Saturday, December 3, 2022

Precision Differential Rollover Math Error Solve - RS

Precision Differential Rollover Math Error Solve - (c)Rupert S

{Solve} : {{Maths Roll Error on 24Bit Audio versus 32Bit} ~= Stutter} : Windows 3D Audio, DTS & Dolby Atmos 2022-11-30 RS https://is.gd/LEDSource

Windows 3D Audio, DTS & Dolby Atmos 2022-11-30 RS https://is.gd/LEDSource

Solve Basic numeric math rollover errors on float and integer operation in applications; runtimes; applications & DLL & Processors : RS

*

{Solve} : {Maths Roll Error} : (c)RS
{Maths Roll Error on 24Bit Audio versus 32Bit} ~= Stutter

Additional roll, Error margin on 32Bit maths Float with 24Bit 5 point margin roundups,

A 32Bit float rolls up on a single operation 226526554817.{24Bit float + Error roundup} .9> .49 = .5+ = roll up..

R={5+ or 4- | 0.45+ or 0.44-} : or {0.445, |> 0.444444444445 |> 0.4 N4 +Decimal Places +5}

Clipping operation depth of float; Is 3 operations or 2 with Stop count = 1 to 24 bit places + 1 or 2 for error rolling, up or down.

Precision Clip
Math OP | Clip > Cache {Math OP <> Use}

Precision Counter
Math OP + Counter(internal to FPU:CPU | Stop > Cache {Math OP <> Use}

*

*****

Several Problems that are solved by application of PDRMES: Rollover Error solve:


JPG's use 16Bit Wavelets & AVX is 128Bit, So a small bit of precision can be added & more data saved for a reduced storage cost; Additionally Traditional JPG used 8Bit per channel (24Bit) Colour pallet & we can solve a subtle colour differential in the pallet.

MP3 14Bit Wavelet; MPG4A used 16Bit wavelets; So wavelet precision improvement means a better audio experience.

Any form of Texture or Image or video type that traditionally saves to 8Bit, > 16Bit would see improvements:

Rollover Error High importance Error table:


Wavelet: 8Bit to 16Bit & more
Colour table
Colour Conversion
Colour Lookup Table : LUT

Down-Sampling & Up-Sampling.

Rupert S

*****

Windows 3D Audio, DTS & Dolby Atmos should do to at least 32Bit 384Khz 7.1 Channels,

There is absolutely no reason a 64Bit processor cannot do 64Bit audio,
Mind you 32Bit Integer is around 60% of total CPU Support with 64Bit divided by 2,

So 32Bit Audio is 100% speed conformant & there are few reasons to reduce it to 24Bit or 16Bit without processing benefaction; Such as Error management on 24Bit on 32Bit instruction:

Both AMD & Intel X64

Rupert S 2022-11-30

"State-of-the-art approaches such as OpenMP and OpenCL"
https://is.gd/LEDSource

FSR_FL RT: Proven

ML Training Telescope, Camera, Video & Image Display Enhancement, Produced 2 Hours ago! 2022-12-02 https://www.science.org/doi/pdf/10.1126/sciadv.add3433?download=true

https://is.gd/MLCodecShaping

https://science.n-helix.com/2022/03/fsr-focal-length.html

https://science.n-helix.com/2021/09/temporal-aliasing-image-shaping-polygon.html

https://science.n-helix.com/2022/02/visual-acuity-of-eye-replacements.html

https://science.n-helix.com/2019/06/vulkan-stack.html

https://science.n-helix.com/2022/03/simd-render.html

https://science.n-helix.com/2022/09/ovccans.html

https://science.n-helix.com/2022/11/frame-expand-gen-3.html

https://science.n-helix.com/2022/10/ml.html

https://science.n-helix.com/2022/08/jit-dongle.html

https://science.n-helix.com/2022/06/jit-compiler.html

Sunday, November 20, 2022

The principle of the Bit'...' DAC (c)RS

The principle of the Bit'...' DAC (c)Rupert S


(yes since 1992)


To the world I presented the 1Bit DAC,

Principally it draws waves like a pencil by frequency; So 500Mhz DAC is great!

DAC 1Bit :

 . . .
. .. .. . .
 . ..

DAC 3Bit : Dithers/Interpolates the pattern with 3 Points per one & averaging

 . . .
. .. .. . .
 . ..

A Room Setup : 7.1 for example is 7, 1 Bit, 3Bit, 5Bit,More, DACs...

1 per Channel

We however place one more DAC between each channel to interpolate/Dither

3D Audio is up and down speaker DACs

ADC : Analog to digital conversion presents the analogue input into the matrix sum calculator, to collect the bits into groups along the lines of : 8Bits, 16Bits, 32Bits, 48Bits ....N-Bits

Right 1 Bit DAC works By two principles: (With Capacitor)

1:
Vinyl output is varying frequency of a continuous analogue nature & essentially replication of frequency variance, Suitable for a single line instrument of almost infinite frequency variance, defined by the Crystal output Hz multiplier..

2:
Vinyl output but we use a higher frequency than the output Hz & we interleave the frequency submission over multiple frequencies by a Hz factor : Base Hz = 48Kzh | DAC Frequency = 48Kzh * X | = Notes/Tones Per Hz

Interleaved frequency response.

We use capacitors to solve WATT related power drops from quiet instruments dominating another 1 Bit DAC on the same line.

SBC is our model; MPEG/Codec Banding:

52 Bands = 52 Pins | 52 Pins plus 10 band hopping double note 1Bit DAC = 64Bit,

64Bit 1Bit DAC Pins has all 52 Bands of SBC Covered in a pure note + 10 Band hoppers,

Alternatively 32Bands 1Bit DAC & 32Bit Hopper 1Bit DAC.

32Bit Hopper Analog 1Bit DAC = 32Notes continual (WOW)

Higher frequency DAC = Interleaved BIT, But it has to overlay every note but need less Bit.

Rupert S

Banding Monitor, TV & 3D technologies & Codecs: RS


The frequency response of the Video DAC is around 600Mhz.

The band estimate is in reference to various technologies & Codecs:

12Bands to 35Bands on SCART Cable with a 15Mhz to 100Mhz Clock,

20Bands to 60Bands VGA Port Digital

35 Bands to 250 Bands recommended VGA+ HDMI 1.4a to HDMI 2.1b

Each band consisting of blocks of data in : Data Width : 8Bit, 10Bit, 12Bit, 14Bit, 16Bit

This consists of a high colour & contrast; WCG & HDR Content.

Compression is advised.

Rupert S

*

https://science.n-helix.com/2021/11/expand-formula-sonarus.html

https://science.n-helix.com/2021/10/he-aacsbc-overlapping-wave-domains.html

https://science.n-helix.com/2022/11/variable-sensitivity-cable-technology.html

https://science.n-helix.com/2021/12/3d-audio-plugin.html

https://science.n-helix.com/2021/10/eccd-vr-3datmos-enhanced-codec.html

https://science.n-helix.com/2022/03/ice-ssrtp.html

https://science.n-helix.com/2021/09/temporal-aliasing-image-shaping-polygon.html

https://science.n-helix.com/2021/11/wave-focus-anc.html

https://science.n-helix.com/2021/10/noise-violation-technology-bluetooth.html

https://science.n-helix.com/2021/11/ihmtes.html

********

(My work does not guarantee your product is GPL you may share with me) "State-of-the-art approaches such as OpenMP and OpenCL" https://is.gd/LEDSource

LC3Plus Source for HDMI & DisplayPort Proposal https://is.gd/LC3PlusSource

https://www.etsi.org/deliver/etsi_ts/103600_103699/103634/01.03.01_60/ts_103634v010301p0.zip

https://www.etsi.org/deliver/etsi_ts/103600_103699/103634/01.03.01_60/ts_103634v010301p.pdf

Free to build!

You know you allow LC3Plus upto 500Kb/s? why not smash a load of
"terrible codecs" & make a upto 1Mb/s band or even better 1.3MB/s &
for DisplayPort & HDMI 7MB/s ...

Bound to be a few casualties to Van Brahms! Mastery!
& while you are at it, make 3D Audio specifications for Dolby & DTS Available!

Sure they would love it.

Be lovely!

https://www.iis.fraunhofer.de/en/pr/2022/20221011_lc3plus.html

https://www.iis.fraunhofer.de/en/ff/amm/communication/lc3.html

"State-of-the-art approaches such as OpenMP and OpenCL"
https://is.gd/LEDSource

Sunday, November 13, 2022

Variable Sensitivity Cable Technology

Variable Sensitivity Cable Technology (c)RS

USB & HDMI & DisplayPort & Cables Transmitting Data such as PCI & RAM,

High priority technology

(The actual cable can be any Voltage you need, higher V means faster transmitting & lots more errors) (c)Rupert S

Twisted pair cable sets for HDMI & DisplayPort & other cabling need a protocol that does more than Error correct from 2 to 5 tiny cables or twisted cables per pin! with error correction...

Can in base mode transmit more than one signal; By filtering data speeds.

Transmitting multiple wave lengths; Varying frequencies....

Each cable can have a wavelength polarity transmission using quartz timing crystals & transistor energizers (converting to the faster 5v, with a transistor & Crystal)

We can do the same for light port, Light port relies on higher frequency fiber optic cable connect..

The relative speed of a static pin in a PC is not too much of a problem, frequencies of static pins can be quite high; At least 500Mhz (Shielded),

Cables in motion however are the reason we need the cables to be as motionless as possible, So errors are static to Machine Learning & Error correction by statistical observation software & firmware.

We can however with a Twisting cable set & a single pin, Multiply the frequency transmission by using per cable selectivity with Quart's timing crystals, these do not need to be complex!

Allowing our cable PIN (DP,HDMI,USB Port for example(Static)) to multiply the frequency response by multiple cables per pin.

We can however; Multiply the error correction, By varying the output voltage along the side of the pin, By varying the resistance slightly with a 2 to 5 segment pin with tiny response differences regarding frequency or voltage.

We may indeed improve classic cable connects therefore by clearly defining each transmitted frequency...

Clearly separate..

But not a problem with compatibility.

We shall see!

Rupert Summerskill 2022-11-12

https://bit.ly/VESA_BT

https://science.n-helix.com/2022/02/visual-acuity-of-eye-replacements.html
https://science.n-helix.com/2022/03/fsr-focal-length.html
https://science.n-helix.com/2021/09/temporal-aliasing-image-shaping-polygon.html
https://science.n-helix.com/2022/03/simd-render.html

https://science.n-helix.com/2019/06/vulkan-stack.html

Sunday, November 6, 2022

Frame Expand GEN 3

Frame Expand GEN 3 - Pre Alpha Frame Prediction Motion Compensation Micro Flow Frame & Sharpen with Texture Preload & Removal (c)RS Development 2022


On the Subject for FSR3 & XeSS & ML & TV, Frame generation, Leveraging predict for video between 2 frames would work! H264, H265, VVC, AV1, VP9, DSC; Hardware Codecs all leverage predict!

