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 , , ,

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

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!


O!DMD : Original Dynamic MIDI Audio Device(tm) : Wavelet Vocal & Music/Action/Audio Sample, Instruments & Percussion Simulation, The principle is as follows: (c)RS

24Bit Audio Sample + 8 Bit for audio modifications: 3D Audio, Resonance, Tempo, Pitch, Style Etcetera

A Wavelet is a Shape; A Shape is a LPCM, MP3, MP4 & AC3 & AC4 Wavelet according to the MP4 Standard...
A Wavelet is 12Bit to 32Bit in precision Sample & from 32Kbs to 384Kbs in Bitrate Samples
A Voice/Sample Synth Quality is determined by the Bitrate; We can use Wavelet Sample to Simulate!
We can simulate any Sound with a sample; We can vary the Sound Style, Tempo, Scale & Range...
We can use real processed samples; We can resample Live & Locally or in cloud
Emulation does not need to be 2D, 3D or Processed into 3D & 2D with the same size room in mind for reverb & echo & VR 3D Audio

8Bit Modifier can be 4Bit Modifier + 4Bit 3D VR + 24Bit Audio Sample

(c)Rupert S

Sparse matrix multiplication in SRM array

Error Correction Options & Mitigation


Soft Interrupt IRQ: Faster CPU Cycles: RS

A Soft Interrupt is where you direct the interrupt register to a compiled Code Block..
The code block handles the Wait Queue in a gentle way that allows processing to continue & Ram to be accessed..

While the HDD directly writes the IRQ messages to the Code Block; The Code block is below the size of Cache on the Processor..

In advanced scenarios the Soft Int Caches Read/Write in RAM while Directing DMA & R/W Cached Cycles; Good Bioses & Software do this.

But in a processor Internals you have to call the Main Micro loops (Soft Int) in your App; & OS Task Instruction cache.


Interrupts particularly effect the Processor functions such as..
Machine Learning Load & Store of Frames, Also the internet..
In such as Network cards offloading is often required to handle interrupts..


Compression formats:

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

SLLRunLength : Compressed Pixel

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

Secure Configuration:

PTP & NTP Improve security WW
Open Streaming Codecs 2023

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 :

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


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.

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


Sequence Storage


Code Sequence Storage


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!


Compression, Dictionary Sort & Same Size Copy Match & Unite Same with location in 2D Matrix #JS #C #Python RS 2023



Ellipso formula for compressed media:

The headers are encrypted with AES:{GCM, CCM}, CHACHA20-POLY1305
The header containing compression words, File List, Directory & Data chunks for replication..

Ellipso encoded data segments for example graphs, Curves, Shapes, A:B:C colour or audio & math scaling curves,
Representing data curves such as colour gradients & corners or ellipses; In Lines or Cubes..

Conception is similar to compression data compression shapes; But defining most shapes & colour or sound samples.

Rupert S


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 &

DSC, DXT5, ETC, ATC, PVRTC, ASTC & DTX Compression for display frames

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



F16b Adaptive Float value : Texture Color Palette Example : RS

Basic Example of F16b float in action on a colour pallet: {F16b,F32b, F64b}

F16b is short remainder F16 & it has 8 Bits of 0.01 point value rather than 16,
So what do we mean ? What is significant about this?

F16b Has 24Bit precision integer with an 8 bit remainder!
So? So 16Bit + 8Bit = 24Bit! & 8bit point value...

In colour representation point values contribute to subtle blending;
So a full 24Bit contributes to 90% of the Color Palettes

So the 24Bit colour pallet is 32Bit Colour Minus Alpha;
We can use F16b in HDMI & DisplayPort & inside the GPU & Also for textures & JPG'S..
Thereby i present F16b & F24Bit colours in F16b

This saves all data in single 32bit Spaces & therefore is both faster & higher resolution than comparable float value presentations.

Bound to make a big difference to BlueRay, but particularly DVD & AC3 & AC4;
F16b Adaptive Float value : Texture Color Palettes Example;

(you can use F16b * R,G,B,A) in HDMI a& DisplayPort, Massive colour improvements; Lower RAM Costs

Rupert S


{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.

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

Scanline Coder Compression



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.

File Compression Logic

Compression Speed Results

File & Texture Compressors

Python & JS Configurations


Reference : "Patent license terms"

Secure Configuration:

PTP & NTP Improve security WW
Open Streaming Codecs 2023

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.

"State-of-the-art approaches such as OpenMP and OpenCL"

(documents) JIT & OpenCL & Codec :

Include vector today *important* RS

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

Suitable for codec, Texture, Video Element, CSS & JS & HDMI & DisplayPort VESA Specifications :

Strobe Line by Line Run Length Compression DVB, NTSC, VESA :RS Approved

Networking & Management

Full H265, H264 & AV1 Support

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 :

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:

Easy Install Codecs:
Easy Install Codecs 4 ARM:

OpenCL & other Hardware Acceleration : FFMPEG




Yes Firmware Codec Development is the Dinosaur!


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
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