Friday, April 1, 2022

VecSR - Vector Standard Render

VecSR - Vector Standard Render

VESA Standards : Vector Graphics, Boxes, Ellipses, Curves & Fonts : Consolas & other brilliant fonts : (c)RS

Vector Compression VESA Standard Display protocol 3 : RS

SiMD Render - Vector Graphics, Boxes, Ellipses, Curves & Fonts

VecSR (c)RS

VecSR is the principle for SiMD to accomplish a 2D & 3D trace of Rays & Vectors,
Principally the technology can do a couple of things (and more):

Vectorising the Instruction & Presentation functions

Precisely upscale (presentation)
Save data bandwidth on connections for monitors & printers & mice; By 'Vectorising the Instruction'
Present fonts & vectors to infinity..
Present wavelets in their Ultimate Vector form..

There is no limit to Precision & Cache; Because presentation can be 'Dynamic Cache' & Precision is upto the Bit Depth of the hardware presenting.

32Bit, 16Bit SiMD presents 32Bit, 16Bit FP16b, So precision is not a problem; Vectors are presented full precision as we want.

32Bit SiMD Operations Available on AVX Per Cycle (A Thought on why 32Bit operations are good!)
(8Cores)8*32Bit SiMD(AVX) * 6(times per cycle) * 3600Mhz = 1,382,400 Operations Per Second

Security Relevant Extensions
SVM : Elliptic Curves & Polynomial graphs & function
AES : Advanced Encryption Standard Functions
AVX : 32Bit to 256Bit parallel Vector Mathematics
FPU : IEEE Float Maths
F16b : 16Bit to 32Bit Standards Floats
RDTSCP : Very high precision time & stamp

Processor features: fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush mmx fxsr sse sse2 htt pni ssse3 fma cx16 sse4_1 sse4_2 popcnt aes f16c syscall nx lm avx svm sse4a osvw ibs xop skinit wdt lwp fma4 tce tbm topx page1gb rdtscp bmi1

Now Matrix Vectors for vector rendering

Photos & Performance

VecSR Anticipated Quadratic Array : Font Rendering


OT-SVG Fonts & TT-SVG Obviously Rendered in Direct X 9+ & OpenGL 3+ Mode & Desktop Rendering modes

Improve Console & TV & BIOS & General Animated Render

Vector Compression VESA Standard Display protocol 3 : RS

SiMD Render - Vector Graphics, Boxes, Ellipses, Curves & Fonts
Improve Console & TV & BIOS & General Animated Render

Vector Display Standards with low relative CPU Weight
SiMD Polygon Font Method Render

Default option point scaling (the space) : Metadata Vector Fonts with Curl mathematical vector :

16 Bit : SiMD 1 width
32 Bit : SiMD Double Width

High precision for AVX 32Bit to 256Bit width precision.

Vectoring with SiMD allows traditional CPU mastered VESA Emulation desktops & safe mode to be super fast & displays to conform to VESA render standards with little effort & a 1MB Table ROM.

Though the VESA & HDMI & DisplayPort standards Facilitates direct low bandwidth transport of and transformation of 3D & 2D graphics & fonts into directly Rendered Super High Fidelity SiMD & AVX Rendering Vector

Display Standards Vector Render : DSVR-SiMD Can and will be directly rendered to a Surface for visual element : SfVE-Vec

As such transport of Vectors & transformation onto display (Monitor, 3D Unit, Render, TV, & Though HDMI, PCI Port & DP & RAM)

Directly resolve The total graphics pipeline into high quality output or input & allow communication of almost infinite Floating point values for all rendered 3D & 2D Elements on a given surface (RAM Render Page or Surface)

In high precision that is almost unbeatable & yet consumes many levels less RAM & Transport Protocol bandwidth,

Furthermore can also render Vector 3D & 2D Audio & other elements though Vector 'Fonting' Systems, Examples exist : 3D Wave Tables, Harmonic reproduction units for example Yamaha and Casio keyboards.

RGBA Composite Layer X-OR

RGBA Can simply be the shape printed onto alpha layer; Wide Transparency effect.
RGB-Supposition is X-OR Shape on mapping block or cube or curve & shape; Due to Alpha Alias smooth blending is achieved.


Furthermore can also render Vector 3D & 2D Audio & other elements though Vector 'Fonting' Systems, Examples exist : 3D Wave Tables, Harmonic reproduction units for example Yamaha and Casio keyboards.

Personally QFT is a much more pleasurable experience than VRR at 2xFPS+
Stable FPS & X-OR Partial Frame Retention saving on compression.