Predict is an 8x8 Pattern & gets the basic ball rolling if you have 2 frames!

We can work on 3 : 5 : 8 frame predictions, Latency would be an issue! However by leveraging in what Quantum Computing calls : Undefined Future,

We prodigy based on texture locations in reference frame (Pre finalised) & the Defined first wave (output frame)

Frame reference Table for Predicted Interframe : { TV & GPU & Renderer }

{

Past Frame 3 }
Past Frame 2 }
Past Frame 1 } { Frame Series A }

{

Finalised previous frame with textures to clear,
Current to render Frame

}

Future frame series; Stable to probable : { 1 : 2 : 3 }

(c)Rupert S

******

C.P.C : Combined Prefetch & Cache : Frame Delta Predict Optimisation : RS


Prediction of frames between our stable frames makes a frame available that is based upon our knowledge of polygon & texture locations,

We do not have to base the prediction of video frame (DSC Codec example) upon simply motion,
We can also predict upon past frames to smooth output video frame rate/FPS,
For we almost always record video from the preceding frame.

We therefore can save 'Predict' for the video from our Past, Present & Future frames,
We create the Predict for the Frame & BFrame & Delta Frame with knowledge of future frames..

We have Future frames because we preload the planned Polygon & texture paths of the GPU Compute Units & Prefetch with Cache..

Combining both Prefetch (Cache) & Preframe generation optimisations & predictions.

We combine C.P.C with texture, animation & polygon load & unload with Predict for Video/DSC/Codec

We can also predict for frame based upon what we call textures & polygon's in a frame..
Because we regard the frames content as 3D or 2D saved into a frame or series of frames.

(c)Rupert S

******

Frame generation By shape & motion made simple: RS


A interframe with prediction (forward leaning) composes forward into the next frame...
B Frame (Quality prediction forward leaning) loaded wavelets to reuse

Vectors saved to frame (shows likely motion & audio sync)
Prediction Vectors & Systematic Stored Motion Vectors

This indicates which pixels will need to refresh and we can then start the data loading process & set refresh & leave a refresh pull to our display panel

Easing the burdens of frame generation & refresh: Table

(Audio & Video Sync properties & Prediction Vectors & Systematic Stored Motion Vectors)

Properties :

Predict motion,
Predict what moves (as in by colour & shape),
Predict 3D Motion in 2D with generalised reference material in 2D & 3D.

Prediction Vectors & Systematic Stored Motion Vectors

Colour properties:

Same colour + Predict Vector
Different colour : From source colour + Vector

Interframe generation (Requires 1 Frame latency, Save 2 frames & Predict 3rd),
Interframe generation latency reduction is to make frames faster (fps) initially & follow

Save while processing 2 frames a vector prediction for 1:2:3 Interframes,

Latency issues are covered by generating a faster initial frame rate for 3 seconds & following this though content.

(c)Rupert S

******

Video Codec Reference : https://science.n-helix.com/2022/09/ovccans.html

https://science.n-helix.com/2022/03/fsr-focal-length.html
https://science.n-helix.com/2021/09/temporal-aliasing-image-shaping-polygon.html
https://science.n-helix.com/2022/04/vecsr.html


Easy Install Codecs: https://is.gd/DilyWinCodec

Main interpolation references:

Interpolation Reference doc RS https://drive.google.com/file/d/1dn0mdYIHsbMsBaqVRIfFkZXJ4xcW_MOA/view?usp=sharing

ICC & FRC https://drive.google.com/file/d/1vKZ5Vvuyaty5XiDQvc6LeSq6n1O3xsDl/view?usp=sharing

FRC Calibration >
FRC_FCPrP(tm):RS (Reference)
https://drive.google.com/file/d/1hEU6D2nv03r3O_C-ZKR_kv6NBxcg1ddR/view?usp=sharing

FRC & AA & Super Sampling (Reference)
https://drive.google.com/file/d/1AMR0-ftMQIIC2ONnPc_gTLN31zy-YX4d/view?usp=sharing

Audio 3D Calibration
https://drive.google.com/file/d/1-wz4VFZGP5Z-1lG0bEe1G2MRTXYIecNh/view?usp=sharing

2: We use a reference pallet to get the best out of our LED; Such a reference pallet is:

Rec709 Profile in effect : use today! https://is.gd/ColourGrading

Rec709 <> Rec2020 ICC 4 Million Reference Colour Profile : https://drive.google.com/file/d/1sqTm9zuY89sp14Q36sTS2hySll40DilB/view?usp=sharing

For Broadcasting, TV, Monitor & Camera https://is.gd/ICC_Rec2020_709

ICC Colour Profiles for compatibility: https://drive.google.com/file/d/1sqTm9zuY89sp14Q36sTS2hySll40DilB/view?usp=sharing

https://is.gd/BTSource

Colour Profile Professionally

https://displayhdr.org/guide/
https://www.microsoft.com/store/apps/9NN1GPN70NF3

*Files*

This one will suite Dedicated ARM Machine in body armour 'mental state' ARM Router & TV https://drive.google.com/file/d/102pycYOFpkD1Vqj_N910vennxxIzFh_f/view?usp=sharing

Android & Linux ARM Processor configurations; routers & TV's upgrade files, Update & improve
https://drive.google.com/file/d/1JV7PaTPUmikzqgMIfNRXr4UkF2X9iZoq/

Providence: https://www.virustotal.com/gui/file/0c999ccda99be1c9535ad72c38dc1947d014966e699d7a259c67f4df56ec4b92/

https://www.virustotal.com/gui/file/ff97d7da6a89d39f7c6c3711e0271f282127c75174977439a33d44a03d4d6c8e/

Python Deep Learning: configurations

AndroLinuxML : https://drive.google.com/file/d/1N92h-nHnzO5Vfq1rcJhkF952aZ1PPZGB/view?usp=sharing

Linux : https://drive.google.com/file/d/1u64mj6vqWwq3hLfgt0rHis1Bvdx_o3vL/view?usp=sharing

Windows : https://drive.google.com/file/d/1dVJHPx9kdXxCg5272fPvnpgY8UtIq57p/view?usp=sharing

Wednesday, October 19, 2022

Machine Learning Equates Solve Table for Advanced ML

Machine Learning Equates Solve Table for Advanced ML (c)RS


*
Int8:SiMD : Maths & Logic

This is about how you think about components such as INT8, INT4(Xbox) & SiMD, You have to classify by necessity & optimise the structure.

You can shape the game reality with specific control objects & statics!
Maths in SiMD & Int8 & Machine Learning in Int8 & SiMD; SiMD is hard maths, Int8 is soft edge inference...

Both are maths; But soft logic is not a PROOF Math but can be proof; Hard math is not 'Invention & Imagination 'Exactly''

But we have both to improve performance.

RS
*

Solve Table of Statistically provable Machine Equates & Solves : Table of function competitors & Operators.

"I know this is depressing from my end with a FX8320E with AVX but if you multi tune the CPU Kernel for the RX / RTX that 512DL AVX would have meaning, If you are kind you will allow machine learning on the AVX FX8320E Level to work on SiMD Yes / No comparisons !"

*

SiMD Performance : RS


Performance per WATT of MMX & MMX+ & SSE & AVX Machine Learning & Shader code; Is a matter of 8x8Bit & 16x16Bit Code on GPU

Our role is to reduce complex un-cache-able ML to Cache Enabled 64KB
Modelling of 1990's without Quality loss of 32Bit++ 64Bit+

8x8Bit sharpening MMX Becomes Dual Pipe (16x16bit)*2 in 32Bit Dual 16 Pipeline & Twice as sharp
Machine Learning method for MMX Is Fast & Cheap, MMX2 More Compatible,
Intrinsic improvements such as combined ops & DOT4 Further improve the performance of under 1MB Code..

Performance & Function per WATT, Is unbeaten; Let us prove it!

For example Quake has MMX Emulation & MMX Dithering code on 3D Textures,
In 8Bit 256 Colours dithering is noticeable; In 15Bit to 32Bit the small shade difference in dithering colour is subtle & flawless,
Improving light subtilty & Colour pallet WCG & HDR 10Bit to 16Bit per channel.
*

Solve Table of Statistically provable Machine Equates & Solves : Table of function competitors & Operators.


Runtime Library - Multiple Solve Table

I would like a Solve Table of Statistically provable Machine Equates & Solves that make the equivalent of Maths Compilers such as RUST & Fortran's

For example basic ML code test function loops are basically compatible with X-OR Comparators on AVX! Other functions such as greater or less than; Are AVX Compatible.

Machine Learning : List of actions that are SiMD Baseline: Statistical Observance and Solve Tables

Yes or no comparator X-OR
Memory array Byte Swap
Greater or less than with swap or with X-OR Roll
Memory save & store
Edge comparisons
Compares (Colour, Math, Equate, Target, Solve if)

There are more! Statistical Observance and Solve Tables.

