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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 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   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 Serious Games

    Book Details:
  • Author : Mads Haahr
  • Publisher : Springer Nature
  • Release : 2023-10-13
  • ISBN : 3031447514
  • Pages : 460 pages

Download or read book Serious Games written by Mads Haahr and published by Springer Nature. This book was released on 2023-10-13 with total page 460 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 9th Joint International Conference on Serious Games, JCSG 2023, held in Dublin, Ireland, during October 26–27, 2023. The 18 full papers presented together with 9 short papers and 14 poster papers were carefully reviewed and selected from 53 submissions. They are grouped into the following topics: technology and systems; theoretical and design aspects; health and wellbeing; extended realities; soft and social skills; academic skills; and posters and exhibits.

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 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 CUDA by Example

    Book Details:
  • Author : Jason Sanders
  • Publisher : Addison-Wesley Professional
  • Release : 2010-07-19
  • ISBN : 0132180138
  • Pages : 523 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 523 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 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 496 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

Book GPU Gems 3

    Book Details:
  • Author : Hubert Nguyen
  • Publisher : Addison-Wesley Professional
  • Release : 2008
  • ISBN : 9780321515261
  • Pages : 942 pages

Download or read book GPU Gems 3 written by Hubert Nguyen and published by Addison-Wesley Professional. This book was released on 2008 with total page 942 pages. Available in PDF, EPUB and Kindle. Book excerpt: Still more useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.

Book Programming Massively Parallel Processors

Download or read book Programming Massively Parallel Processors written by David B. Kirk and published by Newnes. This book was released on 2012-12-31 with total page 519 pages. Available in PDF, EPUB and Kindle. Book excerpt: Programming Massively Parallel Processors: A Hands-on Approach, Second Edition, teaches students how to program massively parallel processors. It offers a detailed discussion of various techniques for constructing parallel programs. Case studies are used to demonstrate the development process, which begins with computational thinking and ends with effective and efficient parallel programs. This guide shows both student and professional alike the basic concepts of parallel programming and GPU architecture. Topics of performance, floating-point format, parallel patterns, and dynamic parallelism are covered in depth. This revised edition contains more parallel programming examples, commonly-used libraries such as Thrust, and explanations of the latest tools. It also provides new coverage of CUDA 5.0, improved performance, enhanced development tools, increased hardware support, and more; increased coverage of related technology, OpenCL and new material on algorithm patterns, GPU clusters, host programming, and data parallelism; and two new case studies (on MRI reconstruction and molecular visualization) that explore the latest applications of CUDA and GPUs for scientific research and high-performance computing. This book should be a valuable resource for advanced students, software engineers, programmers, and hardware engineers. New coverage of CUDA 5.0, improved performance, enhanced development tools, increased hardware support, and more Increased coverage of related technology, OpenCL and new material on algorithm patterns, GPU clusters, host programming, and data parallelism Two new case studies (on MRI reconstruction and molecular visualization) explore the latest applications of CUDA and GPUs for scientific research and high-performance computing

Book GPU Computing Gems Emerald Edition

Download or read book GPU Computing Gems Emerald Edition written by and published by Elsevier. This book was released on 2011-01-13 with total page 886 pages. Available in PDF, EPUB and Kindle. Book excerpt: GPU Computing Gems Emerald Edition offers practical techniques in parallel computing using graphics processing units (GPUs) to enhance scientific research. The first volume in Morgan Kaufmann's Applications of GPU Computing Series, this book offers the latest insights and research in computer vision, electronic design automation, and emerging data-intensive applications. It also covers life sciences, medical imaging, ray tracing and rendering, scientific simulation, signal and audio processing, statistical modeling, video and image processing. This book is intended to help those who are facing the challenge of programming systems to effectively use GPUs to achieve efficiency and performance goals. It offers developers a window into diverse application areas, and the opportunity to gain insights from others' algorithm work that they may apply to their own projects. Readers will learn from the leading researchers in parallel programming, who have gathered their solutions and experience in one volume under the guidance of expert area editors. Each chapter is written to be accessible to researchers from other domains, allowing knowledge to cross-pollinate across the GPU spectrum. Many examples leverage NVIDIA's CUDA parallel computing architecture, the most widely-adopted massively parallel programming solution. The insights and ideas as well as practical hands-on skills in the book can be immediately put to use. Computer programmers, software engineers, hardware engineers, and computer science students will find this volume a helpful resource. For useful source codes discussed throughout the book, the editors invite readers to the following website: ..." Covers the breadth of industry from scientific simulation and electronic design automation to audio / video processing, medical imaging, computer vision, and more Many examples leverage NVIDIA's CUDA parallel computing architecture, the most widely-adopted massively parallel programming solution Offers insights and ideas as well as practical "hands-on" skills you can immediately put to use

