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1401
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1402
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1403Libro electrónico
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1404Publicado 2021Libro electrónico
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1405
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1406por Organisation for Economic Co-operation and Development.
Publicado 2010Capítulo de libro electrónico -
1407por Organisation for Economic Co-operation and Development.
Publicado 2007Capítulo de libro electrónico -
1408Publicado 2015Libro electrónico
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1409Publicado 2018Libro electrónico
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1410
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1411Publicado 2023Libro electrónico
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1412
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1413
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1414
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1415
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1416
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1417Publicado 2020Libro electrónico
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1418Publicado 2018991007123299706719
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1419Publicado 2021Libro electrónico
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1420Publicado 2010Tabla de Contenidos: “…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…”
Libro electrónico