• Title/Summary/Keyword: initialization process

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Optimized Implementation of PIPO Lightweight Block Cipher on 32-bit RISC-V Processor (32-bit RISC-V상에서의 PIPO 경량 블록암호 최적화 구현)

  • Eum, Si Woo;Jang, Kyung Bae;Song, Gyeong Ju;Lee, Min Woo;Seo, Hwa Jeong
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.6
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    • pp.167-174
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    • 2022
  • PIPO lightweight block ciphers were announced in ICISC'20. In this paper, a single-block optimization implementation and parallel optimization implementation of PIPO lightweight block cipher ECB, CBC, and CTR operation modes are performed on a 32-bit RISC-V processor. A single block implementation proposes an efficient 8-bit unit of Rlayer function implementation on a 32-bit register. In a parallel implementation, internal alignment of registers for parallel implementation is performed, and a method for four different blocks to perform Rlayer function operations on one register is described. In addition, since it is difficult to apply the parallel implementation technique to the encryption process in the parallel implementation of the CBC operation mode, it is proposed to apply the parallel implementation technique in the decryption process. In parallel implementation of the CTR operation mode, an extended initialization vector is used to propose a register internal alignment omission technique. This paper shows that the parallel implementation technique is applicable to several block cipher operation modes. As a result, it is confirmed that the performance improvement is 1.7 times in a single-block implementation and 1.89 times in a parallel implementation compared to the performance of the existing research implementation that includes the key schedule process in the ECB operation mode.

Numerical Analysis of Synchronous Edge Wave Known as the Driving Mechanism of Beach Cusp (Beach Cusp 생성기작으로 기능하는 Synchronous Edge Wave 수치해석)

  • Lee, Hyung Jae;Cho, Yong Jun
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.31 no.6
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    • pp.409-422
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    • 2019
  • In this study, we carried out the 3D numerical simulation to investigate the hydraulic characteristics of Synchronous Edge wave known as the driving mechanism of beach cusp using the Tool Box called the ihFoam that has its roots on the OpenFoam. As a wave driver, RANS (Reynolds Averaged Navier-Stokes equation) and mass conservation equation are used. In doing so, we materialized short-crested waves known as the prerequisite for the formation of Synchronous Edge waves by generating two obliquely colliding Cnoidal waves. Numerical results show that as can be expected, flow velocity along the cross section where waves are focused are simulated to be much faster than the one along the cross section where waves are diverged. It is also shown that along the cross section where waves are focused, up-rush is moving much faster than its associated back-wash, but a duration period of up-rush is shortened, which complies the typical characteristics of nonlinear waves. On the other hand, due to the water-merging effect triggered by the redirected flow toward wave-diverging area at the pinacle of run-up, along the cross section where waves are diverged, offshore-ward velocity is larger than shore-ward velocity at the vicinity of shore-line, while at the very middle of shoaling process, the asymmetry of flow velocity leaned toward the shore is noticeably weakened. Considering that these flow characteristics can be found without exception in Synchronous Edge waves, the numerical simulation can be regarded to be successfully implemented. In doing so, new insight about how the boundary layer streaming occur are also developed.

Program Translation from Conventional Programming Source to Java Bytecode (기존 프로그래밍 원시코드에서 자바 바이트 코드로의 변환)

  • Jeon-Geun Kang;Haeng-Kon Kim
    • Journal of the Korea Computer Industry Society
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    • v.3 no.8
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    • pp.963-980
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    • 2002
  • Software reengineering is making various research for solutions against problem of maintain existing systems. Reengineering has a meaning of development of software on exizting systems through the reverse engineering auf forward engineering. Most of the important concepts used in reengineering is composition that is restructuring of the existing objects. Is there a compiler that can compile a program written in a traditional procedural language (like C or Pascal) and generate a Java bytecode, rather than an executable code that runs oかy on the machine it was compiled (such as an a.out file on a Unix machine)\ulcorner This type of compiler may be very handy for today's computing environment of heterogeneous networks. In this paper we present a software system that does this job at the binary-to-binary level. It takes the compiled binary code of a procedural language and translates it into Java bytecode. To do this, we first translate into an assembler code called Jasmin [7] that is a human-readable representation of Java bytecode. Then the Jasmin assembler converts it into real Java bytecode. The system is not a compiler because it does not start at the source level. We believe this kind of translator is even more useful than a compiler because most of the executable code that is available for sharing does not come with source programs. Of course, it works only if the format of the executable binary code is known. This translation process consists of three major stages: (1) analysis stage that identifies the language constructs in the given binary code, (2) initialization stage where variables and objects are located, classified, and initialized, and (3) mapping stage that maps the given binary code into a Jasmin assembler code that is then converted to Java bytecode.