"QFT a Zero compression or low level compression version of DSC

X-OR Frame Buffer Compression & Blank Space Compression:
Vector Compression VESA Standard Display protocol 3"

"QFT transports each frame at a higher rate to decrease “display
latency”, which is the amount of time between a frame being ready for
transport in the GPU and that frame being completely displayed. This
latency is the sum of the transport time through the source’s output
circuits, the transport time across the interface, the processing of
the video data in the display, and the painting of the screen with the
new data. This overall latency affects the responsiveness of games:
how long it appears between a button is pressed to the time at which
the resultant action is observed on the screen.

While there are a lot of variables in this equation, not many are
adjustable from an HDMI specification perspective. QFT operates on the
transport portion of this equation by reducing the time it takes to
send only the active video across the cable. This results in reduced
display latency and increased responsiveness."


(c)Rupert S

(QT_SECC) ECC Temporal Tick for low energy devices & computer systems : RS

(including GPU & RAM & Fast Storage),
Fast & high performance Elliptic Curves 8Bit to 128Bit

Ideal standards of 16Bit Elliptic curves for Audio, Video, 3D Texture & Edge shaping...
As described here we create edges & cubes & fills & Obviously Elliptic Curves!

We can shape digital audio directly; But also Video & Textures; Any shape that matches our description..
Any dream involving a precisely defined maths object that is a shape vector.

This is not just a security device.


Direct Rendering Matrix Vectors (c)RS

Now Matrix Vectors for vector rendering

DRMV Direct Surface Draw : Laser Printers, Screen, GPU, CPU & Applications of DirectX, Vulkan & OpenCL & Direct Compute HTML5 & JS Buffer

With SiMD & Neon & AVX Features common to CPU & GPU, We can directly compose Vectors & Texture compose directly to the screen..

Using Matrix Formula Maths : a, b, c, 3D render; We are not simply limited to enhanced eliptic curve & cubic functions..

Optimised Eliptoid, Elliptic & Eccentric cuboid functions significantly improve a VESA Certified Render,

QNON, Ellipto-centric force physics & dimensional realities; Become a Vector Render Reality Matrix :

Holograms & Vector Drawing with SiMD, AVX, Matrix Units & FPU or Integers with RollINT.

We can draw Squares, Cubes, Curves, Ovoids, Ellipsoids, Shapes & Voxels & Tixels directly to any renderable surface; Including VESA Approved Monitor standards to VecSR Standards..

Directly from any available FPU, SiMD, Float or Integer unit.. Directly to any Video & Audio Buffer,
Therefore directly to Vector drawing surfaces such as: Laser Printers, Screen, GPU, CPU & Applications of DirectX, Vulkan & OpenCL & Direct Compute HTML5 & JS Buffer

For reference to the functions of Curves, Elliptic & Cuboids that DRMV can run:
Architecture Fast Instructions for FMA

Rupert S

Reference operators

Vector Font Render Sources{



BT-2.4G QT_SECC in context of VECSR

Able to be used for Motion, Haptic, Video, Texture, Audio wavelet creation & use:

The Wave pattern principle is in principle a content of pure colour curves, both depth & content of pixel,

But also a means by which elliptic curves are created with great simplicity..
So that singular hardware like F16 SiMD can truly create a master piece; Both Crypto & Dimensional 'art'

BT-2.4G Quartz Time Crystal Tick Simple Elliptic Curve to Support FIPS 128Bit on Unifier USB,

Modulation to 16Bit& 32Bit & 64Bit & 128Bit allow for different types of SiMD & AVX
Allow for Android & Linux & Windows; ARM & X86 & GPU Processors

Presented with a single tick \_/-\_/ Complex modulating Elliptic curves of 8Bit & 16Bit & 32Bit & 64Bit & 128Bit lengths,

16Bit to 64Bit & 128Bit output curves; Through temporary ECC certificate..; Additionally ChaCha_Poly & AES Ciphers..

Rupert S

Bluetooth dongle LE Protocol


How JS & WebASM use a,b,i,c maths improves the total speed of application load & mouse control

For reference to the functions of Curves, Elliptic & Cuboids that DRMV can run:
Architecture Fast Instructions for FMA

FMA AVX Performance table: 2Flops per Cycle per FMA Unit
Architecture Fast Instructions for FMA

Reference Tables

Operators in C
● Arithmetic
a + b, a – b, a*b, a/b, a%b
● Bitwise
a | b, a & b, a ^ b, ~a
● Bit shift
a << b, a >> b (signed), a >> b (unsigned)
● Logical operators
a && b, a || b, !a
● Comparison operators
a == b, a != b, a < b, a <= b, a > b, a >= b
● Tertiary operator
x = a ? b : c
● Special functions:
sqrt(x), abs(x), fma(a,b,c), ceil(x), floor(x)

