Mobile 3D graphics SoC : (Record no. 74101)
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000 -LEADER | |
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fixed length control field | 06228nam a2200949 i 4500 |
001 - CONTROL NUMBER | |
control field | 5676102 |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20220712205749.0 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 151221s2010 njua ob 001 eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
ISBN | 9780470823798 |
-- | ebook |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
-- | cloth |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
-- | cloth |
082 00 - CLASSIFICATION NUMBER | |
Call Number | 621.3815 |
245 00 - TITLE STATEMENT | |
Title | Mobile 3D graphics SoC : |
Sub Title | from algorithm to chip / |
300 ## - PHYSICAL DESCRIPTION | |
Number of Pages | 1 PDF (x, 327 pages) : |
505 0# - FORMATTED CONTENTS NOTE | |
Remark 2 | Preface -- 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# - FORMATTED CONTENTS NOTE | |
Remark 2 | 7.1 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. |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
Subject | Computer graphics. |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
Subject | Mobile computing. |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
Subject | Systems on a chip. |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
Subject | Three-dimensional display systems. |
700 1# - AUTHOR 2 | |
Author 2 | Woo, Jeong-Ho. |
856 42 - ELECTRONIC LOCATION AND ACCESS | |
Uniform Resource Identifier | https://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=5676102 |
942 ## - ADDED ENTRY ELEMENTS (KOHA) | |
Koha item type | eBooks |
264 #1 - | |
-- | Singapore ; |
-- | John Wiley & Sons, |
-- | c2010. |
264 #2 - | |
-- | [Piscataqay, New Jersey] : |
-- | IEEE Xplore, |
-- | [2010] |
336 ## - | |
-- | text |
-- | rdacontent |
337 ## - | |
-- | electronic |
-- | isbdmedia |
338 ## - | |
-- | online resource |
-- | rdacarrier |
588 ## - | |
-- | Description based on PDF viewed 12/21/2015. |
695 ## - | |
-- | Algorithm design and analysis |
695 ## - | |
-- | Asia |
695 ## - | |
-- | Bandwidth |
695 ## - | |
-- | Cognition |
695 ## - | |
-- | Computer architecture |
695 ## - | |
-- | Digital systems |
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-- | Games |
695 ## - | |
-- | Geometry |
695 ## - | |
-- | Graphics |
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-- | Graphics processing unit |
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-- | Hardware |
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-- | Hardware design languages |
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-- | Indexes |
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-- | Light sources |
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-- | Lighting |
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-- | Logic gates |
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-- | Memory management |
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-- | Microprocessors |
695 ## - | |
-- | Mobile communication |
695 ## - | |
-- | Mobile computing |
695 ## - | |
-- | Mobile handsets |
695 ## - | |
-- | Multimedia communication |
695 ## - | |
-- | Pipelines |
695 ## - | |
-- | Pixel |
695 ## - | |
-- | Power demand |
695 ## - | |
-- | Random access memory |
695 ## - | |
-- | Registers |
695 ## - | |
-- | Rendering (computer graphics) |
695 ## - | |
-- | Software |
695 ## - | |
-- | Solid modeling |
695 ## - | |
-- | System-on-a-chip |
695 ## - | |
-- | Terminology |
695 ## - | |
-- | Three dimensional displays |
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