Author: Jon Peddie
Publisher: Springer Nature
ISBN: 3031109686
Category : Computers
Languages : en
Pages : 424
Book Description
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 - Steps to Invention
Author: Jon Peddie
Publisher: Springer Nature
ISBN: 3031109686
Category : Computers
Languages : en
Pages : 424
Book Description
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.
Publisher: Springer Nature
ISBN: 3031109686
Category : Computers
Languages : en
Pages : 424
Book Description
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
Author: Jon Peddie
Publisher: Springer Nature
ISBN: 3031140478
Category : Computers
Languages : en
Pages : 434
Book Description
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.
Publisher: Springer Nature
ISBN: 3031140478
Category : Computers
Languages : en
Pages : 434
Book Description
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
Author: Jon Peddie
Publisher: Springer Nature
ISBN: 3031135814
Category : Computers
Languages : en
Pages : 355
Book Description
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.
Publisher: Springer Nature
ISBN: 3031135814
Category : Computers
Languages : en
Pages : 355
Book Description
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
Author: Jianbo Su
Publisher: Springer Nature
ISBN: 3031565215
Category :
Languages : en
Pages : 204
Book Description
Publisher: Springer Nature
ISBN: 3031565215
Category :
Languages : en
Pages : 204
Book Description
Foundations of Artificial Intelligence and Robotics
Author: Wendell H. Chun
Publisher: CRC Press
ISBN: 1040116167
Category : Computers
Languages : en
Pages : 335
Book Description
Artificial intelligence (AI) is a complicated science that combines philosophy, cognitive psychology, neuroscience, mathematics and logic (logicism), economics, computer science, computability, and software. Meanwhile, robotics is an engineering field that compliments AI. There can be situations where AI can function without a robot (e.g., Turing Test) and robotics without AI (e.g., teleoperation), but in many cases, each technology requires each other to exhibit a complete system: having "smart" robots and AI being able to control its interactions (i.e., effectors) with its environment. This book provides a complete history of computing, AI, and robotics from its early development to state‐of‐the‐art technology, providing a roadmap of these complicated and constantly evolving subjects. Divided into two volumes covering the progress of symbolic logic and the explosion in learning/deep learning in natural language and perception, this first volume investigates the coming together of AI (the mind) and robotics (the body), and discusses the state of AI today. Key Features: Provides a complete overview of the topic of AI, starting with philosophy, psychology, neuroscience, and logicism, and extending to the action of the robots and AI needed for a futuristic society Provides a holistic view of AI, and touches on all the misconceptions and tangents to the technologies through taking a systematic approach Provides a glossary of terms, list of notable people, and extensive references Provides the interconnections and history of the progress of technology for over 100 years as both the hardware (Moore’s Law, GPUs) and software, i.e., generative AI, have advanced Intended as a complete reference, this book is useful to undergraduate and postgraduate students of computing, as well as the general reader. It can also be used as a textbook by course convenors. If you only had one book on AI and robotics, this set would be the first reference to acquire and learn about the theory and practice.
Publisher: CRC Press
ISBN: 1040116167
Category : Computers
Languages : en
Pages : 335
Book Description
Artificial intelligence (AI) is a complicated science that combines philosophy, cognitive psychology, neuroscience, mathematics and logic (logicism), economics, computer science, computability, and software. Meanwhile, robotics is an engineering field that compliments AI. There can be situations where AI can function without a robot (e.g., Turing Test) and robotics without AI (e.g., teleoperation), but in many cases, each technology requires each other to exhibit a complete system: having "smart" robots and AI being able to control its interactions (i.e., effectors) with its environment. This book provides a complete history of computing, AI, and robotics from its early development to state‐of‐the‐art technology, providing a roadmap of these complicated and constantly evolving subjects. Divided into two volumes covering the progress of symbolic logic and the explosion in learning/deep learning in natural language and perception, this first volume investigates the coming together of AI (the mind) and robotics (the body), and discusses the state of AI today. Key Features: Provides a complete overview of the topic of AI, starting with philosophy, psychology, neuroscience, and logicism, and extending to the action of the robots and AI needed for a futuristic society Provides a holistic view of AI, and touches on all the misconceptions and tangents to the technologies through taking a systematic approach Provides a glossary of terms, list of notable people, and extensive references Provides the interconnections and history of the progress of technology for over 100 years as both the hardware (Moore’s Law, GPUs) and software, i.e., generative AI, have advanced Intended as a complete reference, this book is useful to undergraduate and postgraduate students of computing, as well as the general reader. It can also be used as a textbook by course convenors. If you only had one book on AI and robotics, this set would be the first reference to acquire and learn about the theory and practice.
