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E-raamat: History of the GPU - New Developments

  • Formaat: EPUB+DRM
  • Ilmumisaeg: 01-Jan-2023
  • Kirjastus: Springer International Publishing AG
  • Keel: eng
  • ISBN-13: 9783031140471
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  • Formaat: EPUB+DRM
  • Ilmumisaeg: 01-Jan-2023
  • Kirjastus: Springer International Publishing AG
  • Keel: eng
  • ISBN-13: 9783031140471

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This third book in the three-part series on the History of the GPU covers the second to sixth eras of the GPU, which can be found in anything that has a display or screen. The GPU is now part of supercomputers, PCs, Smartphones and tablets, wearables, game consoles and handhelds, TVs, and every type of vehicle including boats and planes.





In the early 2000s the number of GPU suppliers consolidated to three whereas now, the number has expanded to almost 20.  In 2022 the GPU market was worth over $250 billion with over 2.2 billion GPUs being sold just in PCs, and more than 10 billion in smartphones.





Understanding the power and history of these devices is not only a fascinating tale, but one that will aid your understanding of some of the developments in consumer electronics, computers, new automobiles, and your fitness watch.
1 Introduction
1(50)
1.1 Programmable Vertex and Geometry Shaders (2001--2006)
1(48)
1.1.1 Nvidia NV20---GeForce 3 (February 2001)
2(2)
1.1.2 ATI R200 Radeon 8500 (August 2001)
4(7)
1.1.3 Nvidia's NV25-28---GeForce 4 Ti (February 2002)
11(2)
1.1.4 ATI's R300 Radeon 9700 and the VPU (August 2002)
13(3)
1.1.4.1 First PC GPU with Eight Pipes
16(1)
1.1.4.2 Z-Buffer
17(1)
1.1.4.3 Video
18(1)
1.1.4.4 Memory Management
19(1)
1.1.4.5 Multiple Displays
20(2)
1.1.4.6 Along Comes a RenderMonkey
22(1)
1.1.4.7 Summary
22(1)
1.1.5 SiS Xabre---September 2002
23(3)
1.1.5.1 SiS 301B Video Processor
26(1)
1.1.5.2 Summary
26(1)
1.1.6 The PC GPU Landscape in 2003
27(1)
1.1.7 Nvidia NV 30-38 GeForce FX 5 Series (2003--2004)
27(1)
1.1.7.1 CineFX
28(3)
1.1.7.2 Nvidia Enters the AIB Market with the GeForceFX (2003)
31(1)
1.1.8 ATI R520 an Advanced GPU (October 2005)
31(13)
1.1.8.1 Avivo Video Engine
44(1)
1.1.8.2 Summary
45(1)
1.1.8.3 Nvidia's NV40 GPU (2005--2008)
45(4)
1.2 Conclusion
49(2)
References
49(2)
2 The Third- to Fifth-Era GPUs
51(50)
2.1 The Third Era of GPUs---DirectX 10 (2006--2009)
51(14)
2.1.1 Nvidia G80 First Unified Shader GPU (2006)
53(1)
2.1.2 Nvidia GT200 Moving to Compute (2008)
54(1)
2.1.2.1 Summary
55(2)
2.1.3 Intel Larrabee to Phi (2006-2009)
57(5)
2.1.4 Intel's GM45 iGPU Chipset (2007-2008)
62(1)
2.1.5 Intel's Westmere (2010) Its First iGPU
62(3)
2.2 The Fourth Era of GPUs. October 2009
65(18)
2.2.1 The End of the ATI Brand (2010)
66(1)
2.2.2 AMD's Turks GPU (2011)
66(2)
2.2.2.1 Summary
68(1)
2.2.3 Nvidia's Fermi (2010)
69(1)
2.2.3.1 Summary
70(1)
2.2.4 AMD Fusion GPU with CPU (January 2011)
70(6)
2.2.4.1 Summary
76(1)
2.2.5 Nvidia Kepler (May 2013)
76(3)
2.2.6 Intel's iGPUs (2012--2021), the Lead Up to dGPU
