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Books > Academic & Education > Professional & Technical > Computing
The demand is exploding for complete, integrated systems that
sense, process, manipulate, and control complex entities such as
sound, images, text, motion, and environmental conditions. These
systems, from hand-held devices to automotive sub-systems to
aerospace vehicles, employ electronics to manage and adapt to a
world that is, predominantly, neither digital nor electronic.
To respond to this design challenge, the industry has developed and
standardized VHDL-AMS, a unified design language for modeling
digital, analog, mixed-signal, and mixed-technology systems.
VHDL-AMS extends VHDL to bring the successful HDL modeling
methodology of digital electronic systems design to these new
design disciplines.
Gregory Peterson and Darrell Teegarden join best-selling author
Peter Ashenden in teaching designers how to use VHDL-AMS to model
these complex systems. This comprehensive tutorial and reference
provides detailed descriptions of both the syntax and semantics of
the language and of successful modeling techniques. It assumes no
previous knowledge of VHDL, but instead teaches VHDL and VHDL-AMS
in an integrated fashion, just as it would be used by designers of
these complex, integrated systems.
* Explores the design of an electric-powered, unmanned aerial
vehicle system (UAV) in five separate case studies to illustrate
mixed-signal, mixed-technology, power systems, communication
systems, and full system modeling.
* Includes a CD-ROM with code for all the examples and case studies
in the book, an educational model library, a quick reference guide
for VHDL-AMS, a syntax reference from Appendix E in the book, links
to VHDL-AMS resources and Mentor Graphics SystemVision software,
which provides a simulation and modeling environment with a
schematic entry tool, a VHDL-AMS simulator, and a waveform viewing
facility.
The most exciting development in parallel computer architecture
is the convergence of traditionally disparate approaches on a
common machine structure. This book explains the forces behind this
convergence of shared-memory, message-passing, data parallel, and
data-driven computing architectures. It then examines the design
issues that are critical to all parallel architecture across the
full range of modern design, covering data access, communication
performance, coordination of cooperative work, and correct
implementation of useful semantics. It not only describes the
hardware and software techniques for addressing each of these
issues but also explores how these techniques interact in the same
system. Examining architecture from an application-driven
perspective, it provides comprehensive discussions of parallel
programming for high performance and of workload-driven evaluation,
based on understanding hardware-software interactions.
* synthesizes a decade of research and development for practicing
engineers, graduate students, and researchers in parallel computer
architecture, system software, and applications development
* presents in-depth application case studies from computer
graphics, computational science and engineering, and data mining to
demonstrate sound quantitative evaluation of design
trade-offs
* describes the process of programming for performance, including
both the architecture-independent and architecture-dependent
aspects, with examples and case-studies
* illustrates bus-based and network-based parallel systems with
case studies of more than a dozen important commercial designs
Cloud computing can provide virtually unlimited scalable high
performance computing resources. Cloud workflows often underlie
many large scale data/computation intensive e-science applications
such as earthquake modelling, weather forecasting and astrophysics.
During application modelling, these sophisticated processes are
redesigned as cloud workflows, and at runtime, the models are
executed by employing the supercomputing and data sharing ability
of the underlying cloud computing infrastructures.
"Temporal QOS Management in Scientific Cloud Workflow Systems"
focuses on real world scientific applications which often must be
completed by satisfying a set of temporal constraints such as
milestones and deadlines. Meanwhile, activity duration, as a
measurement of system performance, often needs to be monitored and
controlled. This book demonstrates how to guarantee on-time
completion of most, if not all, workflow applications. Offering a
comprehensive framework to support the lifecycle of
time-constrained workflow applications, this book will enhance the
overall performance and usability of scientific cloud workflow
systems.
