# Implemented v3 API and engine contract `aureole.certificates.CertificateMemory` stores canonical point/emitter visibility, geometric clearance and its motion-ledger timestamp. `begin_geometry()` must run before querying a changed scene. The renderer must supply current authoritative geometry. This is not an API for inferring unreported physical changes. 1. Establish a namespace with immutable receiver/emitter coordinates and indexed opaque spheres. Unsupported topology or identity changes create fresh memory. 2. Advance the geometry ledger using the complete current snapshot. 3. Call `lookup(ids)`. Its returned `known` mask, not the existence of a value, licenses exact reuse. For nearby points, supply `query_points`; for a future known trajectory, supply a correct `extra_motion` bound. 4. Use `prepare(bound, prior, values, known, score)` to construct control and residual support. `score` is positive on the full finite domain. Certified terms get probability zero; remaining terms are renormalized. 5. Call `eliminate(h, q, oracle, n, rng)`. Each `oracle(rows, j)` returns the exact current RGB contribution and may commit the sampled visibility certificate. Geometry and lighting remain frozen throughout this batch. 6. Read `enclosure(bound, values, known)` separately when a deterministic interval is wanted. It bounds truth, not each stochastic estimate. Display clipping is not an unbiased transformation. The low-level estimator trusts the caller's certificate and oracle. It cannot detect missing renderer events or a malicious/wrong certificate. The audit API `exact_risk_two` rejects a nonzero residual outside sampling support when it has an offline exact reference. Never supply that reference to the online policy. `save` and `load` use NPZ with pickle disabled and validate namespaces, array shapes and value ranges. Valid certificates are meaningful only in the declared scene family; a file is not an independently machine-checked proof object. ## Cost and implementation reality The implemented certificate query computes distance to a trimmed segment for all three spheres. It is more expensive than a Boolean early-out query. A general triangle renderer needs a valid margin adapter: for example conservative distance lower bounds from a BVH, exact local primitive distances, or a scene-change dependency test. Finding a cheap, useful margin is an open systems problem. Hardware ray-tracing APIs do not automatically expose it. The reference uses dense arrays and scans all receiver/emitter entries. A GPU implementation should gather only demanded surface tiles, validate in fused kernels, compact unresolved requests, and charge coherence, atomics, metadata, and memory bandwidth. Quantized margins must round conservatively; a numerical proof requires interval/error analysis that this float64 reference does not supply. No CUDA kernels, game plugin, DLSS DLL, learned arbitrary-time dynamics or general SR/RR/FG module is included. The Windows scripts are entry points for CPU experiments.