Texture filtering

Texture filtering

In computer graphics, texture filtering or texture smoothing is the method used to determine the texture color for a texture mapped pixel, using the colors of nearby texels (ie. pixels of the texture). Filtering describes how a texture is applied at many different shapes, size, angles and scales. Depending on the chosen filter algorithm, the result will show varying degrees of blurriness, detail, spatial aliasing, temporal aliasing and blocking. Depending on the circumstances, filtering can be performed in software (such as a software rendering package) or in hardware, eg. with either real time or GPU accelerated rendering circuits, or in a mixture of both. For most common interactive graphical applications, modern texture filtering is performed by dedicated hardware which optimizes memory access through memory cacheing and pre-fetch, and implements a selection of algorithms available to the user and developer. There are two main categories of texture filtering: magnification filtering and minification filtering. Depending on the situation, texture filtering is either a type of reconstruction filter where sparse data is interpolated to fill gaps (magnification), or a type of anti-aliasing (AA) where texture samples exist at a higher frequency than required for the sample frequency needed for texture fill (minification). There are many methods of texture filtering, which make different trade-offs between computational complexity, memory bandwidth and image quality. == The need for filtering == During the texture mapping process for any arbitrary 3D surface, a texture lookup takes place to find out where on the texture each pixel center falls. For texture-mapped polygonal surfaces composed of triangles typical of most surfaces in 3D games and movies, every pixel (or subordinate pixel sample) of that surface will be associated with some triangle(s) and a set of barycentric coordinates, which are used to provide a position within a texture. Such a position may not lie perfectly on the "pixel grid," necessitating some function to account for these cases. In other words, since the textured surface may be at an arbitrary distance and orientation relative to the viewer, one pixel does not usually correspond directly to one texel. Some form of filtering has to be applied to determine the best color for the pixel. Insufficient or incorrect filtering will show up in the image as artifacts (errors in the image), such as 'blockiness', jaggies, or shimmering. There can be different types of correspondence between a pixel and the texel/texels it represents on the screen. These depend on the position of the textured surface relative to the viewer, and different forms of filtering are needed in each case. Given a square texture mapped on to a square surface in the world, at some viewing distance the size of one screen pixel is exactly the same as one texel. Closer than that, the texels are larger than screen pixels, and need to be scaled up appropriately — a process known as texture magnification. Farther away, each texel is smaller than a pixel, and so one pixel covers multiple texels. In this case an appropriate color has to be picked based on the covered texels, via texture minification. Graphics APIs such as OpenGL allow the programmer to set different choices for minification and magnification filters. Note that even in the case where the pixels and texels are exactly the same size, one pixel will not necessarily match up exactly to one texel. It may be misaligned or rotated, and cover parts of up to four neighboring texels. Hence some form of filtering is still required. == Mipmapping == Mipmapping is a standard technique used to save some of the filtering work needed during texture minification. It is also highly beneficial for cache coherency - without it the memory access pattern during sampling from distant textures will exhibit extremely poor locality, adversely affecting performance even if no filtering is performed. During texture magnification, the number of texels that need to be looked up for any pixel is always four or fewer; during minification, however, as the textured polygon moves farther away potentially the entire texture might fall into a single pixel. This would necessitate reading all of its texels and combining their values to correctly determine the pixel color, a prohibitively expensive operation. Mipmapping avoids this by prefiltering the texture and storing it in smaller sizes down to