Tuesday, November 30, 2021

MultiBit Serial & Parallel execution conversion inline of N*Bit -+

Multi Bit load operations for bitmap,Texture & Other tasks +ON+HighLowOP (c)RS

May take higher or lower bit depth & precisions: Rupert S 2021

2 16 Bit loads is 32Bit but takes 2 cycles...

16 Bit loads with 32 Bit Stores & Math unit:

Operation 1

16Bit , 16Bit , 16Bit , 16Bit Operation
\ / \ /

Inline Store

32Bit Store 32Bit Store
64Bit Store
\ /

32Bit ADD/DIV x 2 or 64Bit ADD/DIV x1

Operation 2

32Bit ADD/DIV x 2 or 64Bit ADD/DIV x1
\ /

4x 16Bit Store

4 x 16Bit Operation

MultiBit Serial & Parallel execution conversion inline of N*Bit -+

In the case of ADD -+ Signed for example:(c)RS
Plus & - Lines ADD or Subtract (Signed, Bit Depth Irrelevant)

Multiples of 16Bit works in place of 32Bit or 64Bit

V1: 16Bit Values composing a total 128Bit number
V2: 16Bit Values composing a total 128Bit number - (Value less than V1)
V3: Result

NBit: Bit Depth

4x16Bit operations in the same cycle >

If Value = 16Bit = Store
If Value = V3=Bit = Store * NBit

Stored 128Bit RAM or if remainder = less > 4x16Bit -1-1-1 ; 16Bit Value Store

RS https://bit.ly/DJ_EQ


*RAND OP Ubuntu


(Rn1 *<>/ Rn2 *<>/ Rn3)

VAR(+-) Var = Rn1 +- Rn8

(Rn5 *<>/ Rn6 *<>/ Rn7)

4 Samples over N * Sample 1 to 4

Input into pool 1 Low half -+
Input into pool 1 High half -+

*RAND OP Recycle It



Sunday, November 21, 2021

MontiCarlo Workload Selector

Cash_Bo_Montin Selector (c)Rupert S for Cache & System Operations Optimisation & Compute

Monticarlo Workload Selector

CPU, GPU, APU, SPU, ROM, Kernel & Operating system :

CPU/GPU/Chip/Kernel Cache & Thread Work Operations management

In/out Memory operations & CU feature selection are ordered into groups based on:

CU Selection is preferred by Chip features used by code & Cache in-lining in the same group.

Global Use (In application or common DLL) Group Core CU
Localised Thread group, Sub prioritised to Sub CU in location of work use
Prioritised to local CU with Chip feature available & with lower utilisation (lowers latency)

{ Monticarlos In/Out }
System input load Predictable Statistic analysis }
Monticarlo Assumed averages per task }
System: IO, IRQ, DMA, Data Motion }

{ Process by Advantage }
{ Process By Task FeatureSet }
{ Process by time & Tick & Clock Cycle: Estimates }
{ Monticarlos Out/In }

Random task & workload optimiser ,
Task & Workload Assignment Requestor,
Pointer Allocator,
Cache RAM Allocation System.

Multithreaded pointer Cache Object tasks & management.

Based upon the fact that you can input Monti Carlos Semi Random Ordered work loads into the core process:

*Core Process Instruction*

CPU, Cache, Light memory load job selector
Resident in Cache L3 for 256KB+- Cache list + Code 4Kb L2 with list access to L3

L2:L3 <> L1 Data + Instruction


(c)RS 12:00 to 14:00 Haptic & 3D Audio : Group Cluster Thread SPU:GPU CU

Merge = "GPU+CPU SiMD" 3D Wave (Audio 93% * Haptic 7%)

Grouping selector
3D Wave selector

Group Property value A = Audio S=Sound G=Geometry V=Video H=Haptic B=Both BH=BothHaptic

CPU Int : ID+ (group of)"ASGVH"

Float ops FPU Light localised positioning 8 thread

Shader ID + Group 16 Blocks
SiMD/AVX Big Group 2 Cycle
GPU CU / Audio CU (Localised grouping MultiThreads)


If you could "Decode" Win DLL & particularly the Compiler code, plug
in! you could use these on console :



Wednesday, November 17, 2021

iHM_TES - Interpretive Haptic Motion Time expression Sense-8é: iHM_TES: (c)RS

Interpretive Haptic Motion Time expression Sense-8é: iHM_TES: (c)RS

1 Introduce 3D Audio containerised packet for haptic,
2 Simplification of technique to allow WebAPI,
3 Meta Data for interaction use (Adaptation of geometry, Sound & feedback loop)
4 Backported API : Interaction is a packet; Not a form of MP3 or AAC or H264, H265, VP9, VVC
5 Interpreted loosely (Common goal, Many thiems.
6 Smell, Taste, Sound, Feel, Interaction, Choice : 5 Senses? Why not "Sense"ation 8
7 You can feel it, Taste it & Know what it thinks, How it's heart pulses.. Sense' At (E)ions
8 Properties in the bitstream notify Audio & Video & Expressions of Sense to the meaning to be transferred & meant. the Sense-ATE Property Packet is flexible & multiple endpoint.
9 Transference one expression of experience into another, Convoluted networks transfer one sense into another.
10 Meshes Sense(tm) Combined low latency packets merge sense expression into one cohesive low latency experience by notifying your BT, HDMI, Audio, AMP & TV of the TIME & Sync of each play or motion or move.