Examples 2:

Shape compare is a matter of inner & outer Vector : Comparison & X-OR, Larger outside & X-OR The differentiation:
By Dot,
By Mass (non literal dot difference comparator by axis),
Actual Mass
Density : Lumina, Weight, Mole, Mass / Area

Edge Solve : X-OR ~= Colour, Lumina, Shade, Vibrancy, Distance, Matrix Solve 3D>=2D Flattened Comparator
If = X-OR=N<0.0001 Then Compare &= Mutex Solve / Average

Polygon Join/Merge Tessellation : If Model = Same (T1 + T2 If (T1 + T2)/2 = Difference Less Than 0.0001 | = Merge/Converge

*

We all think our own way; Potential is always there on a Runtime Library - Multiple Solve Table

Machine learning | Equate ~= Multi Layer Wavelet Abstraction
https://science.n-helix.com/2022/09/ovccans.html

https://www.youtube.com/watch?v=-9lCpfrOQQ4

(c)Rupert S 2022-10

https://is.gd/LEDSource
https://is.gd/BTSource

https://science.n-helix.com/2021/03/brain-bit-precision-int32-fp32-int16.html
https://science.n-helix.com/2022/08/jit-dongle.html
https://science.n-helix.com/2022/06/jit-compiler.html

https://is.gd/MLCodecShaping
*

This one will suite Dedicated ARM Machine in body armour 'mental state' ARM Router & TV
(ARM Learning 4K ROM; Safe Larger USB ROM) https://bit.ly/3Afn1Y4

https://drive.google.com/file/d/102pycYOFpkD1Vqj_N910vennxxIzFh_f/view?usp=sharing

Android & Linux ARM Processor configurations; routers & TV's upgrade files, Update & improve
https://drive.google.com/file/d/1JV7PaTPUmikzqgMIfNRXr4UkF2X9iZoq/

Providence: https://www.virustotal.com/gui/file/0c999ccda99be1c9535ad72c38dc1947d014966e699d7a259c67f4df56ec4b92/

https://www.virustotal.com/gui/file/ff97d7da6a89d39f7c6c3711e0271f282127c75174977439a33d44a03d4d6c8e/

Python Deep Learning: configurations

AndroLinuxML : https://drive.google.com/file/d/1N92h-nHnzO5Vfq1rcJhkF952aZ1PPZGB/view?usp=sharing

Linux : https://drive.google.com/file/d/1u64mj6vqWwq3hLfgt0rHis1Bvdx_o3vL/view?usp=sharing

Windows : https://drive.google.com/file/d/1dVJHPx9kdXxCg5272fPvnpgY8UtIq57p/view?usp=sharing

*

Machine learning | Equate ~= Multi Layer Wavelet Abstraction

https://science.n-helix.com/2022/09/ovccans.html

https://science.n-helix.com/2023/02/smart-compression.html

https://science.n-helix.com/2021/10/he-aacsbc-overlapping-wave-domains.html

(documents) JIT & OpenCL & Codec : https://is.gd/DisplaySourceCode

Include vector today *important* RS https://vesa.org/vesa-display-compression-codecs/

https://science.n-helix.com/2022/08/jit-dongle.html

https://science.n-helix.com/2022/06/jit-compiler.html

https://science.n-helix.com/2022/04/vecsr.html

https://science.n-helix.com/2016/04/3d-desktop-virtualization.html

https://science.n-helix.com/2019/06/vulkan-stack.html

https://science.n-helix.com/2019/06/kernel.html

https://science.n-helix.com/2022/03/fsr-focal-length.html

https://science.n-helix.com/2018/01/integer-floats-with-remainder-theory.html

https://science.n-helix.com/2022/08/simd.html

Eclectic & for the codecs of the world! OVCCANS (install and maintain as provided HPC Pack)

https://science.n-helix.com/2018/09/hpc-pack-install-guide.html

*****
Best NPM site on world https://npm.n-helix.com/bundles/

(Simple Install) Website Cache JS Updated 2021-11 (c)RS https://bit.ly/CacheJS
(Simple Install) Science & Research Node High Performance Computing
Linux & Android https://is.gd/LinuxHPCNode

Presenting JIT for hardware interoperability & function :
https://is.gd/DisplaySourceCode

https://is.gd/BTSource

(Simple Install) Website Server Cache JS Updated 2021-11 (c)RS
https://bit.ly/CacheJSm
(Simple Install) Website Server Cache JS Work Files Zip Updated
2021-11 (c)RS https://bit.ly/AppCacheJSZip
*****

Tuesday, October 4, 2022

Vibration Array Spectrometer : (c)RS

Vibration Array Spectrometer : (c)RS


Vibrating side to side & where necessary up and down & at angles to create a complete wavelength photo & data from events such as nuclear reactions..

The devices specific vibrational frequency can range into the thousands Hz & must slow down before vibrating back to assist delicate sensor material from cracking or fracturing during work cycles..

We can use compound to bounce absorbed energy back the other way; Such as silicone & rubber,
But they will be Soft & springy to reduce energy transfer of heat or radiation..

Must also be capable of resisting high & low temperature or environmental energies for long periods.

Super conducting surface vibration is capable of shifting a side strengthened cube at higher frequency with wave motions & sound also.

Interpolation of Spectrometer Data RS 2022


We can examine the light shift with our spectrometers & use interpolation arrays to make photos of it,

Thus we will be able to isolate the spectrometric data more precisely on our telescopes; When we use split colour wavelength spectrometry.

How do these Interpolation arrays work ?

We align the orbital position & azimuth & time with the specific wavelength in our Sapphire Crystal Grid Sensor spectrometer,

We do this with time so that we can align multiple orbit passes or vibrations of our sensor & create a sharp full spectrum image & data array!

We then can verify the exact spectrum of each star or subject; For example when using a spectrometer in CERN that vibrates at high frequency..

(c)Rupert S

*****

Interpolation in the age of Virtual Screen Resolution/Scaling : The process of evolutions in sharpness for over qualified displays(proud makers) (c)Rupert S


LED Pixel By Pixel exact full screen display of all resolutions with automatic compatibility for all input VESA Resolutions & Zero incompatibility with Any Resolution in the correct dimensions : RS https://is.gd/LEDSource

With PoCL & FSR intrinsic

It makes perfect sense that scaling frames is done though PoCL & FSR, Indeed both are required for CPU function!

Streaming services frame video & scale it & so do games, the scaling of inset video is a logical vector of FSR Scaling & colour correct display... HDR, SD, Rec709, Rec2020

Pure Tone Encoding/Decoding Codec

Applies to Displays & Camera/Recording Equipment; Codec: Decode & Encode,
Colours of composing display or recording elements; Red, Green, Blue, Grayscale Channel,
Pure tone Encoding & Decoding.

*

FRC is clever Dither : https://is.gd/BTSource https://is.gd/LEDSource

The main thing about Rec709 10Bit is that all 10Bit is in LED Standard spectrum, All 1.07B colours; Add FRC this is important!

Rec2020 is flexible upto 12/14Bit So 8Bit+2/4/6/8Bit FRC makes sense! & so does 10Bit + FRC

FRC Modes:

6Bit+FRC (for car & mobile tablet)

8Bit+FRC

10Bit+FRC

*

https://is.gd/ColourGrading

4 primary colour composure: RS

What does decomposing a frame into 4 colour groups mean?

Red, Green, Blue, Grayscale

Each pixel on a screen has 4 colour components & they are on a different place on the screen,
So when we sharpen; We sharpen to the closest pixel LED of the right colour,

Obtaining the best colour with the most logical of LED content,
the right colour sharpened for the right LED

Fist of all "We Have to decompose the image into primaries to compose the screen in it's highest colour value composite" Sharpening our composure to maximum colour correctness & sharpness Is only a:

*

Interpolation FRC Frame Compose:

CPU Estimate 300Mhz : 600Mhz : 900Mhz

2 step process,

Max 3 Processor Cycles:
Get/Fetch, Decompose, Blend & Sharpen,

Compose/FRC to pure Primaries Pixel & Interpolation
Max 5 Cycles

*

The creation of the frame requires so much data bandwidth, more pictures means more RAM...
Refinement means less error repair?

So what can we do ?

This is how interpolation works in principle:

We find the edges of a blurred image, now for our purposes we will Super Sample that image before saving it!

Therefore we have maneuvering room to upscale the actual screen & we can!

Using a simple principle of dividing the Image pixel count into its defining Red, Green, Blue & contrast shadow...

We have three planes of existence? no 4! Red, Green, Blue, Backlight or light shading!

With this we interpolate the nearest Pixel of the closest matching colour..

Not perfect; We still can lose contrast,
But we can take an upscaled image enhanced Alpha blend & get more from the actual display.

We can imagine the image being too red,green,blue, too contrasted?

But no, The project is to bring real extra resolution to the screen; By dividing our Red,Green,Blue,Black & White pixels into individually sharpened & together blended master piece,

One picture; 4 parts; One Whole piece

4 primary colour composure: RS

What does decomposing a frame into 4 colour groups mean?

Red, Green, Blue, Grayscale

Each pixel on a screen has 4 colour components & they are on a different place on the screen,
So when we sharpen; We sharpen to the closest pixel LED of the right colour,
Obtaining the best colour with the most logical of LED content,
the right colour sharpened for the right LED

Divided we FALL, Together we stand tall, The important bit is to catch the pieces that start to fall & rebuild tall!

Rupert S

If you design and create LED Monitors & TV's & want 165Hz refresh rate you often have sRGB, OLED Monitors are over 2x the price! So you need LED,

But how do we get the best out of LED?

Two ways: to be clear we use both methods at the same time!

1: We use FRC to increase colour references within our pallet ...
2: We sharpen & smooth unique content!

*

https://science.n-helix.com/2022/03/fsr-focal-length.html

https://science.n-helix.com/2021/09/temporal-aliasing-image-shaping-polygon.html

https://science.n-helix.com/2022/04/vecsr.html

https://science.n-helix.com/2022/08/simd.html

https://science.n-helix.com/2022/08/jit-dongle.html

https://science.n-helix.com/2022/06/jit-compiler.html

Reference source https://is.gd/LEDSource

Main interpolation references:

This doc https://drive.google.com/file/d/1dn0mdYIHsbMsBaqVRIfFkZXJ4xcW_MOA/view?usp=sharing

ICC & FRC https://drive.google.com/file/d/1vKZ5Vvuyaty5XiDQvc6LeSq6n1O3xsDl/view?usp=sharing

FRC Calibration >

FRC_FCPrP(tm):RS (Reference)

https://drive.google.com/file/d/1hEU6D2nv03r3O_C-ZKR_kv6NBxcg1ddR/view?usp=sharing

FRC & AA & Super Sampling (Reference)
https://drive.google.com/file/d/1AMR0-ftMQIIC2ONnPc_gTLN31zy-YX4d/view?usp=sharing

Audio 3D Calibration
https://drive.google.com/file/d/1-wz4VFZGP5Z-1lG0bEe1G2MRTXYIecNh/view?usp=sharing

2: We use a reference pallet to get the best out of our LED; Such a reference pallet is:

Rec709 Profile in effect : use today! https://is.gd/ColourGrading

Rec709 <> Rec2020 ICC 4 Million Reference Colour Profile : https://drive.google.com/file/d/1sqTm9zuY89sp14Q36sTS2hySll40DilB/view?usp=sharing

For Broadcasting, TV, Monitor & Camera https://is.gd/ICC_Rec2020_709

ICC Colour Profiles for compatibility: https://drive.google.com/file/d/1sqTm9zuY89sp14Q36sTS2hySll40DilB/view?usp=sharing

https://is.gd/BTSource

Colour Profile Professionally
https://displayhdr.org/guide/
https://www.microsoft.com/store/apps/9NN1GPN70NF3

*Files*

This one will suite Dedicated ARM Machine in body armour 'mental state' ARM Router & TV https://drive.google.com/file/d/102pycYOFpkD1Vqj_N910vennxxIzFh_f/view?usp=sharing

Android & Linux ARM Processor configurations; routers & TV's upgrade files, Update & improve
https://drive.google.com/file/d/1JV7PaTPUmikzqgMIfNRXr4UkF2X9iZoq/

Providence: https://www.virustotal.com/gui/file/0c999ccda99be1c9535ad72c38dc1947d014966e699d7a259c67f4df56ec4b92/

https://www.virustotal.com/gui/file/ff97d7da6a89d39f7c6c3711e0271f282127c75174977439a33d44a03d4d6c8e/

Python Deep Learning: configurations

AndroLinuxML : https://drive.google.com/file/d/1N92h-nHnzO5Vfq1rcJhkF952aZ1PPZGB/view?usp=sharing

Linux : https://drive.google.com/file/d/1u64mj6vqWwq3hLfgt0rHis1Bvdx_o3vL/view?usp=sharing

Windows : https://drive.google.com/file/d/1dVJHPx9kdXxCg5272fPvnpgY8UtIq57p/view?usp=sharing

Thursday, September 29, 2022

Audio presentation & play

"I made a codec but I am not sure how to improve it! probably interpolation"

Audio presentation & play (c)Rupert S

Available for Bluetooth, VESA, HDMI & DisplayPort & Hardware such as GPU, CPU & Equipment.

