Book Image

Modern Computer Architecture and Organization – Second Edition - Second Edition

By : Jim Ledin
Book Image

Modern Computer Architecture and Organization – Second Edition - Second Edition

By: Jim Ledin

Overview of this book

Are you a software developer, systems designer, or computer architecture student looking for a methodical introduction to digital device architectures, but are overwhelmed by the complexity of modern systems? This step-by-step guide will teach you how modern computer systems work with the help of practical examples and exercises. You’ll gain insights into the internal behavior of processors down to the circuit level and will understand how the hardware executes code developed in high-level languages. This book will teach you the fundamentals of computer systems including transistors, logic gates, sequential logic, and instruction pipelines. You will learn details of modern processor architectures and instruction sets including x86, x64, ARM, and RISC-V. You will see how to implement a RISC-V processor in a low-cost FPGA board and write a quantum computing program and run it on an actual quantum computer. This edition has been updated to cover the architecture and design principles underlying the important domains of cybersecurity, blockchain and bitcoin mining, and self-driving vehicles. By the end of this book, you will have a thorough understanding of modern processors and computer architecture and the future directions these technologies are likely to take.
Table of Contents (21 chapters)
18
Other Books You May Enjoy
19
Index

GPU processing

A GPU is a digital processor optimized to perform the mathematical operations associated with generating and rendering graphical images for display on a computer screen. The primary applications for GPUs are playing video recordings and creating synthetic images of three-dimensional scenes.

The performance of a GPU is measured in terms of screen resolution (the pixel width and height of the image) and the image update rate in frames per second. Video playback and scene generation are hard real-time processes in which any deviation from smooth, regularly time-spaced image updates is likely to be perceived by users as unacceptable graphical stuttering.

As with the video cameras described earlier in this chapter, GPUs generally represent each pixel using three 8-bit color values, which indicate the intensities of red, green, and blue. Any perceptible color can be produced by combining appropriate values for each of these three colors. Within each color channel...