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This book provides an in-depth exploration of the field of
augmented reality (AR) in its entirety and sets out to distinguish
AR from other inter-related technologies like virtual reality (VR),
mixed reality (MR) and extended reality (XR). The author presents
AR from its initial philosophies and early developments, and in
this updated 2nd edition discusses the latest advances and the
ramifications they bring and the impact they have on modern
society. He examines the new companies that have entered the field
and those that have failed or were acquired giving a complete
history of AR progress. He explores the possible future
developments providing readers with the tools to understand issues
relating to defining, building, and using their perception of what
is represented in their perceived reality, and ultimately how we
assimilate and react to this information. In Augmented
Reality: Where We Will All Live 2nd Edition, Jon Peddie has
amassed and integrated a corpus of material that is finally in one
place. It will serve as a comprehensive guide and provide valuable
insights for technologists, marketers, business managers, educators
and academics who are interested in the field of augmented reality,
its concepts, history, practices, and the science behind this
rapidly advancing field of research and development.
This is the first book in a three-part series that traces the
development of the GPU. Initially developed for games the GPU can
now be found in cars, supercomputers, watches, game consoles and
more. GPU concepts go back to the 1970s when computer graphics was
developed for computer-aided design of automobiles and airplanes.
Early computer graphics systems were adopted by the film industry
and simulators for airplanes and high energy physics-exploding
nuclear bombs in computers instead of the atmosphere. A GPU has an
integrated transform and lighting engine, but these were not
available until the end of the 1990s. Heroic and historic companies
expanded the development and capabilities of the graphics
controller in pursuit of the ultimate device, a fully integrated
self-contained GPU. Fifteen companies worked on building the first
fully integrated GPU, some succeeded in the console, and
Northbridge segments, and Nvidia was the first to offer a fully
integrated GPU for the PC. Today the GPU can be found in every
platform that involves a computer and a user interface.
This is the second book in a three-part series that traces the
development of the GPU, which is defined as a single chip with an
integrated transform and lighting (T&L) capability. This
feature previously was found in workstations as a stand-alone chip
that only performed geometry functions. Enabled by Moore's law, the
first era of GPUs began in the late 1990s. Silicon Graphics (SGI)
introduced T&L first in 1996 with the Nintendo 64 chipset with
integrated T&L but didn't follow through. ArtX developed a
chipset with integrated T&L but didn't bring it to market until
November 1999. The need to integrate the transform and lighting
functions in the graphics controller was well understood and
strongly desired by dozens of companies. Nvidia was the first to
produce a PC consumer level single chip with T&L in October
1999. All in all, fifteen companies came close, they had designs
and experience, but one thing or another got in their way to
prevent them succeeding. All the forces and technology were
converging; the GPU was ready to emerge. Several of the companies
involved did produce an integrated GPU, but not until early 2000.
This is the account of those companies, the GPU and the environment
needed to support it. The GPU has become ubiquitous and can be
found in every platform that involves a computer and a user
interface.
This third book in the three-part series on the History of the GPU
covers the second to sixth eras of the GPU, which can be found in
anything that has a display or screen. The GPU is now part of
supercomputers, PCs, Smartphones and tablets, wearables, game
consoles and handhelds, TVs, and every type of vehicle including
boats and planes. In the early 2000s the number of GPU suppliers
consolidated to three whereas now, the number has expanded to
almost 20. In 2022 the GPU market was worth over $250 billion with
over 2.2 billion GPUs being sold just in PCs, and more than 10
billion in smartphones. Understanding the power and history of
these devices is not only a fascinating tale, but one that will aid
your understanding of some of the developments in consumer
electronics, computers, new automobiles, and your fitness watch.
This book provides an in-depth exploration of the field of
augmented reality (AR) in its entirety and sets out to distinguish
AR from other inter-related technologies like virtual reality (VR)
and mixed reality (MR). The author presents AR from its initial
philosophies and early developments, to its current technologies
and its impact on our modern society, to its possible future
developments; providing readers with the tools to understand issues
relating to defining, building, and using our perception of what is
represented in our perceived reality, and ultimately how we
assimilate and react to this information. Augmented Reality: Where
We Will All Live can be used as a comprehensive guide to the field
of AR and provides valuable insights for technologists, marketers,
business managers, educators and academics who are interested in
the field of augmented reality; its concepts, history, practices
and the science behind this rapidly advancing field of research and
development.
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