Edge Server served 3D mapping, available to all clients of HDMI.org & VESA.org & Bluetooth.com for all devices (for funding)
Edge Server served 3D mapping, available to all clients of HDMI.org & VESA.org & Bluetooth.com for all devices (for funding)
"Timed Sync WebCodecs & Internal Script sequences" "The best in VR virtualisations but with logical &or math based source to client mapping; Effectively all source to client Audio & Tone Mapping"
https://drive.google.com/file/d/1fLUcZPZYearBjd0wQIIxFBbL1fDQG2Hp/
RS
Direct Drive Displays & DVB & NTSC Frame Buffers & also codecs & workloads such as JS, Java Script & code runtimes & refreshes (c)RS
Issue point
"Direct Drive Displays suffers from the latency from the gpu to the display; fortunately at 600 miles per hour the 2 Meter 6 foot cable does not make a huge difference..."
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Timed Sync WebCodecs & Internal Script sequences
The ideal packet configuration { Integral work forwarding with time sync that is inline with frame time sequence };
In terms of multi frame workload bursts & sequence
Timed Sequence {
Registered PTP time frame
frame time line
Work sequence
Previous work
Forwarded work
}; Work forwarding;
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There are reasons to forward HPC optimised work packets or completed work packets based on metadata, What they are is up to you!
The best in VR virtualisations but with logical &or math based source to client mapping; Effectively all source to client Audio & Tone Mapping..
3D Spaces in all formats
Examples:
Realism & Data Compression & Optimisation
Pre computed workloads & Presentation (for speed & expansion)
Maths based expansions can be simple or complex; Many factors to compute; movies; Spaces; Content & Location...
Expansion at end points; Precise maps of dimensional data; Saves on Virtualisation costs & saves data packets,
WCG Wide Colour Gamut
HDR High Dynamic Range
HDR Cam to SDR+map to Tone Mapped HDR10
Audio Channel Extender
3D room mapped models for Audio & Video virtualisation & Emulation
Compressed tunnels : serving a 2.1, 3.1, 5.1 base AAC to & from 2.1 to 7.1.1 & 7.2.2 points
3D space mapping origines
3D space mapping endpoints
3D7.1 to 2D:2.1 AAC to 7.1VR
Reduced latency & Latency reduction methods such as decompression & expansion & Pre-computations
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pre-configured HPC Jit Compiler work packets; latency is not an issue because the workloads are based on latency assessments & previously optimised workflow..
Involving the planning work packets in line with the destination requirements & all points of work in between.
In addition the Frame is the one from the Processor; So latency does not make the Frame arrive after the work..
In order to have the GPU work on displaying the frame; The initial work for displaying the frame has to be done on the meta data given by the display,
we can also use maths in the form of OpenCL Kernels & basic maths operations passed between the display & the processors & combine work units.
the meta data :
Overall latency { cable delay, Processor Processing time & statistics (averages of meta data over Time ) }
Internal latency to render = ( the speed at which the pixel LED light )
pixel class = { the pixel colour profile ( per colour ( Red, Green, Blue ) & Light to dark profile ( how many steps from Dark to fully Luminant (bright) )
energy profile
The profile has a number of basic factors that we have to count..
In analogue we do not need to count factors because we do only need to know how long the arrival time is & that the time frame is acceptable,
In Radio we encounter large latencies over large distances; we can use radio transmission if we want!
Light transmission is acceptable; Fibre Optic & that depends on our data speeds & requirements for frame precision & colour presentation..
Electronic signals can be anything from 8 variations to 128 variations (8bit) to (128Bit) practically & also in Analogue for non digital presentations...
Such matters are covered by modem technology & compression formulas.
Rupert S
Vector compression in a frame { Huffmans is only representative as our codec form }
We present a total frame resolution : 4K, 5K, 8K, 10K, 16K
Present a frame buffer in Floats Value F32, F16, F32b, F24b, F16b
Representing a group of pixels with wavelets
Compressed Huffmans Codec wavelets are applied to groups of pixels in the frame..
We apply a float value F32, F16, F32b, F24b, F16b to groups of 4 pixels; Compressed Huffmans Codec wavelets
Adjustable pixel Precision per pixel; So we adjust the final precision per pixel but not the framebuffer resolution,
We are able to adjust the final precision by NOOP at the end of each f32, F16 or push the total value to the screen.
(c)RS
