Friday, April 24, 2020

HPC Render Layer priorities - Science;Research:Cinematic:Movie:Design & Gaming

HPC - Render Layer priorities - Science;Research:Cinematic:Movie:Design & Gaming


A List sorted for functional use in Programming:Science:Gaming:RS

The truth is the image & 8/7/6/5/4/3D Holograph/Sound/Wave/Field/Polygon standards:
(Standard Physics Model) for processing data (scans,XRay's,Ultra sound,Sonar: for example)
Are basic standards Implemented by the GPU Processor format support,
Vulkan,OpenGL:ES,DirectX,Mainframe,PC,Mac,Phone & Console

Logic necessitates maths:
Float & Integer : Dynamic,Precision,High precision,Compressed,Half & Lossless compression optimised bit range & masking(for example XOR & AVX,Vector)

Feature sets of the Standard CL_C++ divide,

Simple instruction parallel SiMD,AVX,Vector
from Float & Integer FPU full instruction set

However the supported standard algebra objects : A>Z : Sign standards like planks,
Are to be defined first.

Function call priority:

1: Memory defined maths objects : MDMO : Float,Integer & static

2: Functions by class : SiMD(Vector), Float instructions FPU & Integer instructions

3: Having defined these, We call on Vulkan,OpenGL,Metal,DirectX for supported object classes:
Images,Audio,Polygon's & other objects defined by GPU standards (compression standards for example).

Minimising calls : Parallel Identity instructions: OpenCL,Direct Compute & at the same time,
Call OpenGL,Vulkan,Metal,DirectX,Console code,

The initiated GPU standards called : OpenGL,Vulkan,Metal,DirectX,Console code..
To aquire format standards supported, Do not mean that we have to use the standard on CL_C++/C#,
Acquiring the supported definitions simply means : Usable & Load/Save available.

Order as defined below: Display the HPC Science requirements for Research,Render,CAD,Cinema,Movies,Gaming

Dual execution, Single or multiple source RAM objects; Initiated though resource allocation & management.

AMD,IBM,NVidia,Intel,Sony,Microsoft,Linux,Apple: Follow the model: Dynamic Managed execution & timing assessment with pre-fetch anticipatory cache: L1,L2,L3

(c)Rupert S

A List sorted for functional use in Programming:Science:Gaming:RS

Over arch API standard SDK core code:
https://www.khronos.org/openkode/

User Interaction:
https://www.khronos.org/streaminput

Display & windows:
https://www.khronos.org/openwf

Media protocols & data collection + camera & video:
Audio, Video & Media encoding standards and hardware, Data collection, Process & Save
https://www.khronos.org/openkcam
https://www.khronos.org/openmaxdl


https://science.n-helix.com/2019/06/kernel.html } Bios : compute : HPC
https://science.n-helix.com/2018/09/hpc-pack-install-guide.html } Without HPC software & this stack nothing works BIG

https://www.khronos.org/sycl   }
https://www.khronos.org/opencl } 3x load:code research data exploitation:Render & save+optimise+compress

https://www.khronos.org/collada/ } Dynamic data sets of precise 4/3D assets for study.
https://www.khronos.org/nnef }
https://www.khronos.org/gltf } : 2x for input & output render & data
3D data & photo input standards & compression, Data Sets

https://www.khronos.org/anari
Dispite the priority of high accuracy, Particular to research & CAD conception,
The priority of introduction to Cinematic render makes Gaming a priority,
Particularly in light of RayTrace & WebRender : WebGL, OpenGL:ES & Virtual Systems & VM

https://www.khronos.org/spir - Priority pixel & Vector & Ray-trace 8

https://www.khronos.org/openglsc
https://www.khronos.org/opengles
https://www.khronos.org/opengl

https://www.khronos.org/sycl   }
https://www.khronos.org/opencl } 3x load:code research data exploitation:Render & save+optimise+compress

https://www.khronos.org/openvg }
https://www.khronos.org/openvx }
https://www.khronos.org/openxr } Extrapolation of rendered data in ML,AI & Analytics

High priority data exploration & utilisation & save:

Data base      }
http://science.n-helix.com/2019/06/vulkan-stack.html } data base stack
http://science.n-helix.com/2017/02/open-gaming.html } data base

https://www.khronos.org/collada/ } Dynamic data sets of precise 4/3D assets for study.
https://www.khronos.org/nnef }
https://www.khronos.org/gltf } : 2x for input & output render & data
3D data & photo input standards & compression, Data Sets

https://www.khronos.org/sycl   }
https://www.khronos.org/opencl } 3x load:code research data exploitation:Render & save+optimise+compress

ANARI

Analytic Rendering Interface for Data Visualisation

Launched in November 2019, the Khronos Analytic Exploratory Group is now ANARI™, an official Working Group under Khronos governance. This new Analytic Rendering Interface API will streamline data visualisation development for any company creating scientific visualisation rendering engines, libraries and applications. ANARI will free visualisation domain experts and software developers from non-trivial rendering details while enabling graphics experts to avoid domain-specific functionality and optimisations in their rendering backends.

Rupert S https://science.n-helix.com

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