getting started with GPU computing. It will start with introducing GPU computing and explain the architecture and programming models for GPUs. You will learn, by example, how to perform GPU programming with Python, and you'll look at using integrations such as PyCUDA, PyOpenCL, CuPy and Numba with Anaconda for various tasks such as machine learning and data mining. Going further, you will get to grips with GPU work flows, management, and deployment using modern containerization solutions. Toward the end of the book, you will get familiar with the principles of distributed computing for training machine learning models and enhancing efficiency and performance. By the end of this book, you will be able to set up a GPU ecosystem for running complex applications and data models that demand great processing capabilities, and be able to efficiently manage memory to compute your application effectively and quickly. What you will learn Utilize Python libraries and frameworks for GPU acceleration Set up a GPU-enabled programmable machine learning environment on your system with Anaconda Deploy your machine learning system on cloud containers with illustrated examples Explore PyCUDA and PyOpenCL and compare them with platforms such as CUDA, OpenCL and ROCm. Perform data mining tasks with machine learning models on GPUs Extend your knowledge of GPU computing in scientific applications Who this book is for Data Scientist, Machine Learning enthusiasts and professionals who wants to get started with GPU computation and perform the complex tasks with low-latency. Intermediate knowledge of Python programming is assumed.

Book CUDA by Example

    Book Details:
  • Author : Jason Sanders
  • Publisher : Addison-Wesley Professional
  • Release : 2010-07-19
  • ISBN : 0132180138
  • Pages : 524 pages

Download or read book CUDA by Example written by Jason Sanders and published by Addison-Wesley Professional. This book was released on 2010-07-19 with total page 524 pages. Available in PDF, EPUB and Kindle. Book excerpt: CUDA is a computing architecture designed to facilitate the development of parallel programs. In conjunction with a comprehensive software platform, the CUDA Architecture enables programmers to draw on the immense power of graphics processing units (GPUs) when building high-performance applications. GPUs, of course, have long been available for demanding graphics and game applications. CUDA now brings this valuable resource to programmers working on applications in other domains, including science, engineering, and finance. No knowledge of graphics programming is required—just the ability to program in a modestly extended version of C. CUDA by Example, written by two senior members of the CUDA software platform team, shows programmers how to employ this new technology. The authors introduce each area of CUDA development through working examples. After a concise introduction to the CUDA platform and architecture, as well as a quick-start guide to CUDA C, the book details the techniques and trade-offs associated with each key CUDA feature. You’ll discover when to use each CUDA C extension and how to write CUDA software that delivers truly outstanding performance. Major topics covered include Parallel programming Thread cooperation Constant memory and events Texture memory Graphics interoperability Atomics Streams CUDA C on multiple GPUs Advanced atomics Additional CUDA resources All the CUDA software tools you’ll need are freely available for download from NVIDIA. http://developer.nvidia.com/object/cuda-by-example.html

Book Chronology of Twentieth Century History  Business and Commerce

Download or read book Chronology of Twentieth Century History Business and Commerce written by Frank N. Magill and published by Routledge. This book was released on 2014-04-23 with total page 767 pages. Available in PDF, EPUB and Kindle. Book excerpt: First Published in 2004. Volume II provides the hard facts and the history behind the headlines; significant 20th-century events in the evolution of all aspects of business and commerce are described in chronologically-arranged articles. The text of each article is divided into two sections: Summary of the Event describes the event itself and the circumstances leading up to it, and Impact of the Event analyzes the influence of the event on the evolution of business practice or on a major industry in both the short and long terms. Each article concludes with a fully annotated Bibliography.

Book Developments in Information   Knowledge Management for Business Applications

Download or read book Developments in Information Knowledge Management for Business Applications written by Natalia Kryvinska and published by Springer Nature. This book was released on 2020-12-14 with total page 587 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides solutions to manage information competently in order to increase its business usage. The information/knowledge business is a highly-dynamic evolving industry, and the novel methodologies and practices for the business information processing, as well as application of mathematical models to the business analytics and efficient management, are the most essential for the decision-making and further development of this field. Consequently, in this series subline first volume, the authors study challenges and opportunities, as well as embrace different aspects of business information processing for an efficient enterprise management. The authors cover also methods and techniques, as well as strategies for the efficient business information processing for management. Besides, the authors analyse strategies for lowering business information/data loss, while improving customer satisfaction and maintenance levels. The major goal is to analyse the key aspects of managerial implications on the informational business on the continuous basis.

Book Learning Vulkan

    Book Details:
  • Author : Parminder Singh
  • Publisher : Packt Publishing Ltd
  • Release : 2016-12-15
  • ISBN : 178646084X
  • Pages : 457 pages

