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Books > Academic & Education > Professional & Technical > Computing
This book provides broad and comprehensive coverage of the entire
EDA flow. EDA/VLSI practitioners and researchers in need of fluency
in an "adjacent" field will find this an invaluable reference to
the basic EDA concepts, principles, data structures, algorithms,
and architectures for the design, verification, and test of VLSI
circuits. Anyone who needs to learn the concepts, principles, data
structures, algorithms, and architectures of the EDA flow will
benefit from this book.
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.
VHDL, the IEEE standard hardware description language for
describing digital electronic systems, has recently been revised.
This book has become a standard in the industry for learning the
features of VHDL and using it to verify hardware designs. This
third edition is the first comprehensive book on the market to
address the new features of VHDL-2008.
This book offers a friendly presentation of the fundamental
principles and practices of modern digital design. Unlike any other
book in this field, transistor-level implementations are also
included, which allow the readers to gain a solid understanding of
a circuit's real potential and limitations, and to develop a
realistic perspective on the practical design of actual integrated
circuits. Coverage includes the largest selection available of
digital circuits in all categories (combinational, sequential,
logical, or arithmetic). Coverage also includes detailed digital
design techniques, with a thorough discussion on state-machine
modeling for the analysis and design of complex sequential systems.
Key technologies used in modern circuits are also described,
including Bipolar, MOS, ROM/RAM, and CPLD/FPGA chips, as well as
codes and techniques used in data storage and transmission. Designs
are illustrated by means of complete, realistic applications using
VHDL, where the complete code, comments and simulation results are
included.
Over the last ten years, the ARM architecture has become one of the
most pervasive architectures in the world, with more than 2 billion
ARM-based processors embedded in products ranging from cell phones
to automotive braking systems. A world-wide community of ARM
developers in semiconductor and product design companies includes
software developers, system designers and hardware engineers. To
date no book has directly addressed their need to develop the
system and software for an ARM-based system. This text fills that
gap.
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.
Driven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve. The algorithms and techniques behind this technology are the foundation of this comprehensive book, which is written to teachyou the fundamentals of animation programming. In this third edition, the most current techniques are covered
along with the theory and high-level computation that have earned
the book a reputation as the best technically-oriented animation
resource. Key topics such as fluids, hair, and crowd animation have
been expanded, and extensive new coverage of clothes and cloth has
been added. New material on simulation provides a more diverse look
at this important area and more example animations and chapter
projects and exercises are included. Additionally, spline coverage
has been expanded and new video compression and formats (e.g.,
iTunes) are covered. * Includes companion site with contemporary animation examples drawn from research and entertainment, sample animations, and example code * Describes the key mathematical and algorithmic foundations of animation that provide you with a deep understanding and control of technique * Expanded and new coverage of key topics including: fluids and clouds, cloth and clothes, hair, and crowd animation *Explains the algorithms used for path following, hierarchical kinematic modelling, rigid body dynamics, flocking behaviour, particle systems, collision detection, and more"
Virtual Machine technology applies the concept of virtualization to
an entire machine, circumventing real machine compatibility
constraints and hardware resource constraints to enable a higher
degree of software portability and flexibility. Virtual machines
are rapidly becoming an essential element in computer system
design. They provide system security, flexibility, cross-platform
compatibility, reliability, and resource efficiency. Designed to
solve problems in combining and using major computer system
components, virtual machine technologies play a key role in many
disciplines, including operating systems, programming languages,
and computer architecture. For example, at the process level,
virtualizing technologies support dynamic program translation and
platform-independent network computing. At the system level, they
support multiple operating system environments on the same hardware
platform and in servers.
Virtual Reality systems enable organizations to cut costs and time, maintain financial and organizational control over the development process, digitally evaluate products before having them created, and allow for greater creative exploration. In this book, VR developers Alan Craig, William Sherman, and Jeffrey Will examine a comprehensive collection of current, unique, and foundational VR applications in a multitude of fields, such as business, science, medicine, art, entertainment, and public safety among others. An insider s view of what works, what doesn t work, and why, Developing Virtual Reality Applications explores core technical information and background theory as well as the evolution of key applications from their genesis to their most current form. Developmental techniques are cross-referenced between different applications linking information to describe overall VR trends and fundamental best practices. This synergy, coupled with the most up to date research being conducted, provides a hands-on guide for building applications, and an enhanced, panoramic view of VR development. Developing Virtual Reality Applications is an indispensable one-stop reference for anyone working in this burgeoning field. Dozens of detailed application descriptions provide practical ideas for VR development in ALL areas of interest Development techniques are cross referenced between different application areas, providing fundamental best practices Includes a media-rich companion website with hours of footage from application demonstrations"
