AI Assistant Gemini

AI Assistant Gemini — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Seam carving

    Seam carving

    Seam carving (or liquid rescaling) is an algorithm for content-aware image resizing, developed by Shai Avidan, of Mitsubishi Electric Research Laboratories (MERL), and Ariel Shamir, of the Interdisciplinary Center and MERL. It functions by establishing a number of seams (paths of least importance) in an image and automatically removes seams to reduce image size or inserts seams to extend it. Seam carving also allows manually defining areas in which pixels may not be modified, and features the ability to remove whole objects from photographs. The purpose of the algorithm is image retargeting, which is the problem of displaying images without distortion on media of various sizes (cell phones, projection screens) using document standards, like HTML, that already support dynamic changes in page layout and text but not images. Image Retargeting was invented by Vidya Setlur, Saeko Takage, Ramesh Raskar, Michael Gleicher and Bruce Gooch in 2005. The work by Setlur et al. won the 10-year impact award in 2015. == Seams == Seams can be either vertical or horizontal. A vertical seam is a path of pixels connected from top to bottom in an image with one pixel in each row. A horizontal seam is similar with the exception of the connection being from left to right. The importance/energy function values a pixel by measuring its contrast with its neighbor pixels. == Process == The below example describes the process of seam carving: The seams to remove depends only on the dimension (height or width) one wants to shrink. It is also possible to invert step 4 so the algorithm enlarges in one dimension by copying a low energy seam and averaging its pixels with its neighbors. === Computing seams === Computing a seam consists of finding a path of minimum energy cost from one end of the image to another. This can be done via Dijkstra's algorithm, dynamic programming, greedy algorithm or graph cuts among others. ==== Dynamic programming ==== Dynamic programming is a programming method that stores the results of sub-calculations in order to simplify calculating a more complex result. Dynamic programming can be used to compute seams. If attempting to compute a vertical seam (path) of lowest energy, for each pixel in a row we compute the energy of the current pixel plus the energy of one of the three possible pixels above it. The images below depict a DP process to compute one optimal seam. Each square represents a pixel, with the top-left value in red representing the energy value of that pixel. The value in black represents the cumulative sum of energies leading up to and including that pixel. The energy calculation is trivially parallelized for simple functions. The calculation of the DP array can also be parallelized with some interprocess communication. However, the problem of making multiple seams at the same time is harder for two reasons: the energy needs to be regenerated for each removal for correctness and simply tracing back multiple seams can form overlaps. Avidan 2007 computes all seams by removing each seam iteratively and storing an "index map" to record all the seams generated. The map holds a "nth seam" number for each pixel on the image, and can be used later for size adjustment. If one ignores both issues however, a greedy approximation for parallel seam carving is possible. To do so, one starts with the minimum-energy pixel at one end, and keep choosing the minimum energy path to the other end. The used pixels are marked so that they are not picked again. Local seams can also be computed for smaller parts of the image in parallel for a good approximation. == Issues == The algorithm may need user-provided information to reduce errors. This can consist of painting the regions which are to be preserved. With human faces it is possible to use face detection. Sometimes the algorithm, by removing a low energy seam, may end up inadvertently creating a seam of higher energy. The solution to this is to simulate a removal of a seam, and then check the energy delta to see if the energy increases (forward energy). If it does, prefer other seams instead. == Implementations == Adobe Systems acquired a non-exclusive license to seam carving technology from MERL, and implemented it as a feature in Photoshop CS4, where it is called Content Aware Scaling. As the license is non-exclusive, other popular computer graphics applications (e. g. GIMP, digiKam, and ImageMagick) as well as some stand-alone programs (e. g. iResizer) also have implementations of this technique, some of which are released as free and open source software. There also exists an implementation for webpages. == Improvements and extensions == Better energy function and application to video by introducing 2D (time+1D) seams. Faster implementation on GPU. Application of this forward energy function to static images. Multi-operator: Combine with cropping and scaling. Much faster removal of multiple seams. Removing seams through neural deformation fields to extend to continuous domains like 3D scenes. A 2010 review of eight image retargeting methods found that seam carving produced output that was ranked among the worst of the tested algorithms. It was, however, a part of one of the highest-ranking algorithms: the multi-operator extension mentioned above (combined with cropping and scaling).

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  • Data classification (data management)

    Data classification (data management)

    Data classification is the process of organizing data into categories based on attributes like file type, content, or metadata. The data is then assigned class labels that describe a set of attributes for the corresponding data sets. The goal is to provide meaningful class attributes to former less structured information, enabling organizations to manage, protect, and govern their data more effectively. Data classification can be viewed as a multitude of labels that are used to define the type of data, especially on confidentiality and integrity issues. == Approaches == Classification techniques might be used for reports generated by ERP systems or where the data includes specific personal information that is identified. Many organizations also employ context-based classification that considers factors such as data source, user identity, and application context. == Regulatory frameworks == Data classification schemes are mandated or implied by numerous regulatory frameworks that require organizations to identify, categorize, and protect sensitive information according to its level of sensitivity. The Health Insurance Portability and Accountability Act (HIPAA) Security Rule requires covered entities to conduct an accurate and thorough assessment of potential risks and vulnerabilities to the confidentiality, integrity, and availability of protected health information under 45 CFR 164.308(a)(1)(ii)(A), which necessitates classification of data to distinguish protected health information from other organizational data."Security Standards: Administrative Safeguards". U.S. Department of Health and Human Services. Retrieved April 1, 2026. The December 2024 HIPAA Security Rule notice of proposed rulemaking (90 FR 898) would mandate comprehensive technology asset inventories and require mapping of how electronic protected health information moves through an organization, formalizing data classification as an explicit compliance obligation."HIPAA Security Rule To Strengthen the Cybersecurity of Electronic Protected Health Information". Federal Register. January 6, 2025. Retrieved April 1, 2026. NIST Special Publication 800-60 provides guidelines for mapping information types to security categories, establishing a structured methodology for federal agencies to classify data and apply appropriate security controls based on the potential impact of a security breach."NIST SP 800-60 Vol. 1 Rev. 1: Guide for Mapping Types of Information and Information Systems to Security Categories". National Institute of Standards and Technology. August 2008. Retrieved April 1, 2026.