a single pixel. As the textured surface moves farther away, the texture being applied switches to the prefiltered smaller size. Different sizes of the mipmap are referred to as 'levels', with Level 0 being the largest size (used closest to the viewer), and increasing levels used at increasing distances. == Filtering methods == This section lists the most common texture filtering methods, in increasing order of computational cost and image quality. === Nearest-neighbor interpolation === Nearest-neighbor interpolation is the simplest and crudest filtering method — it simply uses the color of the texel closest to the pixel center for the pixel color. While simple, this results in a large number of artifacts - texture 'blockiness' during magnification, and aliasing and shimmering during minification. This method is fast during magnification but during minification the stride through memory becomes arbitrarily large and it can often be less efficient than MIP-mapping due to the lack of spatially coherent texture access and cache-line reuse. === Nearest-neighbor with mipmapping === This method still uses nearest neighbor interpolation, but adds mipmapping — first the nearest mipmap level is chosen according to distance, then the nearest texel center is sampled to get the pixel color. This reduces the aliasing and shimmering significantly during minification but does not eliminate it entirely. In doing so it improves texture memory access and cache-line reuse through avoiding arbitrarily large access strides through texture memory during rasterization. This does not help with blockiness during magnification as each magnified texel will still appear as a large rectangle. === Linear mipmap filtering === Less commonly used, OpenGL and other APIs support nearest-neighbor sampling from individual mipmaps whilst linearly interpolating the two nearest mipmaps relevant to the sample. === Bilinear filtering === In Bilinear filtering, the four nearest texels to the pixel center are sampled (at the closest mipmap level), and their colors are combined by weighted average according to distance. This removes the 'blockiness' seen during magnification, as there is now a smooth gradient of color change from one texel to the next, instead of an abrupt jump as the pixel center crosses the texel boundary. Bilinear filtering for magnification filtering is common. When used for minification it is often used with mipmapping; though it can be used without, it would suffer the same aliasing and shimmering problems as nearest-neighbor filtering when minified too much. For modest minification ratios, however, it can be used as an inexpensive hardware accelerated weighted texture supersample. The Nintendo 64 used an unusual version of bilinear filtering where only three pixels are used known as 3-point texture filtering, instead of four due to hardware optimization concerns. This introduces a noticeable "triangulation bias" in some textures. === Trilinear filtering === Trilinear filtering is a remedy to a common artifact seen in mipmapped bilinearly filtered images: an abrupt and very noticeable change in quality at boundaries where the renderer switches from one mipmap level to the next. Trilinear filtering solves this by doing a texture lookup and bilinear filtering on the two closest mipmap levels (one higher and one lower quality), and then linearly interpolating the results. This results in a smooth degradation of texture quality as distance from the viewer increases, rather than a series of sudden drops. Of course, closer than Level 0 there is only one mipmap level available, and the algorithm reverts to bilinear filtering. === Anisotropic filtering === Anisotropic filtering is the highest quality filtering available in current consumer 3D graphics cards. Simpler, "isotropic" techniques use only square mipmaps which are then interpolated using bi– or trilinear filtering. (Isotropic means same in all directions, and hence is used to describe a system in which all the maps are squares rather than rectangles or other quadrilaterals.) When a surface is at a high angle relative to the camera, the fill area for a texture will not be approximately square. Consider the common case of a floor in a game: the fill area is far wider than it is tall. In this case, none of the square maps are a good fit. The result is blurriness and/or shimmering, depending on how the fit is chosen. Anisotropic filtering corrects this by sampling the texture as a non-square shape. The goal is