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Feasibility Study on Integration of SSR Correction into Network RTK to Provide More Robust Service

  • Lim, Cheol-Soon;Park, Byungwoon;Kim, Dong-Uk;Kee, Chang-Don;Park, Kwan-Dong;Seo, Seungwoo;So, Hyoungmin;Park, Junpyo
    • Journal of Positioning, Navigation, and Timing
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    • v.7 no.4
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    • pp.295-305
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    • 2018
  • Network RTK is a highly practical technology that can provide high positioning accuracy at levels between cm~dm regardless of user location in the network by extending the available range of RTK using reference station network. In particular, unlike other carrier-based positioning techniques such as PPP, users are able to acquire high-accuracy positions within a short initialization time of a few or tens of seconds, which increases its value as a future navigation system. However, corrections must be continuously received to maintain a high level of positioning accuracy, and when a time delay of more than 30 seconds occurs, the accuracy may be reduced to the code-based positioning level of meters. In case of SSR, which is currently in the process of standardization for PPP service, the corrections by each error source are transmitted in different transmission intervals, and the rate of change of each correction is transmitted together to compensate the time delay. Using these features of SSR correction is expected to reduce the performance degradation even if users do not receive the network RTK corrections for more than 30 seconds. In this paper, the simulation data were generated from 5 domestic reference stations in Gunwi, Yeongdoek, Daegu, Gimcheon, and Yecheon, and the network RTK and SSR corrections were generated for the corresponding data and applied to the simulation data from Cheongsong reference station, assumed as the user. As a result of the experiment assuming 30 seconds of missing data, the positioning performance compensating for time delay by SSR was analyzed to be horizontal RMS (about 5 cm) and vertical RMS (about 8 cm), and the 95% error was 8.7 cm horizontal and 1cm vertical. This is a significant amount when compared to the horizontal and vertical RMS of 0.3 cm and 0.6 cm, respectively, for Network RTK without time delay for the same data, but is considerably smaller compared to the 0.5 ~ 1 m accuracy level of DGPS or SBAS. Therefore, maintaining Network RTK mode using SSR rather than switching to code-based DGPS or SBAS mode due to failure to receive the network RTK corrections for 30 seconds is considered to be favorable in terms of maintaining position accuracy and recovering performance by quickly resolving the integer ambiguity when the communication channel is recovered.

Modelling Gas Production Induced Seismicity Using 2D Hydro-Mechanical Coupled Particle Flow Code: Case Study of Seismicity in the Natural Gas Field in Groningen Netherlands (2차원 수리-역학적 연계 입자유동코드를 사용한 가스생산 유발지진 모델링: 네덜란드 그로닝엔 천연가스전에서의 지진 사례 연구)

  • Jeoung Seok Yoon;Anne Strader;Jian Zhou;Onno Dijkstra;Ramon Secanell;Ki-Bok Min
    • Tunnel and Underground Space
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    • v.33 no.1
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    • pp.57-69
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    • 2023
  • In this study, we simulated induced seismicity in the Groningen natural gas reservoir using 2D hydro-mechanical coupled discrete element modelling (DEM). The code used is PFC2D (Particle Flow Code 2D), a commercial software developed by Itasca, and in order to apply to this study we further developed 1)initialization of inhomogeneous reservoir pressure distribution, 2)a non-linear pressure-time history boundary condition, 3)local stress field monitoring logic. We generated a 2D reservoir model with a size of 40 × 50 km2 and a complex fault system, and simulated years of pressure depletion with a time range between 1960 and 2020. We simulated fault system failure induced by pressure depletion and reproduced the spatiotemporal distribution of induced seismicity and assessed its failure mechanism. Also, we estimated the ground subsidence distribution and confirmed its similarity to the field measurements in the Groningen region. Through this study, we confirm the feasibility of the presented 2D hydro-mechanical coupled DEM in simulating the deformation of a complex fault system by hydro-mechanical coupled processes.

GPU-based dynamic point light particles rendering using 3D textures for real-time rendering (실시간 렌더링 환경에서의 3D 텍스처를 활용한 GPU 기반 동적 포인트 라이트 파티클 구현)

  • Kim, Byeong Jin;Lee, Taek Hee
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.123-131
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    • 2020
  • This study proposes a real-time rendering algorithm for lighting when each of more than 100,000 moving particles exists as a light source. Two 3D textures are used to dynamically determine the range of influence of each light, and the first 3D texture has light color and the second 3D texture has light direction information. Each frame goes through two steps. The first step is to update the particle information required for 3D texture initialization and rendering based on the Compute shader. Convert the particle position to the sampling coordinates of the 3D texture, and based on this coordinate, update the colour sum of the particle lights affecting the corresponding voxels for the first 3D texture and the sum of the directional vectors from the corresponding voxels to the particle lights for the second 3D texture. The second stage operates on a general rendering pipeline. Based on the polygon world position to be rendered first, the exact sampling coordinates of the 3D texture updated in the first step are calculated. Since the sample coordinates correspond 1:1 to the size of the 3D texture and the size of the game world, use the world coordinates of the pixel as the sampling coordinates. Lighting process is carried out based on the color of the sampled pixel and the direction vector of the light. The 3D texture corresponds 1:1 to the actual game world and assumes a minimum unit of 1m, but in areas smaller than 1m, problems such as stairs caused by resolution restrictions occur. Interpolation and super sampling are performed during texture sampling to improve these problems. Measurements of the time taken to render a frame showed that 146 ms was spent on the forward lighting pipeline, 46 ms on the defered lighting pipeline when the number of particles was 262144, and 214 ms on the forward lighting pipeline and 104 ms on the deferred lighting pipeline when the number of particle lights was 1,024766.