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  • Comparison of color models in computer graphics

    Comparison of color models in computer graphics

    This article provides introductory information about the RGB, HSV, and HSL color models from a computer graphics (web pages, images) perspective. An introduction to colors is also provided to support the main discussion. == Basics of color == === Primary colors and hue === First, "color" refers to the human brain's subjective interpretation of combinations of a narrow band of wavelengths of light. For this reason, the definition of "color" is not based on a strict set of physical phenomena. Therefore, even basic concepts like "primary colors" are not clearly defined. For example, traditional "Painter's Colors" use red, blue, and yellow as the primary colors, "Printer's Colors" use cyan, yellow, and magenta, and "Light Colors" use red, green, and blue. "Light colors", more formally known as additive colors, are formed by combining red, green, and blue light. This article refers to additive colors and refers to red, green, and blue as the primary colors. Hue is a term describing a pure color, that is, a color not modified by tinting or shading (see below). In additive colors, hues are formed by combining two primary colors. When two primary colors are combined in equal intensities, the result is a "secondary color". === Color wheel === A color wheel is a tool that provides a visual representation of the relationships between all possible hues. The primary colors are arranged around a circle at equal (120 degree) intervals. (Warning: Color wheels frequently depict "Painter's Colors" primary colors, which leads to a different set of hues than additive colors.) The illustration shows a simple color wheel based on the additive colors. Note that the position (top, right) of the starting color, typically red, is arbitrary, as is the order of green and blue (clockwise, counter-clockwise). The illustration also shows the secondary colors, yellow, cyan, and magenta, located halfway between (60 degrees) the primary colors. == Complementary color == The complement of a hue is the hue that is opposite it (180 degrees) on the color wheel. Using additive colors, mixing a hue and its complement in equal amounts produces white. === Tints and shades === The following discussion uses an illustration involving three projectors pointing to the same spot on a screen. Each projector is capable of generating one hue. The "intensities" of each projector are "matched" and can be equally adjusted from zero to full. (Note: "Intensity" is used here in the same sense as the RGB color model. The subject of matching, or "gamma correction", is beyond the level of this article.) A shade is produced by "dimming" a maximum chroma color. Painters refer to this as "adding black". In our illustration, one projector is set to full intensity, a second is set to some intensity between zero and full, and third is set to zero. "Dimming" is accomplished by decreasing each projector's intensity setting to the same fraction of its start setting. In the shade example, with any fully shaded hue, that all three projectors are set to zero intensity, resulting in black. A tint is produced by "lightening" a maximum chroma color. Painters refer to this as "adding white". In our illustration, one projector is set to full intensity, a second is set to some intensity between zero and full, and third is set to zero. "Lightening" is accomplished by increasing each projector's intensity setting by the same fraction from its start setting to full. In the tinting example, note that the third projector is now contributing. When the hue is fully lightened, all three projectors are each at full intensity, and the result is white. Note an attribute of the total intensity in the additive model. If full intensity for one projector is 1, then a primary color has a combined intensity of 1. A secondary color has a total intensity of 2. White has a total intensity of 3. Tinting, or "adding white", increases the total intensity of the hue. While this is simply a fact, the HSL model will take this fact into account in its design. === Tones === Tone is a general term, typically used by painters, to refer to the effects of reducing the "colorfulness" of a maximum chroma color; painters refer to it as "adding gray". Note that gray is not a color or even a single concept but refers to all the range of values between black and white where all three primary colors are equally represented. The general term is provided as more specific terms have conflicting definitions in different color models. Thus, shading takes a hue toward black, tinting takes a hue towards white, and tones cover the range between. == Choosing a color model == No one color model is necessarily "better" than another. Typically, the choice of a color model is dictated by external factors, such as a graphics tool or the need to specify colors according to the CSS2 or CSS3 standard. The following discussion only describes how the models function, centered on the concepts of hue, shade, tint, and tone. === RGB === The RGB model's approach to colors is important because: It directly reflects the physical properties of "Truecolor" displays As of 2011, most graphic cards define pixel values in terms of the colors red, green, and blue. The typical range of intensity values for each color, 0–255, is based on taking a binary number with 32 bits and breaking it up into four bytes of 8 bits each. 8 bits can hold a value from 0 to 255. The fourth byte is used to specify the "alpha", or the opacity, of the color. Opacity comes into play when layers with different colors are stacked. If the color in the top layer is less than fully opaque (alpha < 255), the color from underlying layers "shows through". In the RGB model, hues are represented by specifying one color as full intensity (255), a second color with a variable intensity, and the third color with no intensity (0). The following provides some examples using red as the full-intensity and green as the partial-intensity colors; blue is always zero: Shades are created by multiplying the intensity of each primary color by 1 minus the shade factor, in the range 0 to 1. A shade factor of 0 does nothing to the hue, a shade factor of 1 produces black: new intensity = current intensity (1 – shade factor) The following provides examples using orange: Tints are created by modifying each primary color as follows: the intensity is increased so that the difference between the intensity and full intensity (255) is decreased by the tint factor, in the range 0 to 1. A tint factor of 0 does nothing, a tint factor of 1 produces white: new intensity = current intensity + (255 – current intensity) tint factor The following provides examples using orange: Tones are created by applying both a shade and a tint. The order in which the two operations are performed does not matter, with the following restriction: when a tint operation is performed on a shade, the intensity of the dominant color becomes the "full intensity"; that is, the intensity value of the dominant color must be used in place of 255. The following provides examples using orange: === HSV === The HSV, or HSB, model describes colors in terms of hue, saturation, and value (brightness). Note that the range of values for each attribute is arbitrarily defined by various tools or standards. Be sure to determine the value ranges before attempting to interpret a value. Hue corresponds directly to the concept of hue in the Color Basics section. The advantages of using hue are The angular relationship between tones around the color circle is easily identified Shades, tints, and tones can be generated easily without affecting the hue Saturation corresponds directly to the concept of tint in the Color Basics section, except that full saturation produces no tint, while zero saturation produces white, a shade of gray, or black. Value corresponds directly to the concept of intensity in the Color Basics section. Pure colors are produced by specifying a hue with full saturation and value Shades are produced by specifying a hue with full saturation and less than full value Tints are produced by specifying a hue with less than full saturation and full value Tones are produced by specifying a hue and both less than full saturation and value White is produced by specifying zero saturation and full value, regardless of hue Black is produced by specifying zero value, regardless of hue or saturation Shades of gray are produced by specifying zero saturation and between zero and full value The advantage of HSV is that each of its attributes corresponds directly to the basic color concepts, which makes it conceptually simple. The perceived disadvantage of HSV is that the saturation attribute corresponds to tinting, so desaturated colors have increasing total intensity. For this reason, the CSS3 standard plans to support RGB and HSL but not HSV. === HSL === The HSL model describes colors in terms of hue, saturation, and lightness (also called luminance). (Note: the definition of sa