The History of Visual Magic in Computers
Author: Jon Peddie
Publisher: Springer Science & Business Media
ISBN: 1447149327
Category : Computers
Languages : en
Pages : 485
Book Description
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.
Publisher: Springer Science & Business Media
ISBN: 1447149327
Category : Computers
Languages : en
Pages : 485
Book Description
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.
Ray Tracing: A Tool for All
Author: Jon Peddie
Publisher: Springer
ISBN: 3030174905
Category : Computers
Languages : en
Pages : 381
Book Description
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.
Publisher: Springer
ISBN: 3030174905
Category : Computers
Languages : en
Pages : 381
Book Description
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.
Games vs. Hardware. The History of PC video games
Author: Bogdan Ion Purcaru
Publisher: Purcaru Ion Bogdan
ISBN:
Category : Computers
Languages : en
Pages : 552
Book Description
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.
Publisher: Purcaru Ion Bogdan
ISBN:
Category : Computers
Languages : en
Pages : 552
Book Description
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.
AI and IoT-based Intelligent Health Care & Sanitation
Author: Shashank Awasthi
Publisher: Bentham Science Publishers
ISBN: 9815136534
Category : Computers
Languages : en
Pages : 310
Book Description
The book aims to provide a deeper understanding of the synergistic impact of Artificial intelligence (AI) and the Internet of Things (IoT) for disease detection. It presents a collection of topics designed to explain methods to detect different diseases in humans and plants. Chapters are edited by experts in IT and machine learning, and are structured to make the volume accessible to a wide range of readers. Key Features: - 17 Chapters present information about the applications of AI and IoT in clinical medicine and plant biology - Provides examples of algorithms for heart diseases, Alzheimer’s disease, cancer, pneumonia and more - Includes techniques to detect plant disease - Includes information about the application of machine learning in specific imaging modalities - Highlights the use of a variety of advanced Deep learning techniques like Mask R-CNN - Each chapter provides an introduction and literature review and the relevant protocols to follow The book is an informative guide for data and computer scientists working to improve disease detection techniques in medical and life sciences research. It also serves as a reference for engineers working in the healthcare delivery sector.
Publisher: Bentham Science Publishers
ISBN: 9815136534
Category : Computers
Languages : en
Pages : 310
Book Description
The book aims to provide a deeper understanding of the synergistic impact of Artificial intelligence (AI) and the Internet of Things (IoT) for disease detection. It presents a collection of topics designed to explain methods to detect different diseases in humans and plants. Chapters are edited by experts in IT and machine learning, and are structured to make the volume accessible to a wide range of readers. Key Features: - 17 Chapters present information about the applications of AI and IoT in clinical medicine and plant biology - Provides examples of algorithms for heart diseases, Alzheimer’s disease, cancer, pneumonia and more - Includes techniques to detect plant disease - Includes information about the application of machine learning in specific imaging modalities - Highlights the use of a variety of advanced Deep learning techniques like Mask R-CNN - Each chapter provides an introduction and literature review and the relevant protocols to follow The book is an informative guide for data and computer scientists working to improve disease detection techniques in medical and life sciences research. It also serves as a reference for engineers working in the healthcare delivery sector.
Augmented Reality
Author: Jon Peddie
Publisher: Springer
ISBN: 3319545027
Category : Computers
Languages : en
Pages : 349
Book Description
This book provides an in-depth exploration of the field of augmented reality (AR) in its entirety and sets out to distinguish AR from other inter-related technologies like virtual reality (VR) and mixed reality (MR). The author presents AR from its initial philosophies and early developments, to its current technologies and its impact on our modern society, to its possible future developments; providing readers with the tools to understand issues relating to defining, building, and using our perception of what is represented in our perceived reality, and ultimately how we assimilate and react to this information. Augmented Reality: Where We Will All Live can be used as a comprehensive guide to the field of AR and provides valuable insights for technologists, marketers, business managers, educators and academics who are interested in the field of augmented reality; its concepts, history, practices and the science behind this rapidly advancing field of research and development.
Publisher: Springer
ISBN: 3319545027
Category : Computers
Languages : en
Pages : 349
Book Description
This book provides an in-depth exploration of the field of augmented reality (AR) in its entirety and sets out to distinguish AR from other inter-related technologies like virtual reality (VR) and mixed reality (MR). The author presents AR from its initial philosophies and early developments, to its current technologies and its impact on our modern society, to its possible future developments; providing readers with the tools to understand issues relating to defining, building, and using our perception of what is represented in our perceived reality, and ultimately how we assimilate and react to this information. Augmented Reality: Where We Will All Live can be used as a comprehensive guide to the field of AR and provides valuable insights for technologists, marketers, business managers, educators and academics who are interested in the field of augmented reality; its concepts, history, practices and the science behind this rapidly advancing field of research and development.