HTML DOM (Document Object Model) >
PHP & Database >
JS - JQuery & JQuery 3D feature stack & jquery ui >
WebGL Compute &
Vulkan API - Direct Render : Ray trace the Audio/Video/Text & Visuals and force/ gravitational effect paths,
Use Vulkan - Direct Compute OpenCL to trace , optimisation and pre-render Vertices,Borders,Renderings & pass Vector trace to GPU & Back To Direct Compute OpenCL.
HTML DOM (Document Object Model)
3D Document manipulation though the use of JQuiry
PHP & Database stack to handle program data and formatting...
& because PHP can output pages and windows in code formatted in DOM and HTML5
We can create menus and pages that do not require the use of large file sets..
Code repetition is the secret of the PHP and database system,
Other systems like sites written in HTML require pages to be written to the server &
PHP with the database stack is a sensible system to reduce the nessety to use Lots of storage for the site code,
PHP code can create multiple window sets with Dom orientated Dynamic JS and HTML5 Dynamically
Using the principle of JQuery & JQuery 3D feature stack.
So HTML5 & DOM create windows, frames & interactive content:
However we need to use standards that create animated objects & people,
While we can draw basic 3D objects in HTML5 we also would like them animated..
3DMax, AutoCAD & other formats provide motion for vectors so we need HTML5 to animate objects though OpenGL, WebGL & Vulkan.. So we need formatting to create motion in GL.
Tables of motion & reaction, created in small database sets, Database sets can be compressed & should be.
For this purpose we use databases, more than 1 so we are able to store sets of objects within the scene or web page.. In essence we stack compressed databases & this allows us to both interact with the page & stop downloading data or save bandwidth.
Trace & Compute : Open CL Direct Compute, GLES,GL,Vulkan,Direct X :
Video Effects; Ray trace the audio and force/ gravitational effect paths
Use open CL to trace , optimisation and pre-render, Light & Sound & effects such as force-fields,
By Intercepting occlusion in comparison to OpenCL Direct compute directives of force & motion & energy .. Direct compute (OpenGLES 3.1,Vulkan, Open GL & Direct X..
Direct Compute Open CL is able to ray trace anything from simple dynamic effects to bullet trace sound effects, With direct mapped effective & efficient Direct Compute OpenCL in 3 modes:
Direct mapped effective & efficient Direct Compute OpenCL in 3 modes:
Pre-Rendered on load (scene & lighting, base shadow effects)
Interception real-time pre-render (Microseconds) with Spontaneous : Active CL (tm)
AE Cone Effect: Reducing overhead on 3D Vector emulation of 3D Spaces:For other functions of reduced precision for the reduction of processing time,Memory or reduced latency.
Use of cone, AE Effects lower the CPU/AVX/GPU processor usage while maintaining effectiveness.
Library builds reduce development costs with Real-Time Engines.
Other effective use of compute such as maths are 100% Effective both in games & on the web.
Creating SDK ARM/X86/GPU/FPMG/SiMD
Vectored code : tessellation & other functions using SIMD & Compute Shader maths:
VR-VMP-3D - Vector tables/SIMD/RayTracing/High Precision Float:
We can use CPU & GPU MipMap & Tessellation RiS with micro smoothing predictive tessellation with map fonts, We can also do colour maps and lut conversion for dynamic contrast & Sound for the Realtek Audio codec! We can do this for video also...
Light/Shade & Colour HDR Mapping & Polymorphic HDR 3D Sound; Texture emulation of feel,
Touch and sensation/Sound though Direct Compute Shaders & poly numeric maths.
Haptic 3D feeling/Sensation/Visuals/Sound & Audio for JS/script & code/Open CL/Direct Compute for 3D/Video/Internet HPC.
Sensational Virtual 3D Web/Video/Classic Video/Games/Audio/Fonts with haptic sensation and touch! All new JS ML code to make true sensation : real feels for emotional highs as you chat, tip or cam your game experience & do research high performance compute.
Screen resolution enhancement: up-scaling & downscaling: 4D-Vector Enhancement: Kernel+hint 3D:
Tessellation of the 2D/3D plane surface on the screen buffer,
3D component render into output frame buffer, With RiS with micro smoothing predictive tessellation.
The objective is to present the user with a virtual resolution of almost unlimited size,
From the 2D,3D,4D,5D 8, texture, poly-map, shader pipeline..
After we upscale the vector construction to whatever level we like with tessellation to the render buffer; We will apply texture map with AA + RiS Sharpening SiMD, bump and shader mapping..