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  • IMPACT (computer graphics)

    IMPACT (computer graphics)

    IMPACT (sometimes spelled Impact) is a computer graphics architecture for Silicon Graphics computer workstations. IMPACT Graphics was developed in 1995 and was available as a high-end graphics option on workstations released during the mid-1990s. IMPACT graphics gives the workstation real-time 2D and 3D graphics rendering capability similar to that of even high-end PCs made well after IMPACT's introduction. IMPACT graphics systems consist of either one or two Geometry Engines and one or two Raster Engines in various configurations. IMPACT graphics consists of five graphics subsystems: the Command Engine, Geometry Subsystem, Raster Engine, framebuffer and Display Subsystem. IMPACT Graphics can produce resolutions up to 1600 x 1200 pixels with 32-bit color and can also process unencoded NTSC and PAL analog television signals. IMPACT graphics subsystems come in three configurations for SGI Indigo2 IMPACT workstations: Solid IMPACT, High IMPACT, and Maximum IMPACT. The equivalent configurations also exist for the SGI Octane workstation but are referred to as SI, SSI, and MXI (I-series). Later Octane workstations used a similar configuration but with updated ASIC chips and are referred to as SE, SSE, and MXE (E-series). IMPACT uses Rambus RDRAM for texture memory. The IMPACT graphics architecture was superseded by SGI's VPro graphics architecture in 1997.

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  • Physical access

    Physical access

    Physical access is a term in computer security that refers to the ability of people to physically gain access to a computer system. According to Gregory White, "Given physical access to an office, the knowledgeable attacker will quickly be able to find the information needed to gain access to the organization's computer systems and network." == Attacks and countermeasures == === Attacks === Physical access opens up a variety of avenues for hacking. Michael Meyers notes that "the best network software security measures can be rendered useless if you fail to physically protect your systems," since an intruder could simply walk off with a server and crack the password at his leisure. Physical access also allows hardware keyloggers to be installed. An intruder may be able to boot from a CD or other external media and then read unencrypted data on the hard drive. They may also exploit a lack of access control in the boot loader; for instance, pressing F8 while certain versions of Microsoft Windows are booting, specifying 'init=/bin/sh' as a boot parameter to Linux (usually done by editing the command line in GRUB), etc. One could also use a rogue device to access a poorly secured wireless network; if the signal were sufficiently strong, one might not even need to breach the perimeter. === Countermeasures === IT security standards in the United States typically call for physical access to be limited by locked server rooms, sign-in sheets, etc. Physical access systems and IT security systems have historically been administered by separate departments of organizations, but are increasingly being seen as having interdependent functions needing a single, converged security policy. An IT department could, for instance, check security log entries for suspicious logons occurring after business hours, and then use keycard swipe records from a building access control system to narrow down the list of suspects to those who were in the building at that time. Surveillance cameras might also be used to deter or detect unauthorized access.

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  • National Parking Platform

    National Parking Platform

    The National Parking Platform is a digital platform in the United Kingdom providing interoperability between car park operators, parking apps, and other service providers. It enables all parking apps that support the system: RingGo, JustPark, PayByPhone, Apcoa Connect, AppyParking, and Caura to work at all participating car parks. It has been rolled out in 13 local authorities so far. It was first developed by the Department for Transport starting in 2019, and since May 2025 is controlled by the British Parking Association on a not-for-profit basis. == Participating local authorities == Buckinghamshire Cheshire West and Chester Coventry City East Hertfordshire East Suffolk Liverpool City Manchester City Oxfordshire County Peterborough City Stevenage Sutton Walsall Welwyn Hatfield

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  • Kdb+

    Kdb+

    kdb+ is a column-based relational time series database (TSDB) with in-memory (IMDB) abilities, developed and marketed by KX Systems. The database is commonly used in high-frequency trading (HFT) to store, analyze, process, and retrieve large data sets at high speed. kdb+ has the ability to handle billions of records and analyzes data within a database. The database is available in 32-bit and 64-bit versions for several operating systems. Financial institutions use kdb+ to analyze time series data such as stock or commodity exchange data. The database has also been used for other time-sensitive data applications including commodity markets such as energy trading, telecommunications, sensor data, log data, machine and computer network usage monitoring along with real time analytics in Formula One racing. == Overview == kdb+ is a high-performance column-store database that was designed to process and store large amounts of data. Commonly accessed data is pushed into random-access memory (RAM), which is faster to access than data in disk storage. Created with financial institutions in mind, the database was developed as a central repository to store time series data that supports real-time analysis of billions of records. kdb+ has the ability to analyze data over time and responds to queries similar to Structured Query Language (SQL). Columnar databases return answers to some queries in a more efficient way than row-based database management systems. kdb+ dictionaries, tables and nanosecond time stamps are native data types and are used to store time series data. At the core of kdb+ is the built-in programming language, q, a concise, expressive query array language, and dialect of the language APL. Q can manipulate streaming, real-time, and historical data. kdb+ uses q to aggregate and analyze data, perform statistical functions, and join data sets and supports SQL queries The vector language q was built for speed and expressiveness and eliminates most need for looping structures. kdb+ includes interfaces in C, C++, Java, C#, and Python. == History == In 1998, KX released kdb, a database built on the language K written by Arthur Whitney. In 2003, kdb+ was released as a 64-bit version of kdb. In 2004, the kdb+ tick market database framework was released along with kdb+ taq, a loader for the New York Stock Exchange (NYSE) taq data. kdb+ was created by Arthur Whitney, building on his prior work with array languages. In April 2007, KX announced that it was releasing a version of kdb+ for Mac OS X. Then, kdb+ was also available on the operating systems Linux, Windows, and Solaris. In September 2012, version 3.0 was released. It was optimized for Intel's upgraded processors with support for WebSockets, and universally unique identifiers (UUIDs, termed globally unique identifiers (GUID)s in Microsoft software). Intel's Advanced Vector Extensions (AVX) and Streaming SIMD Extensions 4 (SSE4) 4.2 on the Sandy Bridge processors of the time allowed for enhanced support of the kdb+ system. In June 2013, version 3.1 was released, with benchmarks up to 8 times faster than older versions. In March 2020, version 4.0 was released. New features included Multithreaded primitives, Intel Optane DC persistent memory support and Data at Rest Encryption.

