Welcome to 3d CPUs. Computer chips have always been flat – in 2 dimensions. In recent years, they have moved to “multicore” cpus, which are still essentially “flat”. The next stage in microprocessor design is to make use of the 3rd dimension – height. 3d CPUs brings together the advances of 3d computing power – with multicore and 3d cpu articles, 3d cpu videos, and general chatter about newer future computing in general. The technology is just starting, and is a natural progression from the multicore technology chips currently on the market.
Here’s what we learned from Ray Kurzweil about future chip designs. Computer microprocessor chips today are flat (although it does require up to 20 layers of material to produce one layer of circuitry). Our brain, in contrast, is organized in three dimensions. There are many technologies in the wings that build circuitry in three dimensions. Nanotubes, for example, which are already working in laboratories, build circuits from pentagonal arrays of carbon atoms. One cubic inch of nanotube circuitry would be a million times more powerful than the human brain.
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Many experts would hesitate to include the “computer” in the above list. They mention many technical difficulties, such as: screen resolution, keyboard, pointing device (mouse), processor speed, heat dissipation & battery life.
I argue that Similar arguments can be made about laptop/notebook PCs. Take a look at many offices today, & you will see many laptops being used as a normal desktop computer. People will connect external mice, keyboards & monitors & then you hardly notice you are using a laptop.
Now, you are also seeing many wireless keyboards & mice… All that is missing are wireless monitors. The reason that there are no wireless monitors is most likely because there are no wireless protocols that can handle the sheer volume of information that is sent to monitors.
Once wireless monitors become feasible, the paradigm shift to using your mobile phone as you PC is very easy to make.
In fact, your mobile phone will truly embody the meaning of the word “PERSONAL computer”: you take it with you wherever you go. While using the built-in screen will give you limited PC functionality, as soon as you walk into your office or home, place the phone near the wireless screen/keyboard/mouse, and press the “synchronise” button on these devices, and they will automatically become extensions of your phone.
You can surf the internet, read emails, & play games using your phone as the computer, except a hi-resolution screen & a full keyboard & mouse will make it much easier to do what you want.
As far as I can see, the major piece in the puzzle that is missing, is the ability to connect a mobile to a monitor (regardless of whether the monitor is “wireless”).
All the building blocks for this scenario are almost in place, so the next few years should be quite interesting.

Cellular is the first runner-up in the map popularity contest. Rather than randomly mixing two colors to produce an effect, Cellular works by producing small, cell-like patterns. The distribution of the pattern is completely procedural, meaning that it is also random. As a result, Cellular works great for creating organic surfaces. As a Diffuse map, it can create a great skin like texture.
As a Bump map, it is great for creating a scaly surface. You might use Cellular. The Cellular interface resembles nothing of the Noise map’s interface. As with the Noise map, however, the primary way to manipulate Cellular is by visual reference and not getting hung up on all the technical terms. Some nomenclature has been carried over from the Noise map.
The three colors allow you to control the colors of the cells (Cell Color) and the colors that exist between the cells, which are called divisions (Division Colors). The default colors work well for most bump map usage, but you will more than likely need to change the colors or add a color map-such as a bitmap-for using Cellular as a Diffuse map. The Cell Characteristics section alters the overall shape and size of the cells and the amount of space between them.
Circular works great for scaly, bumpy surfaces while Chips works great for dry, cracked surfaces, such as dry lake beds. By increasing or decreasing Spread, you can increase or decrease the spacing between the cells, respectively. The cells have no variation of the color within themselves. The Fractal check box allows you to introduce a Noise-like pattern into the cells and their divisions. This produces a more splotchy pattern that you might use to distribute something across a surface, such as rashes across skin.
The only hitch to the Cellular map is the rendering speed. Rendering a material that uses a Cellular map can often take as much as four times longer than the same material that uses a bitmap instead. For that reason, you might consider using the Material Editor’s Render Map feature. That way, you can render the Cellular map to a bitmap and use the Bitmap map versus the Cellular map.
Because your 3D application does not need to do any underlying calculations during rendering time, your rendering speed improves significantly.
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