• 제목/요약/키워드: Virtual edges

검색결과 35건 처리시간 0.021초

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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    • 제11권1호
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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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    • 제13권1호
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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.

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

  • 권정훈;김희준;채영호
    • 한국CDE학회논문집
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    • 제11권6호
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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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    • 제9권3호
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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.

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

  • 김인범;김수인
    • 정보처리학회논문지A
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    • 제16A권6호
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    • pp.509-518
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    • 2009
  • 본 논문에서는 입력 선분들 상에 위치하며, 이들을 일정한 길이로 분할하는 가상 노드 포탈을 이용하여 입력 선분들을 모두 연결하는 근사 선분 최소 신장 트리를 빠른 시간 내에 찾는 방법을 제안한다. 이 근사 선분 최소 신장 트리는 통신선, 도로 및 철도망의 연결 등에 활용될 수 있다. 3000개의 입력 선분에 대해 제안된 방법으로 생성된 근사 트리는, 포탈 간격이 0.3인 경우에 최적 선분 최소 신장 트리와 비교하여 1.8% 의 길이가 증가한 반면에 트리 생성 시간은 29.74%의 감소를 보였고, 0.75의 경우 2.96%의 길이의 증가와 39.96%의 트리 생성 시간의 절감을 보였다. 이는 약간의 길이 증가를 허용하면서 짧은 시간 내에 선분 연결 트리를 생성해야 하는 응용에 잘 적용될 수 있음을 보인다. 또한 제안 된 방법은 포탈 간격, 포탈 포기 비율 등을 외부 인자로서 조절하여, 목적에 따른 트리 길이 또는 트리 생성 시간에 중점을 둔 근사 선분 최소 신장 트리 생성이 가능함을 보인다.

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

  • 김동엽;신동인;황정훈;김영욱
    • 제어로봇시스템학회논문지
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    • 제22권11호
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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.

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

  • 이재훈;조맹효;김흥수
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2008년도 추계학술대회A
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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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응력함수에 기초한 복합 하중하의 복합재 적층판의 층간응력 해석 (Stress Function-Based Interlaminar Stress Analysis of Composite Laminates under Complex Loading Conditions)

  • 김흥수;김정윤;김진곤
    • 동력기계공학회지
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    • 제14권3호
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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.

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

  • 박정환;김보현;최병규
    • 한국CDE학회논문집
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    • 제2권4호
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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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    • 제11권1호
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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.