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  • Scenery generator

    Scenery generator

    A scenery generator (or terrain generator) is a software used to create landscape images, 3D models, and animations. These programs often use procedural generation to generate the landscapes, or sometimes created and rendered by a 3D artist. These programs are often used in video games or movies. Basic elements of landscapes created by scenery generators include terrain, water, foliage, and clouds. The process for basic random generation uses a diamond square algorithm. == Common features == Most scenery generators can create basic heightmaps to simulate the variation of elevation in basic terrain. Common techniques include Simplex noise, fractals, or the diamond-square algorithm, which can generate 2-dimensional heightmaps. A version of scenery generator can be very simplistic. Using a diamond-square algorithm with some extra steps involving fractals, an algorithm for random generation of terrain can be made with only 120 lines of code. The program in example takes a grid and then divides the grid repeatedly. Each smaller grid is then split into squares and diamonds and the algorithm then makes the randomized terrain for each square and diamond. Most programs for creating landscapes also allow for adjustment and editing of the landscape. For example, World Creator allows for terrain sculpting, which uses a similar brush system as Photoshop, and allows for additional terrain enhancement with its procedural techniques such as erosion, sediments, and more. Other tools in the World Creator program include terrain stamping, which allows you to import elevation maps and use them as a base. The programs tend to also allow for additional placement of rocks, trees, etc. These can be done procedurally or by hand depending on the program. Typically the models used for the placement objects are the same as to lessen the amount of work that would be done if the user was to create a multitude of different trees. The terrain generated the computer does a generation of multifractals then integrates them until finally rendering them onto the screen. These techniques are typically done “on-the-fly” which typically for a 128 × 128 resolution terrain would mean 1.5 seconds on a CPU from the early 1990s. == Applications == Scenery generators are commonly used in movies, animations, 3D rendering, and video games. For example, Industrial Light & Magic used E-on Vue to create the fictional environments for Pirates of the Caribbean: Dead Man's Chest. In such live-action cases, a 3D model of the generated environment is rendered and blended with live-action footage. Scenery generated by the software may also be used to create completely computer-generated scenes. In the case of animated movies such as Kung Fu Panda, the raw generation is assisted by hand-painting to accentuate subtle details. Environmental elements not commonly associated with landscapes, such as ocean waves, have also been handled by the software. Scenery generation is used in most 3D based video-games. These typically use either custom or purchased engines that contain their own scenery generators. For some games they tend to use a procedurally generated terrain. These typically use a form of height mapping and use of Perlin noise. This will create a grid that with one point in a 2D coordinate will create the same heightmap as it is pseudorandom, meaning it will result in the same output with the same input. This can then easily be translated into the product 3D image. These can then be changed from the editor tools in most engines if the terrain will be custom built. With recent developments neural networks can be built to create or texture the terrain based on previously suggested artwork or heightmap data. These would be generated using algorithms that have been able to identify images and similarities between them. With the info the machine can take other heightmaps and render a very similar looking image to the style image. This can be used to create similar images in example a Studio Ghibli or Van Gogh art-style. == Software == Most game engines, whether custom or proprietary, will have terrain generation built in. Some terrain generator programs include, Terragen, which can create terrain, water, atmosphere and lighting; L3DT, which provides similar functions to Terragen, and has a 2048 × 2048 resolution limit; and World Creator, which can create terrain, and is fully GPU powered. === List of 3D terrain generation software ===

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  • Centurion Guard

    Centurion Guard

    Centurion Guard is a PC hardware and software-based security product, developed by Centurion Technologies. It was first released in 1996. There were several different releases and versions of this product, and many were distributed in computers donated to libraries by the Bill & Melinda Gates Foundation. == Operating system compatibility == Microsoft Windows 7 Microsoft Windows Vista Microsoft Windows XP

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  • Central Equipment Identity Register