Qstack

Qstack is a cloud management platform developed by GreenQloud, a cloud computing software company founded in Reykjavik, Iceland in February 2010. Qstack enables its users to manage multiple clouds and hybrid deployments through a single self-service portal. Qstack is in continuous development, incorporating developments within infrastructure, cloud, and application management solutions. The next release of Qstack is slated for June 2017. == History == In 2014 when Jonsi Stefansson joined as CEO, Greenqloud pivoted its operational focus to development of Qstack with beta launch in the fall of 2015, and began offering support, technical services and certifications for the software. == Features == Qstack is hypervisor agnostic (KVM, VMware, Hyper-V) and can manage private clouds in multiple locations as well as AWS, Azure, and EC2-compatible public clouds from its user interface. Qstack combines proprietary software with open-source components, and the company claims to harden them to meet the strict security standards often required by enterprise deployments. Qstack features VM templates for Windows, Linux, and other operating systems. It also features full SSH/RDP access to instances, virtual routers, firewalls, and load balancers built into the interface. == Reception == In a 2015 review, IDG columnist J. Peter Bruzzese praised Qstack’s user interface for its ease-of-use and clean look.

Fabric computing

Fabric computing or unified computing involves constructing a computing fabric consisting of interconnected nodes that look like a weave or a fabric when seen collectively from a distance. Usually the phrase refers to a consolidated high-performance computing system consisting of loosely coupled storage, networking and parallel processing functions linked by high bandwidth interconnects (such as 10 Gigabit Ethernet and InfiniBand) but the term has also been used to describe platforms such as the Azure Services Platform and grid computing in general (where the common theme is interconnected nodes that appear as a single logical unit). The fundamental components of fabrics are "nodes" (processor(s), memory, and/or peripherals) and "links" (functional connections between nodes). While the term "fabric" has also been used in association with storage area networks and with switched fabric networking, the introduction of compute resources provides a complete "unified" computing system. Other terms used to describe such fabrics include "unified fabric", "data center fabric" and "unified data center fabric". Ian Foster, director of the Computation Institute at the Argonne National Laboratory and University of Chicago suggested in 2007 that grid computing "fabrics" were "poised to become the underpinning for next-generation enterprise IT architectures and be used by a much greater part of many organizations". == History == While the term has been in use since the mid to late 1990s the growth of cloud computing and Cisco's evangelism of unified data center fabrics followed by unified computing (an evolutionary data center architecture whereby blade servers are integrated or unified with supporting network and storage infrastructure) starting March 2009 has renewed interest in the technology. There have been mixed reactions to Cisco's architecture, particularly from rivals who claim that these proprietary systems will lock out other vendors. Analysts claim that this "ambitious new direction" is "a big risk" as companies such as IBM and HP who have previously partnered with Cisco on data center projects (accounting for $2–3bn of Cisco's annual revenue) are now competing with them. In 2007, Wombat Financial Software launched the "Wombat Data Fabric," the first commercial off-the-shelf software platform providing high performance / low-latency RDMA-based messaging across an Infiniband switch. == Key characteristics == The main advantages of fabrics are that massive concurrent processing combined with a huge, tightly coupled address space makes it possible to solve huge computing problems (such as those presented by delivery of cloud computing services); and that they are both scalable and able to be dynamically reconfigured. Challenges include a non-linearly degrading performance curve, whereby adding resources does not linearly increase performance which is a common problem with parallel computing and maintaining security. == Companies == As of 2015 companies offering unified or fabric computing systems include Avaya, Brocade, Cisco, Dell, Egenera, HPE, IBM, Liquid Computing Corporation, TIBCO, Unisys, and Xsigo Systems.

