Path-trace-RTDL (c)RS
https://science.n-helix.com/2022/03/fsr-focal-length.html
https://science.n-helix.com/2019/06/vulkan-stack.html
https://science.n-helix.com/2022/04/vecsr.html
https://science.n-helix.com/2016/04/3d-desktop-virtualization.html
Path Tracing define: RS
Path tracing is when you take an objective viewpoint; A number of viewpoints to the receptor (Observer, such as gamer or camera
VP = View Point, Observer is camera, RT Path = RT Core Ray
View point Mesh, That is directional
VP : VP : VP : VP : VP
VP : VP : VP : VP : VP
VP : VP : VP : VP : VP
VP : VP : VP : VP : VP
VP : VP : VP : VP : VP {Forward} VP : VP : VP : VP : VP
VP : VP : VP : VP : VP {Observer} VP : VP : VP : VP : VP
VP : VP : VP : VP : VP {Backward} VP : VP : VP : VP : VP
VP : VP : VP : VP : VP
VP : VP : VP : VP : VP
VP : VP : VP : VP : VP
VP : VP : VP : VP : VP
The location VP initiates a SiMD view directly to & from reflective objects & calculates distortion of view & texture with FSR_DL
In this view i would like you to consider a reflective bounce camera viewpoint & think of the energy that saves you.
RayTracing Define:
Ray is cast from object & calculated to target vector; With Distortion calculation & reflections.
We Combine minimum intersection with the VP; Using a cast Ray; So we know the viewpoint is active,
We trace the route back as the observer & calculate each intersection as an observer...
FSR_DL handles surface distortions & fogs of war...
We minimise the viewpoints memory footprint by altering the scale of the viewpoint in respect to the observers screen resolution / Distance .... We can also upscale the pretend frame!
We can cache the frame & discard if we wish!
Raytracing also provides distortion defines for viewpoints & Ray Distortion & Direction Calculations.
RT-Sparse-Field Pre Calculation Cache : RS & Lisa Lue
During the initiation of the frame we calculate polygon placement,
We Cache the metrics & use them for our distance fields.
Long term Non Volatile Cache
Short term recalculation cache
Validate Cache & use for ray tracing RayMarch & lighting.
Real Time Sparse Distance Fields: https://www.youtube.com/watch?v=iY15xhuuHPQ
Distance Fields are defined as Object detection with range finding,
In GPU SiMD we can reduce the Field Multiple Recount,
Low cache containment Serial processing; Is where we have not got all the Polygon distances counted & in cache...
We can however count on the GPU having the Polygon Map in RAM for a small segment of polygons; But due to the fact that we place the polygons in precise locations; We already have Distance.
Distance fields are helpful because; Ray-forwarding (Ray March) does not need to do more than,
Process; Distortion & Viscosity & Density & transparency & Reflection,
But we can do this over larger fields in areas with lower levels of modification property with counts as a lower required precision!
(c)Rupert S
Path-trace-RTDL : This could be us : Path Tracing all light reflection, Does not require something as high on GPU as RX6500! Can be CPU SiMD/AVX on the Vectors, So can be a regular thing!
We can even super sample our cube maps dynamically; So that we take the vector locations & transform the cube maps into fully RayMaped Polygons.
We can even super sample our cube maps dynamically; So that we take the vector locations & transform the cube maps into fully RayMaped Polygons.
The results are all about how we plan to Dynamically Optimise & Draw Vectors.