    Central Equipment Identity Register

    A Central Equipment Identity Register (CEIR) is a database of mobile equipment identifiers (IMEI – for networks of GSM standard, MEID – for networks of CDMA standard). Such an identifier is assigned to each SIM slot of the mobile device. Different kinds of IMEIs could be, White, for devices that are allowed to register in the cellular network; Black, for devices that are prohibited to register in the cellular network; and Grey, for devices in intermediate status (when it is not yet defined in which of the lists - black or white - the device should be placed). Depending on the rules of mobile equipment registration in a country the CEIR database may contain other lists or fields beside IMEI. For example, the subscriber number (MSISDN), which is bound to the IMEI, the ID of the individual (passport data, National ID, etc.) who registered IMEI in the database, details of the importer who brought the device into the country, etc. == History == Originally abbreviation CEIR stood for IMEI Database, created and provided by GSM Association. It was proposed to blacklist the IMEIs of stolen or lost phones. It was assumed that any MNO would be able to receive this list to block the registration of such devices on their network. Thus, it turns out that a stolen phone, once blacklisted by the GSMA CEIR, cannot be used on a large number of cellular networks, which means that the theft of mobile devices will become meaningless. However, it soon became clear that the MNOs on their initiative were not going to do this because if many phones stopped working in their networks, but works in another, it puts them at a disadvantage and can lead to an outflow of subscribers. It became clear that the blocking of stolen devices should be introduced simultaneously in all mobile networks of the country by legislative measures at the initiative of the communications regulator. In this case, as a rule, a national IMEI database is created, which contains general lists of blocked IMEIs. Since the registration in the cellular operator's network is directly blocked by a network node called EIR (Equipment Identity Register), the system that contains the national IMEI base became known as Central EIR (CEIR). To avoid confusion the database of GSM Association was renamed to IMEI Database - IMEI DB (it was in 2003-2008, see “Document History” at IMEI Database File Format Specification). Also sometimes a common IMEI database for several EIRs is called SEIR (Shared EIR). In each country, the CEIR can interact with IMEI DB differently. National CEIR may not communicate with IMEI DB at all. Firstly, it is separately decided whether CEIR will send information about its blacklist to IMEI DB (which IMEIs are placed in it or removed from there). Secondly, upon receipt of the blacklist from IMEI DB, the regulator decides from which countries it will receive it (IMEI DB stores the information exactly who blacklisted the IMEI). For example, you can get a list from neighboring countries, from countries in your region, from around the world. In addition to the blacklist, the GSMA is developing a list of IMEIs allocated to manufacturers for use in their devices. The manufacturer for each new device model gets at least one TAC (Type Allocation Code) allocated by GSMA, consisting of 8 digits, to which he can add a 6-digit serial number to obtain the IMEI. Thus, with one TAC, a manufacturer can release up to 1 million devices with a unique IMEI. Usually, CEIR receives a list of allocated TACs from the GSMA, since if the first 8 digits of the IMEI of a device are not in this list, this is a sign that it is counterfeit. If the central database of identifiers does not work with GSM networks, but with CDMA, then for the same purposes it is necessary to interact with another worldwide database that contains MEIDs – MEID Database. A system that directly blocks the registration of a mobile device on a cellular network – EIR. Each MNO must have at least one EIR, to which IMEI check requests (CheckIMEI) are sent when registering a device on the network. A typical EIR and CERI interaction scheme: The CEIR accumulates black, white, and grey lists using various data sources and verification methods. These lists are periodically transmitted to all EIRs. EIR uses them when processing every CheckIMEI request to determine whether to allow the device on the network or not. EIR can transmit some data to the CEIR database too. Usually, changes in a grey list – new IMEIs on the network that are not in any list – are transmitted from EIR to CEIR. In addition to synchronizing lists across multiple networks, the main function of CEIR is to implement the scenarios of changes at these lists. This usually requires interaction with various IT systems (databases) of other organizations and/or with subscribers. Еxamples of such scenarios: Whitelisting the IMEI of devices imported by the legal entity Whitelisting the IMEI of devices manufactured domestically Whitelisting the IMEI of devices imported by individual Blacklisting the IMEI of stolen/lost devices Binding IMEI to the subscriber's number and, vice versa, unbinding IMEI from the subscriber == System implementation results == The goals and results of CEIR implementation in a country are usually: Reducing mobile phone theft Reducing the import of devices stolen in other countries Reducing the presence of counterfeit devices on the market (null IMEI, incorrect IMEI, changed IMEI) Reducing illegal imports of mobile devices (increase in the collection of customs duties) Additionally, CEIR most often contributes to the solution of such problems: Combating various mobile fraud schemes Obtaining more accurate statistics on the state of the mobile communications market for the regulator Fight against terrorism (the ability to block the device at once in all mobile networks of the country). Known results achieved in some countries: Great Britain – reducing mobile phone theft. Turkey – reducing mobile phone theft, decreasing the current account deficit of Turkey and maximizing tax revenues. Uzbekistan – preventing black import of mobile devices by 98%, increase in revenues from the import of mobile devices by 700%. Kenya – disposing the market of counterfeit mobile equipment. Azerbaijan – disposing the market of counterfeit mobile equipment. Ukraine – increasing of legally imported mobile devices by 95%, increase in revenues from the import of mobile devices. == CEIR and EIR manufacturers == Some countries have used local developers to implement CEIR for their country (Great Britain, Turkey, India, and Azerbaijan). EIR is a system that is standardized in a 2G-5G networks. Such system may be established at mobile network even it doesn’t use black list and there are no CEIR in a country. Some developers of MNO’s signal core include EIR in a complex solution. However, its standard capabilities are usually lacking for specific requirements when implementing CEIR.

