Realm
Cross-vendor GPU compute

The compute layer.
Every vendor, device, OS.

Four pillars of the compute substrate.

Memory

Memory

High-performance memory management for GPU workloads. Efficient data streaming and buffer operations for compute-intensive applications.

Compute Kernels

Compute Kernels

Unified compute platform that runs across all GPU vendors. Write your code once and deploy on any GPU hardware.

Cryptography

Cryptography

Post-quantum cryptographic operations accelerated on GPU. Secure signatures and hashing for modern security requirements.

Runtime Integration

Runtime Integration

Artificial intelligence, cryptography, and general compute work together seamlessly. One unified platform for all your compute needs.

Everything between your code and the hardware.

Cross-Vendor Compute Kernels

The same code runs on every GPU vendor. Discrete, integrated, mobile — write once, deploy anywhere.

Dataset Streaming

Efficient data pipeline for datasets of any size. Large datasets stream directly to the accelerator for processing.

Embedded Compute Pipeline

Kernels compile at build time and embed into the binary. Ship one executable that runs on any supported device.

Post-Quantum Cryptography

Modern cryptographic operations accelerated on GPU. Quantum-resistant security from the start.

Topology-Aware Threading

Intelligent thread scheduling adapts to hardware topology for optimal performance across different CPU architectures.

Embedded Shader Registry

Shaders compile ahead of time and load through a dependency-aware parallel registry with a persistent Vulkan pipeline cache.

One binary. Every accelerator.

OA targets Vulkan and selects kernels from the capabilities exposed by each device. The application API remains stable while precision, subgroup, cooperative-matrix, media, and memory routes adapt to the available hardware.

The 10-year-old ultrabook

A ThinkPad X1 Carbon from 2017. Intel HD 620. No discrete GPU. Runs the full HPC stack — compute kernels, cryptography, ML inference. 2-7x faster than CPU-only.

The multi-GPU laptop

Integrated GPU for light workloads. Discrete GPU for heavy compute. Both at the same time? Yes. Integrated and discrete GPUs dispatching in parallel. Same binary.

The repair shop scenario

Your dedicated workstation goes in for service. Nobody knows when it comes back. You grab whatever machine is available — any machine, any netbook. Build environment stays identical. Same code. Same tests. Same results.

The scale axis

From an integrated GPU in a thin laptop, through a discrete consumer card, to multi-GPU server racks in a data center. The binary doesn't change. The kernel language doesn't change. Only the hardware does.

Measured. Not promised.

Same portable binary, Vulkan compute on the device under test. Integrated or discrete GPUs, or multi-GPU. No second runtime.

640K

Text Gen

samples/s wall

900K

Fashion-MNIST

samples/s wall

13.8K

PQC Verify

Dilithium-3

100%

Accuracy

text generation

Full benchmark tables — OA vs other frameworks

The Oa Library

Black magic mixed with alien technology. A hand-crafted C++ compute library for matrix operations, graph execution, machine learning, vision, audio, cryptography, and runtime services.

Inspired by real-time engine architecture. Every function optimized by hand. Every abstraction earned. Written like calligraphy — with precision, at 3 AM, because the code has to be right.

The foundation beneath every OA module: one matrix contract, one graph, one capability model, and one Vulkan runtime.

The Oa Library
OaEngine compute substrate

OaEngine

The all-seeing eye. One object owns the entire compute context — device, memory allocator, kernel registry, and stream pool. Create it once. Everything flows through it. Every tensor, every module, every dispatch — orchestrated from a single point of consciousness.

Real-time compute for artificial consciousness. Multithreaded kernel dispatch with work-stealing. Persistent compute streams with batched recording — dozens of operations submitted in a single call. Pipeline compilation at build time. First dispatch is as fast as the millionth.

The engine awakens with three lines of code. From that moment, the hardware obeys. No ceremony. No configuration. No delay between thought and execution.

Batched

Dispatch Model

Pooled

Streams

Build-time

Compilation

Global

Context

OaComputeGraph

Record once. Replay thousands of times. The compute graph captures an entire pipeline of GPU operations — dependencies, memory barriers, dispatch order — and compiles it into a replayable unit. Every subsequent execution is near-zero CPU cost. The hardware replays the exact sequence without the CPU touching a single command.

Automatic dependency analysis tracks every buffer read and write across the graph. Barriers are inserted only where true data hazards exist — eliminating 60-70% of synchronization overhead. Operations that don't overlap in time share the same memory, cutting VRAM usage by up to 92%.

For ML training where the same computation repeats every step, this means compile once at initialization and replay for the entire training run. Zero per-step overhead. Zero re-recording. The graph just runs.

OaComputeGraph — record once, replay forever