Fast division for constant divisors

Calculate r = a/b where b is a constant
With floating point we precompute (at compile time
or outside of the main loop) the inverse ib = 1.0/b.
r = ib*a
Floating point division with constant divisors
becomes multiplication
With integers the inverse is more complicated
ib,n = get_magic_numbers(b);
r = ib*a >> n

Integer division with constant divisors becomes
multiplication and a bit-shift

Fast Division Examples
● x/3 = x*1431655766/2^32
27*1431655766/2^32 = 3
● x/1000 = x*274877907/2^38
10000*274877907/2^32 = 10
● x/314159 = x*895963435/2
7*314159*895963435/2^48 = 7

Dividing integers by a power of two can be done with a bit shift which is very fast.


High speed Per operation Cycle operations of D R² Pi

An (A[diameter]*B²[Pi] : D * R² operation is 2 Cycles, this specialised Arc, Sin, Tan operation can be accomplished a couple of ways in a single cycle,

Options table : D R² Pi

Firstly by sideways memory load in lower Single Precision to double precision output in a SiMD

You need to pre cache R²You can use the same value for R or for D &or both
You can pre cache all static D &or R, So you can vary either D or R & single cycle
You need to perform 2 operations , Diameter & R² & obviously they are relational!

For examples:

R = Atom Zink (standard size!) Cache D R
You move a compass but the needle is the same size! Cache D
You draw faces but the width is the same, Cache D
You draw faces but the Shape is the same but size is not! Cache R

Rupert S

High-Performance Elliptic Curve Cryptography: A SIMD Approach to Modern Curves

Updated JS Sourcery to be found at

(Simple Install) Website Cache JS Updated 2021-11 (c)RS
(Simple Install) Science & Research Node High Performance Computing Linux & Android

Presenting JIT for hardware interoperability & function :

(Simple Install) Website Server Cache JS Updated 2021-11 (c)RS
(Simple Install) Website Server Cache JS Work Files Zip Updated 2021-11 (c)RS

Python Deep Learning:

AndroLinuxML :
Linux :
Windows :

Andro-linux libs : x86 & ARM : Learn

good stuff for all networks nation wide, the software is certificate signed & verified
When it comes to pure security, We are grateful
TLS Optimised
Ethernet Security

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


Drawing tools & functions that are the basis of our draw frame & font functions : Polygon maths

Core Processor features : SVM, SiMD, FPU
Core tools :

Reference material for Drawing Elliptoids, Curves & Polygons

SVM Elliptic Curve magic:
Fractal maths for improved efficiency & Combustion energy, Regard the photos & the FX8320E for details

Effective Application of SVM Processor Elliptic Maths

Linear Bounding Volume Hierarchy &
Elliptic Bounding Volume Hierarchy for SVM Processor Feature:
SVM Can be emulated in SiMD pure 32Bit Single or 64Bit Double Precision,
& is for high complexity rendering such as non regular windows.

SVM Can be emulated in SiMD pure 32Bit Single or 64Bit Double Precision..
Is useful for creating non Circle curves such as elliptoids & oblong wave boxes.

In VSR & VSR Variable Lighting we can define spaces with eliptoids SVM,
Therefore shape around trees & grasses & animals &or people & Whales.



FFT or QFFT : Fast Fourier Transform

FFT or QFFT is not only about audio; But also Video & 3D, Mouse & input/output devices (c)RS 2022

FFT or QFFT is not only about audio; But also Video & 3D,
In fact FFT Fast Fourier Transforms are about any device such as a mouse that directly interacts with Waves,

Such a device is the laser mouse & pointer; The primary reason is to use Noise reduction & path smoothing,
Primarily to create a 16Bit to 256Bit pure float with high compression or pack bit properties.

Creating Sine-oidial curves & waves or SiMD, Float & packed integer/Float operations saves on bandwidth & increases messaging speed therefore!

Both the input & output from Bluetooth, 2.4G & USB & Serial can in fact be reduced to mapped Curves & angles; While this introduces a small error factor & this is a factor that producers & driver developers need to work out & create error margins for.

Creation & development of Ultra high precision Input & output for Humans, Robots & precision pointers; Requires a precise production FFT & to account for the fact surrounding the interactive motion of point A to point B; & In fact point C...

Development continues & today's mission is to open minds about why we use FFT & noise reduction & Curve maps such as elliptic SVM & Bit Averaging Fast transforms for Center point Algebra & Math Tables & Graphs.

Further study includes Raytracing & All Haptic motion; Sensors & Car engine Mechanics.