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  • Threat actor

    Threat actor

    In cybersecurity and risk assessment, a threat actor (or threat agents, attackers, or adversaries) is a person, group, organisation, state, or other entity with the ability to cause, carry, transmit, support, or exploit a threat. Threat actors are commonly analysed according to their motivations, resources, technical capability, access to systems, relationship to a target, and degree of connection to state authority. They may exploit vulnerabilities, conduct social engineering, steal or monetise data, disrupt operations, or support other actors who carry out such activity. Because the term covers a wide range of actors, researchers and security organisations use taxonomies that distinguish between groups such as cybercriminals, state-linked actors, ideologically motivated actors, thrill seekers or trolls, insiders, and competitors. Threat actor classifications are used in risk management, cyber threat intelligence, and incident response to connect observed behaviour with possible objectives and likely future activity. The categories are not always mutually exclusive: the same actor may combine criminal, ideological, commercial, or state-linked motivations, and different organisations may use different names for similar actors. == Risk assessment and security management == In risk assessment, threat actor analysis is used to identify who or what may create, carry, transmit, support, or exploit a threat, and how that actor relates to the system being assessed. Rausand and Haugen classify threat actors by their relationship to the system, distinguishing between internal and external actors, and by intent, distinguishing between intentional and unintentional actors. Threat actor classification may also support incident investigation. Rogers argued that actor categories could be inferred from observable case points, such as tools used, messages left, data targeted, forensic knowledge, and the degree of damage, allowing investigators to assess likely motivation and skill level. Later work similarly linked actor classification to operational analysis. Chng, Lu, Kumar and Yau proposed a framework connecting hacker types, motivations and typical strategies, arguing that observed behaviour before or during an attack can help analysts infer the likely type of actor involved. At the strategic level, actor analysis may consider an actor's resources, capabilities, degree of state involvement, motivations and objectives. == Landscape == The United Nations Institute for Disarmament Research has described the contemporary cyberthreat landscape as involving an increasingly diverse and interconnected set of actors, including state-led operations, cybercriminal syndicates, ideological hacktivists, commercial cyber mercenaries, private companies and civilian volunteers. Its 2026 report argued that these actors vary in resources, technical sophistication and relationships with states, making it traditional distinctions between state, civilian combatant roles, and legitimate and illegitimate conduct harder to apply. == Academic taxonomies == Early taxonomies classified hackers by activity, skill, motivation, or criminal profile. Landreth proposed six categories based on activity: novice, student, tourist, crasher, and thief. Hollinger classified computer misuse into pirates, browsers, and crackers, describing a progression from less-skilled activity to more technically serious offences. Chantler used attributes including activity, skill, knowledge, motivation, and duration of involvement to distinguish between an elite group, neophytes, and "losers and lamers". Parker proposed seven profiles of cybercriminals: pranksters, hacksters, malicious hackers, personal problem solvers, career criminals, extreme advocates, and malcontents, addicts, and irrational or incompetent people. In 2000, Marc Rogers proposed a taxonomy of hackers with seven, non-mutually-exclusive categories: newbie/tool kit users, cyber-punks, internals, coders, old guard hackers, professional criminals, and cyber-terrorists. Rausand and Haugen distinguish between internal and external threat actors, and between intentional and unintentional threat actors. Internal actors have some relationship with, access to, or position inside the system or organisation, while external actors operate from outside it. Intentional actors seek to create, exploit, or support a threat event, whereas unintentional actors may cause or enable a threat event through error, negligence, accident, or lack of awareness. Rogers later revised his hacker taxonomy into Novices, Cyber-punks, Internals, Petty Thieves, Virus Writers, Old Guard hackers, Professional Criminals, Information Warriors, and, more tentatively, Political Activists. In the model, motivation is grouped into four broad domains: curiosity, notoriety, revenge, and financial gain. A 2022 review by Chng, Lu, Kumar and Yau examined 11 hacker typologies published over three decades and proposed a unified framework linking hacker types, motivations, and strategies. The framework identified 13 hacker types and seven motivations, and argued that observed strategies during an attack can help analysts infer the likely type of actor involved. == Government taxonomies == Taxonomies of threat actors by governments are much more likely to include state-level threat actors. In the United States the National Institute of Standards and Technology (NIST) uses the term threat source in its risk-assessment guidance: organisations are directed to identify and characterise threat sources of concern, including capability, intent and targeting for adversarial threat sources, and the range of effects for non-adversarial threat sources. NIST treats threat-source identification as part of the risk-assessment process, alongside identifying threat events, vulnerabilities, likelihood and impact. In the EU, European Union Agency for Cybersecurity publishes the annual ENISA Threat Landscape, which analyses cyber incidents and adversary behaviour affecting the European Union. The 2025 report analysed selected incidents from the previous year and grouped activity around cybercrime, state-aligned activity, foreign information manipulation and interference, and hacktivism. In ENISA's 2025 analysis, hacktivist activity dominated reporting, representing almost 80% of recorded incidents and consisting mainly of low-level distributed denial-of-service operations. ENISA also reported increasing convergence between hacktivism, cybercrime and state-nexus activity, including state-aligned use of hacktivist personas, hacktivist adoption of ransomware, and false-flag or impersonation activity. At the UN level, A 2026 report by the United Nations Institute for Disarmament Research described the cyberthreat landscape as involving state-led operations, cybercriminal syndicates, ideological hacktivists, commercial cyber mercenaries, and civilian volunteers, with actors varying in resources, technical sophistication, and links to states. Canada defines threat actors as states, groups, or individuals who aim to cause harm by exploiting a vulnerability with malicious intent. A threat actor must be trying to gain access to information systems to access or alter data, devices, systems, or networks. The Japanese government's National Centre of Incident Readiness and Strategy (NISC) was established in 2015 to create a "free, fair and secure cyberspace" in Japan. The NICS created a cybersecurity strategy in 2018 that outlines nation-states and cybercrime to be some of the most key threats. It also indicates that terrorist usage of the cyberspace needs to be monitored and understood. The Security Council of the Russian Federation published the cyber security strategy doctrine in 2016. This strategy highlights the following threat actors as a risk to cyber security measures: nation-state actors, cyber criminals, and terrorists. == Techniques == Threat actors use techniques like Social engineering (security), and Phishing, alongside technical exploits like Cross-site scripting, SQL injection, and denial-of-service attacks. == Limitations == In practice, actor categories may overlap (Edward Snowden for example), and the same activity may combine features associated with hacktivism, cybercrime and state-linked operations. The lines between hacktivism, cybercrime and state-nexus activity had continued to blur, with shared toolsets, overlapping methods, fake personas, hacktivist adoption of ransomware, and cybercriminal or state-linked actors masquerading as other groups. Threat actor analysis also has limits as a risk-management method. NIST notes that risk assessments depend on their purpose, scope, assumptions, constraints, information sources, risk model and analytic approach, and that assessments are tied to particular time frames and organisational contexts. NIST also warns that simple threat-vulnerability pairing may be undesirable or problematic where there are many threats and vulnerabilities, and recom

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  • MetaMask

    MetaMask

    MetaMask is a software cryptocurrency wallet developed by ConsenSys for interacting with the Ethereum blockchain and other EVM-compatible networks. It enables users to manage Ethereum accounts and connect to decentralized applications (dApps) via a browser extension or mobile app. As of early 2026, MetaMask reports over 100 million users worldwide. == Overview == MetaMask allows users to store and manage private keys, send and receive Ethereum-based cryptocurrencies and tokens (including ERC-20 and ERC-721 standards), broadcast transactions, and interact with dApps. dApps connect to the wallet via JavaScript interfaces, prompting users to approve signatures or transactions. The wallet features MetaMask Swaps, an in-app token swap aggregator sourcing liquidity from multiple decentralized exchanges (DEXs), with a service fee of 0.875%. In 2025, MetaMask introduced the MetaMask Rewards program (initially mobile-only), where users earn points for activities such as swaps, bridging, and referrals. Season 1 (October 2025 – January 2026) distributed over $30 million in Linea tokens and other perks to participants. == History == MetaMask launched in 2016 as open-source software under the MIT license. It initially supported browser extensions for Chrome and Firefox. Mobile versions were in closed beta from 2019 and publicly released for iOS and Android in September 2020. In August 2020, the license changed to a custom proprietary one. MetaMask Swaps launched on desktop in October 2020 and on mobile in March 2021. The Rewards program launched in late 2025 with Linea integration. == Criticism == MetaMask has faced criticism over privacy, including default analytics settings that share some user data (which can be disabled). Its reliance on Infura (acquired by ConsenSys in 2019) has raised concerns about centralization in Ethereum infrastructure. The wallet regularly issues warnings about phishing scams and fake airdrops impersonating MetaMask.