Explains how to reduce the cost to detect and handle temporal
violations while delivering high quality of service (QoS) Offers
new concepts, innovative strategies and algorithms to support
large-scale sophisticatedapplications in the cloud Improves the
overall performance and usability of cloud workflow systems"
Learning Maya, the world's leading 3D animation and effects
package, is a challenge, especially for those who want to master
Maya's versatile programming features in addition to its built-in
tools.
Finally, here is a practical, step-by-step guide that shows how to
use Maya to its fullest potential, beginning with the basics.
Readers of Complete Maya Programming will first gain a thorough
understanding of Maya's inner workings, and then learn how to
customize and extend Maya with scripts and plugins that take
control and productivity to new levels.
Users new to programming can apply Maya's easy scripting language
MEL (Maya Embedded Language), while more advanced users can work
with the C++ API (Application Progamming Interface). Both a
fundamental tutorial for Maya beginners and a solid reference for
experienced developers, Complete Maya Programming is every user's
guide to Maya mastery.
* Provides a multitude of real-world examples illustrating
applications of Maya programming.
* Demonstrates how to use MEL to control Maya, customize its
interface, automate procedures, and more
* Details how to use the C++ API to modify Maya functionality and
develop tools and features to meet any need
* Explains when to use MEL, when to use the C++ API, and how to use
them together
* Ideal for technical directors, developers, or anyone wishing to
to master Maya
* Provides a storehouse of MEL scripts and C++ source code,
glossary, and list of resources, available at www.davidgould.com
Designers of high-speed integrated circuits face a bewildering
array of choices and too often spend frustrating days tweaking
gates to meet speed targets. "Logical Effort: Designing Fast CMOS
Circuits" makes high speed design easier and more methodical,
providing a simple and broadly applicable method for estimating the
delay resulting from factors such as topology, capacitance, and
gate sizes.
The brainchild of circuit and computer graphics pioneers Ivan
Sutherland and Bob Sproull, "logical effort" will change the way
you approach design challenges. This book begins by equipping you
with a sound understanding of the method's essential procedures and
concepts-so you can start using it immediately. Later chapters
explore the theory and finer points of the method and detail its
specialized applications.
* Explains the method and how to apply it in two practically
focused chapters.
* Improves circuit design intuition by teaching simple ways to
discern the consequences of topology and gate size decisions.
* Offers easy ways to choose the fastest circuit from among an
array of potential circuit designs.
* Reduces the time spent on tweaking and simulations-so you can
rapidly settle on a good design.
* Offers in-depth coverage of specialized areas of application for
logical effort: skewed or unbalanced gates, other circuit families
(including pseudo-NMOS and domino), wide structures such as
decoders, and irregularly forking circuits.
* Presents a complete derivation of the method-so you see how and
why it works.
Digital Video and HD: Algorithms and Interfaces provides a
one-stop shop for the theory and engineering of digital video
systems. Equally accessible to video engineers and those working in
computer graphics, Charles Poynton s revision to his classic text
covers emergent compression systems, including H.264 and VP8/WebM,
and augments detailed information on JPEG, DVC, and MPEG-2 systems.
This edition also introduces the technical aspects of file-based
workflows and outlines the emerging domain of metadata, placing it
in the context of digital video processing.
With the help of hundreds of high quality technical illustrations,
this book presents the following topics:
* Basic concepts of digitization, sampling, quantization, gamma,
and filtering
* Principles of color science as applied to image capture and
display
* Scanning and coding of SDTV and HDTV
* Video color coding: luma, chroma (4:2:2 component video, 4"f"SC
composite video)
* Analog NTSC and PAL
* Studio systems and interfaces
* Compression technology, including M-JPEG and MPEG-2
* Broadcast standards and consumer video equipment"
Modern embedded systems are used for connected, media-rich, and
highly integrated handheld devices such as mobile phones, digital
cameras, and MP3 players. All of these embedded systems require
networking, graphic user interfaces, and integration with PCs, as
opposed to traditional embedded processors that can perform only
limited functions for industrial applications. While most books
focus on these controllers, "Modern Embedded Computing" provides a
thorough understanding of the platform architecture of modern
embedded computing systems that drive mobile devices.