(Haptic Is a 3D Sound Waveform of 3D Geometry) ,
Can be visual but not guaranteed to need that complication So:

SBC, AAC, AptX prove virtually indistinct from, Visual waveform geometry Profiled haptic.

Both methods work with localised packet container format..

Game Database loaded waveforms.

Game geometry in the form of waves:


Rupert Summerskill 2021






MPEG Standardisation of haptic feedback: 2 missions: SDK + Client Build + Size & Latency. (c)RS


Saturday, November 13, 2021


Sound-focusing & Wave-Focus-ANC & WF_AnANC (c)RS

Sound Violation & Noise + Digital + Electronic noise reduction in harmonic failure.

Applicable to HDMI, VESA, Bluetooth, Radio, DAB Radio & TV, WIFI & all energy technology though licenced technology (c)RS

By applying wave sampling to waveforms & compression waveforms (Wavelets) we can either
Subtract or add to the wave, By applying Noise suppression or noise shaping or noise boosting..

To the electronic, Light or energy or Data, Image or audio we can shape that wave so that the value displayed or utilised is:


Dr ANC Table: Applies to:

File compression
File Accuracy
Noise levels
Power & amplification

Sensors &+ Noise
Sharpening & Enhancing
Processing, Isolating or Extrapolating Data
Video process
Audio Process
Data Process


More or less

Uniform or ordered
Cleaner or Original
Unique or the Same as the Master


Anti +- Wave-Focus-ANC : ANC Applied to invert frequencies in:RS

NE Noise Enhancement }for a purpose
NR Noise Reduction }
Shaping & Direction }
Sharpening & Enhancing }
Isolating or extrapolating Data }
Resultant Manipulation }
Resultant Clarification or Simplification }

Speakers & Display Systems : TV, Monitor, VR, Motion sensation & Haptic Feedback
Sensors & Camera or Video & motion etcetera
Signal &+- noise data with statistical & or dynamic data
Mechanical motion enhancement
Mechanical vibration
Electrical noise & Static
Cars & Aeroplanes & space ships
Fan blades

Application of a static vibrator (Physical, Electrical, Energy & force)
For common noise reduction or enhancement or filter..
Beside the application though automatic reduction such as:

Static foam
Metal & polymer & Resin

Component for common vibration of a statistically normalize level & Dynamic NR + Dynamic NE

To direct sound through computational variance of sound wave profile so that it varies or vibrates the cone in different ways to reflect:

A 3 Dimensional shape over the cone that will reproduce a sound varied over a 3D space such as an eardrum or ear tunnel or a room..

Or otherwise shape sound though ANC Noise Cancelling calculation Sin, Cos & Tan Waves varied over time to modulate audio or filter Audio

To Shape audio and enhance it though Inverted ANC & thus subtly or greatly boost & direct audio in subtle ways that reflect across surfaces & angles ...

Both to boost waves in the Sense of EQ or to enhance or modify measured Fidelity of a speaker or relay:

Examples of inverted &+ ANC:

Electric cables carry noise (Remove it) or use noise to enhance audio boosting.
(principally like jiu Jitsu: To use momentum to advantage)

To shape waves & to make clean & precise, Sharp, Angular or otherwise shape.

In AMP's, Power converters, Cables and other energy systems such as:
Cameras, Lenses, Lasers, Emitters & receivers.

Image systems, Sensors & File save formats & HDD, SSD..
Application in principle enhances or destroys or shapes noise..
As we know Noise shaping also involves wavelets:

Both applicable second layer modifiers +-
& Wave co-modifiers.

(JPG & ALAC, AAC & SBC + Other file compression systems)

Enhancement, Sharpening & improvements..
Quality, Colour, Sound, Energy, Waveforms.

(c)Rupert S

Combined with:

Thursday, November 4, 2021

*Expand Formula* SonaRuS : Form & Shape - Codec Wavelet Complimentary cross conversion (c)RS 2021

Form & Shape - Codec Wavelet Complimentary cross conversion (c)RS 2021

Full support on all Hardware architectures & platforms + CPU & GPU.
Full support on all Bluetooth Devices, HDMI Devices, S/PDIF & TOSLink Devices.

