000 | 02867nam a22005175i 4500 | ||
---|---|---|---|
001 | 978-3-031-14047-1 | ||
003 | DE-He213 | ||
005 | 20240423125039.0 | ||
007 | cr nn 008mamaa | ||
008 | 230101s2022 sz | s |||| 0|eng d | ||
020 |
_a9783031140471 _9978-3-031-14047-1 |
||
024 | 7 |
_a10.1007/978-3-031-14047-1 _2doi |
|
050 | 4 | _aT385 | |
072 | 7 |
_aUML _2bicssc |
|
072 | 7 |
_aCOM012000 _2bisacsh |
|
072 | 7 |
_aUML _2thema |
|
082 | 0 | 4 |
_a006.6 _223 |
100 | 1 |
_aPeddie, Jon. _eauthor. _4aut _4http://id.loc.gov/vocabulary/relators/aut |
|
245 | 1 | 4 |
_aThe History of the GPU - New Developments _h[electronic resource] / _cby Jon Peddie. |
250 | _a1st ed. 2022. | ||
264 | 1 |
_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2022. |
|
300 |
_aXXXII, 410 p. 293 illus., 285 illus. in color. _bonline resource. |
||
336 |
_atext _btxt _2rdacontent |
||
337 |
_acomputer _bc _2rdamedia |
||
338 |
_aonline resource _bcr _2rdacarrier |
||
347 |
_atext file _bPDF _2rda |
||
505 | 0 | _aForeword -- Acknowledgements -- Introduction -- The Third to Fifth Era GPUs -- Mobile GPUs -- Game Consule GPUs -- Compute and Other GPUs -- Open GPU Projects.(2000 -2018) -- The Sixth Era of GPUs -- Concluding Remarks -- Appendix A: Acronyms -- Appendix B: Definitions. | |
520 | _aThis 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. | ||
650 | 0 | _aComputer graphics. | |
650 | 0 |
_aComputers _xHistory. |
|
650 | 0 | _aUser interfaces (Computer systems). | |
650 | 0 | _aHuman-computer interaction. | |
650 | 1 | 4 | _aComputer Graphics. |
650 | 2 | 4 | _aHistory of Computing. |
650 | 2 | 4 | _aUser Interfaces and Human Computer Interaction. |
710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer Nature eBook | |
776 | 0 | 8 |
_iPrinted edition: _z9783031140464 |
776 | 0 | 8 |
_iPrinted edition: _z9783031140488 |
856 | 4 | 0 | _uhttps://doi.org/10.1007/978-3-031-14047-1 |
912 | _aZDB-2-SCS | ||
912 | _aZDB-2-SXCS | ||
942 | _cSPRINGER | ||
999 |
_c173632 _d173632 |