23 Aralık 2007 Pazar

Birthday Attack

A birthday attack is a type of cryptographic attack, so named because it exploits the mathematics behind the birthday paradox. Given a function f, the goal of the attack is to find two inputs x1,x2 such that f(x1) = f(x2). Such a pair x1,x2 is called a collision. The method used to find a collision is to simply evaluate the function f for different input values that may be chosen randomly or pseudorandomly until the same result is found more than once. Because of the birthday paradox this method can be rather efficient. Specifically, if a function f(x) yields any of H different outputs with equal probability and H is sufficiently large, then we expect to obtain a pair of different arguments x1 and x2 with f(x1) = f(x2) after evaluating the function for about 1.25 \cdot \sqrt H different arguments on average.

It is easy to see that if the outputs of the function are distributed unevenly, then a collision can be found even faster. The notion of 'balance' of a hash function quantifies the resistance of the function to birthday attacks and allows the vulnerability of popular hashes such as MD and SHA to be estimated.

Digital signatures can be susceptible to a birthday attack. A message m is typically signed by first computing f(m), where f is a cryptographic hash function, and then using some secret key to sign f(m). Suppose Alice wants to trick Bob into signing a fraudulent contract. Alice prepares a fair contract m and a fraudulent one m'. She then finds a number of positions where m can be changed without changing the meaning, such as inserting commas, empty lines, one versus two spaces after a sentence, replacing synonyms, etc. By combining these changes, she can create a huge number of variations on m which are all fair contracts. In a similar manner, she also creates a huge number of variations on the fraudulent contract m'. She then applies the hash function to all these variations until she finds a version of the fair contract and a version of the fraudulent contract which have the same hash value, f(m) = f(m'). She presents the fair version to Bob for signing. After Bob has signed, Alice takes the signature and attaches it to the fraudulent contract. This signature then "proves" that Bob signed the fraudulent contract. This differs slightly from the original birthday problem, as Alice gains nothing by finding two fair or two fraudulent contracts with the same hash. Alice's optimum strategy is to generate "pairs" of one fair and one fraudulent contract. Then Alice compares each freshly-generated pair to all other pairs; that is, she compares the new fair hash to all previous fraudulent hashes, and the new fraudulent contract to all previous fair hashes (but doesn't bother comparing fair hashes to fair or fraudulent to fraudulent). The birthday problem equations apply where "n" is the number of pairs. (The number of hashes Alice actually generates is 2n.)

To avoid this attack, the output length of the hash function used for a signature scheme can be chosen large enough so that the birthday attack becomes computationally infeasible, i.e. about twice as many bits as are needed to prevent an ordinary brute force attack.

Pollard's rho algorithm for logarithms is an example for an algorithm using a birthday attack for the computation of discrete logarithms.

MiniDisc



A MiniDisc (MD) is a magneto-optical disc-based data storage device initially intended for storage of up to 80 minutes of digitalized audio. Today, in the form of Hi-MD, it has developed into a general-purpose storage medium in addition to greatly expanding its audio roots.

MiniDisc was announced by Sony in 1991 and introduced January 12, 1992. The music format was originally based exclusively on ATRAC audio compression. Recently, the option of linear PCM recording was introduced to attain truly CD-quality recordings. MiniDiscs are popular in Japan as a digital upgrade to cassette tapes, but have not been as popular world-wide.


The Sony MZ-NHF800, a 2004 Hi-MD model.


In January 2004, Sony announced the Hi-MD media storage format. With its release in later 2004 came the ability to use newly-developed, high-capacity 1 gigabyte Hi-MD discs, sporting the same dimensions as regular MiniDiscs.

Amiga 500



Amiga 500 Specs and Photos

The Amiga 500, also known as the A500, was the first “low-end” Commodore Amiga 16/32-bit multimedia home/personal computer. It was announced at the winter Consumer Electronics Show in January 1987, at the same time as the high-end Amiga 2000, and competed directly against the Atari 520ST. The A500 was released in mid 1987 at the price of US $595.95 without monitor. However, the term high-end and low-end did not truly factor in, until the advent of the A3000, and the AGA systems.

The original A500 proved to be Commodore’s best-selling Amiga model, enjoying particular success in Europe. Although popular with hobbyists, arguably its most widespread use was as a gaming machine, where its advanced graphics and sound were of significant benefit.

Case Type: Computer in a keyboard
Processor: 68000@7.14Mhz
MMU: None
FPU: None
Chipset: OCS (more common) or ECS
Standard CHIP RAM: 512K
RAM sockets: None
Hard Drive Controllers: None
Drive Bays: 1 x Custom Floppy Drive Bay

OSx86

OSx86

OSx86 is a collaborative hacking project to run the Mac OS X computer operating system on non-Apple personal computers with x86 architecture processors. The effort started soon after the June 2005 Worldwide Developers Conference announcement that Apple would be transferring their personal computers from PowerPC to Intel microprocessors.

