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Topics - JeGX

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41
3D-Tech News Around The Web / Analysis of Zepto Ransomware
« on: September 08, 2016, 08:08:45 PM »
Quote
Zepto ransomware is a relatively new player in the ransomware scene, and it’s closely related to the infamous Locky ransomware. Taking a closer look at Zepto’s code, we found that the code is pretty much the same as Locky’s code, but it has been slightly modified. The malware authors behind Zepto use the same methods used to spread Locky, and even the infection vector and the TOR payment page are the same, which makes us think that the people behind Locky are now spreading Zepto. The only difference between Locky and Zepto is the ransom demand. Zepto’s demand is much higher than Locky’s, 3 Bicoins (approximately $1,850).

One of the interesting things is the use of a priority file list to determine the order of file encryption according to the type of file. Each file has a weight ranging from 7 to -1. 7 being the highest priority. "*.doc" and "*.odt" have a weight of 5. "wallet.dat" has a weight of 7. "*.3ds" and "*.max" have a weight of 4...

Complete analysis: https://blog.avast.com/zepto-ransomware-now-introduces-new-features-to-better-encrypt-your-files

42
3D-Tech News Around The Web / Tabs vs Spaces
« on: September 08, 2016, 07:27:55 PM »
400,000 GitHub repositories parsed (1 billion files, 14 terabytes of code): Spaces or Tabs?



Spaces are preferred in the majority of languages except in C where both are used and in Go where only tabs are used.

Source: https://medium.com/@hoffa/400-000-github-repositories-1-billion-files-14-terabytes-of-code-spaces-or-tabs-7cfe0b5dd7fd

43
The Raspberry Pi Foundation has sold a total of ten million Raspberry Pis over the last four and half years.

To celebrate this milestone, the Raspberry Pi Foundation has created an official starter kit:




Complete story: https://www.raspberrypi.org/blog/ten-millionth-raspberry-pi-new-kit/



44
3D-Tech News Around The Web / Wireshark 2.2.0 released
« on: September 08, 2016, 03:29:24 PM »
Wireshark is the world's foremost network protocol analyzer. It lets you see what's happening on your network at a microscopic level. It is the de facto (and often de jure) standard across many industries and educational institutions.

Download: https://www.wireshark.org/#download

v2.2.0 shortlog: https://code.wireshark.org/review/gitweb?p=wireshark.git;a=shortlog;h=refs/tags/v2.2.0

45
Quote
Security researchers have discovered a sophisticated strain of malware which has shifted across platforms in order to target Mac OS X users.

This week, Kaspersky Lab security experts revealed the existence of Backdoor.OSX.Mokes, an OS X-based variation of the Mokes malware family which was discovered back in January.

According to the team, the malicious code is now able to operate on all major operating systems including Windows, Linux and Mac.

Stefan Ortloff, a researcher with Kaspersky Lab's Global Research and Analysis Team, says the sample which was investigated by the team came unpacked, but he suspects that versions in the wild are packed, just like other OS variants of the malware.

The new strain of malware is written in C++ using the cross-platform application framework Qt, and is linked to OpenSSL.

When executed for the first time, the malicious code copies itself to a variety of system library locations, hiding away in folders belonging to apps and services including Skype, Google, Firefox and the App Store. Mokes then tampers with the PC to achieve persistence and connects to the C&C server using HTTP on TCP port 80.

Link: http://www.zdnet.com/article/sophisticated-mac-os-x-backdoor-uncovered/

46
3D-Tech News Around The Web / New IBM Servers with NVIDIA Tesla P100 GPUs
« on: September 08, 2016, 03:13:03 PM »
Quote
Data center workloads are changing. Not long ago these systems were primarily used to handle storage and serve up web pages, but now they’re increasingly tasked with AI workloads like understanding speech, text, images and video or analyzing big data for insights.

Billions of consumers want instant answers to a multitude of questions, while enterprise companies want to analyze mountains of data to better serve their customers’ needs. Where do those answers come from? Data centers.

As a leader in server systems, IBM saw this trend coming several years ago, and partnered with us to accelerate new data center workloads. After four years of development, IBM today introduced its Power System S822LC for High Performance Computing powered by NVIDIA Tesla P100 GPUs and NVLink to facilitate high-performance analytics and enable deep learning on ever increasing mountains of data.