*The classic reference, with over 25,000 copies in print, has been massively expanded and thoroughly updated to include state-of-the-art methods and 400+ all-new full color images At ILM, compositing is one of the most important tools we use. If you want to learn more, this excellent 2nd-edition is detailed with hundreds of secrets that will help make your comps seamless. For beginners or experts, Ron walks you through the processes of analysis and workflows - linear thinking which will help you become deft and successfully tackle any shot. - Dennis Muren ASC, Senior Visual Effects Supervisor, Industrial Light & Magic Ron Brinkman's book is the definitive work on digital compositing and we have depended on this book as a critical part of our in-house training program at Imageworks since the 1999 Edition. We use this book as a daily textbook and reference for our lighters, compositors and anyone working with digital imagery. It is wonderful to see a new edition being released and it will certainly be required reading for all our digital artists here at Imageworks. - Sande Scoredos, Executive Director of Training & Artist Development, Sony Pictures Imageworks The Art and Science of Digital Compositing is the only complete overview of the technical and artistic nature of digital compositing. It covers a wide range of topics from basic image creation, representation and manipulation, to a look at the visual cues that are necessary to create a believable composite. Designed as an introduction to the field, as well as an authoritative technical reference, this book provides essential information for novices and professionals alike. *17 new case-studies provide in-depth looks at the compositing work done on films such as Chronicles of Narnia: The Lion, the Witch and the Wardrobe, The Golden Compass, The Incredibles, King Kong, The Lord of the Rings: The Return of the King, Sin City, Spider-Man 2, Wallace and Gromit: The Curse of the Were-Rabbit, and Star Wars: Episode 3 - Revenge of the Sith. *Includes new sections on 3D compositing, High Dynamic Range (HDR) imaging, Rotoscoping, and much more All disc-based content for this title is now available on the
Web. *17 new case-studies provide in-depth looks at the compositing work done on films such as Chronicles of Narnia: The Lion, the Witch and the Wardrobe, The Golden Compass, The Incredibles, King Kong, The Lord of the Rings: The Return of the King, Sin City, Spider-Man 2, Wallace and Gromit: The Curse of the Were-Rabbit, and Star Wars: Episode 3 - Revenge of the Sith. *Includes new sections on 3D compositing, High Dynamic Range (HDR) imaging, Rotoscoping, and much more
One of the greatest challenges faced by designers of digital
systems is optimizing the communication and interconnection between
system components. Interconnection networks offer an attractive and
economical solution to this communication crisis and are fast
becoming pervasive in digital systems. Current trends suggest that
this communication bottleneck will be even more problematic when
designing future generations of machines. Consequently, the anatomy
of an interconnection network router and science of interconnection
network design will only grow in importance in the coming years.
"Digital Design and Computer Architecture" takes a unique and modern approach to digital design. Beginning with digital logic gates and progressing to the design of combinational and sequential circuits, Harris and Harris use these fundamental building blocks as the basis for what follows: the design of an actual MIPS processor. SystemVerilog and VHDL are integrated throughout the text in examples illustrating the methods and techniques for CAD-based circuit design. By the end of this book, readers will be able to build their own microprocessor and will have a top-to-bottom understanding of how it works. Harris and Harris have combined an engaging and humorous writing style with an updated and hands-on approach to digital design. This second edition has been updated with new content on I/O systems in the context of general purpose processors found in a PC as well as microcontrollers found almost everywhere. The new edition provides practical examples of how to interface with peripherals using RS232, SPI, motor control, interrupts, wireless, and analog-to-digital conversion. High-level descriptions of I/O interfaces found in PCs include USB, SDRAM, WiFi, PCI Express, and others. In addition to expanded and updated material throughout, SystemVerilog is now featured in the programming and code examples (replacing Verilog), alongside VHDL. This new edition also provides additional exercises and a new appendix on C programming to strengthen the connection between programming and processor architecture. SECOND Edition Features Covers the fundamentals of digital logic
design and reinforces logic concepts through the design of a MIPS
microprocessor.Features side-by-side examples of the two most
prominent Hardware Description Languages (HDLs)-SystemVerilog and
VHDL-which illustrate and compare the ways each can be used in the
design of digital systems.Includes examples throughout the text
that enhance the reader s understanding and retention of key
concepts and techniques.Companion Web site includes links to CAD
tools for FPGA design from Altera and Mentor Graphics, lecture
slides, laboratory projects, and solutions to exercises. Updated based on instructor feedback with more exercises and new examples of parallel and advanced architectures, practical I/O applications, embedded systems, and heterogeneous computing Presents digital system design examples in both VHDL and SystemVerilog (updated for the second edition from Verilog), shown side-by-side to compare and contrast their strengthsIncludes a new chapter on C programming to provide necessary prerequisites and strengthen the connection between programming and processor architectureCompanion Web site includes links to Xilinx CAD tools for FPGA design, lecture slides, laboratory projects, and solutions to exercises. Instructors can also register at textbooks.elsevier.com for access to: Solutions to all exercises (PDF)Lab materials with solutionsHDL for textbook examples and exercise solutions Lecture slides (PPT)Sample exams\Sample course syllabusFigures from the text (JPG, PPT)"
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.
What's this AOP thing anyway, really-when you get right down to
it-and can someone please explain what an aspect actually is?
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.
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.
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.
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.
"Physically-Based Modeling for Computer Graphics: A Structured
Approach" addresses the challenge of designing and managing the
complexity of physically-based models. This book will be of
interest to researchers, computer graphics practitioners,
mathematicians, engineers, animators, software developers and those
interested in computer implementation and simulation of
mathematical models.
This is a practical perspective on simulation aimed at working scientists and engineers. Amply illustrated, the book provides many examples with computer coding. New topics, such as animation, concept modeling, and logic transfer are covered in detail. |
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