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The History of the GPU - Eras and Environment [electronic resource] /

By: Contributor(s): Material type: TextTextPublisher: Cham : Springer International Publishing : Imprint: Springer, 2022Edition: 1st ed. 2022Description: XXX, 332 p. 209 illus., 194 illus. in color. online resourceContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9783031135811
Subject(s): Additional physical formats: Printed edition:: No title; Printed edition:: No titleDDC classification:
  • 006.6 23
LOC classification:
  • T385
Online resources:
Contents:
Foreword -- Preface -- 1 Introduction -- 2 The GPU Functions -- 3 The Major GPU Eras -- 4 The First Era of GPUs -- 5 The GPU Environment—Hardware -- 6 Application Program Interface (API) -- 7 The GPU Environment—Software Extensions and Custom Features -- Appendix A: Definitions -- Appendix B: Acronyms.
In: Springer Nature eBookSummary: 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.
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Foreword -- Preface -- 1 Introduction -- 2 The GPU Functions -- 3 The Major GPU Eras -- 4 The First Era of GPUs -- 5 The GPU Environment—Hardware -- 6 Application Program Interface (API) -- 7 The GPU Environment—Software Extensions and Custom Features -- Appendix A: Definitions -- Appendix B: Acronyms.

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.

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