Link: https://blogs.nvidia.com/blog/2016/09/08/ibm-servers-nvlink/?ncid=so-twi-tlp0-59

47
Quote
What is USD?

Pipelines capable of producing computer graphics films and games typically generate, store, and transmit great quantities of 3D data, which we call "scene description".  Each of many cooperating applications in the pipeline  (modeling, shading, animation, lighting, fx, rendering) typically has its own special form of scene description tailored to the specific needs and workflows of the application, and neither readable nor editable by any other application.   Universal Scene Description (USD) is the first publicly available software that addresses the need to robustly and scalably interchange and augment arbitrary 3D scenes that may be composed from many elemental assets.

USD provides for interchange of elemental assets (e.g. models) or animations.  But unlike other interchange packages, USD also enables assembly and organization of any number of assets into virtual sets, scenes, and shots, transmit them from application to application, and non-destructively edit them (as overrides), with a single, consistent API, in a single scenegraph.  USD provides a rich toolset for reading, writing, editing, and rapidly previewing 3D geometry and shading.  In addition, because USD's core scenegraph and "composition engine" are agnostic of 3D, USD can be extended in a maintainable way to encode and compose data in other domains.

Links:
- USD homepage
- USD source code @ Github
- USD FAQ
- Real-Time Graphics in Pixar Film Production @ SIGGRAPH 2016


48
Big Pictures / BigPiX: new blog for big pictures
« on: September 05, 2016, 06:11:29 PM »
I just launched a new blog focused on big pictures only:

http://geeks3d.com/bigpix/

FHD / QHD monitors recommended!


49
3D-Tech News Around The Web / NVIDIA VR Funhouse updated with mods support
« on: September 01, 2016, 03:15:05 PM »
Quote
With our latest update, VR Funhouse now supports mods, giving the community an incredible sandbox of possibilities for fun in VR.  Now you can play, create, play again and even share your VR creations with the world.

Swap out your shooting gallery pistol for a Tommy gun, whack the moles while their hair is on fire, or build your favorite mini-game in VR.  With VR Funhouse mods the possibilities are endless.

Links:
- NVIDIA blog post
- VR Funhouse @ steam
- VR Funhouse workshop @ steam
- VR Funhouse source code @ github (an account validated by NVIDIA is required).


50
Geeks3D's GPU Tools / FurMark 1.18 released
« on: August 26, 2016, 09:46:42 AM »

51
Geeks3D's GPU Tools / GPU Caps Viewer 1.31.0 released
« on: August 26, 2016, 09:45:41 AM »

52
Geeks3D's GPU Tools / GPU Shark 0.9.10 released
« on: August 26, 2016, 09:44:59 AM »

53
3D-Tech News Around The Web / NVIDIA R367.44 for Linux
« on: August 26, 2016, 07:57:04 AM »
NVIDIA graphics driver R367.44 for Linux and FreeBSD.

Downloads:
- Linux 64-bit
- Linux 32-bit
- Linux 32-bit ARM
- FreeBSD 64-bit
- FreeBSD 32-bit


Changelog


Added support for the following GPUs:
    TITAN X (Pascal)
    GeForce GTX 1060 6GB
    GeForce GTX 1060 3GB

Fixed a regression that caused applications using indirect GLX to crash.

Fixed a regression introduced in 367.35 that caused the first modeset of the X server to display blank if the features requested in the X configuration file enabled the X driver's composition pipeline. This would be triggered, e.g., by MetaMode tokens such as ForceCompositionPipeline, ForceFullCompositionPipeline, Rotation, Reflection, and Transform.


54
3D-Tech News Around The Web / PC GPU Performance Hot Spots
« on: August 11, 2016, 03:13:45 PM »
Quote
Game developers shipping titles for PC and consoles are faced with many interesting rendering optimization challenges. The GPU cost of techniques like tile-based lighting or the CPU cost of the rendering API are going to impact performance very differently based on which platform is being used.

...

In this article I’ll be giving a select overview of some of the most impactful performance optimizations and considerations I’m frequently encountering when analyzing PC games. I won’t be diving deep into each topic; instead each section is meant to be a starting point and I’ll be providing references to existing material which will go into much more detail.

Link: https://developer.nvidia.com/pc-gpu-performance-hot-spots

55
Quadrilateral Cowboy is a first-person video game about hacking and heists. Quadrilateral Cowboy uses a modified version of id Software's idTech4 engine. It uses iodoom3 as its code base (source).