79(3)
2.2.7 Nvidia Maxwell (2014)
82(1)
2.3 The Fifth Era of GPUs (July 2015)
83(15)
2.3.1 AMD's CGN RX380 (June 2016)
83(2)
2.3.2 Intel's Kaby Lake G (August 2016)
85(1)
2.3.3 Nvidia
86(1)
2.3.4 AMD's Navi RDNA Architecture (July 2019)
87(1)
2.3.4.1 Radeon RX 5700 XT AIB (July 2019)
88(3)
2.3.4.2 Summary
91(1)
2.3.4.3 RX 5500 Series (2019)
91(1)
2.3.5 Summary
92(1)
2.3.6 Intel's Whisky Lake 620 GT2 iGPU (2018)
92(1)
2.3.7 Intel's Gen 11 iGPU (March 2019)
93(1)
2.3.7.1 Intel's GPUs Geometry Engine
94(1)
2.3.7.2 Intel Updates Its Ring Topology
95(1)
2.3.7.3 Coarse Pixel Shading
96(1)
2.3.7.4 Position Only Shading Tile-Based Rendering (POSH)
96(2)
2.3.8 Summary
98(1)
2.4 Conclusion
98(3)
References
98(3)
3 Mobile GPUs
101(86)
3.1 Organization
103(1)
3.2 Mobiles: The First Decade (2000--2010)
103(1)
3.3 Imagination Technologies First GPU IP (2000)
104(4)
3.3.1 Summary
107(1)
3.4 Arm's Path to GPUs (2001)
108(9)
3.4.1 Falanx
110(1)
3.4.2 Mali Family (2005)
111(2)
3.4.3 More Cores
113(2)
3.4.4 Balanced, Scalable, and Fragmented
115(1)
3.4.5 More Designs
116(1)
3.5 Fujitsu's MB86292 GPU (2002--)
117(3)
3.5.1 IMB86R01 Jade
118(1)
3.5.2 Several Name Changes
119(1)
3.6 Nvidia's Tegra---From PDAs to Autonomous Vehicles and consoles (2003--)
120(10)
3.6.1 Tegra is Born
126(2)
3.6.2 Nvidia Enters the Automotive Market (2009)
128(2)
3.7 Bitboys 3.0 (2002--2011)
130(9)
3.7.1 End Game: Bitboys' VG (2003)
131(8)
3.8 Qualcomm's Path to the Snapdragon GPU (2004--)
139(4)
3.8.1 The Adreno GPU (2006)
141(2)
3.9 SECOND DECADE of Mobile GPU Developments (2010 and on)
143(1)
3.10 Siru (2011--2022)
143(3)
3.10.1 Samsung
145(1)
3.11 Texas Instruments OMAP (1999--2012)
146(2)
3.12 Arm's Midgard (2012)
148(17)
3.12.1 Arm's Bifrost (2018)
153(3)
3.12.2 ArmTValhall (2019)
156(1)
3.12.2.1 ARandVR
157(1)
3.12.3 Valhall Architecture
157(3)
3.12.3.1 ML and Display
160(1)
3.12.3.2 Mali-D77 Display Processor (2019)
161(2)
3.12.4 Arm Epilogue
163(1)
3.12.5 Second Epilogue
164(1)
3.13 Nvidia Leaves Smartphone Market, 2014
165(2)
3.13.1 Xavier Introduced (2016)
166(1)
3.14 Qualcomm Snapdragon 678 (2020)
167(3)
3.15 Qualcomm Snapdragon 888 (2020)
170(2)
3.16 Apple's Ml GPU and SoC (2020)
172(10)
3.16.1 Apple's Ml Pro GPU (2021)
174(3)
3.16.2 Apple's Ml Ultra (2022)
177(5)
3.16.3 Summary
182(1)
3.17 Conclusion
182(5)
References
183(4)
4 Game Console GPUs
187(52)
4.1 Sony PlayStation 2 (2000)
187(4)
4.2 Microsoft Xbox (2001)
191(4)
4.2.1 Epilogue
194(1)
4.3 Sony PSP (2004)
195(2)
4.4 Xbox 360---Unified Shaders and Integration (November 2005)
197(5)
4.4.1 The Xbox 360 GPU
199(1)
4.4.2 The Many Versions of Xbox 360
200(1)
4.4.3 Updated Xbox 360---Integrated SoC (August 2010)
200(2)
4.5 Nintendo Wii (November 2006)
202(1)
4.6 Sony PlayStation 3 (2006)
203(2)
4.7 Nintendo 3DS (June 2011)
205(2)
4.8 Sony PS Vita (December 2011)
207(2)
4.9 Eighth-Generation Consoles (2012)
209(2)
4.10 Nintendo Wii U (November 2012)
211(1)
4.11 CPUs with GPUs Lead to Powerful Game Consoles (2013)
212(1)
4.12 Nvidia Shield (January 2013--2015)
212(4)
4.12.1 A Grid Peripheral?
213(1)
