AI Video Generator Tools

AI Video Generator Tools — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Hallucination (artificial intelligence)

    Hallucination (artificial intelligence)

    In the field of artificial intelligence (AI), a hallucination or artificial hallucination (also called bullshitting, confabulation, or delusion) is a response generated by AI that contains false or misleading information presented as fact. This term draws a loose analogy with human psychology, where a hallucination typically involves false percepts. For example, a chatbot powered by large language models (LLMs), like ChatGPT, may embed plausible-sounding random falsehoods within its generated content. Detecting and mitigating errors and hallucinations pose significant challenges for practical deployment and reliability of LLMs in high-stakes scenarios, such as chip design, supply chain logistics, and medical diagnostics. Some software engineers and statisticians have criticized the specific term "AI hallucination" for unreasonably anthropomorphizing computers. Symbolic artificial intelligence models generally do not produce hallucinations, unlike large language models. == Term == === Origin === Since the 1980s, the term "hallucination" has been used in computer vision with a positive connotation to describe the process of adding detail to an image. For example, the task of generating high-resolution face images from low-resolution inputs is called face hallucination. The first documented use of the term "hallucination" in this sense is in the PhD thesis of Eric Mjolsness in 1986. A notable work is the face hallucination algorithm by Simon Baker and Takeo Kanade published in 1999. In the 2000s, hallucinations were described in statistical machine translation as a failure mode. Since the 2010s, the term has undergone a semantic shift to signify the generation of factually incorrect or misleading outputs by AI systems in tasks like machine translation and object detection. In 2015, hallucinations were identified in visual semantic role labeling tasks by Saurabh Gupta and Jitendra Malik. In 2015, computer scientist Andrej Karpathy used the term "hallucinated" in a blog post to describe his recurrent neural network (RNN) language model generating an incorrect citation link. In 2017, Google researchers used the term to describe the responses generated by neural machine translation (NMT) models when they are not related to the source text, and in 2018, the term was used in computer vision to describe instances where non-existent objects are erroneously detected because of adversarial attacks. In July 2021, Meta warned during its release of BlenderBot 2 that the system is prone to "hallucinations", which Meta defined as "confident statements that are not true". Following OpenAI's ChatGPT release in beta version in November 2022, some users complained that such chatbots often seem to pointlessly embed plausible-sounding random falsehoods within their generated content. Many news outlets, including The New York Times, started to use the term "hallucinations" to describe these models' frequently incorrect or inconsistent responses. In 2023, the Cambridge dictionary updated its definition of hallucination to include this new sense specific to the field of AI. Some researchers have highlighted a lack of consistency in how the term is used, but also identified several alternative terms in the literature, such as confabulations, fabrications, and factual errors. === Definitions and alternatives === Uses, definitions and characterizations of the term "hallucination" in the context of LLMs include: "a tendency to invent facts in moments of uncertainty" (OpenAI, May 2023) "a model's logical mistakes" (OpenAI, May 2023) "fabricating information entirely, but behaving as if spouting facts" (CNBC, May 2023) "making up information" (The Verge, February 2023) "probability distributions" (in scientific contexts) Journalist Benj Edwards, in Ars Technica, writes that the term "hallucination" is controversial, but that some form of metaphor remains necessary; Edwards suggests "confabulation" as an analogy for processes that involve "creative gap-filling". In July 2024, a White House report on fostering public trust in AI research mentioned hallucinations only in the context of reducing them. Notably, when acknowledging David Baker's Nobel Prize-winning work with AI-generated proteins, the Nobel committee avoided the term entirely, instead referring to "imaginative protein creation". Hicks, Humphries, and Slater, in their article in Ethics and Information Technology, argue that the output of LLMs is "bullshit" under Harry Frankfurt's definition of the term, and that the models are "in an important way indifferent to the truth of their outputs", with true statements only accidentally true, and false ones accidentally false. Some researchers also use the derogatory term "botshit", often referring to uncritical use of AI. === Criticism === In the scientific community, some researchers avoid the term "hallucination", seeing it as potentially misleading. It has been criticized by Usama Fayyad, executive director of the Institute for Experimental Artificial Intelligence at Northeastern University, on the grounds that it misleadingly personifies large language models and is vague. Mary Shaw said, "The current fashion for calling generative AI's errors 'hallucinations' is appalling. It anthropomorphizes the software, and it spins actual errors as somehow being idiosyncratic quirks of the system even when they're objectively incorrect." In Salon, statistician Gary Smith argues that LLMs "do not understand what words mean" and consequently that the term "hallucination" unreasonably anthropomorphizes the machine. Murray Shanahan argues that anthropomorphic framing of LLM capabilities, including terms like "hallucination", encourages users and researchers to attribute cognitive processes to systems that operate through statistical pattern completion, and advocates for more careful linguistic practices when discussing LLM behavior. Kristina Šekrst argues that applying psychological vocabulary to LLM outputs obscures the difference between the appearance of mental properties and their genuine presence. Förster & Skop assert that tech companies use the hallucination metaphor to anthropomorphize models and deflect responsibility for non-factual outputs. Some see the AI outputs not as illusory but as prospective—that is, having some chance of being true, similar to early-stage scientific conjectures. The term has also been criticized for its association with psychedelic drug experiences. == In natural language generation == In natural language generation, there are several reasons why natural language models hallucinate: === Hallucination from data === Hallucinations can stem from incomplete, inaccurate or unrepresentative data sets. === Modeling-related causes === The pre-training of generative pretrained transformers (GPT) involves predicting the next word. It incentivizes GPT models to "give a guess" about what the next word is, even when they lack information. Some researchers take an anthropomorphic perspective and posit that hallucinations arise from a tension between novelty and usefulness. For instance, Amabile and Pratt define human creativity as the production of novel and useful ideas. By extension, a focus on novelty in machine creativity can lead to the production of original but inaccurate responses—that is, falsehoods—whereas a focus on usefulness may result in memorized content lacking originality. By 2022, newspapers such as The New York Times expressed concern that, as the adoption of bots based on large language models continued to grow, unwarranted user confidence in bot output could lead to problems. === Interpretability research === In 2025, interpretability research by Anthropic on the LLM Claude identified internal circuits that cause it to decline to answer questions unless it knows the answer. By default, the circuit is active and the LLM doesn't answer. When the LLM has sufficient information, these circuits are inhibited and the LLM answers the question. Hallucinations were found to occur when this inhibition happens incorrectly, such as when Claude recognizes a name but lacks sufficient information about that person, causing it to generate plausible but untrue responses. === Examples === On 15 November 2022, researchers from Meta AI published Galactica, designed to "store, combine and reason about scientific knowledge". Content generated by Galactica came with the warning: "Outputs may be unreliable! Language Models are prone to hallucinate text." In one case, when asked to draft a paper on creating avatars, Galactica cited a fictitious paper from a real author who works in the relevant area. Meta withdrew Galactica on 17 November due to offensiveness and inaccuracy. OpenAI's ChatGPT, released in beta version to the public on November 30, 2022, was based on the foundation model GPT-3.5 (a revision of GPT-3). Professor Ethan Mollick of Wharton called it an "omniscient, eager-to-please intern who sometimes lies to you". Data scientist Teresa Kuba

    Read more →
  • MeituPic

    MeituPic

    Meitu Xiu Xiu ("Meitu") (Chinese: 美图秀秀) is an image editing software that is mostly used in Mainland China but is also popular in Hong Kong and Taiwan. It is only available on Google Play and App Store in certain countries. It provides tools for editing photos: filters, retouching, collage, scenes, frames, and photo decorations, as well as generative AI features such as text-to-images, AI removal and AI repainting etc. Meitu is one of the apps developed by Meitu, Inc.; it also produced BeautyCam, Wink and X-Design. == History == Meitu's PC version was created in 2008 by Wu Xinhong, the CEO of Meitu. In 2013, its mobile version became one of the first must-have mobile apps in China. Meitu, Inc. is a photo and video-centered app developer, which was founded in 2008 in Xiamen. Currently, the major revenue source of Meitu is premium subscription. Meitu, Inc. was initially funded by Cai Wensheng, a well-known angel investor. The company has an approximately 250 million monthly active users globally. == Function == === Edit === MeituPic provides a number of photo-editing tools. The major functions are auto enhance, edit, enhance, filters, frames, magic brush, mosaic, text, and blur. Auto enhance focuses on the nature of photos taken, while Edit includes functions of cropping, rotation, sharpening, and adjustment of ratio. For Enhance, users can apply slight adjustment on the photo by controlling the levels of brightness, contrast, colour temperature, saturation, highlight, shadow and smart light. Major types of filters are LOMO, beauty, style as well as art. Different frames can be chosen from poster, simple, and fantasy. Magic brush provides a great variety of brushes with different colours and patterns for users to decorate the photos. Mosaic brush enables users to cover certain parts of the photo. Texts can be added to the photo. Choices of different bubbles, font as well as style of words are available. Blurring effect is also available to make the photo less distinct and clear. === Beauty Retouch === There are seven major functions for retouching a photo: automatic retouch, smooth and whiten skin, remove blemish, make slimmer, remove dark circles and bags under the eyes, make taller, and enhance the eyes. Automatic retouch enhances portraits by lightening the skin tone, brightening the eyes, and simulating a face-lift by tapping on just one button. This helps to remove wrinkles and optimizes the skin tone. Acne, blemishes, and other skin imperfections can also be removed. The face-lift and weight-loss functions in the slimming option can be used to reshape the body. The option to make the subject taller can be used to change the perceived height of the subject and give the impression of slimmer, longer legs. The option to enhance the eyes can enlarge and brighten the eyes. === Collage === Collage has four types: template, freestyle, poster, PicStrip, which all maximize to insert nine photos. Template integrates photos in a vertical rectangle tightly. MeituPic has 15 frames or free download function for users. MeituPic also provides different templates according to number of photos inserted. Freestyle separates photos on a background freely. There are two parts of background: custom and more. For custom, users choose from album. For more, there are plain and picture with 18 choices. Poster makes a poster with photos. Users choose a poster among 8 choices or tap ‘more’ to download a new one. PicStrip combines photos vertically making an elongated file. Users choose a frame from 15 choices. Pinching thumb and forefinger together or apart zooms photos in/out. Putting two fingers and turning hand rotates photos. Pressing moves photos to ideal location. After designing, users tap ‘save/share’ on the upper right corner and the photo made is saved into album automatically. == Awards ==

    Read more →
  • Global serializability

    Global serializability

    In concurrency control of databases, transaction processing (transaction management), and other transactional distributed applications, global serializability (or modular serializability) is a property of a global schedule of transactions. A global schedule is the unified schedule of all the individual database (and other transactional object) schedules in a multidatabase environment (e.g., federated database). Complying with global serializability means that the global schedule is serializable, has the serializability property, while each component database (module) has a serializable schedule as well. In other words, a collection of serializable components provides overall system serializability, which is usually incorrect. A need in correctness across databases in multidatabase systems makes global serializability a major goal for global concurrency control (or modular concurrency control). With the proliferation of the Internet, Cloud computing, Grid computing, and small, portable, powerful computing devices (e.g., smartphones), as well as increase in systems management sophistication, the need for atomic distributed transactions and thus effective global serializability techniques, to ensure correctness in and among distributed transactional applications, seems to increase. In a federated database system or any other more loosely defined multidatabase system, which are typically distributed in a communication network, transactions span multiple (and possibly distributed) databases. Enforcing global serializability in such system, where different databases may use different types of concurrency control, is problematic. Even if every local schedule of a single database is serializable, the global schedule of a whole system is not necessarily serializable. The massive communication exchanges of conflict information needed between databases to reach conflict serializability globally would lead to unacceptable performance, primarily due to computer and communication latency. Achieving global serializability effectively over different types of concurrency control has been open for several years. == The global serializability problem == === Problem statement === The difficulties described above translate into the following problem: Find an efficient (high-performance and fault tolerant) method to enforce Global serializability (global conflict serializability) in a heterogeneous distributed environment of multiple autonomous database systems. The database systems may employ different concurrency control methods. No limitation should be imposed on the operations of either local transactions (confined to a single database system) or global transactions (span two or more database systems). === Quotations === Lack of an appropriate solution for the global serializability problem has driven researchers to look for alternatives to serializability as a correctness criterion in a multidatabase environment (e.g., see Relaxing global serializability below), and the problem has been characterized as difficult and open. The following two quotations demonstrate the mindset about it by the end of the year 1991, with similar quotations in numerous other articles: "Without knowledge about local as well as global transactions, it is highly unlikely that efficient global concurrency control can be provided... Additional complications occur when different component DBMSs [Database Management Systems] and the FDBMSs [Federated Database Management Systems] support different concurrency mechanisms... It is unlikely that a theoretically elegant solution that provides conflict serializability without sacrificing performance (i.e., concurrency and/or response time) and availability exists." === Proposed solutions === Several solutions, some partial, have been proposed for the global serializability problem. Among them: Global conflict graph (serializability graph, precedence graph) checking Distributed Two-phase locking (Distributed 2PL) Distributed Timestamp ordering Tickets (local logical timestamps which define local total orders, and are propagated to determine global partial order of transactions) == Relaxing global serializability == Some techniques have been developed for relaxed global serializability (i.e., they do not guarantee global serializability; see also Relaxing serializability). Among them (with several publications each): Quasi serializability Two-level serializability Another common reason nowadays for Global serializability relaxation is the requirement of availability of internet products and services. This requirement is typically answered by large scale data replication. The straightforward solution for synchronizing replicas' updates of a same database object is including all these updates in a single atomic distributed transaction. However, with many replicas such a transaction is very large, and may span several computers and networks that some of them are likely to be unavailable. Thus such a transaction is likely to end with abort and miss its purpose. Consequently, Optimistic replication (Lazy replication) is often utilized (e.g., in many products and services by Google, Amazon, Yahoo, and alike), while global serializability is relaxed and compromised for eventual consistency. In this case relaxation is done only for applications that are not expected to be harmed by it. Classes of schedules defined by relaxed global serializability properties either contain the global serializability class, or are incomparable with it. What differentiates techniques for relaxed global conflict serializability (RGCSR) properties from those of relaxed conflict serializability (RCSR) properties that are not RGCSR is typically the different way global cycles (span two or more databases) in the global conflict graph are handled. No distinction between global and local cycles exists for RCSR properties that are not RGCSR. RCSR contains RGCSR. Typically RGCSR techniques eliminate local cycles, i.e., provide local serializability (which can be achieved effectively by regular, known concurrency control methods); however, obviously they do not eliminate all global cycles (which would achieve global serializability).

    Read more →
  • Cybernetic Serendipity

    Cybernetic Serendipity

    Cybernetic Serendipity was an exhibition of cybernetic art curated by Jasia Reichardt, shown at the Institute of Contemporary Arts, London, England, from 2 August to 20 October 1968, and then toured across the United States. Two stops in the United States were the Corcoran Annex (Corcoran Gallery of Art), Washington, D.C., from 16 July to 31 August 1969, and the newly opened Exploratorium in San Francisco, from 1 November to 18 December 1969. == Content == One part of the exhibition was concerned with algorithms and devices for generating music. Some exhibits were pamphlets describing the algorithms, whilst others showed musical notation produced by computers. Devices made musical effects and played tapes of sounds made by computers. Peter Zinovieff lent part of his studio equipment - visitors could sing or whistle a tune into a microphone and his equipment would improvise a piece of music based on the tune. Another part described computer projects such as Gustav Metzger's self-destructive Five Screens With Computer, a design for a new hospital, a computer programmed structure, and dance choreography. The machines and installations were a very noticeable part of the exhibition. Gordon Pask produced a collection of large mobiles (Colloquy of Mobiles (1968)) with interacting parts that let the viewers join in the conversation. Many machines formed kinetic environments or displayed moving images. Bruce Lacey contributed his radio-controlled robots and a light-sensitive owl. Nam June Paik was represented by Robot K-456 and televisions with distorted images. Jean Tinguely provided two of his painting machines. Edward Ihnatowicz's biomorphic hydraulic ear (Sound Activated Mobile (SAM, 1968)) turned toward sounds and John Billingsley's Albert 1967 turned to face light. Wen-Ying Tsai presented his interactive cybernetic sculptures of vibrating stainless-steel rods, stroboscopic light, and audio feedback control. Several artists exhibited machines that drew patterns that the visitor could take away, or involved visitors in games. Cartoonist Rowland Emett designed the mechanical computer Forget-me-not, which was commissioned by Honeywell. Another section explored the computer's ability to produce text - both essays and poetry. Different programs produced Haiku, children's stories, and essays. One of the first computer-generated poems, by Alison Knowles and James Tenney, was included in the exhibition and catalogue. Computer-generated movies were represented by John Whitney's Permutations and a Bell Labs movie on their technology for producing movies. Some samples included images of tesseracts rotating in four dimensions, a satellite orbiting the Earth, and an animated data structure. Computer graphics were also represented, including pictures produced on cathode ray oscilloscopes and digital plotters. There was a variety of posters and graphics demonstrating the power of computers to do complex (and apparently random) calculations. Other graphics showed a simulated Mondrian and the iconic decreasing squares spiral that appeared on the exhibition's poster and book. The Boeing Company exhibited their use of wireframe graphics. The innovative computer-generated sculpture, Quad 1, was displayed at the Cybernetic Serendipity exhibit. Created by the American abstract expressionist sculptor, Robert Mallary, in 1968, Quad 1 is widely believed to be the world's first Computer Aided Design sculpture. Keith Albarn & Partners contributed to the design of the exhibition. Reflecting the prominence of music in the show, a ten-track album Cybernetic Serendipity Music was released by the ICA to accompany the show. Artists featured included Iannis Xenakis, John Cage, and Peter Zinovieff, a detail of whose graphic score for 'Four Sacred April Rounds’ (1968) was used as the cover artwork. == Attendance == Time magazine noted that there had been 40,000 visitors to the London exhibition. Other reports suggested visitor numbers were as high as 44,000 to 60,000. However, the ICA did not accurately count visitors. == After-effects == The exhibition provided the energy for the formation of British Computer Arts Society which continued to explore the interaction between science, technology and art, and put on exhibitions (for example Event One at the Royal College of Art). Several pieces were purchased by the Exploratorium in 1971, some of which are on display to this day. In 2014 the ICA held a retrospective exhibition Cybernetic Serendipity: A Documentation which included documents, installation photographs, press reviews and publications and a series of discussions in one of which Peter Zinovieff took part. To coincide with the exhibition, Cybernetic Serendipity Music was re-released as a limited-edition vinyl LP by The Vinyl Factory. The Victoria and Albert Museum marked the 50th anniversary with an exhibition in 2018 entitled "Chance and Control: Art in the Age of Computers". The V&A exhibition included many works by artists who featured in the original ICA show, plus related ephemera. "Chance and Control" subsequently toured to Chester Visual Arts and Firstsite, Colchester. In 2020, The Centre Pompidou exhibited the replica of Gordon Pask's 1968 Colloquy of Mobiles, reproduced by Paul Pangaro and TJ McLeish in 2018. In 2022 the Australian National University's School of Cybernetics launched the school by presenting an exhibition Australian Cybernetic: a point through time. The exhibition included works from Cybernetic Serendipity (1968), Australia ‘75: Festival of Creative Arts and Science (1975), and contemporary pieces curated by the School of Cybernetics. In describing Reichardt's Cybernetic Serendipity exhibition the school stated that it "represented points of expanding the cybernetic imagination" and was a "ground-breaking" "glimpse of a future in which computers were entangled with people and cultures, and through this she fashioned a blueprint for the future of computing that has since inspired generations".

    Read more →
  • Artificial intelligence in education

    Artificial intelligence in education

    Artificial intelligence in education (often abbreviated as AIEd) is a subfield of educational technology that studies how to use artificial intelligence to create learning environments. Considerations in the field include data-driven decision-making, AI ethics, data privacy and AI literacy. Concerns include the potential for cheating, over-reliance, equity of access, reduced critical thinking, and the perpetuation of misinformation and bias. == History == Efforts to integrate AI into educational contexts have often followed technological advancement in the history of artificial intelligence. In the 1960s, educators and researchers began developing computer-based instruction systems, such as PLATO, developed by the University of Illinois. In the 1970s and 1980s, intelligent tutoring systems (ITS) were being adapted for classroom instruction. The International Artificial Intelligence in Education Society was founded in 1993. Coinciding with the AI boom of the 2020s, the use of large language models in the global north has been promoted and funded by venture capital and big tech. Companies creating AI services have targeted students and educational institutions as customers. Similarly, pre-AI boom educational companies have expanded their use of AI technologies. These commercial incentives for AIEd use may be related to a potential AI bubble. In the U.S., bipartisan support of AI development in K-12 education has been expressed, but specific implementations and best practices remain contentious. == Theory == AIEd applies theory from education studies, machine learning, and related fields. A 2019 review of the previous decade of studies found that most research prioritized technological design over pedagogical integration. Ouyang and Jiao (2021) propose three paradigms for AI in education, which follow roughly from least to most learner-centered and from requiring least to most technical complexity from the AI systems: AI-directed, learner-as-recipient: AIEd systems present a pre-set curriculum based on statistical patterns that do not adjust to learner's feedback. AI-supported, learner-as-collaborator: Systems that incorporate responsiveness to learner's feedback through, for example, natural language processing, wherein AI can support knowledge construction. AI-empowered, learner-as-leader: This model seeks to position AI as a supplement to human intelligence wherein learners take agency and AI provides consistent and actionable feedback. Some scholars place AI in education within a socio-technical framework. This positions AI alongside other emerging educational technologies, such as computing, the internet, and social media. The framework of Tsao, Heinrichs and Camit (2025) draws on new materialism and posthumanism, specifically Donna Haraway's concept of sympoiesis (making-with). This perspective views learning as an entanglement of human and non-human actors (students, teachers, and AI algorithms), where knowledge is co-composed in contact zones between human context and algorithmic prediction. AI agents have been trained on biased datasets, and thus continue to perpetuate societal biases. Since LLMs were created to produce human-like text, algorithmic bias can be introduced and reproduced. AI's data processing and monitoring reinforce neoliberal approaches to education rather than addressing inequalities. == Applications == Uses of generative AI chatbots in education have included assessment and feedback, machine translations, proof-reading exam question generation and copy editing, or as virtual assistants. Emotional AI in education is the study and development of systems that can detect learners' emotions or provide emotional support in learning. == Usage == === Schools and educators === Following the release of ChatGPT in November 2022, some schools and large school districts blocked access to the site and issued warnings that the use of such tools would be seen as cheating. Governmental and non-governmental organizations such as UNESCO, Article 4 of the European Union's AI Act, and the U.S. Department of Education have published reports advocating for specific AIEd approaches. National higher-education bodies have also published guidance on generative AI, including Ireland's Higher Education Authority, which issued a policy framework for higher education teaching and learning in December 2025. In 2024, UNESCO released updated global guidance for generative AI in education, emphasizing ethical use, teacher training, and data protection to ensure responsible integration of AI tools in learning environments. According to Taso (2025), policy implementation in higher education is interpreted and enacted differently by various organizations. These decentralized policies can lead to inconsistent enforcement and confusion among students regarding what constitutes acceptable use, with the burden of ethical navigation falling on individual teachers and students. AI integration in classrooms has created new forms of invisible labour for educators, who must navigate ambiguous policies, redesign assessments to be AI-resilient, and adjudicate potential academic integrity violations. The use of AI detection tools has also been criticised for creating an adversarial relationship between students and institutions, where students may be falsely accused of misconduct based on probabilistic software. AIEd advocates say that efforts should be made towards increasing global accessibility and training educators to serve underprivileged areas. === Students === Reliance on generative AI has been linked with reduced academic self-esteem and performance, and heightened learned helplessness. Algorithm errors and hallucinations are common flaws in AI agents, making them less trustworthy and reliable. According to a 2025 survey from Inside Higher Ed, 85% of higher education students use generative AI technology in some way, with 25% using AI to complete assignments for them. The most common reason cited for using AI to cheat was pressure to get high grades. 97% of students wanted some form of action from schools on the threat to academic integrity caused by AI, with the most popular options being clearer policies and more education about ethical uses of AI. In September 2025, The Atlantic published an op-ed from a high school senior arguing that the normalization of AI cheating was eroding critical thinking, academic integrity, creativity, and the shared student experience.

    Read more →
  • Per-pixel lighting

    Per-pixel lighting

    In computer graphics, per-pixel lighting refers to any technique for lighting an image or scene that calculates illumination for each pixel on a rendered image. This is in contrast to other popular methods of lighting such as vertex lighting, which calculates illumination at each vertex of a 3D model and then interpolates the resulting values over the model's faces to calculate the final per-pixel color values. Per-pixel lighting is commonly used with techniques, such as blending, alpha blending, alpha to coverage, anti-aliasing, texture filtering, clipping, hidden-surface determination, Z-buffering, stencil buffering, shading, mipmapping, normal mapping, bump mapping, displacement mapping, parallax mapping, shadow mapping, specular mapping, shadow volumes, high-dynamic-range rendering, ambient occlusion (screen space ambient occlusion, screen space directional occlusion, ray-traced ambient occlusion), ray tracing, global illumination, and tessellation. Each of these techniques provides some additional data about the surface being lit or the scene and light sources that contributes to the final look and feel of the surface. Most modern video game engines implement lighting using per-pixel techniques instead of vertex lighting to achieve increased detail and realism. The id Tech 4 engine, used to develop such games as Brink and Doom 3, was one of the first game engines to implement a completely per-pixel shading engine. All versions of the CryENGINE, Frostbite Engine, and Unreal Engine, among others, also implement per-pixel shading techniques. Deferred shading is a recent development in per-pixel lighting notable for its use in the Frostbite Engine and Battlefield 3. Deferred shading techniques are capable of rendering potentially large numbers of small lights inexpensively (other per-pixel lighting approaches require full-screen calculations for each light in a scene, regardless of size). == History == While only recently have personal computers and video hardware become powerful enough to perform full per-pixel shading in real-time applications such as games, many of the core concepts used in per-pixel lighting models have existed for decades. Frank Crow published a paper describing the theory of shadow volumes in 1977. This technique uses the stencil buffer to specify areas of the screen that correspond to surfaces that lie in a "shadow volume", or a shape representing a volume of space eclipsed from a light source by some object. These shadowed areas are typically shaded after the scene is rendered to buffers by storing shadowed areas with the stencil buffer. Jim Blinn first introduced the idea of normal mapping in a 1978 SIGGRAPH paper. Blinn pointed out that the earlier idea of unlit texture mapping proposed by Edwin Catmull was unrealistic for simulating rough surfaces. Instead of mapping a texture onto an object to simulate roughness, Blinn proposed a method of calculating the degree of lighting a point on a surface should receive based on an established "perturbation" of the normals across the surface. == Hardware rendering == Real-time applications, such as video games, usually implement per-pixel lighting through the use of pixel shaders, allowing the GPU hardware to process the effect. The scene to be rendered is first rasterized onto a number of buffers storing different types of data to be used in rendering the scene, such as depth, normal direction, and diffuse color. Then, the data is passed into a shader and used to compute the final appearance of the scene, pixel-by-pixel. Deferred shading is a per-pixel shading technique that has recently become feasible for games. With deferred shading, a "g-buffer" is used to store all terms needed to shade a final scene on the pixel level. The format of this data varies from application to application depending on the desired effect, and can include normal data, positional data, specular data, diffuse data, emissive maps and albedo, among others. Using multiple render targets, all of this data can be rendered to the g-buffer with a single pass, and a shader can calculate the final color of each pixel based on the data from the g-buffer in a final "deferred pass". Because deferred shading assumes only one visible fragment per pixel sample, transparent objects are generally handled in a separate forward pass. == Software rendering == Per-pixel lighting is also performed in software on many high-end commercial rendering applications which typically do not render at interactive framerates. This is called offline rendering or software rendering. NVidia's mental ray rendering software, which is integrated with such suites as Autodesk's Softimage is a well-known example.

    Read more →
  • Record sealing

    Record sealing

    Record sealing is the process of making public records inaccessible to the public. In many cases, a person with a sealed record gains the legal right to deny or not acknowledge anything to do with the arrest and the legal proceedings from the case itself. Records are commonly sealed in a number of situations: Sealed birth records (typically after adoption or determination of paternity) Juvenile criminal records may be sealed Other types of cases involving juveniles may be sealed, anonymized, or pseudonymized ("impounded"); e.g., child sex offense or custody cases Cases using witness protection information may be partly sealed Cases involving trade secrets Cases involving state secrets == Filing under seal in US court == Normally, records should not be filed under seal without a court permission. However, FRCP 5.2 requires that sensitive text – like Social Security number, Taxpayer Identification Number, birthday, bank accounts, and children’s names – should be redacted off the filings made with the court and accompanying exhibits. A person making a redacted filing can file an unredacted copy under seal, or the Court can choose to order later that an additional filing be made under seal without redaction. Alternately, the filing party may ask the court’s permission to file some exhibits completely under seal. When the document is filed "under seal", it should have a clear indication for the court clerk to file it separately – most often by stamping words "Filed Under Seal" on the bottom of each page. Person making filing should also provide instructions to the court clerk that the document needs to be filed "under seal". Courts often have specific requirements to these filings in their Local Rules. == Difference from expungement == Expungement, which is a physical destruction, namely a complete erasure of one's criminal records, and therefore usually carries a higher standard, differs from record sealing, which is only to restrict the public's access to records, so that only certain law enforcement agencies or courts, under special circumstances, will have access to them. A record seal will greatly improve the chance of employment, as employers will not have access to damning records. There are occasions, like expungement, where one can truthfully state under oath that they have never been convicted before. Most of the time, a record seal has more relaxed requirements than an expungement. If an expungement is not allowed with a case, then sealing a record may be the best bet. Different states have different terms for what constitutes sealing of a record. == Cybersecurity incidents involving sealed records == Several cybersecurity incidents have demonstrated that sealed court documents are not always secure in practice, with vulnerabilities and data breaches exposing sensitive information. In January 2021, following the SolarWinds cyber attack, the U.S. Bankruptcy Court United States District Court for the District of Nevada announced that its Case Management/Electronic Case Files CM/ECF system had been potentially compromised. The judiciary stated that additional safeguards were being implemented to protect filings, and that the review of the incident and its impact was ongoing. Reports noted that the breach raised concerns about exposure of highly sensitive and sealed documents submitted through the CM/ECF system. In 2023, security researcher Jason Parker, following a tip from an activist, identified flaws in online court systems that exposed sealed records including confidential testimony and medical records through publicly accessible portals. In 2024, a cyber intrusion targeting attorneys in a civil case involving Representative Matt Gaetz led to the unauthorized access and leak of sealed depositions and related records. The breach exposed confidential testimony and financial records, some of which were later reported by news outlets, raising concerns about the security of electronically stored legal materials and the handling of sealed filings. In 2025, multiple reports confirmed that the federal judiciary's CM/ECF and PACER (law) filing system was compromised, exposing sealed indictments, confidential informant information, and other sensitive filings. Some courts temporarily reverted to paper-based filing to mitigate the risks of further disclosure. The FBI later confirmed that the breach had exposed sealed records, and investigators suspected foreign state actors were involved. == GAO publications referencing sealed records == Closed Criminal Plea and Sentencing Proceedings (1983) – Reviewed Department of Justice policies on closing plea and sentencing hearings. GAO noted that sealed transcripts should be unsealed once the reasons for closure no longer applied. Information on Plea Agreements and Settlements in Defense Procurement Fraud Cases (1992) – Examined outcomes of procurement fraud prosecutions. GAO observed that in some instances the results were sealed from public access. Military Recruiting: More Needs to Be Done to Better Screen Applicants and Detect Fraud (1999) – Investigated fraudulent enlistments in the armed forces. The report highlighted that sealed juvenile records often prevented recruiters from discovering prior offenses. Social Security Numbers: Governments Could Do More to Reduce Display in Public Records (2004) – Analyzed risks associated with SSN availability in state and local records. GAO pointed out that some categories of records, such as adoption proceedings, were sealed and less likely to expose identifiers. Social Security Numbers: Stronger Safeguards Needed to Protect Privacy (2005 testimony) – Testimony before Congress reiterating concerns over SSN exposure in public records, while noting that sealed categories (e.g., adoption) were exceptions. U.S. Supreme Court: Policies and Perspectives on Video and Audio Coverage of Appellate Court Proceedings (2016) – Surveyed appellate court policies on courtroom media coverage. The report acknowledged distinctions between public filings, confidential submissions, and sealed materials. Evictions: National Data Are Limited and Challenging to Collect (2024) – Examined nationwide eviction data. GAO reported that in some states eviction records may be sealed or expunged, limiting researchers' ability to compile datasets. DOD Fraud Risk Management: Enhanced Data and Collaboration Could Improve Efforts (2024) – Reviewed Department of Defense fraud-risk management. GAO noted that some adjudicative records in its dataset were sealed, restricting completeness of oversight data.

    Read more →
  • Control-flow integrity

    Control-flow integrity

    Control-flow integrity (CFI) is a general term for computer security techniques that prevent a wide variety of malware attacks from redirecting the flow of execution (the control flow) of a program. == Background == A computer program commonly changes its control flow to make decisions and use different parts of the code. Such transfers may be direct, in that the target address is written in the code itself, or indirect, in that the target address itself is a variable in memory or a CPU register. In a typical function call, the program performs a direct call, but returns to the caller function using the stack – an indirect backward-edge transfer. When a function pointer is called, such as from a virtual table, we say there is an indirect forward-edge transfer. Attackers seek to inject code into a program to make use of its privileges or to extract data from its memory space. Before executable code was commonly made read-only, an attacker could arbitrarily change the code as it is run, targeting direct transfers or even do with no transfers at all. After W^X became widespread, an attacker wants to instead redirect execution to a separate, unprotected area containing the code to be run, making use of indirect transfers: one could overwrite the virtual table for a forward-edge attack or change the call stack for a backward-edge attack (return-oriented programming). CFI is designed to protect indirect transfers from going to unintended locations. == Techniques == Associated techniques include code-pointer separation (CPS), code-pointer integrity (CPI), stack canaries, shadow stacks (SS), and vtable pointer verification. These protections can be classified into either coarse-grained or fine-grained based on the number of targets restricted. A coarse-grained forward-edge CFI implementation, could, for example, restrict the set of indirect call targets to any function that may be indirectly called in the program, while a fine-grained one would restrict each indirect call site to functions that have the same type as the function to be called. Similarly, for a backward edge scheme protecting returns, a coarse-grained implementation would only allow the procedure to return to a function of the same type (of which there could be many, especially for common prototypes), while a fine-grained one would enforce precise return matching (so it can return only to the function that called it). == Implementations == Related implementations are available in Clang (LLVM front-end),, GNU Compiler Collection, Microsoft's Control Flow Guard and Return Flow Guard, Google's Indirect Function-Call Checks and Reuse Attack Protector (RAP). === LLVM/Clang === The LLVM compiler's C/C++ front-end Clang provides a number of "CFI" schemes that works on the forward edge by checking for errors in virtual tables and type casts. Not all of the schemes are supported on all platforms and most of them, the exception being two "kcfi" schemes intended for low-level kernel software, depends on link-time optimization (LTO) to know what functions are supposed to be called in normal cases. Also provided is a separate "shadow call stack" (SCS) instrumentation pass that defends on the backward edge by checking for call stack modifications, available only for the aarch64 and RISC-V ISAs. And due to use of a shared processor register SCS is only enforceable on certain ABIs or if in other ways it is ensured that any other software using the register set (thread/processor) does not interfere with this use. Google has shipped Android with the Linux kernel compiled by Clang with link-time optimization (LTO) and CFI enabled since 2018. Even though SCS is available for the Linux kernel as an option, and support is also available for Android's system components it is recommended only to enable it for components for which it can be ensured that no third party code is loaded. === GCC === The GNU Compiler Collection implemented a "shadow call stack" compatible with Clang for aarch64 in v12 released in 2022. This feature is primarily intended for building the Linux kernel as support is missing from GCC user space libraries. === Intel Control-flow Enforcement Technology === Intel Control-flow Enforcement Technology (CET) detects compromises to control flow integrity with a shadow stack (SS) and indirect branch tracking (IBT). The kernel must map a region of memory for the shadow stack not writable to user space programs except by special instructions. The shadow stack stores a copy of the return address of each CALL. On a RET, the processor checks if the return address stored in the normal stack and shadow stack are equal. If the addresses are not equal, the processor generates an INT #21 (Control Flow Protection Fault). Indirect branch tracking detects indirect JMP or CALL instructions to unauthorized targets. It is implemented by adding a new internal state machine in the processor. The behavior of indirect JMP and CALL instructions is changed so that they switch the state machine from IDLE to WAIT_FOR_ENDBRANCH. In the WAIT_FOR_ENDBRANCH state, the next instruction to be executed is required to be the new ENDBRANCH instruction (ENDBR32 in 32-bit mode or ENDBR64 in 64-bit mode), which changes the internal state machine from WAIT_FOR_ENDBRANCH back to IDLE. Thus every authorized target of an indirect JMP or CALL must begin with ENDBRANCH. If the processor is in a WAIT_FOR_ENDBRANCH state (meaning, the previous instruction was an indirect JMP or CALL), and the next instruction is not an ENDBRANCH instruction, the processor generates an INT #21 (Control Flow Protection Fault). On processors not supporting CET indirect branch tracking, ENDBRANCH instructions are interpreted as NOPs and have no effect. === Microsoft Control Flow Guard === Control Flow Guard (CFG) was first released for Windows 8.1 Update 3 (KB3000850) in November 2014. Developers can add CFG to their programs by adding the /guard:cf linker flag before program linking in Visual Studio 2015 or newer. As of Windows 10 Creators Update (Windows 10 version 1703), the Windows kernel is compiled with CFG. The Windows kernel uses Hyper-V to prevent malicious kernel code from overwriting the CFG bitmap. CFG operates by creating a per-process bitmap, where a set bit indicates that the address is a valid destination. Before performing each indirect function call, the application checks if the destination address is in the bitmap. If the destination address is not in the bitmap, the program terminates. This makes it more difficult for an attacker to exploit a use-after-free by replacing an object's contents and then using an indirect function call to execute a payload. ==== Implementation details ==== For all protected indirect function calls, the _guard_check_icall function is called, which performs the following steps: Convert the target address to an offset and bit number in the bitmap. The highest 3 bytes are the byte offset in the bitmap The bit offset is a 5-bit value. The first four bits are the 4th through 8th low-order bits of the address. The 5th bit of the bit offset is set to 0 if the destination address is aligned with 0x10 (last four bits are 0), and 1 if it is not. Examine the target's address value in the bitmap If the target address is in the bitmap, return without an error. If the target address is not in the bitmap, terminate the program. ==== Bypass techniques ==== There are several generic techniques for bypassing CFG: Set the destination to code located in a non-CFG module loaded in the same process. Find an indirect call that was not protected by CFG (either CALL or JMP). Use a function call with a different number of arguments than the call is designed for, causing a stack misalignment, and code execution after the function returns (patched in Windows 10). Use a function call with the same number of arguments, but one of pointers passed is treated as an object and writes to a pointer-based offset, allowing overwriting a return address. Overwrite the function call used by the CFG to validate the address (patched in March 2015) Set the CFG bitmap to all 1's, allowing all indirect function calls Use a controlled-write primitive to overwrite an address on the stack (since the stack is not protected by CFG) === Microsoft eXtended Flow Guard === eXtended Flow Guard (XFG) has not been officially released yet, but is available in the Windows Insider preview and was publicly presented at Bluehat Shanghai in 2019. XFG extends CFG by validating function call signatures to ensure that indirect function calls are only to the subset of functions with the same signature. Function call signature validation is implemented by adding instructions to store the target function's hash in register r10 immediately prior to the indirect call and storing the calculated function hash in the memory immediately preceding the target address's code. When the indirect call is made, the XFG validation function compares the value in r10 to the target

    Read more →
  • StyleGAN

    StyleGAN

    The Style Generative Adversarial Network, or StyleGAN for short, is an extension to the GAN architecture introduced by Nvidia researchers in December 2018, and made source available in February 2019. StyleGAN depends on Nvidia's CUDA software, GPUs, and Google's TensorFlow, or Meta AI's PyTorch, which supersedes TensorFlow as the official implementation library in later StyleGAN versions. The second version of StyleGAN, called StyleGAN2, was published on February 5, 2020. It removes some of the characteristic artifacts and improves the image quality. Nvidia introduced StyleGAN3, described as an "alias-free" version, on June 23, 2021, and made source available on October 12, 2021. == History == A direct predecessor of the StyleGAN series is the Progressive GAN, published in 2017. In December 2018, Nvidia researchers distributed a preprint with accompanying software introducing StyleGAN, a GAN for producing an unlimited number of (often convincing) portraits of fake human faces. StyleGAN was able to run on Nvidia's commodity GPU processors. In February 2019, Uber engineer Phillip Wang used the software to create the website This Person Does Not Exist, which displayed a new face on each web page reload. Wang himself has expressed amazement, given that humans are evolved to specifically understand human faces, that nevertheless StyleGAN can competitively "pick apart all the relevant features (of human faces) and recompose them in a way that's coherent." In September 2019, a website called Generated Photos published 100,000 images as a collection of stock photos. The collection was made using a private dataset shot in a controlled environment with similar light and angles. Similarly, two faculty at the University of Washington's Information School used StyleGAN to create Which Face is Real?, which challenged visitors to differentiate between a fake and a real face side by side. The faculty stated the intention was to "educate the public" about the existence of this technology so they could be wary of it, "just like eventually most people were made aware that you can Photoshop an image". The second version of StyleGAN, called StyleGAN2, was published on February 5, 2020. It removes some of the characteristic artifacts and improves the image quality. In 2021, a third version was released, improving consistency between fine and coarse details in the generator. Dubbed "alias-free", this version was implemented with PyTorch. === Illicit use === In December 2019, Facebook took down a network of accounts with false identities, and mentioned that some of them had used profile pictures created with machine learning techniques. == Architecture == === Progressive GAN === Progressive GAN is a method for training GAN for large-scale image generation stably, by growing a GAN generator from small to large scale in a pyramidal fashion. Like SinGAN, it decomposes the generator as G = G 1 ∘ G 2 ∘ ⋯ ∘ G N {\displaystyle G=G_{1}\circ G_{2}\circ \cdots \circ G_{N}} , and the discriminator as D = D N ∘ D N − 1 ∘ ⋯ ∘ D 1 {\displaystyle D=D_{N}\circ D_{N-1}\circ \cdots \circ D_{1}} . During training, at first only G N , D N {\displaystyle G_{N},D_{N}} are used in a GAN game to generate 4x4 images. Then G N − 1 , D N − 1 {\displaystyle G_{N-1},D_{N-1}} are added to reach the second stage of GAN game, to generate 8x8 images, and so on, until we reach a GAN game to generate 1024x1024 images. To avoid discontinuity between stages of the GAN game, each new layer is "blended in" (Figure 2 of the paper). For example, this is how the second stage GAN game starts: Just before, the GAN game consists of the pair G N , D N {\displaystyle G_{N},D_{N}} generating and discriminating 4x4 images. Just after, the GAN game consists of the pair ( ( 1 − α ) + α ⋅ G N − 1 ) ∘ u ∘ G N , D N ∘ d ∘ ( ( 1 − α ) + α ⋅ D N − 1 ) {\displaystyle ((1-\alpha )+\alpha \cdot G_{N-1})\circ u\circ G_{N},D_{N}\circ d\circ ((1-\alpha )+\alpha \cdot D_{N-1})} generating and discriminating 8x8 images. Here, the functions u , d {\displaystyle u,d} are image up- and down-sampling functions, and α {\displaystyle \alpha } is a blend-in factor (much like an alpha in image composing) that smoothly glides from 0 to 1. === StyleGAN === StyleGAN is designed as a combination of Progressive GAN with neural style transfer. The key architectural choice of StyleGAN-1 is a progressive growth mechanism, similar to Progressive GAN. Each generated image starts as a constant 4 × 4 × 512 {\displaystyle 4\times 4\times 512} array, and repeatedly passed through style blocks. Each style block applies a "style latent vector" via affine transform ("adaptive instance normalization"), similar to how neural style transfer uses Gramian matrix. It then adds noise, and normalize (subtract the mean, then divide by the variance). At training time, usually only one style latent vector is used per image generated, but sometimes two ("mixing regularization") in order to encourage each style block to independently perform its stylization without expecting help from other style blocks (since they might receive an entirely different style latent vector). After training, multiple style latent vectors can be fed into each style block. Those fed to the lower layers control the large-scale styles, and those fed to the higher layers control the fine-detail styles. Style-mixing between two images x , x ′ {\displaystyle x,x'} can be performed as well. First, run a gradient descent to find z , z ′ {\displaystyle z,z'} such that G ( z ) ≈ x , G ( z ′ ) ≈ x ′ {\displaystyle G(z)\approx x,G(z')\approx x'} . This is called "projecting an image back to style latent space". Then, z {\displaystyle z} can be fed to the lower style blocks, and z ′ {\displaystyle z'} to the higher style blocks, to generate a composite image that has the large-scale style of x {\displaystyle x} , and the fine-detail style of x ′ {\displaystyle x'} . Multiple images can also be composed this way. === StyleGAN2 === StyleGAN2 improves upon StyleGAN in two ways. One, it applies the style latent vector to transform the convolution layer's weights instead, thus solving the "blob" problem. The "blob" problem roughly speaking is because using the style latent vector to normalize the generated image destroys useful information. Consequently, the generator learned to create a "distraction" by a large blob, which absorbs most of the effect of normalization (somewhat similar to using flares to distract a heat-seeking missile). Two, it uses residual connections, which helps it avoid the phenomenon where certain features are stuck at intervals of pixels. For example, the seam between two teeth may be stuck at pixels divisible by 32, because the generator learned to generate teeth during stage N-5, and consequently could only generate primitive teeth at that stage, before scaling up 5 times (thus intervals of 32). This was updated by the StyleGAN2-ADA ("ADA" stands for "adaptive"), which uses invertible data augmentation. It also tunes the amount of data augmentation applied by starting at zero, and gradually increasing it until an "overfitting heuristic" reaches a target level, thus the name "adaptive". === StyleGAN3 === StyleGAN3 improves upon StyleGAN2 by solving the "texture sticking" problem, which can be seen in the official videos. They analyzed the problem by the Nyquist–Shannon sampling theorem, and argued that the layers in the generator learned to exploit the high-frequency signal in the pixels they operate upon. To solve this, they proposed imposing strict lowpass filters between each generator's layers, so that the generator is forced to operate on the pixels in a way faithful to the continuous signals they represent, rather than operate on them as merely discrete signals. They further imposed rotational and translational invariance by using more signal filters. The resulting StyleGAN-3 is able to generate images that rotate and translate smoothly, and without texture sticking.