The book offers a comprehensive view of developing a framework
for embedded systems-on-chips. Examples feature the Intel Atom
processor, which is used in high-end mobile devices such as
e-readers, Internet-enabled TVs, tablets, and net books. Beginning
with a discussion of embedded platform architecture and Intel
Atom-specific architecture, modular chapters cover system boot-up,
operating systems, power optimization, graphics and multi-media,
connectivity, and platform tuning. Companion lab materials
compliment the chapters, offering hands-on embedded design
experience.
Learn embedded systems design with the Intel Atom Processor, based
on the dominant PC chip architecture. Examples use Atom and offer
comparisons to other platformsDesign embedded processors for
systems that support gaming, in-vehicle infotainment, medical
records retrieval, point-of-sale purchasing, networking, digital
storage, and many more retail, consumer and industrial
applicationsExplore companion lab materials online that offer
hands-on embedded design experience
This is the second volume of Morgan Kaufmann's "GPU Computing
Gems," offering an all-new set of insights, ideas, and practical
"hands-on" skills from researchers and developers worldwide. Each
chapter gives you a window into the work being performed across a
variety of application domains, and the opportunity to witness the
impact of parallel GPU computing on the efficiency of scientific
research.
"GPU Computing Gems: Jade Edition" showcases the latest research
solutions with GPGPU and CUDA, including: Improving memory access
patterns for cellular automata using CUDALarge-scale gas turbine
simulations on GPU clustersIdentifying and mitigating credit risk
using large-scale economic capital simulationsGPU-powered MATLAB
acceleration with JacketBiologically-inspired machine visionAn
efficient CUDA algorithm for the maximum network flow problem"30
more chapters" of innovative GPU computing ideas, written to be
accessible to researchers from any industry
"GPU Computing Gems: Jade Edition" contains 100% new material
covering a variety of application domains: algorithms and data
structures, engineering, interactive physics for games,
computational finance, and programming tools.
This second volume of "GPU Computing Gems "offers 100% new material
of interest across industry, including finance, medicine, imaging,
engineering, gaming, environmental science, green computing, and
more Covers new tools and frameworks for productive GPU computing
application development and offers immediate benefit to researchers
developing improved programming environments for GPUsEven more
hands-on, proven techniques demonstrating how general purpose GPU
computing is changing scientific research Distills the best
practices of the community of CUDA programmers; each chapter
provides insights and ideas as well as 'hands on' skills applicable
to a variety of fields
..".the perfect companion to "Programming Massively Parallel
Processors" by Hwu & Kirk." -Nicolas Pinto, Research Scientist
at Harvard & MIT, NVIDIA Fellow 2009-2010
Graphics processing units (GPUs) can do much more than render
graphics. Scientists and researchers increasingly look to GPUs to
improve the efficiency and performance of computationally-intensive
experiments across a range of disciplines.
"GPU Computing Gems: Emerald Edition" brings their techniques to
you, showcasing GPU-based solutions including: Black hole
simulations with CUDAGPU-accelerated computation and interactive
display of molecular orbitalsTemporal data mining for
neuroscienceGPU -based parallelization for fast circuit
optimizationFast graph cuts for computer visionReal-time stereo on
GPGPU using progressive multi-resolution adaptive windowsGPU image
demosaicingTomographic image reconstruction from unordered lines
with CUDAMedical image processing using GPU -accelerated ITK image
filters"41 more chapters" of innovative GPU computing ideas,
written to be accessible to researchers from any domain
"GPU Computing Gems: Emerald Edition" is the first volume in
Morgan Kaufmann's Applications of GPU Computing Series, offering
the latest insights and research in computer vision, electronic
design automation, emerging data-intensive applications, life
sciences, medical imaging, ray tracing and rendering, scientific
simulation, signal and audio processing, statistical modeling, and
video / image processing.