(c)Rupert S


Include vector today *important* RS


Core Concepts of Direct Vector Render Frame Buffers & Cache

LHP_DSC_Xor : Screen Fast Buffer Access

VESA Standard Ethernet Standard Frame Protocol for QFT, VRR & Low Latency High Performance Dynamic Compression XOR Frame Refresh : LLHP_DSCX : LHP_DSC_Xor

QFT & VRR basically allow the TV to float a resolution refresh free from Frame Cache Memory Refresh (Refueling the Cache Buffer) ,
Basically the frame can be fetched from the Frame Cache (4MB to 64MB) Without interacting with the CPU

This means a Fast Direct DMA Cache pull on frame to Screen & does not demand that the CPU need to perform this fast; Additionally the Frame comes without tearing or Frame pulls from the HDMI or display port VESA Ethernet Standard Frame Protocol.

Rupert S


3D DR_LC : 3D Layers to Direct Render Layer Composing : OS, DSC, Codecs, DirectX & Vulkan

Here are the Operation Processor Extensions available to EdgeTPU:

The sample examples show what a powerful specialised instruction set can do!
To explain more; The EdgeTPU is a Matrix multiplier & Adder..

The instructions such as transpose allow for example mapping one image on another for difference detection...
Flexible uses for each function can literally be based on the basic concept of the instruction,

Basic assumptions lead to convoluted & complex examples..

Examples that are required to do such things as check one bitmap for identical content (in effect XOR)

Quantize : image pixels..

Max Min Mean : Dithering or gaussian blends (complex XOR & layering or edge feathering) & more!

StridedSlice & Slice : partition a frame into parts to render in a grid; slice CSS isolated content in rendering.

SpaceToDepth : Dynamically allocate depth layers to single frame content such as text boxes or photos..
So why ? so we can Dither edges & Fonts & minimise ram usage to dynamic content.

We AveragePool2d to gaussian blend the layers together; In principle we average weight the layers to a final,
Single layer; DSC VESA

Alternative is to Paint major content on a single layer involving the CSS backdrop..
Moving content on top of it on a secondary layer; Makes sense to me! speed wise,

We could use an average pool with Weights (+10/30/100 to -10/30/100) & Feather & Gaussian blend down if we like!

MaxPool2d define layer amount.

ResizeBilinear, ResizeNearestNeighbor : Resize textures for appropriate size of mouse pointers & cursors & content pictures or video..

DepthwiseConv2d : we can down convert layers to 2D, in principle in chrome we convert layered textures during final frame generation to a single flattened layer..

Transpose : layers folded into a single frame render fast! bear in mind that we have to HOLD THE LAYERS in a single fetch!
Buffer optimization to ram size required.. Memory optimization is crucial to hold all layers in a single fetch.

Alternatively combine layers with Transpose & DepthwiseConv2d combined.

In a genuine way layering mouse pointers ontop of DSC frames makes a lot of sense in the terms of response & compression..

you have to think in terms of knowing what is under that mouse pointer; there are two frames of reference to this:

deliberated previous frame forward predict with icon buffer to load over it (A small texture)

Layered responses; in layered responses the Processor processes a java script css layer in the form of the operating system & vectors..

The motion pointer or animation travels over the top in a secondary layered response,
The formation of layers lowers processing costs & speeds up UI response timers; lowering overall compression costs because the first layer is fully converted into an almost static prediction response &or reactionary differentiator system..

The mouse pointer floats over a texture (a Desktop CSS for example, white box for example), The DSC codec encodes pointers (vectors) specific to the first & second layer..

we increase the accuracy of prediction vectors by knowing the desktop layer first & knowing if it is animated or static; we also prefetch the animation & time sync it correctly; so that it animates properly..

We seed the mouse motion vectors & animate the pointer vectors over the top of the Desktop layers..

Desktop composure list

1 Mouse pointer
2 Icons in box
3 Desktop

Vector priority list:

1 desktop
2 Icons & frames
3 mouse pointer.


Packed Bit Z-Buffer

The truth is that simple features & simple layered maths make a small Z-Buffer a logical choice,

Bear in mind that a small Z-buffer can be done between 4Bit & 32bit & is readily handled by the 4Bit or 8bit extensions; Such as RISC V & ARM..

the logical choice being Packed bit u32/8 for example; where multiple layers can be handled in a single fetch & present cycle.

It makes sense to offer a Z-buffer render for Windows, Linux, Android, Consoles, 
For desktop & UI rendering in particular :


QFT Quick Frame Transport : Motion Vectors

The 3D Layers to 2D layers & flattening single layer (DSC Compression or codec) is a good system.. with lower latency,

Send Vector Predictions from the rendering frame : Statistical Leveraged Future Motion Vector Prediction

Ideally Prediction vectors are produced from at least 2 layers; for example mouse pointer animations L2 & Desktop L1...

