|
|
Books > Academic & Education > Professional & Technical > Computing
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.
Richard Munden demonstrates how to create and use simulation models
for verifying ASIC and FPGA designs and board-level designs that
use off-the-shelf digital components. Based on the VHDL/VITAL
standard, these models include timing constraints and propagation
delays that are required for accurate verification of today s
digital designs.
ASIC and FPGA Verification: A Guide to Component Modeling expertly
illustrates how ASICs and FPGAs can be verified in the larger
context of a board or a system. It is a valuable resource for any
designer who simulates multi-chip digital designs.
*Provides numerous models and a clearly defined methodology for
performing board-level simulation.
*Covers the details of modeling for verification of both logic and
timing.
*First book to collect and teach techniques for using VHDL to model
"off-the-shelf" or "IP" digital components for use in FPGA and
board-level design verification.
The past few years have seen significant change in the landscape of
high-end network processing. In response to the formidable
challenges facing this emerging field, the editors of this series
set out to survey the latest research and practices in the design,
programming, and use of network processors.
Through chapters on hardware, software, performance and modeling,
Volume 3 illustrates the potential for new NP applications, helping
to lay a theoretical foundation for the architecture, evaluation,
and programming of networking processors.
Like Volume 2 of the series, Volume 3 further shifts the focus from
achieving higher levels of packet processing performance to
addressing other critical factors such as ease of programming,
application developments, power, and performance prediction. In
addition, Volume 3 emphasizes forward-looking, leading-edge
research in the areas of architecture, tools and techniques, and
applications such as high-speed intrusion detection and prevention
system design, and the implementation of new interconnect
standards.
*Investigates current applications of network processor technology
at Intel; Infineon Technologies; and NetModule.
Presents current research in network processor design in three
distinct areas:
*Architecture at Washington University, St. Louis; Oregon Health
and Science University; University of Georgia; and North Carolina
State University.
*Tools and Techniques at University of Texas, Austin; Academy of
Sciences, China; University of Paderborn, Germany; and University
of Massachusetts, Amherst.
*Applications at University of California, Berkeley; Universidad
Complutense de Madrid, Spain; ETH Zurich, Switzerland; Georgia
Institute of Technology; Vrije Universiteit, the Netherlands; and
Universiteit Leiden, the Netherlands.
The steady and unabated increase in the capacity of silicon has
brought the semiconductor industry to a watershed challenge. Now a
single chip can integrate a radio transceiver, a network interface,
multimedia functions, all the "glue" needed to hold it together as
well as a design that allows the hardware and software to be
reconfigured for future applications. Such complex heterogeneous
systems demand a different design methodology. A consortium of
industrial and government labs have created a new language and a
new design methodology to support this effort. Rosetta permits
designers to specify requirements and constraints independent of
their low level implementation and to integrate the designs of
domains as distinct as digital and analog electronics, and the
mechanical, optical, fluidic and thermal subsystems with which they
interact.
In this book, Perry Alexander, one of the developers of Rosetta,
provides a tutorial introduction to the language and the
system-level design methodology it was designed to support.
* The first commercially published book on this system-level design
language
* Teaches you all you need to know on how to specify, define, and
generate models in Rosetta
* A presentation of complete case studies analyzing design
trade-offs for power consumption, security requirements in a
networking environment, and constraints for hardware/software
co-design
As the demand for digital communication networks has increased, so
have the challenges in network component design. To meet
ever-escalating performance, flexibility, and economy requirements,
the networking industry has opted to build products around network
processors. These new chips range from task-specific processors,
such as classification and encryption engines, to more
general-purpose packet or communications processors. Programmable
yet application-specific, their designs are tailored to efficiently
implement communications applications such as routing, protocol
analysis, voice and data convergence, firewalls, VPNs, and
QoS.
