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E-grāmata: History of the GPU - Steps to Invention

  • Formāts: PDF+DRM
  • Izdošanas datums: 01-Jan-2023
  • Izdevniecība: Springer International Publishing AG
  • Valoda: eng
  • ISBN-13: 9783031109683
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  • Formāts: PDF+DRM
  • Izdošanas datums: 01-Jan-2023
  • Izdevniecība: Springer International Publishing AG
  • Valoda: eng
  • ISBN-13: 9783031109683

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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.


1 Introduction
1(30)
1.1 Introduction
1(3)
1.2 First Computer Graphics System (1949)
4(8)
1.3 The Graphics Processor Unit (1999)
12(4)
1.3.1 The Evolution of Graphics Controllers to GPUs
14(2)
1.4 Performance (2000--2026)
16(1)
1.5 The GPU's Changing Role
17(2)
1.6 The GPU's Application
19(3)
1.6.1 AI and Machine Learning
19(1)
1.6.2 Accelerated Computing and Supercomputers
20(1)
1.6.3 Content Creation
20(1)
1.6.4 Gaming
20(1)
1.6.5 Molecular Modeling
21(1)
1.6.6 Video and Photo Editing
21(1)
1.6.7 Vehicle Navigation and Robots
22(1)
1.6.8 Crypto Mining
22(1)
1.6.9 Summary
22(1)
1.7 The Many Roles of the GPU Require Additional Names
22(4)
1.8 Types of GPUs
26(2)
1.9 Conclusion
28(1)
References
28(3)
2 1980--1989, Graphics Controllers on Other Platforms
31(68)
2.1 Ikonas Graphics Systems (1978--1982)
34(5)
2.2 Pixel Planes---The Foundation of the GPU (1980--2000)
39(21)
2.2.1 HP Acquires Division (1996)
48(12)
2.3 Processor per Polygon---The Demetrescu Caltech Architecture (1980)
60(3)
2.4 The Geometry Engine (1981)
63(4)
2.5 Matrox SM640 with Geometry Engine (1987)
67(1)
2.6 SGI's Personal Integrated Raster Imaging System (IRIS) Workstation (1988)
67(2)
2.7 SGI's IrisVision AIB (1988)
69(1)
2.8 NEC's μPD7220 Pioneering Graphics Display Controller (1982)
69(4)
2.9 Hitachi ACRTC HD63484 (1984)
73(4)
2.10 Truevision (1984-1987)
77(1)
2.11 TI 34010 (1986)
78(7)
2.11.1 TI Epilogue
85(1)
2.12 MAGIC---Multiple Application Graphics Integrated Circuit (1987)
85(2)
2.13 Raster Technologies Vertex Processor (1987)
87(1)
2.14 Amiga (1988)
88(3)
2.15 Sun's GX Graphics Accelerator Board (1989)
91(3)
2.15.1 Summary
94(1)
2.16 Conclusion
94(1)
References
95(4)
3 1980--1989, Graphics Controllers on PCs
99(48)
3.1 1980--1989, Graphics Controllers on the PC Platform
99(3)
3.2 CRT Control (1975--1987)
102(6)
3.2.1 The Video Output---LUT-DAC (~1981--1987)
102(1)
3.2.2 Brooktree (1983--1996)
103(1)
3.2.3 Edsun Labs (1989--1991)
104(4)
3.2.4 Summary of Video Output
108(1)
3.3 IBM Graphics History (1981--1990)
108(13)
3.3.1 IBM CGA (1981)
109(1)
3.3.2 IBM EGA (1984)
109(2)
3.3.3 EGA Begets VGA to XGA
111(1)
3.3.4 The IBM Professional Graphics Controller---PGC (1984)
112(2)
3.3.5 The IBM 8514/A (1987)
114(2)
3.3.6 IBM VGA (1987--1991)
116(4)
3.3.7 Those Clones
120(1)
3.3.8 IBM Summary
121(1)
3.4 The Market Expands (1986--1987)
121(1)
3.5 Intel's Pre-GPU History (1983--2003)
122(7)
3.5.1 82720 (1983)
122(1)
3.5.2 82786 (1986)
122(2)
3.5.3 1860 (1989)
124(1)
3.5.4 1740 (1998)
125(1)
3.5.5 1810 (1999)
126(2)
3.5.6 Extreme Graphics (2001)
128(1)
3.5.7 Intel Summary
129(1)
3.6 Tseng Labs (1983--1997)
129(9)
3.6.1 Winning Awards Was not Enough
135(1)
3.6.2 It Could Have Been the First GPU
136(1)
3.6.3 The End
137(1)
3.7 SGI's IrisVision (1988-1994)
138(6)
3.7.1 The Legacy of IrisVision---Pellucid, Media Vision, and 3dfx (1991-1994)
141(1)
3.7.2 Media Vision (1990-1994)
142(1)
3.7.3 Benchmarking
143(1)
3.8 Conclusion
144(1)
References
144(3)
4 1980-1995 the Progenitors: Graphics Controller on PCs