Well the thing is that Wavelets (Dynamic mathematical NDimension Nd Shape objects),
& Also PCM is Pictorial 2D & 3D shape in forms such as BitMap.

To explain bitmap; This is a picture; Now with a picture we can present an enhanced version using bilinear interpolation & Trilinear Interpolation...

PCM is a BitMap or JPG or WebP Wavelet 2D drawing of a graph that translates into Audio by copying the frequency & volume.

So basically any operation used on Audio can be used on visual elements; Including wave filters & resonators or WaWa Bars,

Digital Audio presented as BITMAP presents an ideal situation where we can enhance it with Graphical effects such as sharpening & shaping or smoothing..

We can also present the Audio in 3D through a non literal presentation of 3D through Colour or shade on the drawing; or present that audio in a parallel bars or side by side presentation..

The Sound Colour Table : RS

We can use colour to present precision, Warmth & vibrational intensity & amplitude..
We can use cross shading to present repetition, Translation & transition..
We can present so many ways, But more importantly we can compress colour in ways like wavelet
We can Present 3D & Virtual Surround through Colour

We can also present the Audio as WebP or Textures including our compressed forms; However we have to reduce our compression so that no artifacting occurs.

New Audio Formats:

Wavelet Bitmap
Texture formats such as STC, ATC, HDR, Deep Colour
Texture formats such as Drill & SLLRL, ASTC, EAC, DXT, PVRTC & DSC
https://is.gd/Dot5CodecGPU , https://is.gd/CodecDolby , https://is.gd/CodecHDR_WCG , https://is.gd/HPDigitalWavelet

32Bit Float
24Bit Float
16Bit Float

We can potentiate the floating point by using it to present 3D Audio virtualisation or to improve audio precision.

Rupert S

*

XeSS Is here and is great! #Exclusive

https://www.youtube.com/watch?v=uMqKFgJcr-U

Lets use both XeSS & FSR to do Audio Sampling in 3D Wavelet (audio PCM
is just a BMP Saved!
We can do much more & compress more & still have better quality!

*****

Compression formats:

https://science.n-helix.com/2022/09/ovccans.html

Data Saving by inexact replication & Double layer wavelet shaping which are both one believes compatible with analog output & also with adjustment repeat play.

Compression matrix
https://drive.google.com/file/d/1xQ0t7LEYltQ8TR3MDsV4IHE8wrfsfWV0/view?usp=sharing

SLLRunLength : Compressed Pixel
https://drive.google.com/file/d/148-BpVSfT6bA5nPjKoiZ41vwuI9n7P_f/view?usp=sharing

Drill texture & image format (with contrast & depth enhancement)

https://drive.google.com/file/d/1G71Vd9d3wimVi8OkSk7Jkt6NtPB64PCG/view?usp=sharing
https://drive.google.com/file/d/1u2Qa7OVbSKIpwn24I7YDbwp2xdbjIOEo/view?usp=sharing


https://is.gd/BTSource

https://is.gd/LEDSource

Monday, September 12, 2022

OVCC_ANS : Optimised Vector component Compression with Alpha Numeric Sequencing & Compression

OVCC_ANS : Optimised Vector component Compression with Alpha Numeric Sequencing & Compression (c)Rupert S

*
Suitable for codec, Texture, Video Element, Firmware & ROM, Executable, Storage & RAM, DLL & Library runtimes, CSS & JS & HDMI & DisplayPort VESA Specifications : 
https://science.n-helix.com/2022/09/ovccans.html
https://science.n-helix.com/2022/11/frame-expand-gen-3.html

Eclectic & for the codecs of the world! OVCCANS (install and maintain as provided HPC Pack)
https://science.n-helix.com/2018/09/hpc-pack-install-guide.html
*

OVCC_ANS : RS


Suitable for codec, Texture, Video Element, Firmware & ROM, Executable, Storage & RAM, DLL & Library runtimes, CSS & JS & HDMI & DisplayPort VESA Specifications

Storage Problems EEPROM : Small powerful packed firmware for Devices, Routers, TV's Cameras & Computers

*
Devices, Drivers, VESA DSC & Active display drivers
PoCL & CL Kernels are used for the codecs & shading; Simply from the point of view multithreading SysCL & OpenCL are most effective at headless worker kernels; Frame buffer not required.

https://science.n-helix.com/2022/08/jit-dongle.html
https://science.n-helix.com/2022/06/jit-compiler.html

Cache Cyclic load segment Code Replication is quite a bit more efficient from the Shader, OpenCL, SiMD & Float expression point of view.

With code replication you do not necessarily have to depack the RAM to run the code; But that is a question of Jumps or Cache Cycles!

Similar to vector render on the optimised Vector component input compression is a layer of compression that renders fine lines, Curves & circles & points & basic gradients,

*

Principle of the Repeater with Co-modifier Gradient Wavelet & Numbers: RS


The primary principle to remember is that a gradient wavelet is in effect (in music terms):

A Sustain (Echo note)
A Pause (A silence (Space is taken in a file for this)

A Register Shaped Sustain (Where we move up the scale or down the scale or in a curve; With the same resonance sample, Example Trumpet or Piano or Harp)

A Repeater note : Exact repeat, Varied over time repeat, Quieter or louder, Modified by a coefficient.

So principle is : Copy Note sound & Modify over time, Repeat over time, Repeat & modify over time.

Also repeating for lines in an Image & hence video.


For example Bumps on a door or the texture of paint,
Light & shadow over the same texture; How complex this is depends on required quality!

Image, Number Or Audio sample: Data Complexity & How many SiMD Computation Cycles are required..
The more repeats or how large; Varies the processing workload.

Example: Hello World

Hello World Sample : [HWS] , Silent Echo Sample : [SES]

#PrintF Hello World

[SES], [HWS], [SES]x2, [HWS]x2(louder), [SES](Quieter), [HWS]x4(Louder to quieter),
[SES]x4 (Quieter to much quieter), [HWS]x4(quieter to Louder), [SES]x2(louder to quiet), [HWS]x4(Louder to quieter),

*

Wavelet Float forms


Wavelet bF16, F16 are quite useful for MP4 Standard compression
Wavelet bF32, F32 are quite useful for MP4 Enhanced Precision compression
Speed = bF16 (with advantages of long chain integer & small exponent)
For AVX F32 up to F64 are variously advantaged in multithreading,
Exceptionally bF16 & F16 NANO SiMD
*

OVCC is used to apply layers of vector graphic elements with optimised wavelets..
In principle the file is saved like so:

OVCC Layers

V = Vector
W = Wavelet
Gv = Gradient vector
Ns = Numeric Sequence
As = Alphabet Sequence
Ans = Alpha Numeric Sequence

{Load Binary or code: DLL,Exe, Library, WebJS for example}: {Firmware, Separate or joined}
{ Header }
{ Value storage for replication }
{ Gv:1>n, W:1>n, V:1>n }
{ Cans:1>n, Ns:1>n, As:1>n, Ans:1>n }

Vector Storage

[Gv];[Gv];[Gv]
[V];[V];[V];[V]
[W];[W];[W];[W]
[V];[Gv];[V];[Gv]
[W];[W];[V];[Gv];[W];[W];[V];[Gv]

Sequence Storage

[Ans];[Ans];[Ans]
[Ns];[Ns];[Ns];[Ns]
[As];[As];[As];[As]
[Ns];[Ans];[Ns];[Ans]
[As];[As];[Ns];[Ans];[As];[As];[Ns];[Ans]

Code Sequence Storage

[Loader]
[Cans];[Cans];[Cans]
[Ans];[Ans];[Ans]
[Ns];[Ns];[Ns];[Ns]
[As];[As];[As];[As]
[Ns];[Ans];[Ns];[Ans]
[As];[As];[Ns];[Ans];[As];[As];[Ns];[Ans]

You can use vector compression on plane transparency & Greyscale adding a lot to sharpness if optimised.

*
You see at the worst Drivers are compiled with last stage DSC Compression as Pixel shaders or compute shaders,

Thus avoiding bad bios DSC VESA But you can use OpenCL & directly render the frame as smoothing is not particularly required!

Even though before DSC a Smooth Wavelet is a big advantage to compression ratio & sharpness

But OpenCL Can smooth & sharpen with AA & SS Implemented.

Could We make all codecs compress & decompress ? We can!
I might have an MP4 DVD & also HPC requires WebP compression feature
& also HDR formats like JPGXL & JPG2000 & WebP & H264 & H265 & VP9 & AV1 on systems,
Like the RX570 & ARM, CPU & GPU; With OpenCL Support in all programs & for the operating system

OpenCL Hardware Compression is possible for all encoding formats & textures

VP9, AV1, Media compression acceleration!
But what to use based on de/compression performance?
VP9/H265 Currently Hardware Accelerated 90% of the time.
*

DSC/AV1/VP9/MPEG/H265/H264 Block Size Streamlining (c)RS

Code/JS/OpenCL/Machine Learning Processing Block Size Streamlining (c)RS


Dataset AV1/VP9/MPEG/H265/H264 : case example
My personal observation is that decompression & compression performance relates to block size & cache

SiMD 8xBlock x 8xBlock Cube : 32Bit | x 4 128Bit | x 8 256Bit | x 16 512Bit
Cache Size : 32Kb Code : Code has to be smaller inline than 32Kb! Can loop 4Kb x 14-1 for main code segment


Cache Size 64Kb Data : Read blocks & predicts need to streamline into 64Kb blocks in total,
4Kb Optimized Code Cache
4Kb Predict (across block for L2 Multidirectional)
16Bit Colour Compressed block 4x16Bit (work cache compressed : 54Kb
Lab Colour ICC L2 & block flow L2

*
The advice i give is given with honour & is stated true, We all need a good VP9 & AV1 & Media Codecs!
The advice, is to refresh the stream & restart the browser; You can see the world better with #True-Sourcery

Get rid of 90% of your intel & other device Codec Glitches and errors..
Compile right!
*

*****

2 layer/Plane Codecs: RS

Texture Compression & video Compression for quality 12Bit & 16Bit HDR & WCG,

Can also be used in displays for tiling & animation of screen array with multiple frames single post,
Cache & post commands; Single DIMM Post with multiple frames for lower Processor Cycle costs..
Screen brightness & colour control per tile; Single line post or Screen Post Cube Suggested.