Network processor design is an emerging field with issues and
opportunities both numerous and formidable. To help meet this
challenge, the editors of this volume created the first Workshop on
Network Processors, a forum for scientists and engineers from
academia and industry to discuss their latest research in the
architecture, design, programming, and use of these devices. In
addition to including the results of the Workshop in this volume,
the editors also present specially commissioned material from
practicing designers, who discuss their companies' latest network
processors. "Network Processor Design: Issues and Practices" is an
essential reference on network processors for graduate students,
researchers, and practicing designers.
* Includes contributions from major academic and industrial
research labs including Aachen University of Technology; Cisco
Systems; Infineon Technologies; Intel Corp.; North Carolina State
University; Swiss Federal Institute of Technology; University of
California, Berkeley; University of Dortmund; University of
Washington; and Washington University.
* Examines the latest network processors from Agere Systems, Cisco,
IBM, Intel, Motorola, Sierra Inc., and TranSwitch.
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
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.
"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."
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"
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
Digital arithmetic plays an important role in the design of
general-purpose digital processors and of embedded systems for
signal processing, graphics, and communications. In spite of a
mature body of knowledge in digital arithmetic, each new generation
of processors or digital systems creates new arithmetic design
problems. Designers, researchers, and graduate students will find
solid solutions to these problems in this comprehensive,
state-of-the-art exposition of digital arithmetic.
Ercegovac and Lang, two of the field's leading experts, deliver a
unified treatment of digital arithmetic, tying underlying theory to
design practice in a technology-independent manner. They
consistently use an algorithmic approach in defining arithmetic
operations, illustrate concepts with examples of designs at the
logic level, and discuss cost/performance characteristics
throughout. Students and practicing designers alike will find
Digital Arithmetic a definitive reference and a consistent teaching
tool for developing a deep understanding of the "arithmetic style"
of algorithms and designs.
-Guides readers to develop sound solutions, avoid known mistakes,
and repeat successful design decisions.
-Presents comprehensive coverage3/4from fundamental theories to
current research trends.
-Written in a clear and engaging style by two masters of the
field.
-Concludes each chapter with in-depth discussions of the key
literature.
-Includes a full set of over 250 exercises, an on-line appendix
with solutions to one-third of the exercises and 600 lecture slides
As the visual effects industry has diversified, so too have the
books written to serve the needs of this industry. Today there are
hundreds of highly specialized titles focusing on particular
aspects of film and broadcast animation, computer graphics, stage
photography, miniature photography, color theory, and many
others.
Visual Effects in a Digital World offers a much-needed
reconsolidation of this knowledge. All of the industry's workers
frequently need to understand concepts from other specialties, and
this book-the only one of its kind-lets them look up and grasp the
basics of any visual effects concept in a matter of seconds. It's a
great way for everyone, regardless of experience, to find their way
through the jargon and learn what they need to know.
* Authoritative coverage from a winner visual effects expert-winner
of a British Academy Award and two Emmys.
* Cover topics such as computer graphics, digital compositing, live
action, stage, and miniature photography, and a wide range of
computer and Internet concepts.
* Offers job descriptions for positions found throughout the
industry.
* Demystifies the jargon used by practitioners in every
subspecialty.
"Advanced RenderMan: Creating CGI for Motion Pictures" is
precisely what you and other RenderMan users are dying for. Written
by the world's foremost RenderMan experts, it offers thoroughly
updated coverage of the standard while moving beyond the scope of
the original "RenderMan Companion" to provide in-depth information
on dozens of advanced topics. Both a reference and a tutorial, this
book will quickly prove indispensable, whether you're a technical
director, graphics programmer, modeler, animator, or
hobbyist.
Explore the Power of RenderMan
* Use the entire range of geometric primitives supported by
RenderMan.
* Understand how and when to use procedural primitives and level of
detail.
* Master every nuance of the Shading Language.
* Write detailed procedural shaders using texture, displacement,
pattern generation, and custom reflection models.
* Write shaders for special effects relating to volumes, custom
lighting, and non-photorealistic media.
* Use antialiasing to ensure that your shaders are free of
artifacts.
* Minimize the expense of rendering scenes by optimizing
input.
Other Features from Advanced RenderMan
* Offers expert advice and instruction applicable to any
RenderMan-compliant renderer.