Covers the breadth of industry from scientific simulation and
electronic design automation to audio / video processing, medical
imaging, computer vision, and moreMany examples leverage NVIDIA's
CUDA parallel computing architecture, the most widely-adopted
massively parallel programming solutionOffers insights and ideas as
well as practical "hands-on" skills you can immediately put to
use
"Light and Skin Interactions" immerses you in one of the most
fascinating application areas of computer graphics: appearance
simulation. The book first illuminates the fundamental biophysical
processes that affect skin appearance, and reviews seminal related
works aimed at applications in life and health sciences. It then
examines four exemplary modeling approaches as well as definitive
algorithms that can be used to generate realistic images depicting
skin appearance. An accompanying companion site also includes
complete code and data sources for the BioSpec model, which is
considered to be the most comprehensive first principles model in
the field. Despite its wide scope of simulation approaches, the
book s content is presented in a concise manner, focusing on
relevant practical aspects. What s more, these approaches can be
successfully applied to a wide range of additional materials, such
as eye tissue, hair, and water.
Allows you to understand and predict the qualitative and
quantitative behavior of complex natural systems.A general
background on tissue optics clarifies several confusing conceptual
issues, saving you valuable time in the early stages of
researchIncludes complete code and data sources for the BioSpec
model
"
Modern embedded systems require high performance, low cost and
low power consumption. Such systems typically consist of a
heterogeneous collection of processors, specialized memory
subsystems, and partially programmable or fixed-function
components. This heterogeneity, coupled with issues such as
hardware/software partitioning, mapping, scheduling, etc., leads to
a large number of design possibilities, making performance
debugging and validation of such systems a difficult problem.
Embedded systems are used to control safety critical
applications such as flight control, automotive electronics and
healthcare monitoring. Clearly, developing reliable
software/systems for such applications is of utmost importance.
This book describes a host of debugging and verification methods
which can help to achieve this goal.
Covers the major abstraction levels of embedded systems design,
starting from software analysis and micro-architectural modeling,
to modeling of resource sharing and communication at the system
levelIntegrates formal techniques of validation for
hardware/software with debugging and validation of embedded system
design flowsIncludes practical case studies to answer the
questions: does a design meet its requirements, if not, then which
parts of the system are responsible for the violation, and once
they are identified, then how should the design be suitably
modified?
This broad-ranging book equips programmers and designers with a
thorough grounding in the techniques used to create truly
network-enabled computer graphics and games. Written for
graphics/game/VE developers and students, it assumes no prior
knowledge of networking. The text offers a broad view of what types
of different architectural patterns can be found in current
systems, and readers will learn the tradeoffs in achieving system
requirements on the Internet.
The book explains the foundations of networked graphics, then
explores real systems in depth, and finally considers standards and
extensions. Numerous case studies and examples with working code
are featured throughout the text, covering groundbreaking academic
research and military simulation systems, as well as
industry-leading game designs.
Everything designers need to know when developing networked
graphics and games is covered in one volume - no need to consult
multiple sources.The many examples throughout the text feature real
simulation code in C++ and Java that developers can use in their
own design experiments.Case studies describing real-world systems
show how requirements and constraints can be managed.
With vastly increased complexity and functionality in the
"nanometer era" (i.e. hundreds of millions of transistors on one
chip), increasing the performance of integrated circuits has become
a challenging task. This is due primarily to the inevitable
increase in the distance among circuit elements and interconnect
design solutions have become the greatest determining factor in
overall performance.
Three-dimensional (3D) integrated circuits (ICs), which contain
multiple layers of active devices, have the potential to enhance
dramatically chip performance and functionality, while reducing the
distance among devices on a chip. They promise solutions to the
current "interconnect bottleneck" challenges faced by IC designers.
They also may facilitate the integration of heterogeneous
materials, devices, and signals. However, before these advantages
can be realized, key technology challenges of 3D ICs must be
addressed.
