• Title/Summary/Keyword: Virtual edges

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Control Flow Checking at Virtual Edges

  • Liu, LiPing;Ci, LinLin;Liu, Wei;Yang, Hui
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.1
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    • pp.396-413
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    • 2017
  • Dynamically checking the integrity of software at run-time is always a hot and difficult spot for trusted computing. Control-flow integrity is a basic and important safety property of software integrity. Many classic and emerging security attacks who introduce illegal control-flow to applications can cause unpredictable behaviors of computer-based systems. In this paper, we present a software-based approach to checking violation of control flow integrity at run-time. This paper proposes a high-performance and low-overhead software control flow checking solution, control flow checking at virtual edges (CFCVE). CFCVE assigns a unique signature to each basic block and then inserts a virtual vertex into each edge at compile time. This together with insertion of signature updating instructions and checking instructions into corresponding vertexes and virtual vertexes. Control flow faults can be detected by comparing the run-time signature with the saved one at compile time. Our experimental results show that CFCVE incurs only 10.61% performance overhead on average for several C benchmark programs and the average undetected error rate is only 9.29%. Compared with previous techniques, CFCVE has the characteristics of both high fault coverage and low memory and performance overhead.

Angular Effect of Virtual Vertices Inserted to Treat The Boundary Edges on an Infinite Conducting Surface

  • Hwang, Ji-Hwan;Kweon, Soon-Koo;Oh, Yisok
    • Journal of electromagnetic engineering and science
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    • v.13 no.1
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    • pp.16-21
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    • 2013
  • This study presents the angular effects of virtual vertices inserted for effective treatment of the boundary edge laid on an infinite conducting surface in a half-space scattering problem. We investigated the angular effects of virtual vertices by first computing the radar cross section (RCS) of a specific scatterer; i.e., a tilted conducting plate in contact with the ground surface, by inserting the virtual vertex in half-space. Here, the electric field integral equation is used to solve this problem with various virtual vertex angles (${\theta}_{\nu}$) and conducting plate inclination angles (${\theta}_r$) ranging from $0^{\circ}$ to $180^{\circ}$. The effects of the angles ${\theta}_{\nu}$ and ${\theta}_r$ on the RCS computation are clearly shown with numerical results with and without the virtual vertices in free- and half-spaces.

NURBS Surface Rendering of Sculpting Effect Using Multiresolution Surface Trimming for Spatial Virtual Design (공간 가상 디자인을 위한 다해상도 곡면트리밍을 이용한 넙스곡면 조각효과 렌더링)

  • Kwon, Jeong-Hoon;Kim, Hee-Jun;Chai, Young-Ho
    • Korean Journal of Computational Design and Engineering
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    • v.11 no.6
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    • pp.403-411
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    • 2006
  • NURBS surfaces have been widely used in engineering design since it can create a smooth surface using minimal numbers of data. But deformation of the surfaces is quite difficult especially for the detailed modification. Also, NURBS surface deformation processes need many inputs, and it is not easy to be implemented in 3D virtual system. In this paper, both the surface trimming and multi-resolution surface are used for the detailed sculpting including sharp edges of NURBS surface. QuadTree is used to separate cleanly the target surface with the surface for sculpting effect. Simple user strokes are also used for the sculpting target curves and GOMS(Goals, Operators, Methods, Selection Rules) model is applied to verify the efficiency of the proposed sculpting process.

Real-time Virtual-viewpoint Image Synthesis Algorithm Using Kinect Camera

  • Lee, Gyu-Cheol;Yoo, Jisang
    • Journal of Electrical Engineering and Technology
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    • v.9 no.3
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    • pp.1016-1022
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    • 2014
  • Kinect is a motion sensing camera released by Microsoft in November 2010 for the Xbox360 that is used to produce depth and color images. Because Kinect uses an infrared pattern, it generates holes and noises around an object's boundaries in the obtained images. The flickering phenomenon and unmatched edges also occur. In this paper, we propose a real time virtual-view video synthesis algorithm which results in a high quality virtual view by solving these problems stated above. The experimental results show that the proposed algorithm performs much better than the conventional algorithms.

Mechanism for Building Approximation Edge Minimum Spanning Tree Using Portals on Input Edges (선분상의 포탈을 이용한 근사 선분 최소 신장 트리의 생성)

  • Kim, In-Bum;Kim, Soo-In
    • The KIPS Transactions:PartA
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    • v.16A no.6
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    • pp.509-518
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    • 2009
  • In this paper, a mechanism that produces an approximation edges minimum spanning tree swiftly using virtual nodes called portals dividing given edges into same distance sub-edges. The approximation edges minimum spanning tree can be used in many useful areas as connecting communication lines, road networks and railroad systems. For 3000 random input edges, when portal distance is 0.3, tree building time decreased 29.74% while the length of the produced tree increased 1.8% comparing with optimal edge minimum spanning tree in our experiment. When portal distance is 0.75, tree building time decreased 39.96% while the tree length increased 2.96%. The result shows this mechanism might be well applied to the applications that may allow a little length overhead, but should produce an edge connecting tree in short time. And the proposed mechanism can produce an approximation edge minimum spanning tree focusing on tree length or on building time to meet user requests by adjusting portal distance or portal discard ratio as parameter.