RS
https://drive.google.com/file/d/14gGMWscMeUSRTDQJumclXfD5hDnHtxb2/view?usp=sharing, https://drive.google.com/file/d/15wZotdIXvctqoNQAc8bXwDHZx9w1VBAR/view?usp=sharing, https://drive.google.com/file/d/1ALi7anoOif5XT6VQYiWw_xfXVrrAedhD/view?usp=sharing, https://drive.google.com/file/d/1AsdsW8c4-sKk4asLOTv8ESCCS3u6Y25X/view?usp=sharing, https://drive.google.com/file/d/1H4VkoyuVVfAN2V0KiEF9VXM3OLadmuXt/view?usp=sharing, https://drive.google.com/file/d/1LIf05i_A7omfELolanN0wEwG2HosIiKz/view?usp=sharing, https://drive.google.com/file/d/1Rt1-4_UKodFnbnaHXYnKRh2G6-k0GCzc/view?usp=sharing, https://drive.google.com/file/d/1X8bprVmk8vtfhJxDtd6zKZBOjOL7CDiS/view?usp=sharing, https://drive.google.com/file/d/1czvKdoE0rAJogQMwMCwOUpYe-Dna9gdN/view?usp=sharing
Mine-Craft-PathTrace
*
https://science.n-helix.com/2023/02/smart-compression.html
In simple principle SubS uses Probable interaction PDF & Ray Boxing (Isolated Cell Cube = [SS]/[SubS]),
We only therefore only need to Predict Sample for likely cube overflows into adjacent boxes.
Resampling first; As we are resampling a ray box for probable intersection with our primary target (viewer),
Our motive is that the viewer is the only one to see the rays; Only Science project need to know all; But not always,
We need a sample that does interact with the Observer/Viewer!
So we simply need a bounding box with a direction mesh (multiply by X) that shows probable cause to interact!
We know that Viewer X is the only person seeing that interaction & So we know that if we point a triangle towards a light source; We directly interact with a subsample array,
We do not need them all!
Cubic SubSampling reference :
https://science.n-helix.com/2023/03/path-trace.htmlhttps://science.n-helix.com/2023/02/smart-compression.html
In simple principle SubS uses Probable interaction PDF & Ray Boxing (Isolated Cell Cube = [SS]/[SubS]),
We only therefore only need to Predict Sample for likely cube overflows into adjacent boxes.
Resampling first; As we are resampling a ray box for probable intersection with our primary target (viewer),
Our motive is that the viewer is the only one to see the rays; Only Science project need to know all; But not always,
We need a sample that does interact with the Observer/Viewer!
So we simply need a bounding box with a direction mesh (multiply by X) that shows probable cause to interact!
We know that Viewer X is the only person seeing that interaction & So we know that if we point a triangle towards a light source; We directly interact with a subsample array,
We do not need them all!
PDF Similarity is used with the Ray Box to allocate work to probable cause; Located at User interaction AKA Observer/Viewer.
https://gpuopen.com/download/publications/Efficient_Spatial_Resampling_Using_the_PDF_Similarity.pdf
https://gpuopen.com/download/publications/I3D2023_SubspaceCulling_updated.pdf
MultiDimensional Raytracing & 3D Visualisation
Projection Pursuit (PP) based algorithms were shown to be efficient solutions for performing dimensionality reduction on large
datasets by searching low-dimensional projections of the data
Accelerating a Geometrical Approximated PCA Algorithm Using AVX2 and CUDA
https://www.mdpi.com/2072-4292/12/12/1918
Ray Tracing and Volume Rendering Large Molecular Data on Multi-Core and Many-Core Architectures
http://www.sci.utah.edu/~wald/Publications/2013/bnsview/bnsview.pdf
Projection Pursuit (PP) based algorithms were shown to be efficient solutions for performing dimensionality reduction on large
datasets by searching low-dimensional projections of the data
Accelerating a Geometrical Approximated PCA Algorithm Using AVX2 and CUDA
https://www.mdpi.com/2072-4292/12/12/1918
Ray Tracing and Volume Rendering Large Molecular Data on Multi-Core and Many-Core Architectures
http://www.sci.utah.edu/~wald/Publications/2013/bnsview/bnsview.pdf
Objective ~= Viewer, Deformation Bounce : Scatter Pattern S{1 : 2 : 3 : 4 } : Repeat
GDC 2023 - Two-Level Radiance Caching for Fast and Scalable Real-Time Global Illumination in Games
https://www.youtube.com/watch?v=1eLz6WpXvQo
the objective is to bounce rays towards viewer in a probability Oblong uneven cube,
What we do is mathematically work out how probable that additional light bounces on surface X
/{s}--{surface}
{Light Source}---/ \ / \ {viewer}
\---\{surface}
We can take the surface as a cube; Aligning a common detection point along a flat or low polygon count version of the surface...