This is the first book on 3-D integrated circuit design, covering
all of the technological and design aspects of this emerging design
paradigm, while proposing effective solutions to specific
challenging problems concerning the design of three-dimensional
integrated circuits. A handy, comprehensive reference or a
practical design guide, this book provides a sound foundation for
the design of three-dimensional integrated circuits.
* Demonstrates how to overcome "Interconnect Bottleneck" with 3D
Integrated Circuit Design...leading edge design techniques offer
solutions to problems (performance/power consumption/price) faced
by all circuit designers.
* The FIRST book on 3D Integrated Circuit Design...provides
up-to-date information that is otherwise difficult tofind;
* Focuses on design issues key to the product development
cyle...good design plays a major role in exploiting the
implementation flexibilities offered in the third dimension;
* Provides broad coverage of 3D IC Design, including Interconnect
Prediction Models, Thermal Management Techniques, and Timing
Optimization...offers practical view of designing 3D circuits.
Network processors are the basic building blocks of today's
high-speed, high-demand, quality-oriented communication networks.
Designing and implementing network processors requires a new
programming paradigm and an in-depth understanding of network
processing requirements. This book leads the reader through the
requirements and the underlying theory of networks, network
processing, and network processors. It covers implementation of
network processors and intergrates EZchip Microcode Development
Environment so that you can gain hands-on experience in writing
high-speed networking applications. By the end of the book, the
reader will be able to write and test applications on a simulated
network processor.
Comprehensive, theoretical, and pracitical coverage of networks and
high-speed networking applicationsDescirbes contemporary core,
metro, and access networks and their processing algorithmsCovers
network processor architectures and programming models, enabling
readers to assess the optimal network processor typer and
configuration for their applicationFree download from http:
//www.cse.bgu.ac.il/npbook includes microcode development tools
that provide hands-on experience with programming a network
processor
Efficient design of embedded processors plays a critical role in
embedded systems design. Processor description languages and their
associated specification, exploration and rapid prototyping
methodologies are used to find the best possible design for a given
set of applications under various design constraints, such as area,
power and performance.
This book is the first, comprehensive survey of modern architecture
description languages and will be an invaluable reference for
embedded system architects, designers, developers, and validation
engineers. Readers will see that the use of particular architecture
description languages will lead to productivity gains in designing
particular (application-specific) types of embedded processors.
* Comprehensive coverage of all modern architecture description
languages... use the right ADL to design your processor to fit your
application;
* Most up-to-date information available about each architecture
description language from the developers...save time chasing down
reliable documentation;
* Describes how each architecture desccription language enables key
design automation tasks, such as simulation, synthesis and
testing...fit the ADL to your design cycle;
Mathematical optimization is used in nearly all computer graphics
applications, from computer vision to animation. This book teaches
readers the core set of techniques that every computer graphics
professional should understand in order to envision and expand the
boundaries of what is possible in their work.
Study of this authoritative reference will help readers develop a
very powerful tool- the ability to create and decipher mathematical
models that can better realize solutions to even the toughest
problems confronting computer graphics community today.
The authors are renowned researchers from IMPA, the Brazilian
National Institute for Pure and Applied Mathematics.
*Distils down a vast and complex world of info on optimization into
one short, self-contained volume especially for computer graphics
*Helps CG professionals identify the best technique for solving
particular problems quickly, by categorizing the most effective
algorithms by application
*Keeps readers current by supplementing the focus on key, classic
methods with special end-of-chapter sections on cutting-edge
developments
Modern electronics testing has a legacy of more than 40 years. The
introduction of new technologies, especially nanometer technologies
with 90nm or smaller geometry, has allowed the semiconductor
industry to keep pace with the increased performance-capacity
demands from consumers. As a result, semiconductor test costs have
been growing steadily and typically amount to 40% of today's
overall product cost.