TinEye

TinEye is a reverse image search engine developed and offered by Idée, Inc., a company based in Toronto, Ontario, Canada. It was the first image search engine on the web to use image identification technology rather than keywords, metadata or watermarks. TinEye allows users to search not using keywords but with images. Upon submitting an image, TinEye creates a "unique and compact digital signature or fingerprint" of the image and matches it with other indexed images. This procedure is able to match even heavily edited versions of the submitted image, but will not usually return similar images in the results. == History == Idée, Inc. was founded by Leila Boujnane and Paul Bloore in 1999. Idée launched the service on May 6, 2008 and went into open beta in August that year. While computer vision and image identification research projects began as early as the 1980s, the company claims that TinEye is the first web-based image search engine to use image identification technology. The service was created with copyright owners and brand marketers as the intended user base, to look up unauthorized use and track where the brands are showing up respectively. In June 2014, TinEye claimed to have indexed more than five billion images for comparisons. However, this is a relatively small proportion of the total number of images available on the World Wide Web. As of September 2025, TinEye's search results claim to have over 77.6 billion images indexed for comparison. == Technology == A user uploads an image to the search engine (the upload size is limited to 20 MB) or provides a URL for an image or for a page containing the image. The search engine will look up other usage of the image in the internet, including modified images based upon that image, and report the date and time at which they were posted. TinEye does not recognize outlines of objects or perform facial recognition, but recognizes the entire image, and some altered versions of that image. This includes smaller, larger, and cropped versions of the image. TinEye has shown itself capable of retrieving different images from its database of the same subject, such as famous landmarks. TinEye is capable of searching for images in JPEG, PNG, WebP, GIF, BMP and TIFF format. Results generated from TinEye include the total number of matches in their database, a preview image, and the URL to each match. TinEye can sort results by best match, most changed, biggest image, newest, and oldest. User registration is optional and offers storage of the user's previous queries. Other features include embeddable widgets and bookmarklets. TinEye has also released their commercial API. == Usage == TinEye's ability to search the web for specific images (and modifications of those images) makes it a potential tool for the copyright holders of visual works to locate infringements on their copyright. It also creates a possible avenue for people who are looking to make use of imagery under orphan works to find the copyright holders of that imagery. Being that orphan works can be defined as "copyrighted works whose owners are difficult or impossible to identify and/or locate," the use of TinEye could potentially remove the orphan work status from online images that can be found in its database. === Fact-checking === It has been recommended by fact-checkers as a useful resource in attempts to verify the origin of images. As of 2019, TinEye specialized in copyright violations and finding exact versions of images online.