147(56)
4.1 1990-1995, Graphics Controllers on PCs
147(5)
4.1.1 IBM XGA (1990)
147(5)
4.1.2 Summary 1990 to 1995
152(1)
4.2 The IGC to IGP (1991)
152(2)
4.2.1 The First Workstation IGC
153(1)
4.2.2 The First PC IGC
153(1)
4.3 Bitboys (1991--1999)
154(8)
4.3.1 Pyramid3D 25202
157(1)
4.3.2 Pyramid3D 25201
158(2)
4.3.3 The Eighth's
160(2)
4.3.4 Summary
162(1)
4.4 Artist Graphics (1979--2098)
162(4)
4.4.1 Artist Graphics Shows 3GA Graphics Accelerator
163(2)
4.4.2 Summary
165(1)
4.5 Number Nine Imagine 128 (1992--1999)
166(3)
4.5.1 Summary
169(1)
4.6 Rendition (1992-1998)
169(8)
4.6.1 Summary
176(1)
4.7 Stellar---RSSI (1993-2000)
177(7)
4.7.1 Reality Simulations Systems PixelSquirt
179(2)
4.7.2 Stellar is Born (1997)
181(1)
4.7.3 VelaTX (1998)
182(1)
4.7.4 Broadcom Acquires Stellar (2000)
183(1)
4.7.5 Summary
184(1)
4.8 Matrox Millennium (1994--2014)
184(4)
4.8.1 Summary
188(1)
4.9 VideoLogic/Imagination Technologies Tiling (1994--)
188(12)
4.9.1 NEC-Imagination Technologies PCX (1994--1999)
193(5)
4.9.2 Summary
198(2)
4.10 Conclusion
200(1)
References
200(3)
5 1990 to 1999 Graphics Controllers on Other Platform
203(62)
5.1 Workstations
203(31)
5.1.1 Workstation Graphics
204(1)
5.1.2 HP Artist (1993)
205(4)
5.1.3 Silicon Reality (1994-1998)
209(5)
5.1.4 The Saga of Evans & Sutherland's Pre-GPU Effort (1995-2001)
214(8)
5.1.5 3Dlabs Permedia (1997)
222(8)
5.1.6 Intergraph Wildcat (1998-2000)
230(4)
5.2 Game Consoles
234(27)
5.2.1 Sega
235(1)
5.2.2 Sega Genesis (1988)
235(1)
5.2.3 Sony PlayStation (1994)
235(5)
5.2.4 Atari Jaguar (1993)
240(3)
5.2.5 Nintendo 64 (1996)---The First T&L in a Console
243(7)
5.2.6 ArtX and the Nintendo GameCube (1998)
250(3)
5.2.7 NEC Electronics' PowerVR (1996)
253(8)
5.3 Conclusion
261(1)
References
262(3)
6 1996-1999, Graphics Controllers on PCs
265(68)
6.1 The ATI 3D Rage (1995)
265(10)
6.1.1 Approaching the GPU
269(4)
6.1.2 The Saga of ATI (1985-2006)
273(2)
6.2 Nvidia's Quadratic Processor, the NV1 (1993--)
275(8)
6.2.1 Nvidia Epilogue
282(1)
6.3 3dfx Voodoo (1994--2000)
283(17)
6.3.1 SLI Was Not a New Concept
290(1)
6.3.2 The SST-1
290(10)
6.4 Yamaha YGV612 RPA (1995--1996)
300(3)
6.5 Real3D (1995--1999)
303(8)
6.5.1 A Stand-Alone Company
306(1)
6.5.2 Real3D and Silicon Graphics Settle Out of Court
307(2)
6.5.3 Intel Acquires ReaBD (October 25, 1999)
309(2)
6.5.4 3dfx and Intel Patent Cross-License Agreement
311(1)
6.6 Microsoft Talisman---The Chip That Never Was (1996)
311(8)
6.7 Nvidia Riva 128 (1996)
319(3)
6.8 S3 Virge 86C385 (1996)
322(7)
6.8.1 S3 Epilogue
328(1)
6.9 Conclusion
329(1)
References
330(3)
7 What is a GPU?
333(14)
7.1 What is a GPU?
333(2)
7.2 The GPU
335(4)
7.2.1 Vendors
336(1)
7.2.2 Shaders, Processors, Units, and Cores
337(1)
7.2.3 Getting to a Model
338(1)
7.3 The Six Eras of GPUs
339(5)
7.3.1 Pre-GPU Graphics Controllers (1960--1998)
340(1)
7.3.2 First-Era GPUs (1999--2000) Fixed Function
341(1)
7.3.3 Second-Era GPUs (2000--2006) Programmable Shaders
341(1)
7.3.4 Third-Era GPUs (2006--2009) Unified Shaders
342(1)
7.3.5 Fourth-Era GPUs (2009--2015) Compute Shaders
342(1)
7.3.6 Fifth-Era GPUs (2015--2020) Ray Tracing and AI
342(1)
7.3.7 Sixth-Era GPUs (2020--) Mesh Shaders
343(1)
7.3.8 The Range of the GPU and This Book
343(1)
7.4 Conclusion
344(1)
7.5 Epilog
344(1)
References
345(2)
Appendix A Acronyms 347(6)
Appendix B Definitions 353(40)
Index 393
Dr. Jon Peddie is a recognized pioneer in the graphics industry, President of Jon Peddie Research, and named one of the worlds 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.