In applications 2 layer/Plane texture can post to GPU & animate multiple frames with overlay texture or animation.

In video codecs can animate frame on base layer (background for example)

2 Planes / 2 Layer : Monitor, TV & Codec to screen cycle (advantageous to GPU & ARM Configured units & displays)

Animated or Image or 2 plane static + Animation frame (BumpMapping)
More than 2 Layers is possible but 16Bit & 32Bit SiMD & ALU suggest a range:

*
16Bit Effective ++ List : 2 Layer : ETC, ASTC Etcetera : Compatible Compression

10Bit + 4Bit + Modifiers
12Bit + 4Bit
10Bit + 6Bit

8Bit + 6Bit  + Modifiers
8Bit + 4Bit  + Modifiers
8Bit + 8Bit
8Bit + 4Bit
*

Basic 2 layer involves using another Plane/Layer as a mask,

Primary layer is 8Bit, 12Bit, 16Bit <> NBit Texture; Secondary layer is a mask:

Mask Methods:

1 Layer Texture : Can be animated but second layer will be Sync Timed.

2a layer is darker / lighter Image, Grayscale : HDR + small varieties in shade = WCG
2b layer is darker / lighter Image, Colour, Additive to Colour range + Light/Dark : WCG & HDR
2c Layer subtracts or Adds , Multiplies / Divides : Basic maths operations : Work = Depth

https://is.gd/BTSource

https://is.gd/Dot5CodecGPU
https://is.gd/CodecDolby
https://is.gd/CodecHDR_WCG &
https://is.gd/HPDigitalWavelet

DSC, ETC, ASTC & DTX Compression for display frames

These are the main XRGB : RGBA Reference for X,X,X,X
https://drive.google.com/file/d/1AMR0-ftMQIIC2ONnPc_gTLN31zy-YX4d/view?usp=sharing
https://drive.google.com/file/d/12vbEy_1e7UCB8nvN3hYg6Ama7HIXnjrF/view?usp=sharing

(c)RS

*****

*

{Solve} : {Maths Roll Error}

{Maths Roll Error on 24Bit Audio versus 32Bit} ~= Stutter

Additional roll, Error margin on 32Bit maths Float with 24Bit 5 point margin roundups,
A 32Bit float rolls up on a single operation 226526554817.{24Bit float + Error roundup} .9> .49 = .5+ = roll up..

R={5+ or 4- | 0.45+ or 0.44-} : or {0.445, |> 0.444444444445 |> 0.4 N4 +Decimal Places +5}

Clipping operation depth of float; Is 3 operations or 2 with Stop count = 1 to 24 bit places + 1 or 2 for error rolling, up or down.

Precision Clip
Math OP | Clip > Cache {Math OP <> Use}

Precision Counter
Math OP + Counter(internal to FPU:CPU | Stop > Cache {Math OP <> Use}
*

SiMD Performance : RS


Performance per WATT of MMX & MMX+ & SSE & AVX Machine Learning & Shader code; Is a matter of 8x8Bit & 16x16Bit Code on GPU

Our role is to reduce complex un-cache-able ML to Cache Enabled 64KB
Modelling of 1990's without Quality loss of 32Bit++ 64Bit+

8x8Bit sharpening MMX Becomes Dual Pipe (16x16bit)*2 in 32Bit Dual 16 Pipeline & Twice as sharp
Machine Learning method for MMX Is Fast & Cheap, MMX2 More Compatible,
Intrinsic improvements such as combined ops & DOT4 Further improve the performance of under 1MB Code..

Performance & Function per WATT, Is unbeaten; Let us prove it!

For example Quake has MMX Emulation & MMX Dithering code on 3D Textures,
In 8Bit 256 Colours dithering is noticeable; In 15Bit to 32Bit the small shade difference in dithering colour is subtle & flawless,
Improving light subtilty & Colour pallet WCG & HDR 10Bit to 16Bit per channel.

https://is.gd/LEDSource
https://is.gd/MLCodecShaping
*

Drill texture & image format (with contrast & depth enhancement)


https://drive.google.com/file/d/1G71Vd9d3wimVi8OkSk7Jkt6NtPB64PCG/view?usp=sharing

https://drive.google.com/file/d/1u2Qa7OVbSKIpwn24I7YDbwp2xdbjIOEo/view?usp=sharing

Scanline Coder Compression
https://drive.google.com/file/d/148-BpVSfT6bA5nPjKoiZ41vwuI9n7P_f/view?usp=sharing

WebP
https://github.com/webmproject/libwebp
https://github.com/webmproject/libwebp/blob/main/ChangeLog

AV1
https://github.com/AOMediaCodec

HEIF:HEVC
High Efficiency Image Format (HEIF) is being introduced : 10Bit>16Bit HDR
High Efficiency Video Codec (HEVC)-encoded storage system for intra-images and HEVC-encoded video image sequences in which inter-prediction is applied; Also for still images compressed with the HEVC (H.265) codec.
https://www.photoreview.com.au/tips/shooting/heif-what-you-need-to-know/
https://www.howtogeek.com/345314/what-is-the-heif-or-heic-image-format/

File Compression Logic
https://is.gd/BitStreamSpec
https://is.gd/IFFByteOrder

Texture Compressors
https://github.com/BinomialLLC/basis_universal
https://github.com/darksylinc/betsy

To Compress using CPU/GPU: MS-OpenCL
https://is.gd/MS_OpenCL
https://is.gd/OpenCL4X64
https://is.gd/OpenCL4ARM

PoCL Source & Code
https://is.gd/LEDSource

VVC
https://github.com/fraunhoferhhi/vvenc
https://github.com/fraunhoferhhi/vvdec

https://gitlab.com/AOMediaCodec/SVT-AV1/-/blob/master/Docs/CommonQuestions.md#improving-decoding-performance

Reference : "Patent license terms" https://en.wikipedia.org/wiki/High_Efficiency_Video_Coding#2022

Codec Parallelism - Dataflow model PREESM, OpenMP and OpenCL
OpenVVC & OpenHEVC Decoder Parameterized and Interfaced Synchronous DataFlow Tile Based Parallelism (PiSDF)
Create the dataflow model is called PREESM. This tool allows the automatic scheduling of tasks according to the number of used cores and the automatic generation of multicore algorithms.
https://link.springer.com/content/pdf/10.1007/s11265-022-01819-7.pdf

"State-of-the-art approaches such as OpenMP and OpenCL"
https://is.gd/BTSource

https://is.gd/LEDSource

(documents) JIT & OpenCL & Codec : https://is.gd/DisplaySourceCode

Include vector today *important* RS https://vesa.org/vesa-display-compression-codecs/

https://science.n-helix.com/2022/08/jit-dongle.html

https://science.n-helix.com/2022/06/jit-compiler.html

https://science.n-helix.com/2022/04/vecsr.html

https://science.n-helix.com/2016/04/3d-desktop-virtualization.html

https://science.n-helix.com/2019/06/vulkan-stack.html

https://science.n-helix.com/2019/06/kernel.html

https://science.n-helix.com/2022/11/frame-expand-gen-3.html

https://science.n-helix.com/2022/03/fsr-focal-length.html

https://science.n-helix.com/2018/01/integer-floats-with-remainder-theory.html

https://science.n-helix.com/2022/08/simd.html

Eclectic & for the codecs of the world! OVCCANS (install and maintain as provided HPC Pack)

https://science.n-helix.com/2018/09/hpc-pack-install-guide.html

https://science.n-helix.com/2022/09/ovccans.html

Suitable for codec, Texture, Video Element, CSS & JS & HDMI & DisplayPort VESA Specifications : https://science.n-helix.com/2022/09/ovccans.html

https://www.gyan.dev/ffmpeg/builds/
https://github.com/GyanD/codexffmpeg/releases/tag/tools-2022-01-01-git-d6b2357edd
https://github.com/GyanD/codexffmpeg/releases/tag/5.1.1
https://www.gyan.dev/ffmpeg/builds/ffmpeg-tools.zip
https://github.com/GyanD/codexffmpeg/releases/download/5.1.1/ffmpeg-5.1.1-full_build.zip

https://ffmpeg.org/download.html
https://ffmpeg.org/releases/ffmpeg-snapshot.tar.bz2

Full H265, H264 & AV1 Support https://drive.google.com/file/d/1Xka_QSRmVBCqnyCZwrA_yjnqwSl4g0ml/view?usp=sharing

VP9, AV1, Media compression acceleration!
But what to use based on de/compression performance?
VP9/H265 Currently Hardware Accelerated 90% of the time

Get rid of 90% of your intel & other device Codec Glitches and errors..
Compile right!

Easy Install Codecs : https://is.gd/DilyWinCodec

The advice i give is given with honour & is stated true, We all need a good VP9 & AV1 & Media Codecs!
The advice, is to refresh the stream & restart the browser; You can see the world better with #True-Sourcery

*
'Study Observation' YouTube switches from pushing AV1 by majority to
VP9 & H265 which encodes slightly less, I mean slightly because my own tests
indicate a 300MB/h HD.. So VP9 & H265 Rock with E-AC3 & E-AC4 5.1:

The majority of GPU acceleration of VP9 & H265 & H264 is a good
reason! So let us clarify H264, H265 & VP9 Will become better with
this document. Rupert S

To clarify major improvement to H264, H265 & VP9 are clearly required for class leader,
There may be some doubt as to H264 but not of H265 & VP9!,

However this is 'In 'Statute'' fundamental versioning..

Allowing GPU to continuance to provide a quality of service of exceptional quality for the available price!
Our continued support of the aged & the mentally fit & the able; Of this world & of our society.

