I’m working on something for ÔÇô today that I don’t yet have the privilege of sharing. But of the array of features that engine hopes to provide, I think it’s by far the most powerful feature of all, and it’s definitely the most exciting for me personally. My husband says I have made “something amazing” here, and I really feel it! I believe it needs patenting, too. This is a fundamentally new way of creating pictures – I’m so excited I can barely contain myself.
There was once a Dutch electronics engineer who claimed to have this revolutionary ‘compression’ technology, and he made these outrageous claims that he could compress massive amounts of media data into the span of kilobytes. He was signing contracts with tech titan big whigs of the time, until he suddenly died of a heart attack. No one managed to recover his code, and it has never been reproduced or verified since then. His name was Jan Sloot, his system was called the Sloot Digital Coding System, and I believe I have independently rediscovered what he created, under the name OAM.
Object Attribute Memory is the name for a new approach to the representation of images in real-time contexts (primarily video games). It derives from an eponymous memory construct provided by the Nintendo® Game Boy Advance™, which in turn was originally derived from the Picture Processing Unit of the Ninendo Entertainment System (“PPU OAM”). ÔÇô’s OAMs are, simply put, a way to describe the construction of an image instead of describing it in arbitrary terms of raster, vector or otherwise.
From Sloot’s Wikipedia article:
Roel Pieper is quoted as saying (translated from Dutch):
I cannot fully describe how this works until I have made the demonstrations and secured the system. Even so, it is complicated and novel enough that much of what I speak is unconvincing. This is the nature of science. My proof is the program itself, nothing less.
The problem with the often-cited “not compression” allegories is that they fail to capture the magnitude of this technology. This works for all kinds of image data. There’s no reason it can’t be expanded into 3D. If I were to describe how powerful it is more eloquently, I would say it is a method of creating pictures like how we create music. All of the songs that could ever be played derive from a fixed number of notes. This doesn’t use abstractions like pixels, and it also doesn’t approach pictures like objects either.
In my work applying Data-Oriented Design to video games, I often ask, “if this data is absent, why leave space for it anyway?” This is the common ground shared between OAM and compression in general, but OAM approaches it with far more conceptual vigour.
I believe it is possible to use this system to render, in the same realism, the black hole from Interstellar, using nothing more than a home computer. Originally it took a massive render farm, as it simulated some of Einstein’s equations to produce the output. OAM can take that sort of math and simplify it greatly, plugging in a lot of variables we can assume without compromising our own perception, and use this greatly simplified math to create the picture, and nothing more.
For market contextualisation, we can create a video game using this, published to all the major platforms, and then create a special backport to consoles of two generations prior, with no loss in quality or performance whatsoever. Compare with the landing page text (see original Dutch) on Jan Sloot’s website:
I mean it quite literally when I say that no one has any reason to believe me, short of demonstration. I cannot truthfully say I know all of these inside and out, but from everything I have hashed out so far, I have been confirmed time and again that this is probably the same system Jan Sloot created in the 1990s. Once I complete the program—which serves as my proof, mathematically—I will know, and the world will too. By then I will have a lot of important things to do besides. You should hear more from me soon on this!
Until next time,