This is because if the desktop is not in motion then the vectors are predicting a static content! The mouse however is predicted by being in motion in a clean fashion (in the previous frame),

Because mouse motion is an example where predicting motion is not always easy..
We know ML would define an objective for a prediction such as to an application...

Cross hairs are the same; identified target of motion ML...

So how do we predict motion ? The renderer is preparing the next frame; the pointer or cross hair is in motion in the frame being made!

Most likely we shall be able to send Vector Predictions from the rendering frame,
Layers such as desktop & file icons are in motion or not in the frame being prepared!

Prediction vectors are thus rendered ahead & QFT Quick Frame Transport allows us to send Prediction Vectors early in the frame creation...

Such a thing is called a Statistical Leveraged Future Motion Vector Prediction & is statistical or created in advance during frame production,

QFT Quick Frame Transport is leveraged with motion vectors.


FreeSync & Advanced Sync : GTG 0.1- : QFT : Quick Frame transport

I think implementing QFT & Installing DSC Codec into modes such as 2x Frame transport would work,

Because there would be 2x as much bandwidth for drawing such things as mouse pointers & crosshairs or screen painting content : PSPC :

When you do (RT) Real Time frame transport QFT Quick Frame Transport & VRR will be distributing multiple frames compressed; That way the Display Prediction Vectors update the display very quickly at a much lower bandwidth...

The content strategy is layered with motion vectors for each sub classification in layers.



Predicted Content Compression Frame Negotiation (c)RS

Compression for HDMI & DP : VRR & QFT with frame content prediction & Minimal Adjust; X-OR Content replacement

Compression Implicitly supported : STC, DXT, EAC & ATSC & DSC , Most of these compression forms are available in ARM, AMD, NVidia & Intel Hardware & therefore directly supported by us in creating the best frames & video; HDR WCG RGBA/X 4 Channel.

Compression required for a display; Common details include using Compression as a last desperate measure to improve bandwidth for displays on High Definitions such as 4K on HDMI 2!

My personal strategy is to implement compression that is transparent; Starting right at almost non,

Frequently the problem with VRR & QFT is that a frame is sent or not sent...

By utilizing Prediction in compression we force the prediction of an exact copy of present data,
We adjust the frame with X-OR & modify only a few details; Therefore we do not need to send a lot of data & can send more frames!


HDMI Input compression : Checker Board 2 frame compression with LZ Compression styles

The application of GZIP Brotli ZSTD compression to screen data tunnels, Allows for 11K for connections on DisplayPort & HDMI,
With the simple switch to automatically lossless compression tunnels,

The use of Checker Board 2 frame compression with LZ Compression styles allows most generic CPU to Deinterlace Double Scan data layers..

Doubling effective resolutions.

QFT Quick Frame Transport in relation to HDMI Input compression:

When you transmit serial frames with the same data compression comes in handy!
So enabling Brotli/ZSTD/GZip/DSC compression with Proofs of frame exact copy or slight modifications..

Now transmit each part of the frame that is exactly the same as a compression copy,

So in effect the frame is micro copied & each part is identified as part of the main frame repeat or new,

In addition if the colour shifts but not the edges or shape; Most of the compression works in reference to HDMI Input compression,

Brotli/ZSTD/GZip/DSC compression works fine in referencing colour shifting light or shape shifting but same light,

Compression works fine.

QFT with SSRTP is perfect for Web+ content refreshing 'Audio & Video' HDMI & VESA DisplayPort connection configurations.

Aligned Byte Codes with 16bit compression codes ZSTD saves 80% of all data costs to content,
Small Byte dictionary compression saves 80% of transmit bandwidth.


Bluetooth dongle LE Protocol


The point of Brotli-G is that it minimises the network capacity needed for firmware updates or internet access, most devices use ethernet or wifi; however supporting Brotli-G is going to be fast!

Additionally Brotli-G will allow compressed frames & sub-frames to be compressed flexibly,

What DSC Allows in the form of sub-frames? However Brotli-G Allows sub-Frames...

|FRAME        FRAME|

As you can see the intention of sub-framing is to initiate a small section of the screen during the refresh cycles available to QFT & Fast Frame Transport,

We thereby refresh only a small segment & can speed up the process!
Compression is required for efficient sending & we therefore will be using the suggested micro frame format : Brotli-G with Auto Encoding.

Rupert S

VESA + HDMI : Fast Pack Huffmans, Brotli, AutoEncoder

Python & JS Configurations


Vector Compression VESA Standard Display protocol 3 +

DSC : Zero compression or low level compression version of DSC

Frame by Frame compression with vector prediction.

