3 research outputs found

    Architecture and Design of Medical Processor Units for Medical Networks

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    This paper introduces analogical and deductive methodologies for the design medical processor units (MPUs). From the study of evolution of numerous earlier processors, we derive the basis for the architecture of MPUs. These specialized processors perform unique medical functions encoded as medical operational codes (mopcs). From a pragmatic perspective, MPUs function very close to CPUs. Both processors have unique operation codes that command the hardware to perform a distinct chain of subprocesses upon operands and generate a specific result unique to the opcode and the operand(s). In medical environments, MPU decodes the mopcs and executes a series of medical sub-processes and sends out secondary commands to the medical machine. Whereas operands in a typical computer system are numerical and logical entities, the operands in medical machine are objects such as such as patients, blood samples, tissues, operating rooms, medical staff, medical bills, patient payments, etc. We follow the functional overlap between the two processes and evolve the design of medical computer systems and networks.Comment: 17 page

    A Multiprocessor three-dimensional graphics systems.

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    by Hui Chau Man.Thesis (M.Phil.)--Chinese University of Hong Kong, 1991.Includes bibliographical references.ABSTRACT --- p.iACKNOWLEDGEMENTS --- p.iiTABLE OF CONTENTS --- p.iiiChapter CHAPTER 1 --- INTRODUCTIONChapter 1.1 --- Computer Graphics Today --- p.2Chapter 1.1.1 --- 3D Graphics Synthesis Techniques --- p.2Chapter 1.1.2 --- Hardware-assisted Computer Graphics --- p.4Chapter 1.2 --- About The Thesis --- p.5Chapter CHAPTER 2 --- GRAPHICS SYSTEM ARCHITECTURESChapter 2.1 --- Basic Structure of a Graphics Subsystem --- p.8Chapter 2.2 --- VLSI Graphics Chips --- p.9Chapter 2.2.1 --- The CRT Controllers --- p.10Chapter 2.2.2 --- The VLSI Graphics Processors --- p.11Chapter 2.2.3 --- Design Philosophies for VLSI Graphics Processors --- p.12Chapter 2.3 --- Graphics Boards --- p.14Chapter 2.3.1 --- The ARTIST 10 Graphics Controller --- p.14Chapter 2.3.2 --- The MATROX PG-1281 Graphics Controller --- p.16Chapter 2.4 --- High-end Graphics System Architectures --- p.17Chapter 2.4.1 --- Graphics Accelerator with Multiple Functional Units --- p.18Chapter 2.4.2 --- Parallel Processing Graphics Systems --- p.18Chapter 2.4.3 --- The Parallel Processor Architecture --- p.19Chapter 2.4.4 --- The Pipelined Architecture --- p.21Chapter 2.5 --- Comparisons and Discussions --- p.22Chapter 2.5.1 --- Parallel Processors versus Pipelined Processing --- p.23Chapter 2.5.2 --- Parallel Processors versus Multiple Functional Units --- p.23Chapter 2.6 --- Summary of High-end Graphics Systems --- p.24Chapter CHAPTER 3 --- AN ISA 3D GRAPHICS DISPLAY SERVERChapter 3.1 --- Common ISA Graphics Cards --- p.26Chapter 3.1.1 --- Standard Video Display Cards --- p.26Chapter 3.1.2 --- Graphics Processing Boards --- p.27Chapter 3.2 --- A Depth Processor for the ISA computers --- p.28Chapter 3.2.1 --- The Z-buffer Algorithm for HLHSR --- p.28Chapter 3.2.2 --- Our Hardware Solution for HLHSR --- p.29Chapter 3.2.3 --- Design of the Depth Processor --- p.31Chapter 3.2.4 --- Structure of the Depth Processor --- p.34Chapter 3.2.5 --- The Depth Processor Operations --- p.35Chapter 3.2.6 --- Software Support --- p.40Chapter 3.2.7 --- Performance of the Depth Processor --- p.44Chapter 3.3 --- A VGA Accelerator for the ISA Computers --- p.45Chapter 3.3.1 --- Display Buffer Structure