Download or read book Learning Vulkan written by Parminder Singh and published by Packt Publishing Ltd. This book was released on 2016-12-15 with total page 457 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover how to build impressive 3D graphics with the next-generation graphics API—Vulkan About This Book Get started with the Vulkan API and its programming techniques using the easy-to-follow examples to create stunning 3D graphics Understand memory management in Vulkan and implement image and buffer resources Get hands-on with the drawing process and synchronization, and render a 3D graphics scene with the Vulkan graphics pipeline Who This Book Is For This book is ideal for graphic programmers who want to get up and running with Vulkan. It's also great for programmers who have experience with OpenGL and other graphic APIs who want to take advantage of next generation APIs. A good knowledge of C/C++ is expected. What You Will Learn Learn fundamentals of Vulkan programing model to harness the power of modern GPU devices. Implement device, command buffer and queues to get connected with the physical hardware. Explore various validation layers and learn how to use it for debugging Vulkan application. Get a grip on memory management to control host and device memory operations. Understand and implement buffer and image resource types in Vulkan. Define drawing operations in the Render pass and implement graphics pipeline. Manage GLSL shader using SPIR-V and update the shader resources with descriptor sets and push constants. Learn the drawing process, manage resources with synchronization objects and render 3D scene output on screen with Swapchain. Bring realism to your rendered 3D scene with textures, and implement linear and optimal textures In Detail Vulkan, the next generation graphics and compute API, is the latest offering by Khronos. This API is the successor of OpenGL and unlike OpenGL, it offers great flexibility and high performance capabilities to control modern GPU devices. With this book, you'll get great insights into the workings of Vulkan and how you can make stunning graphics run with minimum hardware requirements. We begin with a brief introduction to the Vulkan system and show you its distinct features with the successor to the OpenGL API. First, you will see how to establish a connection with hardware devices to query the available queues, memory types, and capabilities offered. Vulkan is verbose, so before diving deep into programing, you'll get to grips with debugging techniques so even first-timers can overcome error traps using Vulkan's layer and extension features. You'll get a grip on command buffers and acquire the knowledge to record various operation commands into command buffer and submit it to a proper queue for GPU processing. We'll take a detailed look at memory management and demonstrate the use of buffer and image resources to create drawing textures and image views for the presentation engine and vertex buffers to store geometry information. You'll get a brief overview of SPIR-V, the new way to manage shaders, and you'll define the drawing operations as a single unit of work in the Render pass with the help of attachments and subpasses. You'll also create frame buffers and build a solid graphics pipeline, as well as making use of the synchronizing mechanism to manage GPU and CPU hand-shaking. By the end, you'll know everything you need to know to get your hands dirty with the coolest Graphics API on the block. Style and approach This book takes a practical approach to guide you through the Vulkan API, and you will get to build an application throughout the course of the book. Since you are expected to be familiar with C/C++, there is not much hand-holding throughout the course of the book.

Book Ray Tracing  A Tool for All

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.

Book The Illustrated Encyclopedia of World History

Download or read book The Illustrated Encyclopedia of World History written by Donker Van Heel and published by Routledge. This book was released on 2017-07-12 with total page 1459 pages. Available in PDF, EPUB and Kindle. Book excerpt: Peter deLeon argues that while it is often individuals who actually engage in political corruption, it is the US political system that condones or encourages such actions. Once this perspective is recognised, one can begin to understand ways in which the costs of corruption might be alleviated.

Book The Russian FSB

    Book Details:
  • Author : Kevin P. Riehle
  • Publisher : Georgetown University Press
  • Release : 2024-03-01
  • ISBN : 1647124107
  • Pages : 222 pages

Download or read book The Russian FSB written by Kevin P. Riehle and published by Georgetown University Press. This book was released on 2024-03-01 with total page 222 pages. Available in PDF, EPUB and Kindle. Book excerpt: An introduction to Putin’s formidable intelligence and security organization Since its founding in 1995, the FSB, Russia’s Federal Security Service, has regained the majority of the domestic security functions of the Soviet-era KGB. Under Vladimir Putin, who served as FSB director just before becoming president, the agency has grown to be one of the most powerful and favored organizations in Russia. The FSB not only conducts internal security but also has primacy in intelligence operations in former Soviet states. Their activities include anti-dissident operations at home and abroad, counterintelligence, counterterrorism, criminal investigations of crimes against the state, and guarding Russia’s borders. In The Russian FSB, Kevin P. Riehle provides a brief history of the FSB’s origins, placed within the context of Russian history, the government’s power structure, and Russia’s wider culture. He describes how the FSB’s mindset and priorities show continuities from the tsarist regimes and the Soviet era. The book’s chapters analyze origins, organizational structure, missions, leaders, international partners, and cultural representations such as the FSB in film and television. Based on both English and Russian sources, this book is a well-researched introduction to understanding the FSB and its central role in Putin’s Russia. Concise Histories of Intelligence SeriesChristopher Moran, Mark Phythian, and Mark Stout, Series Editors

Book Imperial Designs  Postimperial Extremes

Download or read book Imperial Designs Postimperial Extremes written by Andrei Cusco and published by Central European University Press. This book was released on 2023-10-31 with total page 295 pages. Available in PDF, EPUB and Kindle. Book excerpt: Anchored in the Russian Empire, but not limited to it, the eight studies in this volume explore the nineteenth-century imperial responses to the challenge of modernity, the dramatic disruptions of World War I, the radical scenarios of the interwar period and post-communist endgames at the different edges of Eurasia. The book continues and amplifies the historiographic momentum created by Alfred J. Rieber’s long and fruitful scholarly career. First, the volume addresses the attempts of Russian imperial rulers and elites to overcome the economic backwardness of the empire with respect to the West. The ensuing rivalry of several interest groups (entrepreneurs, engineers, economists) created new social forms in the subsequent rounds of modernization. The studies explore the dynamics of the metamorphoses of what Rieber famously conceptualized as a “sedimentary society” in the pre-revolutionary and early Soviet settings. Second, the volume also expands and dwells on the concept of frontier zones as dynamic, mutable, shifting areas, characterized by multi-ethnicity, religious diversity, unstable loyalties, overlapping and contradictory models of governance, and an uneasy balance between peaceful co-existence and bloody military clashes. In this connection, studies pay special attention to forced and spontaneous migrations, and population politics in modern Eurasia.