OpenCL Compatibility is making these codecs faster: For the highly expectant x64 FFmpeg crew, 
A Most compatible; Easy Install Codecs: https://is.gd/FFmpegWinCodec

Easy Install Codecs: https://is.gd/DilyWinCodec
Easy Install Codecs 4 ARM: https://is.gd/DilyWinARMCodec


OpenCL & other Hardware Acceleration : FFMPEG
https://ffmpeg.org/ffmpeg-all.html
https://ffmpeg.org/documentation.html

https://ffmpeg.org/download.html
https://ffmpeg.org/releases/ffmpeg-snapshot.tar.bz2
https://github.com/FFmpeg/FFmpeg
https://github.com/FFmpeg/FFmpeg/releases/tag/n3.0

HQImage
https://apps.microsoft.com/store/detail/webp-image-extensions/9PG2DK419DRG
https://www.microsoft.com/en-us/p/heif-image-extensions/9pmmsr1cgpwg
https://www.microsoft.com/en-us/p/hdr-wcg-image-viewer/9pgn3nwpbwl9
https://www.microsoft.com/en-us/p/raw-image-extension/9nctdw2w1bh8

HQVideo
https://www.microsoft.com/en-us/store/p/web/9n5tdp8vcmhs
https://www.microsoft.com/en-us/p/mpeg-2-video-extension/9n95q1zzpmh4
https://www.microsoft.com/en-us/p/av1-video-extension/9mvzqvxjbq9v
https://www.microsoft.com/en-us/p/vp9-video-extensions/9n4d0msmp0pt
https://www.microsoft.com/en-us/p/hevc-video-extensions/9nmzlz57r3t7

*****

https://www.phoronix.com/news/Rust-UEFI-Firmware-Hope-Tier-2

https://rust-lang.github.io/compiler-team/

https://dvdhrm.github.io/2022/09/07/towards-stable-rust-uefi/

https://doc.rust-lang.org/nightly/rustc/platform-support/unknown-uefi.html

https://github.com/rust-lang/compiler-team/issues/555

Yes Firmware Codec Development is the Dinosaur!
DOLBY ATMOS 7.1.2 "Dinosaurs in Atmos"- OFFICIAL THEATER DOLBY VISION [4KHDR]
https://www.youtube.com/watch?v=0EKBYVUj4w0

*****

Stone Effect : Image compression for all skin types & Art (c)Rupert S (available to all games):RS


Marble is a beautiful product; People draw it too low quality (in older games) Or too high ôo Oblivion,
Several properties exist in Marble & stone,
Firstly Marble is a co-modifier colour range of mostly gray & white with black over a 1cm² to 10cm² Aria,
As in the pattern has points; Draw the curves and shapes from a central higher contrast area; With tiny modulations of light & dark &or One colour subtly blended with another...

This can be done two ways:

Highly detailed Texture in HDR & WCG.... 4MB texture

Highly detailed Texture in HDR & WCG, But Pallet Limited to 4 zones,
These 4 zones are White & off-White, Dark & Off-Dark, Green, gold, Brown, Gray & White.
These colours apply colour culling between the primary group & therefore reduce the colour pallet by 50%; You compress the file with the off colour zone colours Culled & Save storage file size.
.... 1.5MB texture

Extra detail is payed to which patterns are sharp high contrast & which patterns are smooth & useful to blend with the AA SSA Shader (post render & recache)

Pay attention to animation because not all skin types require direct texture refresh & shaders can micro map a layer on top & thus keep the texture flawless for little cost.


Raytrace into the filter layer (Transparency Depth) (a layer of Shader, BumpMapping, & light textures & Animations)

*****

Good stuff for all networks nation wide, the software is certificate signed & verified
When it comes to pure security, We are grateful https://is.gd/SecurityHSM https://is.gd/WebPKI
TLS Optimised https://drive.google.com/file/d/10XL19eGjxdCGj0tK8MULKlgWhHa9_5v9/view?usp=share_link
Ethernet Security https://drive.google.com/file/d/18LNDcRSbqN7ubEzaO0pCsWaJHX68xCxf/view?usp=share_link

These are the addresses directly of some good ones; DNS & NTP & PTP 2600:c05:3010:50:47::1 2607:fca8:b000:1::3 2607:fca8:b000:1::4 2a06:98c1:54::c12b 142.202.190.19 172.64.36.1 172.64.36.2 38.17.55.196 38.17.55.111

Monday, August 29, 2022

JIT Compiler Dongle - The Connection HPC 2022 RS

JIT Compiler Dongle - The Connection HPC 2022 RS (c)Rupert S


JIT Compiler Dongle makes 100% Sense & since it has no problem acting like a printer! It can in fact interface with all printers & offload Tasks,

However in High Performance Computing mode of operation the USB Dongle acts as the central processor from the device side; That is to say the device such as the printer or the Display...

You can supply a full workload to the dongle & of course it will complete the task with no necessity of assistance from the computer or the device.

The JIT Compiler comes into its own one two fronts:

Compatibility between processor types.

Aiding a device in processing &or passing work to that device to run; Work that is shared & if required workloads are passed back & forth & shared,

Shared & optimised...

The final results for example are post-scripts? no problem!
The final results for example are Directly Compute Optimised Printer Jet algorithms? no problem!
The task needs to compute specifics for a DisplayPort LED Layout ? no problem!

The device is powerful so share, JIT Compiler for real offloading & task management & runtime.

Functional Processing Dongle Classification USB3.1+ & HDMI & DisplayPort (c)RS

Theory 1 Printer

Itinerary:

Printers of a good design but low manufacturing cost of ICB printed circuits have a printhead controller,

But no Postscript Processor; But they do have a print dither controller & programmable version need to interface with the CPU on the printing device,

Print controlling is a viable Dongle & also Cache but workload cache has to have a reason!

That reason here given is the JIT Dongle that is able to interface with both Web print protocol & IDF Printing firmware.

But here we have postscript input into the JIT Compiles Kernel & output in terms of Jet Vectors & line by line Bitmap HDR & head motion calculations,

We can also tick the box on Postscript offloading on functioning PostScript printers; But we prefer to offload JIT for speed & size..

Vectors & curves & lines & Cache.

Theory 2 Screen

Itinerary as of printers but also VESA & line by line screen print & VESA Vectors & DisplayPort Active displays,

Cable Active displays require the GPU to draw the screen & calculate the Line Draw!

The Dongle activates like a screen with processor & carries the screen processing out; Instead of a smartwatch or small phone that does not have a good capacity for computer lead active display enhancements.

Theory 3 Hard Drives & controller such as network cards & plugs for PCI

Adapting to Caching & processing Storage or network data throughput commands, While at the same time being functionally responsive to system command & update makes JIT Dongle stand out at the head of both speed & function...

Network cards can send offloading tasks to the PCI socket & the plug will process them.

Hard-drives can request processing & it shall be done.

Motherboard ROMs & hardware can request IO & DMA Translation & all code install is done by the OS & Bios/Firmware.

Offloading can happen from socket to Motherboard & USB Socket & URT..

All is done & adapts to Job & function in host.

The 8M Motherboard & OS verifies the dongle, licences the dongle from the user..
& runs commands! Any Chipset, Any maker & every dongle by Firmware/Bios
What the unit constitutes is a functional Task offloader for OS & Bios/Firmware.

The utility is eternal & the functions creative & secure & licensed/Certificate verified.

Any Motherboard can be improved with the right Firmware & Plugin /+ device.

(c)RS

*****

DDM Super Immediate Display Modes with 0ms GTG : Operation Latency Zero


By initiating DDM & using the display processor aswell with DPIC JIT,
With DDM Frame Buffer Emulation & Control.

Games & Aiming for Business,
DDC & FreeSync Update today!

In order to set DDM Super Immediate Display Modes you have to set the
display as being DDM with an input frame buffer..

That way both the GPU & the Display can work on the frame in ALLM
Mode; Enhancing processing while reducing latency.

*
FreeSync - DDM - Low Latency Screen Modes

HDMI & DisplayPort : Screen Framebuffer {DDM, FreeSync, ALLM} : Minimal latency post processing : RS

Direct Drive Monitor (DDM) is a mode where the Frame is directly created by the CPU/GPU facing the screen,
The frame buffer facing the Processor must present all capacities & properties of the Screen directly..

List of common properties:

Frame Buffer & Frame buffer write control
Bit depth & FRC
DSC mode
ICC Colour Profile
Write Cache buss width
Timings
Latency
LED Colour range & profile

The GPU/CPU must have the capacity to order write cycles & DSC Decompression layer,
The GPU/CPU must not have a discussion writing to the screen; Direct Write shall be immediate!

So we need to have the frame buffer process as fast as possible & report back,
But we plan to initiate a frame buffer & process it!; Process the frame fast,
To do that we provide all the information from our frame buffer that the CPU/GPU needs to calculate..

Rupert S
*

A DDM Monitor is directly controlled by a GPU/CPU


Initiating a Direct Drive Monitor (DDM) capability enables ultra-thin monitors (and Mobile Phone Screens) With a Short Plug DSC Compression Array...

Could be simple!

Initiate a DDM Mode with DPIC: JIT Kernel to a Frame Processing Unit that directly presents as a surface; All tasks from there in will not be allowed to add latency.

(DDM) DPIC JIT Compiler Mode handles the situation of under performing hardware quite well,

The aim is to solve one of the largest issues with DDM & that is latency! & Frame Distortion such as Frame Blur,

Long cable access to a device encounters the same latency issues as RAM & Storage,
Distance means time!

By Directly compiling commands into an (ESK) Efficient Static Kernel; Stack space (Cache & RAM)...

Processing load is light & may be performed On The Edge; Close to the hardware; in our case a screen with a Single Core ARM Nano millimeters close to the screen.

No we do not need a large CPU that close; But a SiMD array & Texture decompressor & Direct screen print...

We do all our Large Problem solving previously in JIT Kernels; While doing what we can closer to the screen at our Frame Buffer,

We can also directly process commands directed from a larger processor; a CPU, GPU, HUB,

All we need to do is Initiate a DDM Mode with DPIC: JIT Kernel to a Frame Processing Unit that directly presents as a surface; All tasks from there in will not be allowed to add latency.

Rupert S

*

Direct Drive Class : Displays, Printers & Devices such as Joysticks, Mice & keyboards


You know Active Display,
The DisplayPort & HDMI Configuration,
JIT Compiler is a way of getting these to work internally inside the GPU &
In Port class units & USB Dongles that process Computation tasks,

The JIT Compiler DPIC System processes for the Display,

Therefore Able to Activate the display to the highest level of
processing with minimal requirements of necessity!

For example Active Displays with basically a Micro NUC that has an arm
processor & is 4 CM² with USB Connection,
Therefore can power an active display (the type with smaller processors)

Additionally can carry out more work & share a single NUC with
multiple Active Displays..