This book is a comprehensive guide to new VLSI Testing and
Design-for-Testability techniques that will allow students,
researchers, DFT practitioners, and VLSI designers to master
quickly System-on-Chip Test architectures, for test debug and
diagnosis of digital, memory, and analog/mixed-signal designs.
KEY FEATURES
* Emphasizes VLSI Test principles and Design for Testability
architectures, with numerous illustrations/examples.
* Most up-to-date coverage available, including Fault Tolerance,
Low-Power Testing, Defect and Error Tolerance, Network-on-Chip
(NOC) Testing, Software-Based Self-Testing, FPGA Testing, MEMS
Testing, and System-In-Package (SIP) Testing, which are not yet
available in any testing book.
* Covers the entire spectrum of VLSI testing and DFT architectures,
from digital and analog, to memory circuits, and fault diagnosis
and self-repair from digital to memory circuits.
* Discusses future nanotechnology test trends and challenges facing
the nanometer design era; promising nanotechnology test techniques,
including Quantum-Dots, Cellular Automata, Carbon-Nanotubes, and
Hybrid Semiconductor/Nanowire/Molecular Computing.
* Practical problems at the end of each chapter for students.
Computer graphics systems are capable of generating stunningly
realistic images of objects that have never physically existed. In
order for computers to create these accurately detailed images,
digital models of appearance must include robust data to give
viewers a credible visual impression of the depicted materials. In
particular, digital models demonstrating the nuances of how
materials interact with light are essential to this capability.
This is the first comprehensive work on the digital modeling of
material appearance: it explains how models from physics and
engineering are combined with keen observation skills for use in
computer graphics rendering.
Written by the foremost experts in appearance modeling and
rendering, this book is for practitioners who want a general
framework for understanding material modeling tools, and also for
researchers pursuing the development of new modeling techniques.
The text is not a "how to" guide for a particular software system.
Instead, it provides a thorough discussion of foundations and
detailed coverage of key advances.
Practitioners and researchers in applications such as architecture,
theater, product development, cultural heritage documentation,
visual simulation and training, as well as traditional digital
application areas such as feature film, television, and computer
games, will benefit from this much needed resource.
ABOUT THE AUTHORS
Julie Dorsey and Holly Rushmeier are professors in the Computer
Science Department at Yale University and co-directors of the Yale
Computer Graphics Group. Francois Sillion is a senior researcher
with INRIA (Institut National de Recherche en Informatique et
Automatique), and director of its Grenoble Rhone-Alpes research
center.
* First comprehensive treatment of the digital modeling of material
appearance;
* Provides a foundation for modeling appearance, based on the
physics of how light interacts with materials, how people perceive
appearance, and the implications of rendering appearance on a
digital computer;
* An invaluable, one-stop resource for practitioners and
researchers in a variety of fields dealing with the digital
modeling of material appearance."
This book will explain how to verify SoC logic designs using
"formal" and "semi-formal" verification techniques. The critical
issue to be addressed is whether the functionality of the design is
the one that the designers intended. Simulation has been used for
checking the correctness of SoC designs (as in "functional"
verification), but many subtle design errors cannot be caught by
simulation. Recently, formal verification, giving mathematical
proof of the correctness of designs, has been getting much more
attention. So far, most of the books on formal verification target
the register transfer level (RTL) or lower levels of design. For
higher design productivity, it is essential to debug designs as
early as possible. That is, designs should be completely verified
at very abstracted design levels (higher than RTL). This book
covers all aspects of high-level formal and semi-formal
verification techniques for system level designs.
- First book that covers all aspects of formal and semi-formal,
high-level (higher than RTL) design verification targeting SoC
designs.
- Formal verification of high-level designs (RTL or higher).
- Verification techniques are discussed with associated
system-level design methodology.
Graphics and game developers must learn to program for mobility.
This book will teach you how.