of the SuperVGA --- p.46Chapter 3.3.2 --- Design of the VGA Accelerator --- p.47Chapter 3.3.3 --- Structure of the VGA Accelerator --- p.49Chapter 3.3.4 --- Combining the VGA Accelerator and the Depth Processor --- p.51Chapter 3.3.5 --- Actual Performance of the DP-VA Board --- p.54Chapter 3.3.6 --- 3D Graphics Applications Using the DP-VA Board --- p.55Chapter 3.4 --- A 3D Graphics Display Server --- p.57Chapter 3.5 --- Host Connection for the 3D Graphics Display Server --- p.59Chapter 3.5.1 --- The Single Board Computers --- p.60Chapter 3.5.2 --- The VME-to-ISA bus convenor --- p.61Chapter 3.5.3 --- Structure of the VME-to-ISA Bus Convertor --- p.61Chapter 3.5.4 --- Communications through the bus convertor --- p.64Chapter 3.6 --- Physical Construction of the DP-VA Board and the Bus Convertor --- p.65Chapter 3.7 --- Summary --- p.66Chapter CHAPTER 4 --- A MULTI-i860 3D GRAPHICS SYSTEMChapter 4.1 --- The i860 Processor --- p.69Chapter 4.2 --- Design of a Multiprocessor 3D Graphics System --- p.70Chapter 4.2.1 --- A Reconfigurable Processor-Pipeline System --- p.72Chapter 4.2.2 --- The Depth-Processing Unit --- p.73Chapter 4.2.3 --- A Multiprocessor Graphics System --- p.75Chapter 4.3 --- Structure of the Multi-i860 3D --- p.77Chapter 4.3.1 --- The 64-bit-wide Global Data Buses --- p.77Chapter 4.3.2 --- The 1280x1024 True-colour Display Unit --- p.79Chapter 4.3.3 --- The Depth Processing Unit --- p.82Chapter 4.3.4 --- The i860 Processing Units --- p.84Chapter 4.3.5 --- The System Control Unit --- p.87Chapter 4.3.6 --- Performance Prediction --- p.89Chapter 4.4 --- Summary --- p.90Chapter CHAPTER 5 --- CONCLUSIONSChapter 5.1 --- The 3D Graphics Synthesis Pipeline ……… --- p.91Chapter 5.2 --- 3D Graphics Hardware --- p.91Chapter 5.3 --- Design Approach for the ISA 3D Graphics Display Server --- p.92Chapter 5.4 --- Flexibility in the Multi-i860 3D Graphics System --- p.93Chapter 5.5 --- Future Work --- p.94Chapter APPENDIX A --- DISPLAYING REALISTIC 3D SCENESChapter A.1 --- Modelling 3D Objects in Boundary Representation --- p.96Chapter A.2 --- Transformations of 3D scenes --- p.98Chapter A.2.1 --- Composite Modelling Transformation --- p.98Chapter A.2.2 --- Viewing Transformations --- p.99Chapter A.2.3 --- Projection --- p.102Chapter A.2.4 --- Window to Viewport Mapping --- p.104Chapter A.3 --- Implementation of the Viewing Pipeline --- p.105Chapter A.3.1 --- Defining the View Volume --- p.105Chapter A.3.2 --- Normalization of The View Volume --- p.106Chapter A.3.3 --- The Overall Transformation Pipeline --- p.108Chapter A.4 --- Rendering Realistic 3D Scenes --- p.108Chapter A.4.1 --- Scan-conversion of Lines and Polygons --- p.108Chapter A.4.2 --- Hidden Surface Removal --- p.109Chapter A.4.3 --- Shading --- p.112Chapter A.4.4 --- The Complete 3D Graphics Pipeline --- p.114Chapter APPENDIX B --- DEPTH PROCESSOR DESIGN DETAILSChapter B.l --- PAL Definitions --- p.116Chapter B.2 --- Circuit Diagrams --- p.118Chapter B.3 --- Depth Processor User's Guide --- p.121Chapter APPENDIX C --- VGA ACCELERATOR DESIGN DETAILSChapter C.1 --- PAL Definitions --- p.124Chapter C.2 --- Circuit Diagram --- p.125Chapter C.3 --- The DP-VA User's Guide --- p.127Chapter APPENDIX D --- VME-TO-ISA BUS CONVERTOR DESIGN DETAILSChapter D.1 --- PAL Definitions --- p.131Chapter D.2 --- Circuit Diagrams --- p.133Chapter APPENDIX E --- 3D GRAPHICS LIBRARY ROUTINES FOR THE DP-VA BOARDChapter E.1 --- 3D Drawing Routines --- p.136Chapter E.2 --- 3D Transformation Routines --- p.137Chapter E.3 --- Shading Routines --- p.138Chapter APPENDIX F --- PIPELINE CONFIGURATIONS FOR N PROCESSORSREFERENCE
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