Methodological Comparison of Visualization for Tele-operated Robot Visual Guidance (원격 로봇 비주얼 가이던스를 위한 가상벽 가시화 방법론 비교)

  • Kim, Dong Yeop;Shin, Dong-In;Hwang, Jung-Hoon;Kim, Young-Ouk
    • Journal of Institute of Control, Robotics and Systems
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    • v.22 no.11
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    • pp.877-882
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    • 2016
  • Disaster robots have accepted tele-operation in order to share the intelligence of human operators and robot systems. Virtual wall is one of the tele-operation technology to support recognition of human operator. If the virtual wall can block the robot from dangers, the operator will feel comfortable and can concentrate on fundamental missions. In this paper, we proposes and compares three methods for virtual wall visualization in tele-operation using 3D reconstruction. First is a virtual wall visualized only with edges. A wall filled with transparent color is the second method. Finally, third method is a texture-mapped virtual wall. In the experiments, we discuss their merits and demerits in view of robot tele-operation.

Three-dimensional stress analysis of composite laminates patches under extension load (인장하중 하에서 복합재 적층 패치의 3 차원 응력 해석)

  • Lee, Jae-Hun;Cho, Maeng-Hyo;Kim, Heung-Soo;Grediac, Michel
    • Proceedings of the KSME Conference
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    • 2008.11a
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    • pp.652-657
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    • 2008
  • A stress distribution of composite laminates patches is obtained by using the Kantorovich method when the substrate is under uniaxial load. The analysis is based on the stress function approach and uses the complementary virtual work principle. The three-dimensional stresses satisfy the traction free conditions at the free edges and the top surfaces of the patch. The stress of the bottom surfaces of the patch is obtained from equilibrium equation of patch and substrate. To demonstrate the efficiency and validity of the proposed analysis, numerical examples for cross-ply and quasi-isotropic laminates are included. The present method provides accurate stresses in the interior and near the free edges of composite laminate patches.

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Stress Function-Based Interlaminar Stress Analysis of Composite Laminates under Complex Loading Conditions (응력함수에 기초한 복합 하중하의 복합재 적층판의 층간응력 해석)

  • Kim, H.S.;Kim, J.Y.;Kim, J.G.
    • Journal of Power System Engineering
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    • v.14 no.3
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    • pp.52-57
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    • 2010
  • Interlaminar stresses near the free edges of composite laminates have been analyzed considering wall effects. Interface modeling of bonding layer was introduced to explain the wall effect. Using Lekhnitskii stress functions and the principle of complementary virtual work, the interlaminar stresses were obtained, which satisfied the traction free boundary conditions not only at the free edges, but also at the top and bottom surfaces of laminates. The interface modeling provides not singular stresses but concentrated finite interlaminar stresses. The significant amount of reductions of stresses at the free edge are observed compared to the results without interface modeling. The real stress state can be predicted accurately and the results demonstrate the usefulness of the proposed interface modeling for the strength design of composite laminates.

Pencil Curve Tracing via Virtual Digitizing (가상 측정을 통한 펜슬곡선 추출)

  • 박정환;김보현;최병규
    • Korean Journal of Computational Design and Engineering
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    • v.2 no.4
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    • pp.253-266
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    • 1997
  • Pencil-curve machining, which is a single-pass ball-end milling along a concave edge on adie surface, is widely employed in die-surface machining. The cutter-path used for pencil-curve machining, which is the trajectory of the “ball-center point” of a ball-endmill sliding along a concave-edge region on the die surface, is called pencil-curve. Presented in the paper is a pencil-curve tracing algorithm in which “concave-type” sharp edges are computed from a “virtually digitized” model of the tool-envelope surface. The resulting “initial” pencil-cures are then refuted by applying a series of fairing operations. illustrative examples and methods for enhancing accuracy are also presented. The proposed pencil-curve tracing algorithm has been successfully implemented in a commercial CAM system specialized in die-machining and in the CAD/CAM system CATIA.

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Body Segmentation using Gradient Background and Intra-Frame Collision Responses for Markerless Camera-Based Games

  • Kim, Jun-Geon;Lee, Daeho
    • Journal of Electrical Engineering and Technology
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    • v.11 no.1
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    • pp.234-240
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    • 2016
  • We propose a novel framework for markerless camera-based games. By using a visual camera, our method may yield robust human body segmentation with high performance comparable to the segmentation using depth cameras. The edges of human bodies are detected by subtracting gradient backgrounds, and human body regions are segmented by the operations based on mathematical morphology. Collisions between detected regions and virtual objects are determined by finding the colliding time using intra-frame positions of virtual objects. Experimental results show that the proposed method may produce robust segmentation of human bodies, thereby and the collision responses are more accurate than previous methods. Therefore, the proposed framework can be widely used in camera-based games requiring high performance.