Observability (software)

In software engineering, more specifically in distributed computing, observability is the ability to collect data about programs' execution, modules' internal states, and the communication among components. To improve observability, software engineers use a wide range of logging and tracing techniques to gather telemetry information, and tools to analyze and use it. Observability is foundational to site reliability engineering, as it is the first step in triaging a service outage. One of the goals of observability is to minimize the amount of prior knowledge needed to debug an issue. == Etymology, terminology and definition == The term is borrowed from control theory, where the "observability" of a system measures how well its state can be determined from its outputs. Similarly, software observability measures how well a system's state can be understood from the obtained telemetry (metrics, logs, traces, profiling). The definition of observability varies by vendor: Observability is the process of making a system’s internal state more transparent. Systems are made observable by the data they produce, which in turn helps you to determine if your infrastructure or application is healthy and functioning normally. a measure of how well you can understand and explain any state your system can get into, no matter how novel or bizarre [...] without needing to ship new code software tools and practices for aggregating, correlating and analyzing a steady stream of performance data from a distributed application along with the hardware and network it runs onobservability starts by shipping all your raw data to central service before you begin analysisthe ability to measure a system’s current state based on the data it generates, such as logs, metrics, and traces Observability is tooling or a technical solution that allows teams to actively debug their system. Observability is based on exploring properties and patterns not defined in advance. proactively collecting, visualizing, and applying intelligence to all of your metrics, events, logs, and traces—so you can understand the behavior of your complex digital system The term is frequently referred to as its numeronym o11y (where 11 stands for the number of letters between the first letter and the last letter of the word). This is similar to other computer science abbreviations such as i18n and l10n and k8s. === Observability vs. monitoring === Observability and monitoring are sometimes used interchangeably. As tooling, commercial offerings and practices evolved in complexity, "monitoring" was re-branded as observability in order to differentiate new tools from the old. The terms are commonly contrasted in that systems are monitored using predefined sets of telemetry, and monitored systems may be observable. Majors et al. suggest that engineering teams that only have monitoring tools end up relying on expert foreknowledge (seniority), whereas teams that have observability tools rely on exploratory analysis (curiosity). == Telemetry types == Observability relies on three main types of telemetry data: metrics, logs and traces. Those are often referred to as "pillars of observability". === Metrics === A metric is a point in time measurement (scalar) that represents some system state. Examples of common metrics include: number of HTTP requests per second; total number of query failures; database size in bytes; time in seconds since last garbage collection. Monitoring tools are typically configured to emit alerts when certain metric values exceed set thresholds. Thresholds are set based on knowledge about normal operating conditions and experience. Metrics are typically tagged to facilitate grouping and searchability. Application developers choose what kind of metrics to instrument their software with, before it is released. As a result, when a previously unknown issue is encountered, it is impossible to add new metrics without shipping new code. Furthermore, their cardinality can quickly make the storage size of telemetry data prohibitively expensive. Since metrics are cardinality-limited, they are often used to represent aggregate values (for example: average page load time, or 5-second average of the request rate). Without external context, it is impossible to correlate between events (such as user requests) and distinct metric values. === Logs === Logs, or log lines, are generally free-form, unstructured text blobs that are intended to be human readable. Modern logging is structured to enable machine parsability. As with metrics, an application developer must instrument the application upfront and ship new code if different logging information is required. Logs typically include a timestamp and severity level. An event (such as a user request) may be fragmented across multiple log lines and interweave with logs from concurrent events. === Traces === ==== Distributed traces ==== A cloud native application is typically made up of distributed services which together fulfill a single request. A distributed trace is an interrelated series of discrete events (also called spans) that track the progression of a single user request. A trace shows the causal and temporal relationships between the services that interoperate to fulfill a request. Instrumenting an application with traces means sending span information to a tracing backend. The tracing backend correlates the received spans to generate presentable traces. To be able to follow a request as it traverses multiple services, spans are labeled with unique identifiers that enable constructing a parent-child relationship between spans. Span information is typically shared in the HTTP headers of outbound requests. === Continuous profiling === Continuous profiling is another telemetry type used to precisely determine how an application consumes resources. === Instrumentation === To be able to observe an application, telemetry about the application's behavior needs to be collected or exported. Instrumentation means generating telemetry alongside the normal operation of the application. Telemetry is then collected by an independent backend for later analysis. In fast-changing systems, instrumentation itself is often the best possible documentation, since it combines intention (what are the dimensions that an engineer named and decided to collect?) with the real-time, up-to-date information of live status in production. Instrumentation can be automatic, or custom. Automatic instrumentation offers blanket coverage and immediate value; custom instrumentation brings higher value but requires more intimate involvement with the instrumented application. Instrumentation can be native - done in-code (modifying the code of the instrumented application) - or out-of-code (e.g. sidecar, eBPF). Verifying new features in production by shipping them together with custom instrumentation is a practice called "observability-driven development". == "Pillars of observability" == Metrics, logs and traces are most commonly listed as the pillars of observability. Majors et al. suggest that the pillars of observability are high cardinality, high-dimensionality, and explorability, arguing that runbooks and dashboards have little value because "modern systems rarely fail in precisely the same way twice." == Self monitoring == Self monitoring is a practice where observability stacks monitor each other, in order to reduce the risk of inconspicuous outages. Self monitoring may be put in place in addition to high availability and redundancy to further avoid correlated failures.