Book The CUDA Handbook

    Book Details:
  • Author : Nicholas Wilt
  • Publisher : Addison-Wesley
  • Release : 2013-06-11
  • ISBN : 0133261506
  • Pages : 528 pages

Download or read book The CUDA Handbook written by Nicholas Wilt and published by Addison-Wesley. This book was released on 2013-06-11 with total page 528 pages. Available in PDF, EPUB and Kindle. Book excerpt: The CUDA Handbook begins where CUDA by Example (Addison-Wesley, 2011) leaves off, discussing CUDA hardware and software in greater detail and covering both CUDA 5.0 and Kepler. Every CUDA developer, from the casual to the most sophisticated, will find something here of interest and immediate usefulness. Newer CUDA developers will see how the hardware processes commands and how the driver checks progress; more experienced CUDA developers will appreciate the expert coverage of topics such as the driver API and context migration, as well as the guidance on how best to structure CPU/GPU data interchange and synchronization. The accompanying open source code–more than 25,000 lines of it, freely available at www.cudahandbook.com–is specifically intended to be reused and repurposed by developers. Designed to be both a comprehensive reference and a practical cookbook, the text is divided into the following three parts: Part I, Overview, gives high-level descriptions of the hardware and software that make CUDA possible. Part II, Details, provides thorough descriptions of every aspect of CUDA, including Memory Streams and events Models of execution, including the dynamic parallelism feature, new with CUDA 5.0 and SM 3.5 The streaming multiprocessors, including descriptions of all features through SM 3.5 Programming multiple GPUs Texturing The source code accompanying Part II is presented as reusable microbenchmarks and microdemos, designed to expose specific hardware characteristics or highlight specific use cases. Part III, Select Applications, details specific families of CUDA applications and key parallel algorithms, including Streaming workloads Reduction Parallel prefix sum (Scan) N-body Image Processing These algorithms cover the full range of potential CUDA applications.

Book Point Based Graphics

    Book Details:
  • Author : Markus Gross
  • Publisher : Elsevier
  • Release : 2011-05-04
  • ISBN : 0080548822
  • Pages : 553 pages

Download or read book Point Based Graphics written by Markus Gross and published by Elsevier. This book was released on 2011-05-04 with total page 553 pages. Available in PDF, EPUB and Kindle. Book excerpt: The polygon-mesh approach to 3D modeling was a huge advance, but today its limitations are clear. Longer render times for increasingly complex images effectively cap image complexity, or else stretch budgets and schedules to the breaking point. Comprised of contributions from leaders in the development and application of this technology, Point-Based Graphics examines it from all angles, beginning with the way in which the latest photographic and scanning devices have enabled modeling based on true geometry, rather than appearance. From there, it’s on to the methods themselves. Even though point-based graphics is in its infancy, practitioners have already established many effective, economical techniques for achieving all the major effects associated with traditional 3D Modeling and rendering. You’ll learn to apply these techniques, and you’ll also learn how to create your own. The final chapter demonstrates how to do this using Pointshop3D, an open-source tool for developing new point-based algorithms. The first book on a major development in computer graphics by the pioneers in the field Shows how 3D images can be manipulated as easily as 2D images are with Photoshop

Book Practical WebGPU Graphics

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.

Book Developing Graphics Frameworks with Python and OpenGL

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.

Book Real Time Rendering

    Book Details:
  • Author : Tomas Akenine-Möller
  • Publisher : CRC Press
  • Release : 2019-01-18
  • ISBN : 1315362007
  • Pages : 1046 pages

Download or read book Real Time Rendering written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2019-01-18 with total page 1046 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

Book The Handley Page Victor  The History   Development of a Classic Jet

Download or read book The Handley Page Victor The History Development of a Classic Jet written by Roger Brooks and published by Casemate Publishers. This book was released on 2007-11-12 with total page 462 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first volume of Roger Brooks detailed reference to the Victor covers the conception, design and test-flying of the prototype HP 80 and then the production and operation of the Mark 1 in its many roles. This second volume completes the history of the aircraft by describing the improved Mark 2 that was primarily conceived to carry Britains Blue Steel nuclear deterrent. The aircraft was to be re-engined with the Rolls-Royce Conway and the enlargement of the air intakes in the wing are one of the more noticeable external differences on these models. When the V-Bomber Force lost its primary raison detre as the delivery vehicle for the nuclear deterrent, the Victors were adapted for the air-to-air refueling tanker role, a task they successfully carried out until their airframe life was exhausted.This volume also includes lengthy appendices on all Marks that include a mass of detailed historical information, the testing of many new systems, modifications throughout service life, the authors first-hand experiences as a Victor crew chief, operational records and a complete list of all Victor accidents with a detailed analysis and official reports.