Bearing in mind that such a OpenCL/JIT Driver is universal to all Systems & Simply classifies by processor
class.

*

The primary motivation for Direct Drive Class displays & Equipment is to offload Processing tasks to the GPU/CPU...


However by example we can Flow Control frames on the HDMI & DisplayPort cables,
We do this by Writing a Kernel/OpenCL Code (Around 60KB) that queries the Frame Ready Flag/Property in the GPU...

Example of Coding Model {Display CPU <> GPU} : Audio : Video : Texture Set

OpenCL Kernel Runtime 512Kb (aim)

Set Properties of display screen (Size & compression & Unique properties such as Texture Types)
Request Frame memory Allocation
Frame Pull (Demand a frame)
Query Frame & Send Ready flag

When Frame Ready***

Send workloads to GPU on frame: Example
Decompression Stack
Frame Mask
Memory Load (Direct DMA access to RAM from Cable)

Sort functions,
Optimisation tasks such as Colour range optimisation & WCG, HDR Tone Mapping.

We keep these operations from sending frame & texture back; by operating on the frame analysis before sending frame...

Reception process involves sending:

Data From Tasks first
RAM Page Map (if we did this process on GPU)
Frame
Process (We send additional tasks if required from a worker thread)

Send out Query : Repeat!

#GoodFramingDirectDrive

RS

***

Plan 2023-03-07 Direct Map DDM : Efficient Monitor Direct Frame Forwarding Render : DDM ALLM : Rupert S


DDM Combined with Combining Texture converters, FSR & OpenCL (Compilable for processor types & Firmware),

Allows the HDMI & DisplayPort FrameBuffer Abstraction layer to pass fully optimized texture layers directly into Frame Rendering & therefor to be directly DMA Copied to the screen along with the Colour conversion table mapping (can be done by the GPU, The Monitor or be Hardware intrinsic to DSC.

DPIC JIT Compiler (Kernels : Small & into Precompiled Code Array Buffer)

https://drive.google.com/file/d/1D27MOBYKVkKib1JzP_eFucp8RRrzAhd6/view?usp=sharing, https://drive.google.com/file/d/1DbcifAxrG4XKfJ9Mrpsfq7kq1I4aV5ES/view?usp=sharing, https://drive.google.com/file/d/1d_bWbZl9fAZXsLbN_jZdqSxdWzraLSIz/view?usp=sharing
***

GTG : GoodToGame : Consoles, Gaming & Movies : RS

DDM ALLM Dongle use case - 10K Presentation of abstract data polygons

Dear VESA & HDMI; This gaming feature does rely on the GPU (in the main) but does have CPU Capacity; Particularly in consoles of the new generation!

Luckily in my experience the CPU is often under utilized by Vulkan API & DirectX 12.1 & therefore the use of DDM mode combined with the JIT Compiler OpenCL compile is a very logical choice! due to DDM being VESA we arrange it,

Clearly the RAMDAC does pre compute a frame & clearly a frame is no more than 15% work for a FreeSync monitor,

Combining the strengths of 2016+ TV & monitor ARM processors (600Mhz+; obviously less powerful than 550Mhz & DDM + ALLM + FreeSync + JIT Compiler is a clean logical choice)

RAMDACS are 600Mhz but we can multitask; So we shall.

Rupert S on behalf of VESA & HDMI & the gaming & Film community.

*****

Example Display Chain (Can be USB/Device Also For the OpenCL Runtime; To Run or be RUN) (c)RS


How a monitor ends up with an OpenCL : CPU/GPU Run Time Process: Interpolation & Screen enhancement: The process path

Firstly we need to access the GPU & CPU OpenCL Runtime such as:

Components that we need:

https://science.n-helix.com/2022/08/jit-dongle.html

https://science.n-helix.com/2022/06/jit-compiler.html

https://science.n-helix.com/2022/10/ml.html

https://science.n-helix.com/2023/02/smart-compression.html

Firstly, we need an OpenCL Kernel : PocCL :

PoCL Source & Code
https://is.gd/LEDSource

MS-OpenCL
https://is.gd/MS_OpenCL

Crucial components:

Microsoft OpenCL APP
Microsoft basic display driver OpenCL component (CPU)

CPU/GPU OpenCL Driver
PoCL Compiled runtime to run Kernels https://is.gd/LEDSource

We need an Ethernet connection to the GPU (Direct though the HDMI, DisplayPort),
A direct connection means no PCI Bus or OS Component needed,
(But indirect GPU Loaded OpenCL Kernel loading may be required)

Or

We need an Ethernet connection to the PC or computer or console!
Then we need a Driver (this can be integral or Drive) to load the OpenCL Kernel; This can have 3 parts in the main to run it!

Microsoft OpenCL APP
Microsoft basic display driver OpenCL component (CPU)

CPU/GPU OpenCL Driver
PoCL Compiled runtime to run Kernels https://is.gd/LEDSource

The compiled Kernel itself & this can be JIT : Just In Time Compile Runtime

Rupert S

*****

The DPIC Protocol in use for display, robotic hardware (arms for example) & Doctor Equipment arms & surgeries, Website loading or games.


In context of load for DPIC, We simply need a page (non-displaying Or Displaying (for example Monitor Preferences)) Inside the GPU..

Can use WebJS, WebASM : WASM, OpenCL : WebGPU : WebCL : WebGPU-ComputeShaders...

RAM Ecology wise between 1MB to 128MB RAM (But should inform client in print of options); I cannot really imagine you would need more apart from complex commands (cleaning for example & robots)

Direct Displayport & HDMI Interface; With or without use of USB Protocol HUB..

Touch screen operation examples:

Can additionally Smart pick diagnostic process of operations or equipment placement & screw & nut & bolting operations & welding or cutting!

For example, the DPIC Protocol can interface & runtime check Operations, Rotations, Motions & activations in well managed automatons; While directly interfacing the ARM/X64/RISC Processor tools & where necessary optimise memory & instruction ASM Runtime Kernel.

*

How does PTP Donation Compute work in business then:

Main JS Worker cache (couple of MB)

{ main . js }

{

{ Priority Static JS Files }

{ Priority Static Emotes & smilies (tiny) }

{ Priority Application JS & Static tiny lushi images (tiny) }

}
{

{ Work order sort task }

{ Sub tasks group }

{Compute Worker Thread }

}

*

(c)Rupert S

*****
Technology Demonstration https://is.gd/DongleTecDemo

Combining JIT PoCL with SiMD & Vector instruction optimisation we create a standard model of literally frame printed vectors :

VecSR that directly draws a frame to our display's highest floating point math & vector processor instructions; lowering data costs in visual presentation & printing.

(documents) JIT & OpenCL & Codec : https://is.gd/DisplaySourceCode

Include vector today *important* RS https://vesa.org/vesa-display-compression-codecs/

https://science.n-helix.com/2022/06/jit-compiler.html

https://science.n-helix.com/2022/08/jit-dongle.html

Bus Tec : https://drive.google.com/file/d/1M2ie8Jf_bNJaySNQZ5mqM1fD9SAUOQud/view?usp=sharing

Audio BT Codec

https://science.n-helix.com/2021/10/he-aacsbc-overlapping-wave-domains.html

DSC, ETC, ASTC & DTX Compression for display frames

https://science.n-helix.com/2022/09/ovccans.html

https://science.n-helix.com/2023/02/smart-compression.html


https://science.n-helix.com/2023/03/path-trace.html

*****

Good stuff for all networks nation wide, the software is certificate signed & verified
When it comes to pure security, We are grateful https://is.gd/SecurityHSM https://is.gd/WebPKI
TLS Optimised https://drive.google.com/file/d/10XL19eGjxdCGj0tK8MULKlgWhHa9_5v9/view?usp=share_link
Ethernet Security https://drive.google.com/file/d/18LNDcRSbqN7ubEzaO0pCsWaJHX68xCxf/view?usp=share_link

These are the addresses directly of some good ones; DNS & NTP & PTP 2600:c05:3010:50:47::1 2607:fca8:b000:1::3 2607:fca8:b000:1::4 2a06:98c1:54::c12b 142.202.190.19 172.64.36.1 172.64.36.2 38.17.55.196 38.17.55.111

Sunday, August 14, 2022

SiMD Chiplet Fast compression & decompression (c)RS

SiMD Chiplet Fast compression & decompression (c)RS


*
Subject: SiMD Compression / Decompression chip of 2mm on side of die Chiplet (c)RS

Compression / Decompression chip of 2mm on side of die Chiplet (c)RS

Additional CPU & APU Compression / Decompression chip of 2mm to
feature on chiplet console APU's this is planned so that the Chiplet
does not require modification to the console APU,

Additionally to feature pin access Direct Discreet DMA for storage :

https://www.youtube.com/watch?v=1GvUdPn5QLg

*

Configuration of SiMD : Huffman & Compression : RS

To pack the majority of textures to 47 bit, one presumes a familiarity with Huffman codecs & the chaotic wavelets these present...

AVX256 Tasks x 4 = 64Bit
SiMD 16Bit x 2 = 32Bit / Alignment with AVX == x8
SiMD 32Bit x 2 = 64Bit / Alignment with AVX == x4

Closest to 47 = 40Bit Op x 2 (2.5Oe) | 80Bit/2 | 2 op x (1.5Oe)

So 40 Bit x2 parallel 6 Lanes

So on operation terms of precision :
32Bit Satisfies HDR,
40Bit Very much satisfies HDR,

16Bit satisfies JPG (basic)
64Bit satisfies LUT & Wide Gamut HDR Pro Rendering

*
Drill texture & image format (with contrast & depth enhancement)

https://drive.google.com/file/d/1G71Vd9d3wimVi8OkSk7Jkt6NtPB64PCG/view?usp=sharing
https://drive.google.com/file/d/1u2Qa7OVbSKIpwn24I7YDbwp2xdbjIOEo/view?usp=sharing

https://science.n-helix.com/2022/08/simd.html

Research topic RS : https://is.gd/Dot5CodecGPU https://is.gd/CodecDolby https://is.gd/CodecHDR_WCG https://is.gd/HPDigitalWavelet https://is.gd/DisplaySourceCode

*

GPU acceleration process : Huffman (c)RS


In the case of dictionary we create a cubic array: 16 parallel Integer cube, 32 SiMD,

FPU is used to compress the core elliptical curve with SVM Matrixing in 3D to 5D for files of 8Mb,FPU is inherently good versus Crystalline structure, We use the SiMD for comparative matrix & byte swap similarity.