Apply Multi-thread,SiMD,AVX,Vector unit or float combinations; To all render targets in the pipeline.
Bearing in mind that the polygonal representation of shadows after we apply the SiMD,AVX,Vector unit or float combinations; To all render targets in the pipeline..
Does not consume the level of RAM that Textures will use in our pipeline,
However applying Vectored AA & sharpening to textures has the potential to hold the maths/Shader resultant float/Integer in the cache.
So by preference we have the ability to use ether more ram for texture + Compression & also shader/float result & N component pre-render target maths/Variables.
This shall be fast & consume less ram with DOT3/4/5 ARGB compression.
Principally render into a virtual frame will be AA+Sharpen+Tessellation enhancement.
Tessellation of 2D VR target output frame to map the colour & sharpening AA ..
Into the final frame that shall be smooth & look observably like vector fonts do with kernel fonting,
AKA kernel vector with hinting; smooth,sharp & clean.
LUT tables and tone mapping: Vectorshttps://gpuopen.com/using-amd-freesync-2-hdr-gamut-mapping/
On the subject of LUT tables and tone mapping, 2 methods are available to us..
The Vectors can be mapped RT with ray tracing (they work out the vector)
The Vectors and dimensions can also be worked out with Open CL and Direct Compute..
Both OpenGL/Vulkan & Direct X have direct compute..
Many forms of vector calculation that involve intricate maths can be worked out in vector or OpenCL Vector library function, The advantage of Open CL Libraries are that functions and tables can be worked out without ever having to re program the maths solving OpenCL Code,
Such that Open CL & Direct compute libraries can for-fill many tasks, Bearing in mind that Open CL & Direct compute are work solve time controlled we are able to use the functions for many tasks including web browser maths and composure, With these examples we' will define the future of display maths code & logic.
AVX & Float can obviously be used leaving Compute vectors like SIMD viable for code logic.
Compute Shaders are also able, Long logic denotes the advantage of Vectored OpenCL & Direct compute/AVX.
Vectored code : tessellation & other functions using SIMD & Compute Shader maths:
Ultra High Definition Colour :Video Colour definition smoothing & Optimisation with sharp edge HDR Contrast Adaptation.
Dynamic colour remap & Optimisation,
Wide path 8 512Bit,256Bit,128Bit,96Bit 8; 16Bit per channel into & from 10Bit per channel & 8Bit Per channel ..
With dynamic hardware accelerated Colour translation & super dithering with AA in transparent ranges, LOD Translation in vectored 3D though FPU/GPU/AVX/SiMD.
Networking, Audio & Display Codecs:
Have you thought about using shaders in Networking ? to realise the network data strategy...
The same is true for displays & Audio & other Science data such as Neural networks,
Image improvement and encoding & entertainment video codecs, 64Bit HDR Dynamic Contrast
We can apply the interpolation to video for smoothing and vectorisation of the video elements in float for sharpening & to our interpolation for tessellation of the RiS sharpening for all our GPU and CPU elements.
WebCLGL : Libraries & JS
WebCLGL use WebGL2 specification to interpret code.
WebGL is used like OpenCL for GPGPU calculus using the traditional Render To Texture technique.
ROCm & Vulkan Drivers : Debian/Ubuntu Linux install :
The thing with AMD drivers is that you need to uninstall the previous driver completely first before installing the new one.. ROCm sounds promisingly likely to improve with the laboratories promising to improve ROCm with cray & does not require uninstalling ...
ROCm & Vulkan Drivers install
run this after downloading file (google drive): https://is.gd/Install_gpl_ROCm_amd_drv_sh
sudo chmod 774 Install-gpl-ROCm-amd-drivers.sh
Open Source Driver for Vulkan : Debian/Ubuntu/Linux
run this after downloading file: https://is.gd/Install_gpl_amd_drivers_sh
sudo chmod 774 Install-gpl-amd-drivers.sh
GL to Vulkan : gfx-portability : Prototype library implementing Vulkan Portability Initiative using gfx-hal. See gfx-rs meta issue for backend limitations and further details.
OpenCL/OpenGL/Vulkan API : Mac:Windows:Linux:Android
Texture & polygon optimiser & compressor
Speeding up websites JS - for JQuery, PHP excettera! Very exciting for app development & Boinc SDK
Fetch code includes optimisation - to be run before JQuery
Require-min to be run before JQuery - migration is for older version compatibility
Compiler books & reading : https://science.n-helix.com/2017/04/boinc.html