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020 _a9783031135811
024 7 _a10.1007/978-3-031-13581-1
_2doi
040 _aES-MaUEC
_bspa
_cES-MaUEC
_dES-MaUEC
050 4 _aT385
_b2022 EB
100 1 _aPeddie, Jon
_eautor
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_9687215
245 1 4 _aThe History of the GPU - Eras and Environment
_cby Jon Peddie
250 _a1st edition 2022
264 1 _aCham
_bSpringer International Publishing
_c2022
300 _a1 recurso en línea (XXX, 332 páginas)
_b209 ilustraciones, 194 ilustraciones a color
336 _atexto
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
505 0 _aForeword -- 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.
520 _aThis 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.
988 _aSpringer_Computer_2022
650 7 _2embne
_9143900
_aDiseño asistido por ordenador
776 0 8 _iPrinted edition:
_z9783031135804
776 0 8 _iPrinted edition:
_z9783031135828
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-031-13581-1
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
942 _2lcc
_cLE
998 _b03/2023
_da
_eIG
_zSI