Though Hardware Accelerated Conversion & Enhancement or otherwise optimisation for Data Bandwidth & Quality of content; QoS

More like most GPU in the NVidia & AMD (& qualcomm & ARM) lineup,I really need both of you to support : SBC, AAC, LC3 & AptX as potential HDMI connection options.

You see as you know, largely upscaled MP3 & MP4 Content barely benefact;
From Conversion to a final PCM, Maybe LPCM?

But benefact massively from cross conversion into an upscaled form of the same codec type!

They also benefit from quick low latency conversion with the same WAVE Shapes (Wavelets)..
Scaled to higher precision.

principally in audio analogue from digital convergence; higher precision output from compressed waves command the following:

Audio compression & expansion formula :

*Expand Formula* SonaRuS

D = Distance
T = Time period

X = (Angle X Over D) / T
Y = (Angle X Over D) / T²

Expand = (D/T) * (D/T²)


(CoSin X) = (CoSin Y) * Expand | Replace


(CoSin Y) * Expand = (CoSin X) | Replace

(c)Rupert S


Sunday, October 10, 2021

The principle of inversion, Sign+ & Sign+ (c)RS

The principle of inversion, Sign+ & Sign+ (c)RS

In principle one uses a wave inverter circuit to invert a Waveform,
Such a circuit is called a wave inverter or converter; A diode matrix <>

Maths of a positive integer form allow all positive values, Invert the wave & All Negative.

So what do you propose is the purpose of wave inverting a waveform on an Integer Processor?

All Integer values of Positive Value subtracted + Inversion = Remainder Negative value,

In our case we are using the number to compute the differential in a L - R = Center Value.

Larger number - Smaller number = All values positive, Inversion leaves us with the remainder on the positive & Negative Value Set..

Rather than invert we sign (1 Bit) & therefore can subtract the value from a larger value without using Negative Values in a whole line,

Principally A Sin, Cosine pair are both positive; Or we can invert with a single Bit.

NON-FPU, All Integer & Hence for a codec & Display unit we can use all positive Values in out maths & most objectives involving subtracting waves;

We can displace for 0.0> Values of a sub 0 value such as 0.001




Useful here:


Precision & Inversion - Waveform delta, Timing, Scaling, Inversion & reversion in timing circuits & Computation, Audio, Video & Visual Systems (c)RS

Usage cases include : Defining Audio , World beating power grids , Computer Chips, AMP's & PreAMPS & Power chargers & power supply or packages.


Such is called an inverted 4/3 Analog or digital Wave converter, Where in a Wave of high density is converted into a low frequency; Mostly about timing and precision,

Low to high conversion is mostly about smooth wave modulation and specifically for situations commanding Very precise tight waveforms of Factored precision on lower bit order processors & principally is used for timing clocks;

For example Red Laser light amplitude modulators & timers of the slow & thus high precision simple function with an almost impossible to beat TIME Precision,

Usage cases include : Defining Audio , World beating power grids , Computer Chips, AMP's & PreAMPS & Power chargers & power supply or packages.

"Inverted Driver Geometry (IDG), with the bass/mid driver sited above the treble unit rather than below. This aids time-alignment."


Examples :

Mission(tm) Accomplished A Classic British Speaker Brand : Wireless : https://www.forbes.com/sites/marksparrow/2021/09/30/mission-accomplished-as-classic-british-speaker-brand-goes-wireless/

(Principally, Because hay! in Napoli we like a good price)


Sub-Banding Audio compression document 

Example use of -+ Signed Data Arrays: 

SiMD 16Bit, 2 workflows+ exist:

16Bit positive 16Bit Negative, Use cases:

Noise subtraction (Image+ -Noise, Quick) ANC
HDR, Low & high field arrays
HDR, High Pass & Low Pass, Light & Shadow (Light)

Integers in Low frequency band Clean waveform deltoids.
Integer -+ Signed Data Arrays Example banding for lower frequency audio channel sub-banding.

Integer is a good clean vibrant Bing sound,
With clean sounds; Sin waves & Low wave frequency;
A clean FP16b or 16Bit is a good way to go!

If we have plenty of FP16b we can still convert to float, but this way integer has low data rate + high efficiency in CPU & GPU + AVX 
Sub-Band Fractioning Signed : Camera CMOS, Sensor & Codec Example:
Sub-Band Fractioning +- Array Line Input SiMD FastMath

By using sub-banding fractions (For Example SBC Codec)
Small values can be subtracted or added to values & interpolated:

16Bit value, -+ small value & Interpolate
(Interpolate + 32Bit In/Out Cache Memory value storage Array) processor instruction set

Example 16Bit Arrays + 32Bit Array processor instruction set
16Bit Value, -+ Sub-Band of lower or higher frequency + Interpolate in 32Bit,
Merging & Super-Sampling & filtering.

