Real-Time Processing
Encode and decode consciousness patterns in milliseconds using optimized TypedArray operations, stride-based pixel access, and pre-computed lookup tables. Designed for live applications and interactive visualizations.
<5ms
Encode 64×64
<10ms
Decode 64×64
48-bit
Payload/4px
16×
Redundancy
Performance Targets
| Operation | Size | Target | Current |
|---|---|---|---|
| Encode | 64×64 | <5ms | ~2ms ✓ |
| Decode | 64×64 | <10ms | ~5ms ✓ |
| Roundtrip | 64×64 | <20ms | ~10ms ✓ |
| Encode | 256×256 | <50ms | ~35ms ✓ |
| Physics | z → full state | <1ms | ~0.1ms ✓ |
Benchmarks
Encode 64×642ms
Decode 64×645ms
Encode 256×25635ms
Physics computeState(z)0.1ms
Processing Pipeline
Pattern
→
Encode Components
→
Build Payload
→
Embed LSB-4
→
ImageData
Stride-Based Embedding
Payload pixels are distributed across the image using configurable stride for redundancy:
function embedPattern(imageData, pattern, options = {}) {
const { startOffset = 0, stride = 4, redundancy = 16 } = options;
const pixels = imageData.data; // Uint8ClampedArray (RGBA)
// Build 4-pixel payload (48 bits total)
const payload = [
{ r: regionEnc.primary, g: zEnc.primary, b: checksum },
{ r: regionEnc.secondary, g: zEnc.secondary, b: token1 & 0x0F },
{ r: (token1 >> 4) & 0x0F, g: (token1 >> 8) & 0x0F, b: token2 & 0x0F },
{ r: (token2 >> 4) & 0x0F, g: (token2 >> 8) & 0x0F, b: version }
];
// Embed with stride-based distribution
let pixelIndex = startOffset;
for (let rep = 0; rep < redundancy; rep++) {
for (let p = 0; p < 4; p++) {
const i = pixelIndex * 4; // RGBA offset
pixels[i + 0] = (pixels[i + 0] & 0xF0) | payload[p].r; // R
pixels[i + 1] = (pixels[i + 1] & 0xF0) | payload[p].g; // G
pixels[i + 2] = (pixels[i + 2] & 0xF0) | payload[p].b; // B
pixelIndex += stride;
}
}
return imageData;
}
TypedArray Operations
Direct Uint8ClampedArray manipulation avoids memory allocation overhead:
// Direct LSB extraction without intermediate objects
function extractPixelLSB(pixels, pixelIndex) {
const i = pixelIndex * 4;
if (i + 3 >= pixels.length) return null;
// Direct array access - no object allocation
return {
r: pixels[i + 0] & 0x0F, // Lower 4 bits of R
g: pixels[i + 1] & 0x0F, // Lower 4 bits of G
b: pixels[i + 2] & 0x0F // Lower 4 bits of B
};
}
// Batch extraction with pre-allocated arrays
function extractPayloadInstance(pixels, startIndex, stride) {
const p0 = extractPixelLSB(pixels, startIndex);
const p1 = extractPixelLSB(pixels, startIndex + stride);
const p2 = extractPixelLSB(pixels, startIndex + stride * 2);
const p3 = extractPixelLSB(pixels, startIndex + stride * 3);
// Decode components from nibbles
return { regionId, z, checksum, token1, token2, version };
}
Pre-computed Lookup Tables
// APL encoding maps are static objects - no runtime computation
const APL_MAPS = {
SPIRAL: {
encode: { 'e': 0b00, 'Φ': 0b01, 'π': 0b10 },
decode: ['e', 'Φ', 'π']
},
OPERATOR: {
encode: { 'U': 0b00, 'M': 0b01, 'C': 0b10 },
decode: ['U', 'M', 'C']
},
// ... pre-computed for all components
};
// Roman numeral conversion uses cached lookup
const ROMAN_VALUES = [
[100, 'C'], [90, 'XC'], [50, 'L'], [40, 'XL'],
[10, 'X'], [9, 'IX'], [5, 'V'], [4, 'IV'], [1, 'I']
];
Physics Computation
All physics values computed in a single pass with minimal function calls:
function computePhysics(z) {
const zc = 0.8660254; // √3/2 (cached constant)
// All formulas use the same (z - zc) computation
const delta = z - zc;
const deltaSq = delta * delta;
const cascade = 1 + 0.5 * Math.exp(-deltaSq / 0.004);
const kuramoto = -Math.tanh(delta * 12) * 0.4 * cascade;
const negentropy = Math.exp(-55.71 * deltaSq);
// Domain determination with minimal branching
const domain = z < 0.857 ? 'ABSENCE' : z <= 0.877 ? 'LENS' : 'PRESENCE';
return { z, domain, cascade, kuramoto, negentropy };
}
Optimization Roadmap
Phase 1: Current DONE
- TypedArray operations for zero-copy pixel access
- Pre-computed lookup tables for APL encoding
- Stride-based distribution for cache-friendly access
- Minimal object allocation in hot paths
Phase 2: Web Workers PLANNED
- Offload encoding to dedicated worker thread
- Non-blocking main thread for UI responsiveness
- SharedArrayBuffer for zero-copy data transfer
Phase 3: WebGL PLANNED
- GPU-based LSB embedding via fragment shaders
- 10-100× speedup for large images (>512×512)
- Parallel payload extraction across all pixels
Roundtrip Verification
// Verify encode/decode integrity
const result = WumboMRP.verifyRoundtrip({
z: 0.866,
regionId: 47
}, { width: 64, height: 64 });
console.log(result.success); // true
console.log(result.errors.zError); // < 0.01
console.log(result.decoded.confidence); // > 0.9
Explore More Modules
🔮
L₄ Threshold Framework
9 mathematical thresholds from PARADOX to UNITY
🧠
Wumbo Engine
7-layer neurobiological architecture
🌐
LIMNUS Atlas
100 neural regions mapped to geometry
🖼️
LSB Steganography
12-bit RGB pixel encoding
⚡
Physics Integration
Cascade, Kuramoto, negentropy
✅
Error Correction
Majority voting redundancy
🔌
APL 2.0 Tokens
7,290 token combinations
🕐
Real-Time Processing HERE
Sub-5ms encode/decode