Personally, QFT is a much more pleasurable experience than VRR at 2xFPS+
Stable FPS & X-OR Partial Frame Retention saving on compression.

X-OR Frame Buffer Compression & Blank Space Compression:

X-OR X=1 New Data & X=0 being not sent,
Therefore Masking the frame buffer,

A Frame buffer needs a cleared aria; A curve or ellipsoid for example,
Draw the ellipsoid; This is the mask & can be in 3 levels:

X-OR : Draw or not Draw Aria : Blitter XOR
AND : Draw 1 Value & The other : Blitter Additive
Variable Value Resistor : Draw 1 Value +- The other : Blitter + or - Modifier



The idea Behind PCCFN is to modify the frame by a smaller amount with low bandwidth & thereby increase frame rate by the following method:

DSC Compression is used & Predict is enabled..
Predict is used to redisplay the frame on the screen; With no data needing to be sent : X-OR..
However Modifications are made to the frame by overruling parts of the Static frame with data..

The effect is that only parts of the frame (Vector Motion Prediction); Are sent,

Both bandwidth & speed are preserved & the same effect works from BFrames & Partial Full Frames.


ITS_DHDR_VRR : Gaming & Desktop : HDR, Source-Based Tone Mapping (SBTM)

High Efficiency DSC Screen Dynamic Shift State Screen blanking Replacement
Low Bandwidth Requirement for 40Hz to 240Hz+

HDR, HDMI & Display-port Standards VESA 2022 : Independent Thread
Asymmetric Compute Frame Buffer Tree for HDR, Display & Compression
DSC : RS (c)Rupert S

Composer Frame DSC is where we Compose a frame in the renderer, That
frame is for example the window task bar & another box for the
Explorer frame; The example is not OS Exclusive; Is an example.

We implement DSC Display compression in the frame (smaller than the
display resolution or super sampled),

Every piece of content in the Main Render Frame to HDMI & Display port
is computed independently with static content not being adjusted or
recompressed until needed,

Our goal is to place Every frame or window in a Sub-Buffer Cache & Render to the main Frame Cache/Buffer,

On completion of the frame at whatever FPS Refresh we desire for the Main Frame Buffer,
Effectively we Blitter &or Byte-swap our Window Frame Buffer to a location within the Main Frame buffer,

The location of our window & our localised processing mean that content of each window & therefore process is independently proven to be the Same as the frame before (We X-OR),

Therefore we Frame Predict (DSC) That a small portion of the main frame buffer has the same data,
We do not need to change a thing & so we do not need to utilize the processor to render it..

However if data has changed; Then the change is localised to a single small render space in the main frame buffer & we therefore can refresh the screen faster & Frame Prediction (Like JPG & MPEG)

Proves that we only need to inform the Screen (HDMI & DP Signal in our case);
That no additional date is sent; However any changes to the main frame buffer such as main view or video or text files or HTML Refresh will be Sent & Rendered,
Without Latency issues or large amounts of data being sent though the Cable..

But we still render faster than recompressing a main frame buffer completely & in addition change what we wish per thread without the resulting processing Hanging or waiting on Data To arrive from a baton-pass.

Our reasoning is that each frame is independent; Therefore we compose
in GPU or CPU & independently Compress the Frame within adjusted
context of the HDMI & DisplayPort,

3 Frame Buffer; We can optimise the whole frame with Prediction
Compression if we wish,

The Main goal : Independent Thread Render for Sub-Framing High Dynamic
Range with Independent Application Variable Refresh Rate :

The main advantages are : Task bar is Low CPU Resource use but high
refresh rate; low data modification rate over a tiny area of the task

The Game Window & the Frame (Mostly Square) are drawn with sub-pixel
precision on location..
But the frame that barely changes does not need recompression in DSC..

The Game window does not need to compute or adjust content Compression
for the frame...

Every piece of content in the Main Render Frame to HDMI & Display port
is computed independently with static content not being adjusted or
recompressed until needed.

This works with the HDR, HDMI & Display-port Standards VESA

(c)Rupert S


Elliptic Curves & JPEG & MP4/ACC Presentation

Ok so principally we want to create curves with ARC, Sin & Tan,
We can obviously present a curve in 16Bit or even 8Bit; So we can present a curve at the precision we have in the processor (such as 16Bit/32Bit SiMD),

By presenting a curve at higher precision; We can upscale or super sample it,

Super Sampling is principally presenting a curve at higher precision &or softening it with analogue/Digital filters..

So by this example we present a case for elliptic curves presented within the scope of 16Bit or higher SiMD & Floats..

The key idea is that we can use them!

So we can present JPEG, ACC, MP4 as Elliptic curves for upscaling...
We can use Elliptic curves for encryption or presentation on GPU or other processors,
We can present curves to the pixels of a screen surface the same way; scaling them into higher precision.