Example 16Bit Operations of -+ Sign Code: CPU, FPU, GPU with Sub-Banding Maths (c)RS

Firstly a - Signed integer does not need to be a - Value if we apply a Table with Value Band:

Variable Table Vectored Database Variable (c)RS

Definition Table: B = Sub-Band (Defined as a value of a valid 16Bit Value; That represents a High or Low bit of a Bit Depth
32Bit Value / 2 = (2 * 16Bit : -+ Signed &or B1 + B2)
or 2 = (2 * 16Bit : -+ Signed &or B1 + B2)
or 3 = ( 3 * 80Bit : -+ Signed &or B1 + B2 + B3)
or 4 = (4 * 16Bit = 64Bit : -+ Signed &or B1 + B2 + B3 + B4)

B0 +- Signed Line in Variable Table 16bit
B1 +- Signed Line in Variable Table 16bit

V1(16Bit) + V2(16Bit) line = V3(32Bit)

V1 & V2 Make 16Bit transfer & Store possible.
V3 can use a 32Bit Store & Math processor or 32Bit SiMD Unit.

This process is called : Value Banding Table : VBT (c)RS
We can obviously use this procedure with all BitDepths: 8Bit, 16Bit, 32Bit, 64Bit, 80Bit, 128Bit, 256Bit <>

Rupert S


Math operations
Stereo audio (Single process)
Quickly inversion Sin, Cos, Tan Subtraction or addition, 
Possible use : Single Array storage of lines of + & - Values 
(For cache read (Quick) or storage space)

MP3, AAC, SBC, AptX Audio decompression, 
Conversion & Storage or play with, Low Processor processing usage requirements.

Tiny DAC & Audio processor arrays for : 
Radio DAB+
Clocks; etcetera.

Saturday, October 9, 2021

ECCD-VR-3DAtmos - Enhanced Codec Compression Digital VR

ECCD-VR-3DAtmos - Enhanced Codec Compression Digital VR 7(+16) 1(+2) (L + R) With combined Bitrate Centre channel (c)RS

For TOSLink, ARC, eARC, Bluetooth

TOSLink specifics are 384Kb/s , If we can manage 1Mb/s Many Codecs work as is.
Bluetooth has the same issues with Data rate & ARC also.

Bluetooth has a specific capacity of 10Mb,
But often 1Mb/s is Codec maximum with reasonable CPU usage.

Specifically, the Encoder & Decoder rate of 1mb/s capacity can do 7.1 with Atmos VR Channels from 16 to 38.

The VR channel capacity is achieved by combining Extended channels (L + R) With combined Bitrate Center channel,

The capacity to decode with interpolation &or Mathematical Dithering of the (L + R) Center,
Therefore extending virtual channels within the Dolby Atmos + DTS Standards.

(L + R) With combined Bitrate Center channel,

(L + /VR\ + R) Sub (L + /VR\ + R)

(L + /VR\ + R) VRCenterSub (L + /VR\ + R)

(L + /VR\ + R) Sub (L + /VR\ + R)

Dolby:DTS : (c)RS 2021 : 

The way for 72 subchannel 7.1.2 to satisfy Console Working 1024 Variance Pure 3D Positional Audio, 
Is to sub-filter sound profiles provided to 7.1.2+72 Subchannels.. 
As this is a LOT of processing, 
Try not to go too heavy on EGO. 
But Sub-processing Sound field with AA & Anti-isotropic For Audio Waveforms;  like sub-pixel for GPU Screen display WILL Work, Mark my words "Wisdom WORKS".

(c)Rupert Summerskill


SBC — 200 to 328kbps
AAC — 128 to 256kbps
LC3 — 160 to 345kbps
LDAC — 300kbps, 660kbps, 990kbps
aptX — 352kbps
aptX HD — 576kbps
aptX Adaptive — 279 to 420kbps
aptX Lossless — 120kbps to >1Mbps






Dolby Atmos 3D Audio in production




Useful codec speed improvement:

#ASIO Produces lower latency from audio Input/Output Cycles https://is.gd/FasterAudioASIO
ASIO #FasterAudio : but a lot faster, like in gaming or production https://www.asio4all.org/

For hardware developers of HDMI, VESA, Bluetooth:
ASIO:DSD:SACD:22.5792 MHz (512 times that of CD): 
As https://en.wikipedia.org/wiki/Direct_Stream_Digital 
States only ASIO can playback DSD https://bit.ly/FasterAudioASIO

Samples for Codec & Sound optimisation, Recorded on 2D Mic in 3D

DJ Bobby laser sample , 2 min sample 3D Audio + MC Vocal by JN 

Buddhist Sentience Laboratory