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

Duke Abbaddon duke.abbaddon at gmail.com
Sat Apr 2 11:32:02 UTC 2022


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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