- Quadrilateral Cowboy source code (ZIP)

- Quadrilateral Cowboy release trailer

56
3D-Tech News Around The Web / The Linux Kernel Hidden Inside Windows 10
« on: August 06, 2016, 10:34:04 AM »
Architectural overview of the Windows Subsystem for Linux:

- The Linux Kernel Hidden Inside Windows 10 - 60-page PDF

- Pico Process Overview

- Windows Subsystem for Linux Overview

Quote
Pico processes and drivers provide the foundation for the Windows Subsystem for Linux, which runs native unmodified Linux binaries by loading executable ELF binaries into a Pico process’s address space and executes them atop a Linux-compatible layer of syscalls.

57
3D-Tech News Around The Web / AGAA: Aggregate G-Buffer Anti-Aliasing
« on: August 06, 2016, 09:50:11 AM »
Quote
We  present  Aggregate  G-Buffer  Anti-Aliasing  (AGAA),  a  new
technique for efficient anti-aliased deferred rendering of complex
geometry using modern graphics hardware.  In geometrically com-
plex situations where many surfaces intersect a pixel, current ren-
dering systems shade each contributing surface at least
once per pixel.  As the sample density and geometric complexity increase,
the shading cost becomes prohibitive for real-time rendering. Under
deferred shading, so does the required framebuffer memory.  Our
goal is to make high per-pixel sampling rates practical for real-time
applications by substantially reducing shading costs and per-pixel
storage compared to traditional deferred shading.  AGAA uses the
rasterization pipeline to generate a compact, pre-filtered geometric
representation inside each pixel.   We shade this representation at
a fixed rate, independent of geometric complexity.  By decoupling
shading rate from geometric sampling rate, the algorithm reduces
the storage and bandwidth costs of a geometry buffer, and allows
scaling to high visibility sampling rates for anti-aliasing.  AGAA
with  2  aggregates  per-pixel  generates  results  comparable  to 
32X MSAA,  but  requires  54%  less  memory  and  is  up  to  2.6X
faster.

15-page PDF: https://research.nvidia.com/sites/default/files/publications/AGAA_Extended_TVCG2016_AuthorsVersion.pdf


58
Quote
If you’re reading this and you’re a software developer, you’re probably running some services locally. Redis, Memcached, and Elasticsearch are software products that many rely on. What you might not know, is that these locally running services are accessible by any website you visit, making it possible for bad guys to steal the data you have locally!

Link: http://bouk.co/blog/hacking-developers/

59
Quote
Nvidia has constantly evolved the architecture of their GPUs in each generation to enhance performance and power-efficiency. While the company has discussed the changes in the programmable shader cores for the Maxwell and Pascal generation, which have generally eliminated or reduced scheduling logic and placed a greater burden on the compiler. However, Nvidia’s architects have avoided disclosing details about the fixed function graphics hardware – in some cases denying changes.

Starting with the Maxwell architecture, Nvidia high-performance GPUs have borrowed techniques from low-power mobile graphics architectures. Specifically, Maxwell and Pascal use tile-based immediate-mode rasterizers that buffer pixel output, instead of conventional full-screen immediate-mode rasterizers. Using simple DirectX shaders, we demonstrate the tile-based rasterization in Nvidia’s Maxwell and Pascal GPUs and contrast this behavior to the immediate-mode rasterizer used by AMD.

Links:
- article
- youtube video

60
Quote
The past year or two has marked a considerable shift in the graphics industry, one spurred on not just by faster hardware and ever demanding games, but by the evolution of two new graphics API’s: Microsoft’s DirectX 12 and Khronos Group’s Vulkan. Both API’s were created for a modern computing era, an era filled with multi-core CPU’s, ever more complex usages of GPU computing and the emergence of Virtual Reality.

Vulkan differs from Microsoft’s DirectX 12 in a number of key ways, the most obvious being Khronos Groups steadfast approach to being multi-vendor, multi-platform. Vulkan allows developers a familiar API structure whether they’re creating for a high end PC running Windows, Linux or even porting their engines to mobile platform such as Android.

We managed to snag an interview with Tom Olson (Director of Research over at ARM and chair of the Vulkan Working Group) and Neil Trevett (Vice President of Mobile Ecosystem at Nvidia and elected President of the Khronos Group).

Link: http://www.redgamingtech.com/the-vulkan-interview-exclusive-interview-with-the-khronos-group/

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