"This book - written by some of the key technical
experts...provides a comprehensive but practical and easily
understood introduction for any software engineer seeking to
delight the consumer with rich 3D interactive experiences on their
phone. Like the OpenGL ES and M3G standards it covers, this book is
destined to become an enduring standard for many years to come."
- Lincoln Wallen, CTO, Electronic Arts, Mobile
This book is an escalator, which takes the field to new levels.
This is especially true because the text ensures that the topic is
easily accessible to everyone with some background in computer
science...The foundations of this book are clear, and the authors
are extremely knowledgeable about the subject.
- Tomas Akenine-Moller, bestselling author and Professor of
Computer Science at Lund University
"This book is an excellent introduction to M3G. The authors are all
experienced M3G users and developers, and they do a great job of
conveying that experience, as well as plenty of practical advice
that has been proven in the field."
- Sean Ellis, Consultant Graphics Engineer, ARM Ltd
The exploding popularity of mobile computing is undeniable. From
cell phones to portable gaming systems, the global demand for
multifunctional mobile devices is driving amazing hardware and
software developments. 3D graphics are becoming an integral part of
these ubiquitous devices, and as a result, Mobile 3D Graphics is
arguably the most rapidly advancing area of the computer graphics
discipline.
Mobile 3D Graphics is about writing real-time 3D graphics
applications for mobile devices. The programming interfaces
explained and demonstrated in this must-have reference enable
dynamic 3D media on cell phones, GPS systems, portable gaming
consoles and media players.
The text begins by providing thorough coverage of background
essentials, then presents detailed hands-on examples, including
extensive working code in both of the dominant mobile APIs, OpenGL
ES and M3G.
C/C++ and Java Developers, graphic artists, students, and
enthusiasts would do well to have a programmable mobile phone on
hand to try out the techniques described in this book.
The authors, industry experts who helped to develop the OpenGL ES
and M3G standards, distill their years of accumulated knowledge
within these pages, offering their insights into everything from
sound mobile design principles and constraints, to efficient
rendering, mixing 2D and 3D, lighting, texture mapping, skinning
and morphing.
Along the way, readers will benefit from the hundreds of included
tips, tricks and caveats.
*Written by experts at Nokia whose workshops at industry
conferences are blockbusters
*The programs used in the examples are featured in thousands of
professional courses each year
*Extensive working sample code is presented throughout the book and
on the companion website"
Is your memory hierarchy stopping your microprocessor from
performing at the high level it should be? Memory Systems: Cache,
DRAM, Disk shows you how to resolve this problem.
The book tells you everything you need to know about the logical
design and operation, physical design and operation, performance
characteristics and resulting design trade-offs, and the energy
consumption of modern memory hierarchies. You learn how to to
tackle the challenging optimization problems that result from the
side-effects that can appear at any point in the entire hierarchy.
As a result you will be able to design and emulate the entire
memory hierarchy.
Understand all levels of the system hierarchy -Xcache, DRAM, and
disk.
Evaluate the system-level effects of all design choices.
Model performance and energy consumption for each component in the
memory hierarchy.
The polygon-mesh approach to 3D modeling was a huge advance, but
today its limitations are clear. Longer render times for
increasingly complex images effectively cap image complexity, or
else stretch budgets and schedules to the breaking point.
Point-based graphics promises to change all that, and this book
explains how. Comprised of contributions from leaders in the
development and application of this technology, Point-Based
Graphics examines it from all angles, beginning with the way in
which the latest photographic and scanning devices have enabled
modeling based on true geometry, rather than appearance.
From there, it s on to the methods themselves. Even though
point-based graphics is in its infancy, practitioners have already
established many effective, economical techniques for achieving all
the major effects associated with traditional 3D Modeling and
rendering. You ll learn to apply these techniques, and you ll also
learn how to create your own. The final chapter demonstrates how to
do this using Pointshop3D, an open-source tool for developing new
point-based algorithms. A copy of this tool can be found on the
companion website.