How well defined that curve is depends on our precision capacity; But we can still use Elliptic curves at any precision we have available.
So what do we want to use Elliptic curves to present ? Anything we need.



*Application of SiMD Polygon Font Method Render

*3D Render method with Console input DEMO : RS

3D Display access to correct display of fonts at angles in games & apps without Utilizing 3rd Axis maths on a simple Shape polygon Vector font or shape. (c)Rupert S

3rd dimensional access with vector fonts by a simple method:

Render text to virtual screen layer AKA a fully rendered monochrome, 2 colour or multi colour..


Due to latency we have 3 frames ahead to render to bitmap DPT 3 / Dot 5

Can be higher resolution & we can sub sample with closer view priority...

We then rotate the texture on our output polygon & factor size differential.

The maths is simple enough to implement in games on an SSE configured Celeron D (depending on resolution and Bilinear filter & resize

Why ? Because rotating a polygon is harder than subtracting or adding width, Hight & direction to fully complex polygon Fonts & Polygon lines or curves...

The maths is simple enough to implement in games on an SSE configured Celeron D (depending on resolution and Bilinear filter & resize.

Such an example is my SiMD & MMX > AVX Image resizer,
Mipmapping fonts does tend to require over sized fonts..
For example Size 8 & 9 font output = Size 10 to 14 Font,

TT-SVG & Open Fonts OT-SVG & Bitmap fonts compress well;
Mipmapped from 3 sizes larger & Cached as a DOT3/5 or NV12...
You have to save a cache; The Cache can be:

Emulated or Dynamic Spacing (for difficult SETSPACE Console Font situations)
2 Tone, Grey, RGB, RGBA_8888, RGBA_1010102, RGBA_F16, P010, 444A, 888A or 101010A &
(DSC Precached Predicted Block Compression)tm

The representation with alpha is mainly for smoothing & clean lines & is very quick to draw.

Therefore we can Cache a Bitmap Version of any font,
We can of course Vector Render A font & directly to compressed surface rendering.

The full process leads up to the terminal & how to optimize CON,
We can & will need to exceed capacities of any system & To improve them!


DSC Precached Predicted Block Compression

We have a font for example with Alpha stored in the screen buffer & of a set size for BLITTING on top of a colour or image background,

The alpha prevents the transposed X-OR Image or Font from having noise & creates ..a smooth sharp in-place modification of content.

For our purpose X-OR can use Alpha instead of a single colour because this allows a very delicate smooth presentation on top of the background..

Repeated application (& Probably Saving of, To save Resource usage); Can overlay graphic of Font Content.


VecSR is really good for secondary loading of sprites & text; In these terms very good for pre loading on for example the X86, RISC, AMIGA & Famicom type devices,With appropriate loading into Sprite buffers or Emulated Secondaries (Special Animations) or Font Buffers.

Font Drawing & Vector Render

Although Large TT-SVG & OT-SVG fonts load well in 8MB Ram on the Amiga with Integer & Emulated Float (Library); Traditional Bitmap fonts work well in a Set Size & can resize well if cached & Interpolated &or Bilinear Anti-Alias & sharpened a tiny bit!

presenting: Dev-Con-VectorE²
Fast/dev/CON 3DText & Audio Almost any CPU & GPU ''SiMD & Float/int"
Class VESA Console +

With Console in VecSR you can 3DText & Audio,

VecSR Firmware update 2022 For immediate implementation in all
operating systems & ROM's

Potential is fast & useful.

I will put this in print, My 3D & 2D Vector SiMD standard is the thing that i believe will save the most bandwidth on HDMI & DisplayPort Cables & Enable Vector 3D such as Laser Printers & Laser Screens, At the end of the day WE NEED VECTORS : RS


Web graphics & Games : RS : Deep Colour

For the VESA & HDMI Display Standards & Web ICC Protocols

Integer 16Bit R, G, B FFFF,FFFF,FFFF & F16b R, G, B, A FFFFF, FFFFF,FFFFF, FFFF because F16b has 24Bit Integer & 8Bit float components.

I have been thinking more about F16b; B Float with lower precision 8 bit remainder,
We can use it for HSL with Black to White levels (Light, Dark)

5Bit per colour & light & dark as component 4 : R, G, B, A,

Now before this i proposed F16 & F24 & F32 & F64, So what about the advantages of F16b?

So most websites & games use Unsigned Integer F16; F16b is 24Bit Integer with 8 Bit sub pixel colours..
So the float component is mostly usable for games & major colour paint options in CSS Web page markup..

