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Mobile 3D graphics SoC : from algorithm to chip /

"The first book to explain the principals behind mobile 3D hardware implementation, helping readers understand advanced algorithms, produce low-cost, low-power SoCs, or become familiar with embedded systems. As mobile broadcasting and entertainment applications evolve, there is increasing inter...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autores principales: Woo, Jeong-Ho (Autor), Sohn, Ju-Ho (Autor), Nam, Byeong-Gyu (Autor), Yoo, Hoi-Jun (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Singapore : John Wiley & Sons (Asia) Pte Ltd, [2010]
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

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245 0 0 |a Mobile 3D graphics SoC :  |b from algorithm to chip /  |c Jeong-Ho Woo, Ju-Ho Sohn, Byeong-Gyu Nam, Hoi-Jun Yoo. 
264 1 |a Singapore :  |b John Wiley & Sons (Asia) Pte Ltd,  |c [2010] 
264 4 |c ©2010 
300 |a 1 online resource (x, 327 pages) :  |b illustrations (some color) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
504 |a Includes bibliographical references and index. 
505 0 0 |g 1.  |t Introduction --  |g 1.1.  |t Mobile 3D Graphics --  |g 1.2.  |t Mobile Devices and Design Challenges --  |g 1.3.  |t Introduction to SoC Design --  |g 1.4.  |t About this Book --  |g 2.  |t Application Platform --  |g 2.1.  |t SoC Design Paradigms --  |g 2.2.  |t System Architecture --  |g 2.3.  |t Low-power SoC Design --  |g 2.4.  |t Network-on-Chip based SoC --  |g 3.  |t Introduction to 3D Graphics --  |g 3.1.  |t The 3D Graphics Pipeline --  |g 3.2.  |t Programmable 3D Graphics --  |g 4vMobile 3D Graphics --  |g 4.1.  |t Principles of Mobile 3D Graphics --  |g 4.2.  |t Mobile 3D Graphics APIs --  |g 4.3.  |t Summary and Future Directions --  |g 5.  |t Mobile 3D Graphics SoC --  |g 5.1.  |t Low-power Rendering Processor --  |g 5.2.  |t Low-power Shader --  |g 6.  |t Real Chip Implementations --  |g 6.1.  |t KAIST RAMP Architecture --  |g 6.2.  |t Industry Architecture --  |g 7.  |t Low-power Rasterizer Design --  |g 7.1.  |t Target System Architecture --  |g 7.2.  |t Summary of Performance and Features --  |g 7.3.  |t Block Diagram of the Rasterizer --  |g 7.4.  |t Instruction Set Architecture (ISA) --  |g 7.5.  |t Detailed Design with Register Transfer Level Code --  |g 8.  |t The Future of Mobile 3D Graphics --  |g 8.1.  |t Game and Mapping Applications Involving Networking --  |g 8.2.  |t Moves Towards More User-centered Applications --  |g 8.3.  |t Final Remarks --  |g Appendix.  |t Verilog HDL Design --  |g A.1.  |t Introduction to Verilog Design --  |g A.2.  |t Design Level --  |g A.3.  |t Design Flow --  |g A.4.  |t Verilog Syntax --  |g A.5.  |t Example of Four-bit Adder with Zero Detection --  |g A.6.  |t Synthesis Scripts --  |t Glossaries. 
520 |a "The first book to explain the principals behind mobile 3D hardware implementation, helping readers understand advanced algorithms, produce low-cost, low-power SoCs, or become familiar with embedded systems. As mobile broadcasting and entertainment applications evolve, there is increasing interest in 3D graphics within the field of mobile electronics, particularly for handheld devices. In Mobile 3D Graphics SoC, Yoo provides a comprehensive understanding of the algorithms of mobile 3D graphics and their real chip implementation methods. 3D graphics SoC (System on a Chip) architecture and its interaction with embedded system software are explained with numerous examples. Yoo divides the book into three sections: general methodology of low power SoC, design of low power 3D graphics SoC, and silicon implementation of 3D graphics SoCs and their application to mobile electronics. Full examples are presented at various levels such as system level design and circuit level optimization along with design technology. Yoo incorporates many real chip examples, including many commercial 3D graphics chips, and provides cross-comparisons of various architectures and their performance. Furthermore, while advanced 3D graphics techniques are well understood and supported by industry standards, this is less true in the emerging mobile applications and games market. This book redresses this imbalance, providing an in-depth look at the new OpenGL ES (The Standard for Embedded Accelerated 3D Graphics), and shows what these new embedded systems graphics libraries can provide for 3D graphics and games developers."--Publisher's description. 
588 |a Print version record. 
546 |a English. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Computer graphics. 
650 0 |a Mobile computing. 
650 0 |a Systems on a chip. 
650 0 |a Three-dimensional display systems. 
650 6 |a Infographie. 
650 6 |a Informatique mobile. 
650 6 |a Systèmes sur une puce. 
650 6 |a Affichage tridimensionnel. 
650 7 |a computer graphics.  |2 aat 
650 7 |a three-dimensional.  |2 aat 
650 7 |a TECHNOLOGY & ENGINEERING  |x Electronics  |x Circuits  |x Integrated.  |2 bisacsh 
650 7 |a TECHNOLOGY & ENGINEERING  |x Electronics  |x Circuits  |x General.  |2 bisacsh 
650 7 |a Computer graphics  |2 fast 
650 7 |a Mobile computing  |2 fast 
650 7 |a Systems on a chip  |2 fast 
650 7 |a Three-dimensional display systems  |2 fast 
700 1 |a Woo, Jeong-Ho,  |e author  |4 aut 
700 1 |a Sohn, Ju-Ho,  |e author  |4 aut 
700 1 |a Nam, Byeong-Gyu,  |e author  |4 aut 
700 1 |a Yoo, Hoi-Jun,  |e author  |4 aut 
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