* Filled with technical illustrations and many full-color
representations of effects supported by the RenderMan
standard.
* Includes a chapter reviewing key math and computer graphics
concepts.
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
The proceedings from Parallel CFD 2006 covers all aspects of
parallel computings and its applications. Although CFD is one of
basic tools for design procedures to produce machineries, such as
automobiles, ships, aircrafts, etc., large scale parallel computing
has been realized very recently, especially for the manufactures.
Various applications in many areas could be experienced including
acoustics, weather prediction and ocean modeling, flow control,
turbine flow, fluid-structure interaction, optimization, heat
transfer, hydrodynamics.
- Report on current research in the field in an area which is
rapidly changing
- Subject is important to all interested in solving large fluid
dynamics problems
- Interdisciplinary activity. Contributions include scientists with
a variety of backgrounds
For almost three decades eminent computer graphicist Jim Blinn has
coupled his scientific knowledge and artistic abilities to foster
the growth of the computer graphics field. His many contributions
include the Voyager Fly-by animations of space missions to Jupiter,
Saturn, and Uranus; "The Mechanical Universe," a 52-part telecourse
of animated physics; and the computer animation of Carl Sagan's PBS
series "Cosmos." In addition, Blinn, the recipient of the first
SIGGRAPH Computer Graphics Achievement Award, has developed many
widely used graphics techniques, including bump mapping,
environment mapping, and blobby modeling.
Blinn shares his insight and experience in "Jim Blinn's Corner," an
award-winning column in the technical magazine "IEEE Computer
Graphics and Applications" in which he unveils his most useful
graphics methods and observations. This book, a compendium of 20 of
the column's articles, leads you through the "graphics pipeline"
offering a wealth of tips and tricks. It explores common graphics
problems, many of which have never before been addressed.
An invaluable resource for any graphics professional
In his entertaining and inspirational style, Blinn examines a
variety of topics to help computer graphics software and
application developers recognize and solve graphics programming
problems. Focusing on geometry and the graphics pipeline, he
shares:
easy to understand explanations of difficult concepts gleaned from
years of teaching
interesting examples of tricky special cases that cause
conventional algorithms to fail
highly refined algorithms for clipping, viewing, lighting, and
rendering
easy to understand explanations of difficult concepts gleaned from
years of teaching
interesting examples of tricky special cases that cause
conventional algorithms to fail
highly refined algorithms for clipping, viewing, lighting, and
rendering
Precharge logic is used by a variety of industries in
applications where processor speed is the primary goal, such as
VLSI (very large systems integration) applications. Also called
dynamic logic, this type of design uses a clock to synchronize
instructions in circuits. This comprehensive book covers the
challenges faced by designers when using this logic style,
including logic basics, timing, noise considerations, alternative
topologies and more. In addition advanced topics such as skew
tolerant design are covered in some detail. Overall this is a
comprehensive view of precharge logic, which should be useful to
graduate students and designers in the field alike. It might also
be considered as a supplemental title for courses covering
VLSI.
Comprehensive guide to precharge logicExplains both the advantages
and disadvantages to help engineers decide when to utilize
precharge logicUseful for engineers in a variety of industries
The goal of this book is to present and compare various options one
for systems architecture from two separate points of view. One,
that of the information technology decision-maker who must choose a
solution matching company business requirements, and secondly that
of the systems architect who finds himself between the rock of
changes in hardware and software technologies and the hard place of
changing business needs.
Different aspects of server architecture are presented, from
databases designed for parallel architectures to high-availability
systems, and touching en route on often- neglected performance
aspects.
1. The book provides IT managers, decision makers and project
leaders who want to acquire knowledge sufficient to understand the
choices made in and capabilities of systems offered by various
vendors:
2. Provides system design information to balance the characteristic
applications against the capabilities and nature of various
architectural choices
3. In addition, it offers an integrated view of the concepts in
server architecture, accompanied by discussion of effects on the
evolution of the data processing industry.
