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Date: Sat, 2 Apr 2022 11:52:16 +0100 From: Duke Abbaddon <duke.abbaddon@...il.com> To: torvalds@...ux-foundation.org Subject: 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 & Famicon type devices, With appropriate loading into Sprite buffers or Emulated Secondaries (Special Animations) or Font Buffers. RS 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 & Famicon type devices, With appropriate loading into Sprite buffers or Emulated Secondaries (Special Animations) or Font Buffers. 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! The full process leads upto the terminal & how to optimise CON, We can & will need to exceed capacities of any system & To improve them! 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 DT https://lkml.org/lkml/2022/4/1/1451 ***** VecSR - Vector Standard Render VESA Standards : Vector Graphics, Boxes, Ellipses, Curves & Fonts : Consolas & other brilliant fonts : (c)RS SiMD Render - Vector Graphics, Boxes, Ellipses, Curves & Fonts 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 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, Further more 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. (c)Rupert S 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://bit.ly/VESA_BT * *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.. Bitmap/Texture, 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. * 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 & Famicon type devices, With appropriate loading into Sprite buffers or Emulated Secondaries (Special Animations) or Font Buffers. 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! The full process leads upto the terminal & how to optimise CON, We can & will need to exceed capacities of any system & To improve them! 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. * https://science.n-helix.com/2022/04/vecsr.html
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