Confused deputy problem

In information security, a confused deputy is a computer program that is tricked by another program (with fewer privileges or less rights) into misusing its authority on the system. It is a specific type of privilege escalation. The confused deputy problem is often cited as an example of why capability-based security is important. Capability systems protect against the confused deputy problem, whereas access-control list–based systems do not. Such systems can mitigate the confused deputy problem by eliminating ambient authority, allowing programs to act only on resources for which they hold explicit capabilities, whereas access-control list–based systems are more susceptible to it. However, this protection depends on correct implementation; in formally verified capability systems such as seL4, it can be shown that the kernel enforces capability constraints correctly, preventing such behavior at the system level. == Example == In the original example of a confused deputy, there was a compiler program provided on a commercial timesharing service. Users could run the compiler and optionally specify a filename where it would write debugging output, and the compiler would be able to write to that file if the user had permission to write there. The compiler also collected statistics about language feature usage. Those statistics were stored in a file called "(SYSX)STAT", in the directory "SYSX". To make this possible, the compiler program was given permission to write to files in SYSX. But there were other files in SYSX: in particular, the system's billing information was stored in a file "(SYSX)BILL". A user ran the compiler and named "(SYSX)BILL" as the desired debugging output file. This produced a confused deputy problem. The compiler made a request to the operating system to open (SYSX)BILL. Even though the user did not have access to that file, the compiler did, so the open succeeded. The compiler wrote the compilation output to the file (here "(SYSX)BILL") as normal, overwriting it, and the billing information was destroyed. === The confused deputy === In this example, the compiler program is the deputy because it is acting at the request of the user. The program is seen as 'confused' because it was tricked into overwriting the system's billing file. Whenever a program tries to access a file, the operating system needs to know two things: which file the program is asking for, and whether the program has permission to access the file. In the example, the file is designated by its name, “(SYSX)BILL”. The program receives the file name from the user, but does not know whether the user had permission to write the file. When the program opens the file, the system uses the program's permission, not the user's. When the file name was passed from the user to the program, the permission did not go along with it; the permission was increased by the system silently and automatically. It is not essential to the attack that the billing file be designated by a name represented as a string. The essential points are that: the designator for the file does not carry the full authority needed to access the file; the program's own permission to access the file is used implicitly. == Other examples == A cross-site request forgery (CSRF) is an example of a confused deputy attack that uses the web browser to perform sensitive actions against a web application. A common form of this attack occurs when a web application uses a cookie to authenticate all requests transmitted by a browser. Using JavaScript, an attacker can force a browser into transmitting authenticated HTTP requests. The Samy computer worm used cross-site scripting (XSS) to turn the browser's authenticated MySpace session into a confused deputy. Using XSS the worm forced the browser into posting an executable copy of the worm as a MySpace message which was then viewed and executed by friends of the infected user. Clickjacking is an attack where the user acts as the confused deputy. In this attack a user thinks they are harmlessly browsing a website (an attacker-controlled website) but they are in fact tricked into performing sensitive actions on another website. An FTP bounce attack can allow an attacker to connect indirectly to TCP ports to which the attacker's machine has no access, using a remote FTP server as the confused deputy. Another example relates to personal firewall software. It can restrict Internet access for specific applications. Some applications circumvent this by starting a browser with instructions to access a specific URL. The browser has authority to open a network connection, even though the application does not. Firewall software can attempt to address this by prompting the user in cases where one program starts another which then accesses the network. However, the user frequently does not have sufficient information to determine whether such an access is legitimate—false positives are common, and there is a substantial risk that even sophisticated users will become habituated to clicking "OK" to these prompts. Not every program that misuses authority is a confused deputy. Sometimes misuse of authority is simply a result of a program error. The confused deputy problem occurs when the designation of an object is passed from one program to another, and the associated permission changes unintentionally, without any explicit action by either party. It is insidious because neither party did anything explicit to change the authority. Another example is when an administrator authorizes an AI agent to act on their behalf, and that AI subsequently delegates authority to another AI agent neither vetted nor authorized by the original administrator. The unvetted AI can then act without permissions or oversight from the original developer. == Solutions == In some systems it is possible to ask the operating system to open a file using the permissions of another client. This solution has some drawbacks: It requires explicit attention to security by the server. A naive or careless server might not take this extra step. It becomes more difficult to identify the correct permission if the server is in turn the client of another service and wants to pass along access to the file. It requires the client to trust the server to not abuse the borrowed permissions. Note that intersecting the server and client's permissions does not solve the problem either, because the server may then have to be given very wide permissions (all of the time, rather than those needed for a given request) in order to act for arbitrary clients. The simplest way to solve the confused deputy problem is to bundle together the designation of an object and the permission to access that object. This is exactly what a capability is. Using capability security in the compiler example, the client would pass to the server a capability to the output file, such as a file descriptor, rather than the name of the file. Since it lacks a capability to the billing file, it cannot designate that file for output. In the cross-site request forgery example, a URL supplied "cross"-site would include its own authority independent of that of the client of the web browser.

EasyChair

EasyChair is a web-based conference management software system. It has been used since 2002 in the scientific community for tasks such as organising research paper submission and review. In 2012, EasyChair added an open access online publication service for conference proceedings. == Description == EasyChair is a paid web-based conference management software system used, among other tasks, to organize paper submission and review, similar to other event management system software such as OpenConf. EasyChair used to be run by the Department of Computer Science at the University of Manchester but now it is a commercial service, owned by EasyChair Ltd. in Stockport (established 2016). EasyChair used to be free, for standard service, but as of 2022, only minimal services are free. The EasyChair website also provides an open access online publication service for conference proceedings. When launched in 2012, the service was for computer science only, but in 2016 it was expanded to all sciences. == History == The EasyChair software has been in continuous development since 2002. As of 2015, the code base consists of nearly 300,000 lines of code, and it has been used by more than 41,000 conferences. More than two and a half million users in the scientific community reported using it in 2019.