Saturday, March 5, 2022

FSR-Focal Length

Fast FSR-Focal Length Ray-Tracing Code: Refraction & index Sharpening, Blurring & Image resizing:RS

FSR Focal Length Box Image Scaling Sharpening & blurring &or expansion with mathematical sharpening interpolation (c)Rupert S

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Some photos of L2, Close to L2 may be an impossible focus; Unless image enhancement is used
(Sharpening & light angle mathematical focal length shift
(Computational Focal Length Sharpening Enhanced by Ray-Tracing)

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We need to utilize diffraction & ray dispersion mathematics from physics,
For example for opaque surfaces & water ripples; Or by our personal preference lenses

For digital image focusing, Sharpening, Clarity & Depth Of Field DOF,
& When processing photos, video & art.

For this we present: Fast FSR-Focal Length;
With the intention of Sharply defined focus & processing.

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Fast FSR-Focal Length Ray-Tracing Code: Refraction & index Sharpening, Blurring & Image resizing:RS

& FSR Focal Length Box Image Scaling Sharpening & blurring &or expansion with mathematical sharpening interpolation (c)Rupert S

3d Graphics, Frame Render & Texture Image enhancement:

(Sharpening & light angle mathematical focal length shift
(Computational Focal Length Sharpening Enhanced by Ray-Tracing)

Focal length works by expanding an image by the refraction index,
In Figure 1 a simple example is offered:

fig 1 (I)=Light Ray Path (===)=lens


(object or image)
I I
I I
       I  =============== I
\ /
      =======================
==I===I===I===I==I==
       =====================
/ I / I \ /  I \ I \


https://bit.ly/VESA_BT


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

https://github.com/GPUOpen-Effects/FidelityFX-FSR2/releases/tag/v2.0.1a
https://github.com/GPUOpen-Effects/FidelityFX-FSR/releases/tag/v1.0.2

Ray-Tracing Code: Refraction & index Sharpening, Blurring & Image resizing:RS

We utilize refraction, Expansion & Compression math code to work out the Image formed on the other side..

With Refraction & Reflection Simplex Raytracing models (15 to 400 Rays normally)..

We are able to sharpen or blur a scene by depth or by focus or by density or optical capacities of materials & matter or curvature for water surfaces..

To simplify matters for computational performance we work out the multiplication or division factors involved in compressing or expanding the image or audio compared to the perspective of the perceiver, Viewer or camera, Ear or Eye or infact sensation.

FSR & FSR-FL (Camera lens & CMOS Sharpening & Focus adjustment)

Methods To clarify (Hardware)

OpenCL (Microsoft CL pack is available to DX12 V11 Devices to OPenCL 1.2 + Khronos)

SiMD, AVX-256, AVX-512(bit) FPU(183Bit + 256 on Epyc Zen3)
Precision Double, Precision Single Float

Ray-Tracing SiMD (Such as PS5 & XBox & RX5770 :2019+)

PhysicsX (NVidia & CPU)

Also works for Thrust & Curvature motion & momentum.

Rupert S

(c)Rupert S https://science.n-helix.com

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FSR-FL Magnifex3D(tm)RS

3d image Phase differentiation through differential : Magnifex3D(tm)RS

The objective of this phase is to create 2 objectives:

3D positioning & shape
Focus the image or sound impression

FSR-FL Calculations of diffraction do 2 things:

Focus the image around 0.00+-3
Calculate Distance & 3D Parameters though Differential Diffraction

The same can be stated of audio & the parameters are the same in effect.

3d image Phase differentiation through differential : Magnifex3D(tm) (c) Rupert S https://science.n-helix.com

3d image including distance : WEBB : During the watching of this video

James Webb Telescope shares first focused Image of star HD 84406
https://www.youtube.com/watch?v=-wo_AT8pR6o

It came to my attention that 18 segments obviously produce location specific data,
Additional calculations would be required to calculate distance though ARC

List

18 Diverse ANGLES

1 View

18 impressions of star HD 84406

Phase decouple a single frame per 17 produces a 3D image with distance...

Calculating the 18 mirror Angle differentials with slightly different data will create a 3D view,

For example of a chemical; A multiple angle refraction image results in a 3D image.

Common Usage : 3D

Magnifiers, Telescopes, Microscopes, Atomic Wave Analysis.

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

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Sharp Blur Depth Perception : (c)RS

FSR FL Sharp Blur Depth Perception : (c)RS 3D From 2D for eyes


For the re-creation of 3D Geometry from a single focus viewer point & abstracting of 3D & 4D viewpoints on more viewpoints & inferencing of camera shake in 3D Geometry realisation.

Focus a lens & the sharpest bit is in focus; Indeed we can improve focus by searching mathematically for sharpness..
Once we understand how this works.

A lens group set to focus at 1 Meter (50mm Lens example) has a sharp content in the 1m range..
Things that are closer are blurred a little; But the blur is a wavelet examination away from 3D!

We know that subjects in focus have an ideal perfect sharpness.
When we know the lens used we may prove focus depth; We can then prove how close or far away objects are in the photo! How ?

Sharpness & blur examination.

A human eye has an average Sharp range of around 6cm of depth variance; So we can judge depth by observing if the object is in the foreground (Side to side scan: Habitual)..

Mathematically provable sharpness in range of the focusing point if ISO, Focal Width & focus length are known,

We can therefore assess how close things are by focusing to know distances & depths,
The further away the subject content is the slower sharpness is lost over distance.

Close focusing brings the angle closer to the triangle & therefore objects further away are quickly blurry if further away.

Long focus is a === linear view & focus sharpness varies slightly over distance.

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https://is.gd/LEDSource

Utility of FSR-FL-RT
Minimal Process Compute
Fast FSR-Focal Length Ray-Tracing Code

Portable OpenCL
OpenCL may be ideal for TV & Device, Display & Audio rendering & Upscaling with integral POCCL Support

https://is.gd/DisplaySourceCode

https://aka.ms/clglcp-faq
http://portablecl.org/
https://github.com/pocl/pocl

https://apps.microsoft.com/store/detail/9NQPSL29BFFF?hl=en-us&gl=US

http://portablecl.org/downloads/pocl-3.0.tar.gz

Fast FSR-Focal Length Ray-Tracing for 3D realisation (c)Rupert S


Fast FSR-Focal Length Ray-Tracing with dynamic contrast emulation
Fast FSR-Focal Length Ray-Tracing with dynamic contrast 3D Shaped LED emulation
Fast FSR-Focal Length Ray-Tracing with dynamic contrast emulation & 3D Directional DOT Bead for micro deformation pixel 3D Holography

Fast FSR-Focal Length Ray-Tracing for 3D realisation though depth emulation & light angle (LED Glass) replication; Such as side by side shaping of the LED,
So that eyes are different due to angle require processing

Fast FSR-Focal Length Ray-Tracing with dynamic contrast 3D Shaped LED emulation

Side by Side LED, Left & Right & Up and Down matrix around a tiny refraction curvature..
Create a 3D Image
|_[_]_|
|_[_]_| Lenses on top
|_[_]_|

Fast FSR-Focal Length Ray-Tracing with dynamic contrast emulation & 3D Directional DOT Bead for micro deformation pixel 3D Holography

3D micro bump with a higher index wide angle, the light comes from multiple LED Colours & can be mathematically shaped to curve the LED 6/9/12 pattern into a blend that a single pixel looks of all colours.

(_O_)
(_O_) Lenses on top
(_O_)

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

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