But the Integer 24Bit allows a LOT of colour & we can use the float component in Super Resolution for precise colour additions & in Video as part of the Mpeg decompositions.

Rupert S

These are the main XRGB : RGBA Reference for X,X,X,X

Main interpolation references:



FRC Calibration >
FRC_FCPrP(tm):RS (Reference)

FRC & AA & Super Sampling (Reference)
Audio 3D Calibration


Camera & HDMI & DP Compression Modes

Camera Modes
4:2:1 , 4:2:2 for the 4K Camera : HDR
4:4:4 for the faster 4K Camera : HDR
4:2:1 , 4:2:2 for the faster 8K Camera : HDR

TV Modes

HDMI 1.4 | 4:2:1 , 4:2:2 , 8bit, 10Bit for HD to HD+
HDMI 2 | 4:2:2 , 10Bit, 12Bit HDR 4K
HDMI 2.1 | 4:2:2, 10Bit, 12Bit, 16Bit 4K to 6K/8K..

Example : 5120x2880x 60000Khz-GPixClock-DataRate GRefreshRate-38.365Hz-DBLScan 4:2:2 12Bit

If we had DSC compression modes installed in firmware ...

BEST MODE : Can we upgrade this dynamically to HDMI 2.1 Standards with firmware & DSC Installed

Question is can we implement BEST MODE for our Quality range & Also utilize DSC & Alternative Texture Mode Compression & Dynamic MAX Speed

Yes We Can RS : DSC, ETC, ASTC & DTX Compression for display frames

Yes for Studio recording 4:2:2 mode offers 2x the resolution & 4 extra Bit for the same money as 4:4:4 : 4:2:2 10Bit, 12Bit, 14Bit, 16Bit : Higher Dynamic Contrast & Colour


Render Folder


ASTC, EAC, DXT, PVRTC & DSC with firmware updated & need to be
included in the standards & firmware.


The screen content coding extensions of the HEVC standard and the VVC standard include an adaptive color transform within the residual coding process that corresponds with switching the coding of RGB video into the YCoCg-R domain.

The use of YCoCg color space to encode RGB video in HEVC screen content coding found large coding gains for lossy video, but minimal gains when using YCoCg-R to losslessly encode video

Yes for Studio recording 4:2:2 mode offers 2x the resolution & 4 extra Bit for the same money as 4:4:4 : 4:2:2 10Bit, 12Bit, 14Bit, 16Bit : Higher Dynamic Contrast & Colour

HDMI 1.4 | 4:2:1 , 4:2:2 , 8bit, 10Bit for HD to HD+
HDMI 2 | 4:2:2 , 10Bit, 12Bit HDR 4K
HDMI 2.1 | 4:2:2, 10Bit, 12Bit, 16Bit 4K to 6K/8K..

Example : 5120x2880x 60000Khz-GPixClock-DataRate
GRefreshRate-38.365Hz-DBLScan 4:2:2 12Bit


Things Task Shaders can (c)RS

Task Shaders can be launched to implement Elliptic & Polygon MESH & thus create:

Things Task Shaders can implement though MESH Shading & Polygons:

(Direct Load of a preform MESH)

Tundra & fauna
Polygon Fonts
Video Rendering Polygon interpretative interpolation..
Polygon MESH Conceptualised Vector Audio.
X-OR DSC Blank space removal
Polygon math & viewer & Viewer Angle based dynamic MESH Subtraction & Addition..
Close loop Tessellation

OpenCL Group micro tasks
Direct Compute/DirectedCL Group micro tasks

"Task shader is an optional stage that can run before a Mesh shader in a graphics pipeline. It's a compute-like stage whose primary output is the number of launched mesh shader workgroups (1 task shader workgroup can launch up to 2^22 mesh shader workgroups), and also has an optional payload output which is up to 16K bytes."


Future minimal VSR : fm-VSR : RS

Inference on any device with a C99 compiler

to run without activating C99; Installs under Python 3.10+
git clone

With EmLearn you can compile really tight models of tensors & random forest & Gaussian Matrix,
These are very good for:

A1: Anti-Aliasing ( Gaussian, Tensor error diffusion, forested Random spread )
A2: sharpening & Shaping ( Tensor Edge detect with enhance, Gaussian estimation & line fill, Random forest A to B to D: E to B to F X + )
A3: Line & Curve estimation fills & Tessellation ( forested Random spread (Dither fills) & A1 & A2 & Differentiation in 3D Space : 1:2:3{ A B C : E B F }
A4: HDR & WCG, Combinations of dithering in colour space & light/Shadow differentiation in 3D Space : 1:2:3{ A B C : E B F }



Innate Compression, Decompression

ML tensor + ONNX Learner libraries & files
Model examples in models folder

No comments: