3D Desktop and 3D Rendered Image format virtualization.
for easy and fast Video,desktop,image,mouse icon & font
Rendering the desktop and programs using VESA conforming properties with additional encapsulated 3D rendering properties..
and also using the readily available open GL,Vulkan and direct X standards..
images, icons , mouse pointers and frames are processed using the readily available CSS, html5 and open ES; gpu rendering standards.
The depth of the Zbuffer layer is optimally 16 to 128 so that cache and single gpu processing unit; and or SSE and the cpu..
Can optimally carry out the task with minimal effort.. Thusly thousands of tasks can be carried out in a single processor cycle,
With a minimal load on the system; So that gaming in 3D is never effected by the workload.
Rendering pipeline is the usage of vectors to pre render the frames, polygons and other attributes that the SSE type vector instruction sets can carry out... for example dithering in MMX is implemented in quake !
Essentially wasting the CPU and GPU Vector instruction sets Clock cycles is a stupid idea, So in essence we use them to carry out pre GPU pipeline vector, image, sound etcetera tasks .... dynamically altering the workload between ideal arch functions,
Implementation is DX12 and Vulkan compatible.
in addition due to the 3D rendering properties; all dithering, bump mapping and Shader's can be carried out with minimal workload,
in an optimal memory foot print.. Preferably under 200mb and ideally under 64mb.
the desktops using this would not have to change older dll interface terms because the rendering pathway,
Can optimally layer older ideas into the new with no real changes needed.
window layers are rendered inside this space and arranged with properties to define their placement in the optimal secondary Zbuffer layer.
image standards JPeg for example; use the encapsulation standards already available with additional properties of rendering processing,
classic photo formats are 100% compatible with the 3D standard and can be upgraded without being unavailable to older generation software..
Video standards already include encapsulation of meta data, now we can include shader's and processing; vectors for example.
all that is entirely compatible with our technology.
useful tools ***
https://www.khronos.org/vulkan/free vulkan SDK > http://lunarg.com/vulkan-sdk/
http://developer.amd.com/ - new compression and optimization tools
amd Vulkan links and support > https://community.amd.com/community/gaming/blog/2016/02/16/radeon-gpus-are-ready-for-the-vulkan-graphics-api
Nvidia SDK > https://developer.nvidia.com/Vulkan
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