000 06175nam a2200949 i 4500
001 5676102
003 IEEE
005 20200421114119.0
006 m o d
007 cr |n|||||||||
008 151221s2010 njua ob 001 eng d
010 _z 2009049311 (print)
016 _z 015478740 (print)
020 _a9780470823798
_qebook
020 _z9780470823774
_qcloth
020 _z0470823771
_qcloth
024 7 _a10.1002/9780470823798
_2doi
035 _a(CaBNVSL)mat05676102
035 _a(IDAMS)0b0000648144b7d1
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aT385
_b.M62193 2010eb
082 0 0 _a621.3815
_222
245 0 0 _aMobile 3D graphics SoC :
_bfrom algorithm to chip /
_cJeong-Ho Woo ... [et al.].
246 3 _aMobile three-dimensional graphics systems on a chip
264 1 _aSingapore ;
_bJohn Wiley & Sons,
_cc2010.
264 2 _a[Piscataqay, New Jersey] :
_bIEEE Xplore,
_c[2010]
300 _a1 PDF (x, 327 pages) :
_billustrations (some color).
336 _atext
_2rdacontent
337 _aelectronic
_2isbdmedia
338 _aonline resource
_2rdacarrier
504 _aIncludes bibliographical references and index.
505 0 _aPreface -- 1 Introduction -- 1.1 Mobile 3D Graphics -- 1.2 Mobile Devices and Design Challenges -- 1.2.1 Mobile Computing Power -- 1.2.2 Mobile Display Devices -- 1.2.3 Design Challenges -- 1.3 Introduction to SoC Design -- 1.4 About this Book -- 2 Application Platform -- 2.1 SoC Design Paradigms -- 2.1.1 Platform and Set-based Design -- 2.1.2 Modeling: Memory and Operations -- 2.2 System Architecture -- 2.2.1 Reference Machine and API -- 2.2.2 Communication Architecture Design -- 2.2.3 System Analysis -- 2.3 Low-power SoC Design -- 2.3.1 CMOS Circuit-level Low-power Design -- 2.3.2 Architecture-level Low-power Design -- 2.3.3 System-level Low-power Design -- 2.4 Network-on-Chip based SoC -- 2.4.1 Network-on-Chip Basics -- 2.4.2 NoC Design Considerations -- 2.4.3 Case Studies of Chip Implementation -- 3 Introduction to 3D Graphics -- 3.1 The 3D Graphics Pipeline -- 3.1.1 The Application Stage -- 3.1.2 The Geometry Stage -- 3.1.3 The Rendering Stage -- 3.2 Programmable 3D Graphics -- 3.2.1 Programmable Graphics Pipeline -- 3.2.2 Shader Models -- 4 Mobile 3D Graphics -- 4.1 Principles of Mobile 3D Graphics -- 4.1.1 Application Challenges -- 4.1.2 Design Principles -- 4.2 Mobile 3D Graphics APIs -- 4.2.1 KAIST MobileGL -- 4.2.2 Khronos OpenGL-ES -- 4.2.3 Microsoft's Direct3D-Mobile -- 4.3 Summary and Future Directions -- 5 Mobile 3D Graphics SoC -- 5.1 Low-power Rendering Processor -- 5.1.1 Early Depth Test -- 5.1.2 Logarithmic Datapaths -- 5.1.3 Low-power Texture Unit -- 5.1.4 Tile-based Rendering -- 5.1.5 Texture Compression -- 5.1.6 Texture Filtering and Anti-aliasing -- 5.2 Low-power Shader -- 5.2.1 Vertex Cache -- 5.2.2 Low-power Register File -- 5.2.3 Mobile Unified Shader -- 6 Real Chip Implementations -- 6.1 KAIST RAMP Architecture -- 6.1.1 RAMP-IV -- 6.1.2 RAMP-V -- 6.1.3 RAMP-VI -- 6.1.4 RAMP-VII -- 6.2 Industry Architecture -- 6.2.1 nVidia Mobile GPU - SC10 and Tegra -- 6.2.2 Sony PSP -- 6.2.3 Imagination Technology MBX/SGX -- 7 Low-power Rasterizer Design.
505 8 _a7.1 Target System Architecture -- 7.2 Summary of Performance and Features -- 7.3 Block Diagram of the Rasterizer -- 7.4 Instruction Set Architecture (ISA) -- 7.5 Detailed Design with Register Transfer Level Code -- 7.5.1 Rasterization Top Block -- 7.5.2 Pipeline Architecture -- 7.5.3 Main Controller Design -- 7.5.4 Rasterization Core Unit -- 8 The Future of Mobile 3D Graphics -- 8.1 Game and Mapping Applications Involving Networking -- 8.2 Moves Towards More User-centered Applications -- 8.3 Final Remarks -- Appendix Verilog HDL Design -- A.1 Introduction to Verilog Design -- A.2 Design Level -- A.2.1 Behavior Level -- A.2.2 Register Transfer Level -- A.2.3 Gate Level -- A.3 Design Flow -- A.3.1 Specification -- A.3.2 High-level Design -- A.3.3 Low-level Design -- A.3.4 RTL Coding -- A.3.5 Simulation -- A.3.6 Synthesis -- A.3.7 Placement and Routing -- A.4 Verilog Syntax -- A.4.1 Modules -- A.4.2 Logic Values and Numbers -- A.4.3 Data Types -- A.4.4 Operators -- A.4.5 Assignment -- A.4.6 Ports and Connections -- A.4.7 Expressions -- A.4.8 Instantiation -- A.4.9 Miscellaneous -- A.5 Example of Four-bit Adder with Zero Detection -- A.6 Synthesis Scripts -- Glossaries -- Index.
506 1 _aRestricted to subscribers or individual electronic text purchasers.
530 _aAlso available in print.
538 _aMode of access: World Wide Web
588 _aDescription based on PDF viewed 12/21/2015.
650 0 _aComputer graphics.
650 0 _aMobile computing.
650 0 _aSystems on a chip.
650 0 _aThree-dimensional display systems.
655 0 _aElectronic books.
695 _aAlgorithm design and analysis
695 _aAsia
695 _aBandwidth
695 _aCognition
695 _aComputer architecture
695 _aDigital systems
695 _aGames
695 _aGeometry
695 _aGraphics
695 _aGraphics processing unit
695 _aHardware
695 _aHardware design languages
695 _aIndexes
695 _aLight sources
695 _aLighting
695 _aLogic gates
695 _aMemory management
695 _aMicroprocessors
695 _aMobile communication
695 _aMobile computing
695 _aMobile handsets
695 _aMultimedia communication
695 _aPipelines
695 _aPixel
695 _aPower demand
695 _aRandom access memory
695 _aRegisters
695 _aRendering (computer graphics)
695 _aSoftware
695 _aSolid modeling
695 _aSystem-on-a-chip
695 _aTerminology
695 _aThree dimensional displays
700 1 _aWoo, Jeong-Ho.
710 2 _aIEEE Xplore (Online Service),
_edistributor.
710 2 _aJohn Wiley & Sons,
_epublisher.
776 0 8 _iPrint version:
_z9780470823774
856 4 2 _3Abstract with links to resource
_uhttp://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=5676102
942 _cEBK
999 _c59666
_d59666