OSx86 is a portmanteau of OS X and x86. A computer built to run this type of Mac OS X is sometimes known as a Hackintosh, which is a recycled term originally denoting the modified Lisa 2/10 running Mac System.

Initial efforts revolved around leaked copies of the Development DVD that was released by Apple as part of the Developer Transition Kit that Apple made available to developers for $999. The first patches centered around circumventing the Trusted Platform Module (TPM) that was included on the motherboard of the Developer Transition Kits. The TPM was required by the Rosetta technology that allowed software compiled for the PowerPC architecture to run on Intel-based architecture. Removing this requirement allowed Mac OS X to be installed on non-Apple computers. Rosetta also required microprocessors that included SSE3 instructions. Patches were released to the community that emulated these instructions with SSE2 equivalents and allowed the installation on machines without SSE3 support (with a performance penalty).

In October 2005 Apple released a 10.4.3 update to developers that required NX bit microprocessor support. Patches were released to circumvent this.

V-Ray



Chaos Group V-Ray

V-Ray is a rendering engine that is used as an extension of certain 3D computer graphics software.

The core developers of V-Ray are Vladimir Koylazov and Peter Mitev of Chaos Software production studio established in 1997, based in Sofia, Bulgaria.



It is a rendering engine that uses advanced techniques, for example global illumination algorithms such as path tracing, photon mapping, irradiance maps and directly computed global illumination. The use of these techniques often makes it preferable to conventional renderers which are provided as standard with 3d software, and generally renders using these technique can appear more photo-realistic to the human eye, as actual lighting effects are more realistically emulated. The use of this engine is been known to increase the necessary computational power and rendering times due to the complicated nature and volume of calculations required.

Reyes Rendering



Reyes Rendering Wikipedia

Reyes rendering is a computer software architecture used in 3D computer graphics to render photo-realistic images. It was developed in the mid-1980s by Lucasfilm's Computer Graphics Research Group, which is now Pixar. It was first used in 1982 to render images for the Genesis effect sequence in the movie Star Trek II: The Wrath Of Khan. Pixar's PhotoRealistic RenderMan is one implementation of the Reyes algorithm. According to the original paper describing the algorithm the Reyes image rendering system is "An architecture ... for fast high-quality rendering of complex images." Reyes was proposed as a collection of algorithms and data processing systems. However the terms "algorithm" and "architecture" have come to be used synonymously and are used interchangeably in this article.

Reyes is an acronym for Renders Everything You Ever Saw (the name is also a pun on Point Reyes, California, near where Lucasfilm was located) and is suggestive of processes connected with optical imaging systems.

Reyes Renderers

The following renderers use the Reyes algorithm in one way or the other or at least allow users to select it to produce their images:

* Digits 'n Art's 3Delight
* Aqsis
* jrMan
* Pixar's RenderMan Pro Server & RenderMan for Maya
* Pixels 3d Renderer
* Pixie
* DotC Software's RenderDotC
* SideFX's VMantra
* e frontier Poser's FireFly


OpenEXR



openexr.com

OpenEXR is a high dynamic range imaging image file format, released as an open standard along with a set of software tools created by Industrial Light and Magic, released under a Free software license similar to the BSD license.

It is notable for supporting 16-bits-per-channel floating point values (half precision), with a sign bit, five bits of exponent, and a ten-bit mantissa. This allows a dynamic range of over thirty stops of exposure.

OpenEXR is directly supported by Artizen HDR, Combustion,Smoke 2008, Blender, CinePaint, Cinelerra, Houdini, Lightwave, modo, After Effects 7 Professional, Mental Ray, PRMan, Digital Fusion, Nuke, Toxik, Shake, Photoshop CS2, CINEMA 4D, Pixel Image Editor and Synfig. It is also supported by the Cg programming language and Mac OS X as of version 10.4.

Both lossless and lossy compression of high dynamic range data is also supported.

OpenEXR, or simply EXR for short, is a deep raster format developed by ILM and very broadly used in the CG industry, both visual effects and animation.

OpenEXR's multi-resolution and arbitrary channel format makes it appealing for compositing. OpenEXR alleviates several painful elements of the compositing process. Since it can store arbitrary channels, specular, diffuse, alpha, RGB, normals, and various other types of channels in one file, it takes away the need to store this information in separate files. The multi-channel concept also reduces the necessity to "bake" in the before mentioned data to the final image. If a compositer is not happy with the current level of specularity, he or she can adjust that specific channel.

OpenEXR's straightforward API also makes tools development a relative ease for developers. Since there are almost never two production pipelines that are the same, custom tools always need to be developed to address problems in the production process. Many times these tools are to address some type of image manipulation issue. OpenEXR's library reduces the pain of having to manage bulky header information and allows quick and easy access to the image's attributes such as tiles and channels.