The History of the GPU - New Developments
Springer International Publishing (Verlag)
978-3-031-14046-4 (ISBN)
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.
Dr. Jon Peddie is a recognized pioneer in the graphics industry, President of Jon Peddie Research, and named one of the world's most influential analysts. Peddie has been an ACM distinguished speaker and is currently an IEEE Distinguished visitor. He lectures at numerous conferences and universities on topics about graphics technology and the emerging trends in digital media technology. Former President of Siggraph Pioneers, he serves on the advisory boards of several conferences, organizations, and companies and contributes articles to numerous publications. In 2015, he was given the Life Time Achievement award from the CAAD society. Peddie has published hundreds of papers to date; and authored and contributed to eleven books, His most recent books are, "Augmented Reality, where we all will live", "Ray Tracing, a Tool for all".
Foreword.- Acknowledgements.- Introduction.- The Third to Fifth Era GPUs.- Mobile GPUs.- Game Consule GPUs.- Compute and Other GPUs.- Open GPU Projects.(2000 -2018).- The Sixth Era of GPUs.- Concluding Remarks.- Appendix A: Acronyms.- Appendix B: Definitions.
Erscheinungsdatum | 05.01.2023 |
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Zusatzinfo | XXXII, 410 p. 293 illus., 285 illus. in color. |
Verlagsort | Cham |
Sprache | englisch |
Maße | 155 x 235 mm |
Gewicht | 748 g |
Themenwelt | Geschichte ► Teilgebiete der Geschichte ► Technikgeschichte |
Informatik ► Software Entwicklung ► User Interfaces (HCI) | |
Schlagworte | Computer Graphics • game consoles • Mesh Shading • Mobile GPU's • Ray tracing |
ISBN-10 | 3-031-14046-X / 303114046X |
ISBN-13 | 978-3-031-14046-4 / 9783031140464 |
Zustand | Neuware |
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