*The first book on a major development in computer graphics by the
pioneers in the field
* Shows how 3D images can be manipulated as easily as 2D images are
with Photoshop
* Includes CD-ROM with the open source software program Pointshop3D
for experimentation with point graphics"
"Digital Design: An Embedded Systems Approach Using VHDL" provides
a foundation in digital design for students in computer
engineering, electrical engineering and computer science courses.
It takes an up-to-date and modern approach of presenting digital
logic design as an activity in a larger systems design context.
Rather than focus on aspects of digital design that have little
relevance in a realistic design context, this book concentrates on
modern and evolving knowledge and design skills. Hardware
description language (HDL)-based design and verification is
emphasized--VHDL examples are used extensively throughout. By
treating digital logic as part of embedded systems design, this
book provides an understanding of the hardware needed in the
analysis and design of systems comprising both hardware and
software components.
Includes a Web site with links to vendor tools, labs and tutorials.
Presents digital logic design as an activity in a larger systems
design context.
Features extensive use of VHDL examples to demonstrate HDL
(hardware description language) usage at the abstract behavioural
level and register transfer level, as well as for low-level
verification and verification environments.
Includes worked examples throughout to enhance the reader's
understanding and retention of the material.
Companion Web site includes links to tools for FPGA design from
Synplicity, Mentor Graphics, and Xilinx, VHDL source code for all
the examples in the book, lecture slides, laboratory projects, and
solutions to exercises."
In the early days of the Web a need was recognized for a language
to display 3D objects through a browser. An HTML-like language,
VRML, was proposed in 1994 and became the standard for describing
interactive 3D objects and worlds on the Web. 3D Web courses were
started, several best-selling books were published, and VRML
continues to be used today. However VRML, because it was based on
HTML, is a stodgy language that is not easy to incorporate with
other applications and has been difficult to add features to.
Meanwhile, applications for interactive 3D graphics have been
exploding in areas such as medicine, science, industry, and
entertainment. There is a strong need for a set of modern Web-based
technologies, applied within a standard extensible framework, to
enable a new generation of modeling & simulation applications
to emerge, develop, and interoperate. X3D is the next generation
open standard for 3D on the web. It is the result of several years
of development by the Web 3D Consortium's X3D Task Group. Instead
of a large monolithic specification (like VRML), which requires
full adoption for compliance, X3D is a component-based architecture
that can support applications ranging from a simple non-interactive
animation to the latest streaming or rendering applications. X3D
replaces VRML, but also provides compatibility with existing VRML
content and browsers. Don Brutzman organized the first symposium on
VRML and is playing a similar role with X3D; he is a founding
member of the consortium. Len Daly is a professional member of the
consortium and both Len and Don have been involved with the
development of the standard from the start.
* The first book on the new way to present interactive 3D content
over the Web, written by two of the designers of the standard
* Plentiful illustrations and screen shots in the full color
text
* Companion website with extensive content, including the X3D
specification, sample code and applications, content creation
tools, and demos of compatible Web browsers
Customizable processors have been described as the next natural
step in the evolution of the microprocessor business: a step in the
life of a new technology where top performance alone is no longer
sufficient to guarantee market success. Other factors become
fundamental, such as time to market, convenience, energy
efficiency, and ease of customization.
This book is the first to explore comprehensively one of the most
fundamental trends which emerged in the last decade: to treat
processors not as rigid, fixed entities, which designers include
"as is" in their products; but rather, to build sound methodologies
to tailor-fit processors to the specific needs of such products.
This book addresses the goal of maintaining a very large family of
processors, with a wide range of features, at a cost comparable to
that of maintaining a single processor.
- First book to present comprehensively the major ASIP design
methodologies and tools without any particular bias.
- Written by most of the pioneers and top international experts of
this young domain.
- Unique mix of management perspective, technical detail, research
outlook, and practical implementation.
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