4.12.2 But Was It Disruptive?
214(2)
4.13 Sony PlayStation 4 (November 2013)
216(1)
4.14 Microsoft Xbox One (November 2013)
217(2)
4.15 Nvidia Shield 2 (March 2015)
219(2)
4.16 Playmaji Polymega (February 2017)
221(2)
4.17 Nintendo Switch (March 2017)
223(1)
4.18 Atari VCS (June 2017)
224(2)
4.19 Zhongshan Subor Z-Plus Almost Console (2018--2020)
226(1)
4.20 Sony PlayStation 5 (November 2020)
227(3)
4.21 Microsoft Xbox Series X and S (November 2020)
230(2)
4.22 Valve Steam Deck Handheld (July 2021)
232(2)
4.23 Qualcomm Handheld Dec (2021)
234(1)
4.24 Conclusion
235(4)
References
236(3)
5 Compute Accelerators and Other GPUs
239(66)
5.1 Sun's XVR-4000 Zulu (2002) the End of an Era
240(2)
5.2 SiliconArts Ray Tracing Chip and Intellectual Property (IP) (2019)
242(6)
5.2.1 RayCore 1000
242(2)
5.2.2 RayCore 2000
244(1)
5.2.3 RayCore Lite
244(1)
5.2.4 Road Map
245(3)
5.2.5 Summary
248(1)
5.3 Intel Xe Architecture-Discrete GPU for High-Performance Computing (HPC) (2019)
248(7)
5.4 Compute GPU Zhaoxin (2020)
255(3)
5.5 MetaX (2020--)
258(4)
5.5.1 MetaX Epilogue
261(1)
5.6 XiangDiXian Computing Technology (2020)
262(1)
5.7 Bolt Graphics (2021--)
262(2)
5.8 Jingjia Micro Series GPUs (2014)
264(3)
5.9 Alphamosaic to Pi via Broadcom (2000-2021)
267(3)
5.10 The Other IP Providers
270(17)
5.10.1 AMD 2004
271(1)
5.10.2 Digital Media Professionals Inc. (DMP Inc.) 2002
271(3)
5.10.3 Imagination Technologies 2002
274(1)
5.10.4 Think Silicon (2007)
275(6)
5.10.5 VeriSilicon
281(6)
5.11 Nvidia's Ampere (May 2020)
287(6)
5.11.1 A Supercomputer
290(3)
5.12 Imagination Technologie's Ray Tracing IP (2021)
293(5)
5.12.1 Summary
298(1)
5.13 Nvidia's Mega Data Center GPU Hopper (2022)
298(5)
5.13.1 Summary
302(1)
5.14 Conclusion
303(2)
References
303(2)
6 Open GPU Projects (2000-2018)
305(18)
6.1 Open Graphics Project (2000)
306(2)
6.2 Nyuzi/Nyami (2012)
308(1)
6.3 MIAOW (2015)
309(1)
6.4 GPUOpen (2015) V
310(2)
6.5 SCRATCH (2017)
312(1)
6.6 Libre-GPU (2018)
313(2)
6.7 Vortex: RISC-V GPU (2019)
315(1)
6.8 RV64X (2019)
316(4)
6.9 Conclusion
320(3)
References
321(2)
7 The Sixth Era GPUs: Ray Tracing and Mesh Shaders
323(38)
7.1 Miners and Taking a Breath
324(2)
7.2 Nvidia's Turing GPU (September 2018)
326(9)
7.2.1 Ray Tracing
328(1)
7.2.2 Hybrid-Rendering: AI-Enhanced Real-Time Ray Tracing
329(1)
7.2.2.1 Variable Rate Shading
330(1)
7.2.2.2 Nvidia's New DLSS (March 2020)
331(2)
7.2.2.3 Mesh Shaders
333(1)
7.2.3 Summary
334(1)
7.3 Intel-Xe GPU (2018)
335(11)
7.3.1 Intel's Xe Max (2020)
336(4)
7.3.2 Intel's dGPU Family (2021)
340(1)
7.3.3 DG1
341(1)
7.3.3.1 Hello Arc, Goodbye DG
342(2)
7.3.3.2 Intel's Supersampling (XeSS)
344(1)
7.3.4 Summary
345(1)
7.4 AMD Navi 21 RDNA 2 (October 2020)
346(8)
7.4.1 AMD Ray Tracing (October 2020)
349(2)
7.4.2 FidelityFX Super Resolution (March 2021)
351(3)
7.4.3 Summary
354(1)
7.5 Innosilicon(2021)
354(5)
7.5.1 The GPU Population Continued to Expand in 2021
354(4)
7.5.2 Summary
358(1)
7.6 Conclusion
359(2)
References
359(2)
8 Concluding Remarks
361(4)
References
364(1)
Appendix A Acronyms 365(4)
Appendix B Definitions 369(36)
Index 405
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.