000 | 06175nam a2200949 i 4500 | ||
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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 |
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020 |
_z9780470823774 _qcloth |
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020 |
_z0470823771 _qcloth |
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024 | 7 |
_a10.1002/9780470823798 _2doi |
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035 | _a(CaBNVSL)mat05676102 | ||
035 | _a(IDAMS)0b0000648144b7d1 | ||
040 |
_aCaBNVSL _beng _erda _cCaBNVSL _dCaBNVSL |
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050 | 4 |
_aT385 _b.M62193 2010eb |
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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. |
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264 | 2 |
_a[Piscataqay, New Jersey] : _bIEEE Xplore, _c[2010] |
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300 |
_a1 PDF (x, 327 pages) : _billustrations (some color). |
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336 |
_atext _2rdacontent |
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337 |
_aelectronic _2isbdmedia |
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338 |
_aonline resource _2rdacarrier |
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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. |
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710 | 2 |
_aJohn Wiley & Sons, _epublisher. |
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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 |