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  • Manual override

    Manual override

    A manual override (MO) or manual analog override (MAO) is a mechanism where control is taken from an automated system and given to the user. For example, a manual override in photography refers to the ability for the human photographer to turn off the automatic aperture sizing, automatic focusing, or any other automated system on the camera. Some manual overrides can be used to veto an automated system's judgment when the system is in error. An example of this is a printer's ink level detection: in one case, a researcher found that when he overrode the system, up to 38% more pages could be printed at good quality by the printer than the automated system would have allowed. Automated systems are becoming increasingly common and integrated into everyday objects such as automobiles and domestic appliances. This development of ubiquitous computing raises general issues of policy and law about the need for manual overrides for matters of great importance such as life-threatening situations and major economic decisions. The loyalty of such autonomous devices then becomes an issue. If they follow rules installed by the manufacturer or required by law and refuse to cede control in some situations then the owners of the devices may feel disempowered, alienated and lacking true ownership. == Major incidents == China Airlines Flight 140 crashed, causing many deaths, due to a misunderstanding about the manual overrides for the autopilot. The Take-Off/Go Around system had been activated to abort a landing. It was programmed to ignore manual controls in this situation but the human pilots tried to continue the landing. The conflicting control signals from the pilots and autopilot then resulted in the aircraft stalling and crashing. The autopilot for this aircraft type was then reprogrammed so that it would never ignore a manual override.

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  • Seccomp

    Seccomp

    seccomp (short for secure computing) is a computer security facility in the Linux kernel. seccomp allows a process to make a one-way transition into a "secure" state where it cannot make any system calls except exit(), sigreturn(), read() and write() to already-open file descriptors. Should it attempt any other system calls, the kernel will either just log the event or terminate the process with SIGKILL or SIGSYS. In this sense, it does not virtualize the system's resources but isolates the process from them entirely. seccomp mode is enabled via the prctl(2) system call using the PR_SET_SECCOMP argument, or (since Linux kernel 3.17) via the seccomp(2) system call. seccomp mode used to be enabled by writing to a file, /proc/self/seccomp, but this method was removed in favor of prctl(). In some kernel versions, seccomp disables the RDTSC x86 instruction, which returns the number of elapsed processor cycles since power-on, used for high-precision timing. seccomp-bpf is an extension to seccomp that allows filtering of system calls using a configurable policy implemented using Berkeley Packet Filter rules. It is used by OpenSSH and vsftpd as well as the Google Chrome/Chromium web browsers on ChromeOS and Linux. (In this regard seccomp-bpf achieves similar functionality, but with more flexibility and higher performance, to the older systrace—which seems to be no longer supported for Linux.) Some consider seccomp comparable to OpenBSD pledge(2) and FreeBSD capsicum(4). == History == seccomp was first devised by Andrea Arcangeli in January 2005 for use in public grid computing and was originally intended as a means of safely running untrusted compute-bound programs. It was merged into the Linux kernel mainline in kernel version 2.6.12, which was released on March 8, 2005. == Software using seccomp or seccomp-bpf == Android uses a seccomp-bpf filter in the zygote since Android 8.0 Oreo. systemd's sandboxing options are based on seccomp. QEMU, the Quick Emulator, the core component to the modern virtualization together with KVM uses seccomp on the parameter --sandbox Docker – software that allows applications to run inside of isolated containers. Docker can associate a seccomp profile with the container using the --security-opt parameter. Arcangeli's CPUShare was the only known user of seccomp for a while. Writing in February 2009, Linus Torvalds expresses doubt whether seccomp is actually used by anyone. However, a Google engineer replied that Google is exploring using seccomp for sandboxing its Chrome web browser. Firejail is an open source Linux sandbox program that utilizes Linux namespaces, Seccomp, and other kernel-level security features to sandbox Linux and Wine applications. As of Chrome version 20, seccomp-bpf is used to sandbox Adobe Flash Player. As of Chrome version 23, seccomp-bpf is used to sandbox the renderers. Snap specify the shape of their application sandbox using "interfaces" which snapd translates to seccomp, AppArmor and other security constructs vsftpd uses seccomp-bpf sandboxing as of version 3.0.0. OpenSSH has supported seccomp-bpf since version 6.0. Mbox uses ptrace along with seccomp-bpf to create a secure sandbox with less overhead than ptrace alone. LXD, a Ubuntu "hypervisor" for containers Firefox and Firefox OS, which use seccomp-bpf Tor supports seccomp since 0.2.5.1-alpha Lepton, a JPEG compression tool developed by Dropbox uses seccomp Kafel is a configuration language, which converts readable policies into seccompb-bpf bytecode Subgraph OS uses seccomp-bpf Flatpak uses seccomp for process isolation Bubblewrap is a lightweight sandbox application developed from Flatpak minijail uses seccomp for process isolation SydBox uses seccomp-bpf to improve the runtime and security of the ptrace sandboxing used to sandbox package builds on Exherbo Linux distribution. File, a Unix program to determine filetypes, uses seccomp to restrict its runtime environment Zathura, a minimalistic document viewer, uses seccomp filter to implement different sandbox modes Tracker, a indexing and preview application for the GNOME desktop environment, uses seccomp to prevent automatic exploitation of parsing vulnerabilities in media files

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  • Ray tracing (graphics)

    Ray tracing (graphics)