The creation of ever more realistic 3-D images is central to the
development of computer graphics. The ray tracing technique has
become one of the most popular and powerful means by which
photo-realistic images can now be created. The simplicity, elegance
and ease of implementation makes ray tracing an essential part of
understanding and exploiting state-of-the-art computer
graphics.
An Introduction to Ray Tracing develops from fundamental principles
to advanced applications, providing "how-to" procedures as well as
a detailed understanding of the scientific foundations of ray
tracing. It is also richly illustrated with four-color and
black-and-white plates. This is a book which will be welcomed by
all concerned with modern computer graphics, image processing, and
computer-aided design.
Key Features
* Provides practical "how-to" information
* Contains high quality color plates of images created using ray
tracing techniques
* Progresses from a basic understanding to the advanced science and
application of ray tracing
"Elsevier's Dictionary of Computer Graphics" contains 10,540 terms
with more than 2,600 cross-references that are commonly used in the
theory and practice of computer graphics. Included are terms from
all areas related to a) the theory of computer graphics -
descriptive geometry, projective geometry, topology, fractal
geometry, color science; and b) the practice of computer graphics -
computer-aided design (CAD) systems, technical drawing, computer
art, computer animation, business graphics, scientific
visualization, virtual reality, graphical programming, image
processing, graphical computer devices.
As well as the commonly used terms in the above-mentioned areas,
the dictionary also includes terms that are currently coming into
use, especially in the areas of computer-aided design systems,
computer art, computer animation, virtual reality and graphical
programming.
Elsevier's Dictionary of Computer Graphics will be a valuable tool
for engineers, scientists, artists, students and for everyone who
takes an interest in computer graphics.
What's this AOP thing anyway, really-when you get right down to
it-and can someone please explain what an aspect actually is?
Aspect-Oriented Programming with the e Verification Language takes
a pragmatic, example based, and fun approach to unraveling the
mysteries of AOP. In this book, you'll learn how to:
- Use AOP to organize your code in a way that makes it easy to deal
with the things you really care about in your verification
environments. Forget about organizing by classes, and start
organizing by functionality, layers, components, protocols,
functional coverage, checking, or anything that you decide is
important to you
- Easily create flexible code that eases your development burden,
and gives your users the power to quickly do what they need to do
with your code
- Truly create a plug-and-play environment that allows you to add
and remove functionality without modifying your code. Examples
include how to use AOP to create pluggable debug modules, and a
pluggable module that lets you check that your testbench is still
working before you begin a regression
- Utilize AOP to sidestep those productivity roadblocks that seem
to plague all projects at the most inconvenient of times
- Discover why "return" is evil, and some other "gotchas" with the
AOP features of e
All of the methodologies, tips, and techniques described in this
book have been developed and tested on real projects, with real
people, real schedules and all of the associated problems that come
with these. Only the ones that worked, and worked well, have made
it in, so by following the advice given in this book, you'll gain
access to the true power of AOP while neatly avoiding the effort of
workingit all out yourself.
- Use AOP to organize your code in a way that makes it easy to deal
with the things you really care about in your verification
environments. Forget about organizing by classes, and start
organizing by functionality, layers, components, protocols,
functional coverage, checking, or anything that you decide is
important to you
- Easily create flexible code that eases your development burden,
and gives your users the power to quickly do what they need to do
with your code
- Truly create a plug-and-play environment that allows you to add
and remove functionality without modifying your code. Examples
include how to use AOP to create pluggable debug modules, and a
pluggable module that lets you check that your testbench is still
working before you begin a regression
- Utilize AOP to sidestep those productivity roadblocks that seem
to plague all projects at the most inconvenient of times
- Discover why "return" is evil, and some other "gotchas" with the
AOP features of e
The proceedings from Parallel CFD 2005 covering all aspects of the
theory and applications of parallel computational fluid dynamics
from the traditional to the more contemporary issues.
