My Account Log in

1 option

The History of the GPU : Eras and Environment / Jon Peddie.

Ebook Central Perpetual, DDA and Subscription Titles Available online

View online
Format:
Book
Author/Creator:
Peddie, Jon, author.
Contributor:
ProQuest ebook central
Language:
English
Subjects (All):
Graphics processing units--History.
Graphics processing units.
Physical Description:
1 online resource (1 volume) : illustrations (black and white, and colour).
Place of Publication:
Cham : Springer International Publishing AG, [2022]
Contents:
Intro
Foreword
Preface
The Author
A Lifetime of Chasing Pixels
Acknowledgments and Contributors
Contents
List of Figures
List of Tables
1 Introduction
1.1 Nvidia's NV10-First Integrated PC GPU (September 1999)
1.1.1 Nvidia's Non GPU GPU
1.1.2 The S3 Nvidia Patent Suit and Silicon Valley Gossip
1.2 Summary and Conclusion
1.3 Epilog-All the Others
References
2 The GPUs' Functions
2.1 The Pipeline
2.1.1 The Meaning of Real Time
2.1.2 Binning and Branding
2.1.3 The Frame Buffer
2.1.4 Object-Level Clipping
2.2 The Rendering Equation
2.3 The Geometry Creation
2.4 The Software Story: The All-Important APIs
2.4.1 The Triangle Setup
2.4.2 Drawing and Shading
2.4.3 Triangle Sorting
2.4.4 Texture Mapping
2.5 Fill Rate, Rendering Pipelines, and Triangle Size
2.5.1 Rendering Techniques
2.5.2 Instancing
2.5.3 Aliasing
2.5.4 Scaling
2.5.5 Environment Mapping
2.6 Generating the Image: Hardware Issues
2.6.1 VPU-Visual Processing Unit
2.6.2 Multi-display
2.7 Crypto GPU
2.8 Audio, In, Out, In Again
2.9 Conclusions
3 The Major GPU Eras
3.1 The First Era-Transform and Lighting-DirectX 7 (1999)
3.1.1 Shading and Shaders
3.1.2 Geometry Processing
3.2 The Second Era-Programmable Shaders-DirectX 8 and 9 (2001-2006)
3.2.1 Pixel (Fragment) Shader Stage
3.2.2 How Many Shaders? Is There a Limit?
3.3 The Third Era-The Unified Shader-DirectX 10 and 11 (2006-2009)
3.3.1 Geometry Shader (2006)
3.4 The Fourth Era-Compute Shaders-DirectX 11 (2009-2015)
3.4.1 Tessellation Shader (October 2009)
3.4.2 Summary
3.5 The Fifth Era-Ray Tracing and AI-DirectX 12 (2015-2020)
3.5.1 Ray Tracing Shaders
3.5.2 Real-Time Ray Tracing with AI
3.5.3 Variable Rate Shading-2019
3.6 The Sixth Era-Mesh Shaders-DirectX 12 Ultimate (2020)
3.6.1 Primitive and Mesh Shaders-2017-2020
3.6.2 Sampler Feedback
3.7 Summary on Shading
3.7.1 Mobile
3.7.2 GPU-Compute
3.8 FLOPS Versus Fraps: Cars and GPUs
3.8.1 Why Good Enough is Not
3.9 Conclusion
4 The First Era of GPUs
4.1 The Golden Age-Transform, and Lighting Changes the Industry (1999-2001)
4.1.1 On Being First
4.2 First Era Discrete PC-Based GPUs
4.2.1 Glaze3D Bitboys 2.0 (1999-2001)
4.2.2 S3 Savage 2000 (November 1999)
4.2.3 ATI and Nvidia: First Era GPUs (1999-2002)
4.2.4 ATI Radeon R100-256 (April 2000)
4.2.5 Nvidia's NV15-GeForce 2 GTS (April 2000)
4.2.6 STMicroelectronics-Imagination Technologies Kyro II (2001-2002)
4.3 The Development and History of the Integrated GPU (1999-)
4.3.1 ArtX
4.3.2 ATI's First IGP (March 2000)
4.3.3 SiS' First PC-Based IGP (December 2000)
4.3.4 Nvidia's nForce 220 IGP (June 2001)
4.3.5 ATI's IGP 320 (2002)
4.4 IGP Conclusion
4.5 The Expansion Years (2001-2016)
Notes:
Includes bibliographical references and index.
4.5.1 The Collapse and the Rise of Graphics Chip Companies
Electronic reproduction. Ann Arbor, MI Available via World Wide Web.
Description based on online resource; title from digital title page (viewed on January 24, 2023).
Other Format:
Print version: Peddie, Jon The History of the GPU - Eras and Environment
ISBN:
9783031135811
3031135814
Publisher Number:
99992947941
Access Restriction:
Restricted for use by site license.

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Library Catalog Using Articles+ Library Account