Map from the rays of light intersecting the surface at low resolution & map the average reflection as with path tracing,
compensating for shape distortion with calculations...
Effectively we treat the light as a polygon & prove probable additional light based on it's likeliness to exist,
Low light levels reduce likeliness, Strong sources of light will more likely have rays...
Surface deformations require more effort & we will concentrate more processor cycles to deformed areas such as water ripples,
However we shall calculate the deformation matrix of the surface & therefore average the rays we measure & Calculate directions from deformation bounce.
Because we calculate distortion from arc, sine, tan, Reflection value & variation in reflection dispersion & opacity.
Scatter Pattern S{1 : 2 : 3 : 4 } : Repeat
For Surface X{1 : 2 : 3 : 4 } + Light Y{1 : 2 : 3 : 4 } = light Z{1 : 2 : 3 : 4 } + Scatter pattern S{1 : 2 : 3 : 4 }
Y{1 : 2 : 3 : 4 } / X{1 : 2 : 3 : 4 } = Scatter pattern S{1 : 2 : 3 : 4 }
Rupert S
*
PoCL Source & Code
https://is.gd/LEDSource
A SIMD architecture for hard real-time systems
https://www.repository.cam.ac.uk/bitstream/handle/1810/315712/dissertation.pdf?sequence=2
Ideal for 4Bit Int4 XBox & Int8 GPU
PULP-NN: accelerating quantized neural networks on parallel ultra-low-power RISC-V processors - Bus-width 8-bit, 4-bit, 2-bit and 1-bit
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6939244/
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/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
Map from the rays of light intersecting the surface at low resolution & map the average reflection as with path tracing,
compensating for shape distortion with calculations...
Effectively we treat the light as a polygon & prove probable additional light based on it's likeliness to exist,
Low light levels reduce likeliness, Strong sources of light will more likely have rays...
Surface deformations require more effort & we will concentrate more processor cycles to deformed areas such as water ripples,
However we shall calculate the deformation matrix of the surface & therefore average the rays we measure & Calculate directions from deformation bounce.
Because we calculate distortion from arc, sine, tan, Reflection value & variation in reflection dispersion & opacity.
Scatter Pattern S{1 : 2 : 3 : 4 } : Repeat
For Surface X{1 : 2 : 3 : 4 } + Light Y{1 : 2 : 3 : 4 } = light Z{1 : 2 : 3 : 4 } + Scatter pattern S{1 : 2 : 3 : 4 }
Y{1 : 2 : 3 : 4 } / X{1 : 2 : 3 : 4 } = Scatter pattern S{1 : 2 : 3 : 4 }
Rupert S
*
PoCL Source & Code
https://is.gd/LEDSource
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
https://science.n-helix.com/2022/08/jit-dongle.html
Bus Tec : https://drive.google.com/file/d/1M2ie8Jf_bNJaySNQZ5mqM1fD9SAUOQud/view?usp=sharing
FPGA 'Xilinx Virtex-II' HPC application Multiple-Applications & Image-Net & Matrix-Multiplication - H-SIMD machine _ configurable parallel computing for data-intensive HPC
https://digitalcommons.njit.edu/cgi/viewcontent.cgi?article=1836&context=dissertations
https://digitalcommons.njit.edu/cgi/viewcontent.cgi?article=1836&context=dissertations
https://www.repository.cam.ac.uk/bitstream/handle/1810/315712/dissertation.pdf?sequence=2
Ideal for 4Bit Int4 XBox & Int8 GPU
PULP-NN: accelerating quantized neural networks on parallel ultra-low-power RISC-V processors - Bus-width 8-bit, 4-bit, 2-bit and 1-bit
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6939244/
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/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