Videogame Graphics, BigData & Analytics

Videogame Graphics, BigData & Analytics

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ABSTRACT The purpose of this coffee shop read is to attempt to highlight the criticality of videogames as a component of the a€œConvergencea€ of some amazing technologies (in particular: Cloud, Gaming/MMOG, Gamification and BigData) that is clear to many inside the IT world. I am not a deep technical a€œgurua€ I am a businessman that seeks to understand these technologies in order to find a mean by which they can be leveraged ultimately for commercial gain. This short book is the output from my investigation of videogames and Massively Multi-user Online Games (MMOG) and is written in as much a chronological order as could be achieved to try to take other business, non-IT, and non-programming literate readers on the journey I took which resulted in a deepening of my understanding of why the once humble graphics processing capabilities have become part of the bedrock for our future exploitation of computer processing as a whole. In doing so it is hoped this short book has answered some seemingly simple questions during the journey, namely: Why GPUa€™s were developed? Why triangles are so important to graphics processing? Why high degrees of parallelism are becoming increasingly important? How GPUa€™s are being utilized to deliver significant gains in industries and market sectors far beyond the original design criteria for the GPU? and Why GPUa€™s cannot wholly replace CPUa€™s and that the future is most likely a symbiosis of the two capabilities leveraging each for their inherent strengths? For much more on the Convergence of these technologies please review my website: as a driving force behind GPU development, the new world of GPU Computing and the convergence of gaming technology in the world of BigData aamp; Analytics. ...;...

Title:Videogame Graphics, BigData & Analytics
Author:Eamonn Killian
Publisher:Eamonn Killian - 2013-12-17


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