    In 3D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images. On a spectrum of computational cost and visual fidelity, ray tracing-based rendering techniques, such as ray casting, recursive ray tracing, distribution ray tracing, photon mapping and path tracing, are generally slower and higher fidelity than scanline rendering methods. Thus, ray tracing was first deployed in applications where taking a relatively long time to render could be tolerated, such as still CGI images, and film and television visual effects (VFX), but was less suited to real-time applications such as video games, where speed is critical in rendering each frame. Since 2018, however, hardware acceleration for real-time ray tracing has become standard on new commercial graphics cards, and graphics APIs have followed suit, allowing developers to use hybrid ray tracing and rasterization-based rendering in games and other real-time applications with a lesser hit to frame render times. Ray tracing is capable of simulating a variety of optical effects, such as reflection, refraction, soft shadows, scattering, depth of field, motion blur, caustics, ambient occlusion and dispersion phenomena (such as chromatic aberration). It can also be used to trace the path of sound waves in a similar fashion to light waves, making it a viable option for more immersive sound design in video games by rendering realistic reverberation and echoes. In fact, any physical wave or particle phenomenon with approximately linear motion can be simulated with ray tracing. Ray tracing–based rendering techniques that sample light over a domain typically generate multiple rays and often rely on denoising to reduce the resulting noise. == History == The idea of ray tracing comes from as early as the 16th century, when it was described by Albrecht Dürer, who is credited for its invention. Dürer described multiple techniques for projecting 3-D scenes onto an image plane. Some of these project chosen geometry onto the image plane, as is done with rasterization today. Others determine what geometry is visible along a given ray, as is done with ray tracing. Using a computer for ray tracing to generate shaded pictures was first accomplished by Arthur Appel in 1968. Appel used ray tracing for primary visibility (determining the closest surface to the camera at each image point) by tracing a ray through each point to be shaded into the scene to identify the visible surface. The closest surface intersected by the ray was the visible one. This non-recursive ray tracing-based rendering algorithm is today called "ray casting". His algorithm then traced secondary rays to the light source from each point being shaded to determine whether the point was in shadow or not. Later, in 1971, Goldstein and Nagel of MAGI (Mathematical Applications Group, Inc.) published "3-D Visual Simulation", wherein ray tracing was used to make shaded pictures of solids. At the ray-surface intersection point found, they computed the surface normal and, knowing the position of the light source, computed the brightness of the pixel on the screen. Their publication describes a short (30-second) film "made using the University of Maryland's display hardware outfitted with a 16mm camera. The film showed the helicopter and a simple ground-level gun emplacement. The helicopter was programmed to undergo a series of maneuvers including turns, take-offs, and landings, etc., until it eventually is shot down and crashed." A CDC 6600 computer was used. MAGI produced an animation video called MAGI/SynthaVision Sampler in 1974. Another early instance of ray casting came in 1976, when Scott Roth created a flip book animation in Bob Sproull's computer graphics course at Caltech. The scanned pages are shown as a video in the accompanying image. Roth's computer program noted an edge point at a pixel location if the ray intersected a bounded plane different from that of its neighbors. Of course, a ray could intersect multiple planes in space, but only the surface point closest to the camera was noted as visible. The platform was a DEC PDP-10, a Tektronix storage-tube display, and a printer which would create an image of the display on rolling thermal paper. Roth extended the framework, introduced the term ray casting in the context of computer graphics and solid modeling, and in 1982 published his work while at GM Research Labs. Turner Whitted was the first to show recursive ray tracing for mirror reflection and for refraction through translucent objects, with an angle determined by the solid's index of refraction, and to use ray tracing for anti-aliasing. Whitted also showed ray traced shadows. He produced a recursive ray traced film called The Compleat Angler in 1979 while an engineer at Bell Labs. Whitted's deeply recursive ray tracing algorithm reframed rendering from being primarily a matter of surface visibility determination to being a matter of light transport. His paper inspired a series of subsequent work by others that included distribution ray tracing and finally unbiased path tracing, which provides the rendering equation framework that has allowed computer-generated imagery to be faithful to reality. For decades, global illumination in major films using computer-generated imagery was approximated with additional lights. Ray tracing-based rendering eventually changed that by enabling physically based light transport. Early feature films rendered entirely using path tracing include Monster House (2006), Cloudy with a Chance of Meatballs (2009), and Monsters University (2013). == Algorithm overview == Optical ray tracing describes a method for producing visual images constructed in 3D computer graphics environments, with more photorealism than either ray casting or scanline rendering techniques. It works by tracing a path from an imaginary eye through each pixel in a virtual screen, and calculating the color of the object visible through it. Scenes in ray tracing are described mathematically by a programmer or by a visual artist (normally using intermediary tools). Scenes may also incorporate data from images and models captured by means such as digital photography. Typically, each ray must be tested for intersection with some subset of all the objects in the scene. Once the nearest object has been identified, the algorithm will estimate the incoming light at the point of intersection, examine the material properties of the object, and combine this information to calculate the final color of the pixel. Certain illumination algorithms and reflective or translucent materials may require more rays to be re-cast into the scene. It may at first seem counterintuitive or "backward" to send rays away from the camera, rather than into it (as actual light does in reality), but doing so is many orders of magnitude more efficient. Since the overwhelming majority of light rays from a given light source do not make it directly into the viewer's eye, a "forward" simulation could potentially waste a tremendous amount of computation on light paths that are never recorded. Therefore, the shortcut taken in ray tracing is to presuppose that a given ray intersects the view frame. After either a maximum number of reflections or a ray traveling a certain distance without intersection, the ray ceases to travel and the pixel's value is updated. === Calculate rays for rectangular viewport === On input we have (in calculation we use vector normalization and cross product): E ∈ R 3 {\displaystyle E\in \mathbb {R^{3}} } eye position T ∈ R 3 {\displaystyle T\in \mathbb {R^{3}} } target position θ ∈ [ 0 , π ] {\displaystyle \theta \in [0,\pi ]} field of view - for humans, we can assume ≈ π / 2 rad = 90 ∘ {\displaystyle \approx \pi /2{\text{ rad}}=90^{\circ }} m , k ∈ N {\displaystyle m,k\in \mathbb {N} } numbers of square pixels on viewport vertical and horizontal direction i , j ∈ N , 1 ≤ i ≤ k ∧ 1 ≤ j ≤ m {\displaystyle i,j\in \mathbb {N} ,1\leq i\leq k\land 1\leq j\leq m} numbers of actual pixel v → ∈ R 3 {\displaystyle {\vec {v}}\in \mathbb {R^{3}} } vertical vector which indicates where is up and down, usually v → = [ 0 , 1 , 0 ] {\displaystyle {\vec {v}}=[0,1,0]} - roll component which determine viewport rotation around point C (where the axis of rotation is the ET section) The idea is to find the position of each viewport pixel center P i j {\displaystyle P_{ij}} which allows us to find the line going from eye E {\displaystyle E} through that pixel and finally get the ray described by point E {\displaystyle E} and vector R → i j = P i j − E {\displaystyle {\vec {R}}_{ij}=P_{ij}-E} (or its normalization r → i j {\displaystyle {\vec {r}}_{ij}} ). First we need to find the coordinates of the bottom left viewport pixel P 1 m {\displaystyle P_{1m}} and find the next pixel by making a shift along directions parallel to viewport (vectors b → n {\displaystyle {\vec {b}}_{n

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