It is always worth remembering that comparative operations are one of the most fundamental SiMD functions; But multiply, ADD & divide exist within SiMD,
Functional FPU code can always use arrays of SiMD to handle chaotic play in the field..

A main example is in Huffman's the variance of a wavelet from the main path,
Routes though main wavelet types are handled by table (on the amiga for example) &or FPU!
Micro changes make SiMD viable; In the same principle as a Hive & her ants.

Inherent expansion doubles the expected SiMD use; Ideally 2MB ram per cube
Taking advantage of a known quantity & precision we code-block by 16Bit to 128Bit segments.

Self correction allows us to Cube Huffman Decode into blocks, we parallelize blocks,
To (additionally) handle error we block the original compression.

"We also use fine-grained locking for the frequency dictionary, individually locking each key-value pair. Once the symbol codes have been determined, each symbol is replaced by its code, and all symbols; So are processed in parallel.

Decompression is inherently sequential, and hence much harder to parallelize. In this case, we take advantage of the self-synchronizing property of Huffman coding, which allows us to start at an arbitrary point"
Huffman source, Requires analysis https://github.com/catid/Zpng

https://vignan.ac.in/pgr20/20ES011.pdf
https://bestofgithub.com/repo/Better-lossless-compression-than-PNG-with-a-simpler-algorithm

ZPNG
faster than PNG and compresses better for photographic images. This compressor often takes less than 6% of the time of a PNG compressor
https://github.com/catid/Zpng
*

SiMD Chiplet Fast compression & decompression (c)RS


3 proposals


https://is.gd/BTSource

LZ77:
https://github.com/jearmoo/parallel-data-compression

The FastPFOR C++ library : Fast integer compression :
https://github.com/lemire/FastPFor

SIMDCompressionAndIntersection
C/C++ library for fast compression and intersection of lists of sorted integers using SIMD instructions : https://github.com/lemire/SIMDCompressionAndIntersection

Compressor Improvements and LZSSE2 vs LZSSE8
http://conorstokes.github.io/compression/2016/02/24/compressor-improvements-and-lzsse2-vs-lzsse8
http://conorstokes.github.io/compression/2016/02/15/an-LZ-codec-designed-for-SSE-decompression

Compression Science Docs


A General SIMD-based Approach to Accelerating Compression
Algorithms
https://arxiv.org/ftp/arxiv/papers/1502/1502.01916.pdf

SIMD Compression and the Intersection of Sorted Integers
http://boytsov.info/pubs/simdcompressionarxiv.pdf

Fast Integer Compression using SIMD Instructions
https://www.uni-mannheim.de/media/Einrichtungen/dws/Files_People/Profs/rgemulla/publications/schlegel10compression.pdf

Fast integer compression using SIMD instructions
https://www.researchgate.net/publication/220706907_Fast_integer_compression_using_SIMD_instructions

*****

The FastPFOR C++ library : Fast integer compression
Build Status Build Status Ubuntu-CI


https://jearmoo.github.io/parallel-data-compression/

GO

https://github.com/zentures/encoding

http://zhen.org/blog/benchmarking-integer-compression-in-go/

https://github.com/golang/snappy

The FastPFOR C++ library : Fast integer compression
Build Status Build Status Ubuntu-CI

What is this?

A research library with integer compression schemes. It is broadly applicable to the compression of arrays of 32-bit integers where most integers are small. The library seeks to exploit SIMD instructions (SSE) whenever possible.

This library can decode at least 4 billions of compressed integers per second on most desktop or laptop processors. That is, it can decompress data at a rate of 15 GB/s. This is significantly faster than generic codecs like gzip, LZO, Snappy or LZ4.

https://github.com/lemire/FastPFor

https://github.com/lemire/FastPFor/archive/refs/tags/v0.1.8.zip

https://github.com/lemire/FastPFor/archive/refs/tags/v0.1.8.tar.gz

Java May have a use in JS ôo
https://github.com/lemire/JavaFastPFOR

https://github.com/lemire/JavaFastPFOR/blob/master/benchmarkresults/benchmarkresults_icore7_10may2013.txt

*****

SIMDCompressionAndIntersection


C/C++ library for fast compression and intersection of lists of sorted integers using SIMD instructions : https://github.com/lemire/SIMDCompressionAndIntersection

SIMDCompressionAndIntersection
Build Status Code Quality: Cpp

As the name suggests, this is a C/C++ library for fast compression and intersection of lists of sorted integers using SIMD instructions. The library focuses on innovative techniques and very fast schemes, with particular attention to differential coding. It introduces new SIMD intersections schemes such as SIMD Galloping.

This library can decode at least 4 billions of compressed integers per second on most desktop or laptop processors. That is, it can decompress data at a rate of 15 GB/s. This is significantly faster than generic codecs like gzip, LZO, Snappy or LZ4.

*****LZ77*****

Principally an order & load+Vec https://github.com/jearmoo/parallel-data-compression

https://jearmoo.github.io/parallel-data-compression/


Summary of What We Completed

We have written and optimized the sequential version of the Huffman encoding and decoding algorithms, and tested it. For the parallel CPU version of this, we were debating between SIMD intrinsics and ISPC, and OpenMP.

However, Huffman coding compression and decompression doesn’t seem to have a workload that can appropriately use SIMD. This is because there is no elegant way of dealing with bits instead of bytes in SIMD. Moreover, different bytes compress to a different number of bits (there is no fixed mapping of input vector size to output vector size), which makes byte alignment in SIMD very difficult (for example, the compressed form for a random 4 byte input could range from 2 to 4 bytes). This is much worse for decompression, where resolving bit-level conflicts (where a specific encoding spreads over 2 bytes) is almost impossible and might actually result in the algorithm being slower than the sequential version. Therefore, we decided to focus on OpenMP.

For compression, we first sort the array in parallel, to minimize number of concurrent updates to the shared frequency dictionary, reducing contention and false sharing. We also use fine-grained locking for the frequency dictionary, individually locking each key-value pair. Once the symbol codes have been determined, each symbol is replaced by its code, and all symbols are so processed in parallel.

Decompression is inherently sequential, and hence much harder to parallelize. In this case, we take advantage of the self-synchronizing property of Huffman coding, which allows us to start at an arbitrary point in the encoded bits, and assume that at some point, the offset in bits will correct itself, resulting in the correct output thereafter.

We read about the LZ77 algorithm and explored the different variants of the algorithm. We also explored different ways to parallelize LZ77. One naive approach is running the LZ77 algorithm along different segments of the data. This approach could output the same result as the sequential implementation if we use a fixed size sliding window and reread over some of the data. Another approach is the one outlined in Practical Parallel Lempel-Ziv Factorization which uses an unbounded sliding window and employs the use of prefix sums and segment trees to calculate the Lempel-Ziv factorization in parallel.

Update on Deliverables

Our sequential implementations are close to finished, and we have some idea of how to parallelize the algorithms. Our goal for the checkpoint was to have both of these parts finished, but we have not completely met the goal. We may pivot and work on parallelizing the compression and decompression of the Huffman coding algorithm and drop the LZ77 part of the project altogether.

Our new goals:

Parallelize the Huffman Coding compression.
Parallelize the Huffman Coding decompression or LZ77 compression

Hope to achieve:
Both parts of part 2 in our new goals.

*****ZPNG


Huffman source, Requires analysis https://github.com/catid/Zpng

Small experimental lossless photographic image compression library with a C API and command-line interface.

It's much faster than PNG and compresses better for photographic images. This compressor often takes less than 6% of the time of a PNG compressor and produces a file that is 66% of the size. It was written in just 500 lines of C code thanks to Facebook's Zstd library.

The goal was to see if I could create a better lossless compressor than PNG in just one evening (a few hours) using Zstd and some past experience writing my GCIF library. Zstd is magical.

I'm not expecting anyone else to use this, but feel free if you need some fast compression in just a few hundred lines of C code.

**************************

Main interpolation references:


Interpolation https://drive.google.com/file/d/1dn0mdYIHsbMsBaqVRIfFkZXJ4xcW_MOA/view?usp=sharing

ICC & FRC https://drive.google.com/file/d/1vKZ5Vvuyaty5XiDQvc6LeSq6n1O3xsDl/view?usp=sharing

FRC Calibration >

FRC_FCPrP(tm):RS (Reference)

https://drive.google.com/file/d/1hEU6D2nv03r3O_C-ZKR_kv6NBxcg1ddR/view?usp=sharing

FRC & AA & Super Sampling (Reference)

https://drive.google.com/file/d/1AMR0-ftMQIIC2ONnPc_gTLN31zy-YX4d/view?usp=sharing

Audio 3D Calibration

https://drive.google.com/file/d/1-wz4VFZGP5Z-1lG0bEe1G2MRTXYIecNh/view?usp=sharing

2: We use a reference pallet to get the best out of our LED; Such a reference pallet is:

Rec709 Profile in effect : use today! https://is.gd/ColourGrading

Rec709 <> Rec2020 ICC 4 Million Reference Colour Profile : https://drive.google.com/file/d/1sqTm9zuY89sp14Q36sTS2hySll40DilB/view?usp=sharing

For Broadcasting, TV, Monitor & Camera https://is.gd/ICC_Rec2020_709

ICC Colour Profiles for compatibility: https://drive.google.com/file/d/1sqTm9zuY89sp14Q36sTS2hySll40DilB/view?usp=sharing

https://is.gd/BTSource

Colour Profile Professionally

https://displayhdr.org/guide/
https://www.microsoft.com/store/apps/9NN1GPN70NF3

*Files*

This one will suite Dedicated ARM Machine in body armour 'mental state' ARM Router & TV https://drive.google.com/file/d/102pycYOFpkD1Vqj_N910vennxxIzFh_f/view?usp=sharing

Android & Linux ARM Processor configurations; routers & TV's upgrade files, Update & improve
https://drive.google.com/file/d/1JV7PaTPUmikzqgMIfNRXr4UkF2X9iZoq/

Providence: https://www.virustotal.com/gui/file/0c999ccda99be1c9535ad72c38dc1947d014966e699d7a259c67f4df56ec4b92/
https://www.virustotal.com/gui/file/ff97d7da6a89d39f7c6c3711e0271f282127c75174977439a33d44a03d4d6c8e/

Python Deep Learning: configurations

AndroLinuxML : https://drive.google.com/file/d/1N92h-nHnzO5Vfq1rcJhkF952aZ1PPZGB/view?usp=sharing

Linux : https://drive.google.com/file/d/1u64mj6vqWwq3hLfgt0rHis1Bvdx_o3vL/view?usp=sharing

Windows : https://drive.google.com/file/d/1dVJHPx9kdXxCg5272fPvnpgY8UtIq57p/view?usp=sharing