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The History of the GPU : Eras and Environment / Jon Peddie.
- Format:
- Book
- Author/Creator:
- Peddie, Jon, author.
- 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.
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