- Report on current research in the field in an area which is
rapidly changing
- Subject is important to all interested in solving large fluid
dynamics problems
- Interdisciplinary activity. Contributions include scientists with
a variety of backgrounds
Until recently, all of the interactions between objects in
virtual 3D worlds have been based on calculations performed using
linear algebra. Linear algebra relies heavily on coordinates,
however, which can make many geometric programming tasks very
specific and complex-often a lot of effort is required to bring
about even modest performance enhancements. Although linear algebra
is an efficient way to specify low-level computations, it is not a
suitable high-level language for geometric programming. "Geometric
Algebra for Computer Science" presents a compelling alternative to
the limitations of linear algebra. Geometric algebra, or GA, is a
compact, time-effective, and performance-enhancing way to represent
the geometry of 3D objects in computer programs. In this book you
will find an introduction to GA that will give you a strong grasp
of its relationship to linear algebra and its significance for your
work. You will learn how to use GA to represent objects and perform
geometric operations on them. And you will begin mastering proven
techniques for making GA an integral part of your applications in a
way that simplifies your code without slowing it down.
Explains GA as a natural extension of linear algebra and conveys
its significance for 3D programming of geometry in graphics,
vision, and robotics. Systematically explores the concepts and
techniques that are key to representing elementary objects and
geometric operators using GA. Covers in detail the conformal model,
a convenient way to implement 3D geometry using a 5D representation
space. Presents effective approaches to making GA an integral part
of your programming. Includes numerous drills and programming
exercises helpful for both students and practitioners. Companion
web site includes links to GAViewer, a program that will allow you
to interact with many of the 3D figures in the book, and Gaigen 2,
the platform for the instructive programming exercises that
conclude each chapter.
"Heterogeneous Computing with OpenCL "teaches OpenCL and
parallel programming for complex systems that may include a variety
of device architectures: multi-core CPUs, GPUs, and
fully-integrated Accelerated Processing Units (APUs) such as AMD
Fusion technology. Designed to work on multiple platforms and with
wide industry support, OpenCL will help you more effectively
program for a heterogeneous future.
Written by leaders in the parallel computing and OpenCL
communities, this book will give you hands-on OpenCL experience to
address a range of fundamental parallel algorithms. The authors
explore memory spaces, optimization techniques, graphics
interoperability, extensions, and debugging and profiling. Intended
to support a parallel programming course, "Heterogeneous Computing
with OpenCL" includes detailed examples throughout, plus additional
online exercises and other supporting materials.
Explains principles and strategies to learn parallel programming
with OpenCL, from understanding the four abstraction models to
thoroughly testing and debugging complete applications.Covers image
processing, web plugins, particle simulations, video editing,
performance optimization, and more.Shows how OpenCL maps to an
example target architecture and explains some of the tradeoffs
associated with mapping to various architecturesAddresses a range
of fundamental programming techniques, with multiple examples and
case studies that demonstrate OpenCL extensions for a variety of
hardware platforms
The power of today s motion capture technology has taken
animated characters and special effects to amazing new levels of
reality. And with the release of blockbusters like Avatar and
Tin-Tin, audiences continually expect more from each new release.
To live up to these expectations, film and game makers,
particularly technical animators and directors, need to be at the
forefront of motion capture technology. In this extensively updated
edition of "Understanding Motion Capture for Computer Animation and
Video Games," an industry insider explains the latest research
developments in digital design and film, games, medicine, sports,
and security engineering.
This completely updated new edition tells the complete story of
motion capture, including the current state-of-the-art technology,
methodology, and the explosive growth of the motion capture
industry. In-depth technical explanations pair text and code, to
help you understand not only the fundamental tenets of motion
capture, but also the reasons behind its successes and failures.
This timely new edition is an essential resource for anyone
producing realistic motion graphics.
Completely revised to include almost 40% new content with emphasis
on RF and Facial Motion Capture SystemsCompanion site with source
code, motion capture data translator, and example files help you
write conversion and motion data manipulation programsDescribes all
the mathematical principles associated with motion capture and 3D
character mechanicsHelps you budget by explaining the costs
associated with individualized motion capture projects "
|
|