    Read more →
  • Digistar

    Digistar

    Digistar is the first computer graphics-based planetarium projection and content system. It was designed by Evans & Sutherland and released in 1983. The technology originally focused on accurate and high quality display of stars, including for the first time showing stars from points of view other than Earth's surface, travelling through the stars, and accurately showing celestial bodies from different times in the past and future. Beginning with the Digistar 3 the system now projects full-dome video. == Projector == Unlike modern full-dome systems, which use LCD, DLP, SXRD, or laser projection technology, the Digistar projection system was designed for projecting bright pinpoints of light representing stars. This was accomplished using a calligraphic display, a form of vector graphics, rather than raster graphics. The heart of the Digistar projector is a large cathode-ray tube (CRT). A phosphor plate is mounted atop the tube, and light is then dispersed by a large lens with a 160 degree field of view to cover the planetarium dome. The original lens bore the inscription: "August 1979 mfg. by Lincoln Optical Corp., L.A., CA for Evans and Sutherland Computer Corp., SLC, UT, Digital planetarium CRT projection lens, 43mm, f2.8, 160 degree field of view". The coordinates of the stars and wire-frame models to be displayed by the projector were stored in computer RAM in a display list. The display would read each set of coordinates in turn and drive the CRT's electron beam directly to those coordinates. If the electron beam was enabled while being moved a line would be painted on the phosphor plate. Otherwise, the electron beam would be enabled once at its destination and a star would be painted. Once all coordinates in the display list had been processed, the display would repeat from the top of the display list. Thus, the shorter the display list the more frequently the electron beam would refresh the charge on a given point on the phosphor plate, making the projection of the points brighter. In this way, the stars projected by Digistar were substantially brighter than could be achieved using a raster display, which has to touch every point on the phosphor plate before repeating. Likewise, the calligraphic technology allowed Digistar to have a darker black-level than full-dome projectors, since the portions of the phosphor plate representing dark sky were never hit by the electron beam. As it is only one tube, with no pixelated color filter screen, the Digistar projector is monochromatic. The Digistar projects a bright, phosphorescent green, though many (including both visitors and planetarians) report they cannot distinguish between this green and white. Additionally, unlike a raster display, the calligraphic display is not discretized into pixels, so the displayed stars were a more realistic single spot of light, without the blocky or ropy artifacts that are hard to avoid with raster graphics. Due to the use of vector graphics, as opposed to raster imaging, the Digistar does not have the resolution issues that many full-dome systems have. Thanks to this, and the brightness of the CRT, only one projector is needed to project on the entire dome, whereas most full-dome systems require up to six raster projectors, depending on dome size. The projector in the original Digistar was housed in a square pyramid-shaped sheathing. When powered on, the four sides at the tip of the pyramid would recede into the housing, exposing the lens and appearing as a cut-off pyramid. As Digistar II was being developed, many planetaria were sold Digistar LEA projectors. The LEA, called Digistar 1.5 by many users, was effectively a prototype of the D2 projector, compatible with Digistar and upgradable to Digistar II. There are no significant differences in performance between the LEA and the true D2. == History == Digistar was the brainchild of Stephen McAllister and Brent Watson, both of whom were long-time amateur astronomers and computer graphics engineers. In 1977, E&S had been consulting with Johnson Space Center regarding training simulators for astronauts. McAllister had been writing proof-of-concept software for this consultation and in summer 1977 entered the data for 400 bright stars and wrote the software to display them. Steve and Brent both originally saw the system's purpose as celestial navigation training. Brent, who had until recently worked at Hansen planetarium, asked his planetarium coworkers what they thought of a potential digital planetarium system, and then Steve and Brent both targeted the system toward planetaria. The primary goal of the planetarium system was to use computer graphics to overcome the limitation of traditional star ball technology that only allowed display of star fields from the point of view of Earth's surface. By using computer graphics the stars could be displayed from viewpoints in space, including simulating the appearance of space flight. Likewise, planets and moons within the Solar System could be displayed accurately for any time in history, from any point of view. The system used the location of real stars from the Yale Bright Star Catalogue, as well as random stars. A laboratory prototype of Digistar was used to generate the star fields and tactical displays in the 1982 science fiction film Star Trek II: The Wrath of Khan. Filming was done directly from the Digistar display in the lab. ILM projected the effort would take two weeks, but in fact it took from late November 1981 until mid-February 1982. The last shot recorded was what became the first entirely computer generated feature film sequence. It was the opening scene of the film, a rotating forward translation through a star field that lasted 3.5 minutes. It was recorded in one take, at a rate of one frame every 3.5 seconds, taking four hours for the shoot. The Digistar team members are credited in the film. After prototyping in labs at Evans and Sutherland the team repeatedly used Salt Lake City's Hansen planetarium to beta test the system at the planetarium at night. The Digistar team performed one week of shows at the planetarium as a fund raiser to benefit the planetarium. The company also later gave the planetarium an improved prototype Digistar to replace "Jake", the planetarium's aging Spitz planetarium projector. The first customer installation was to the newly constructed Universe Planetarium at the Science Museum of Virginia in 1983, the largest planetarium dome in the world at the time, for $595,000. By September 1986 there were four installed Digistars. Even at this point the long-term success of the product was very much in doubt, but as of 2019 Digistar has an installed base of over 550 planetaria. === Versions === Digistar (1983) Digistar II (1995) Digistar 3 (2002) Digistar 4 (2010?) Digistar 5 (2012) Digistar 6 (2016) Digistar 7 (2021) == Hardware == Digistar was driven by a VAX-11/780 minicomputer, with custom graphics hardware related to the E&S Picture System 2. Later versions of Digistar 1 used a DEC MicroVAX 2, driving a custom version of a PS/300. The original Digistar and Digistar 2 had a physical control panel that was used for running the star shows. This control panel was approximately 3' x 4' and contained a keyboard, a 6 DOF joystick, and a large array of back-lit buttons. One button that was used for moving the viewpoint forward in space was labeled "Boldly Go". Later iterations of Digistar replaced the physical control panel with a common graphical user interface. Digistar 3 was the first Digistar system to offer full-dome video in 2002, using six projectors. Digistar 4 was able to cover the dome using only two projectors. == System limitations == Though technologically advanced in its day, and the closest system to true full-dome video at the time of its release, the original Digistar and Digistar 2 are limited to only projecting dots and lines—meaning only wireframe models can be projected. To compensate for this, the projector is capable of defocusing specific models, blurring lines and dots together. An example of this is in the Digistar 2's built-in Milky Way model. The model is a circle of parallel lines that, when defocused, appear as the continuous band of the Milky Way across the sky. On more complex models, especially three-dimensional ones, brightness and details may be lost in this process, so it is not useful in all situations. The Digistar and Digistar 2 also suffer focus limitations. Because they use a single lens to cover the entire dome, it is difficult to gain perfect focus across the dome. Coupled with this, stars greater than a certain brightness are "multihit" points, meaning the projector draws two dots at the given position to accommodate the brightness of the star. Errors in the projector can lead the second dot to be slightly out-of-place with the first one. These two issues together, along with other issues that can occur within the projector's focus system, give the stars a blobby look. Some p

    Read more →
  • Cyber attribution

    Cyber attribution

    In the area of computer security, cyber attribution is an attribution of cybercrime, i.e., finding who perpetrated a cyberattack. Uncovering a perpetrator may give insights into various security issues, such as infiltration methods, communication channels, etc., and may help in enacting specific countermeasures. Cyber attribution is a costly endeavor requiring considerable resources and expertise in cyber forensic analysis. For governments and other major players dealing with cybercrime would require not only technical solutions, but legal and political ones as well, and for the latter ones cyber attribution is crucial. Attributing a cyberattack is difficult, and of limited interest to companies that are targeted by cyberattacks. In contrast, secret services often have a compelling interest in finding out whether a state is behind the attack. A further challenge in attribution of cyberattacks is the possibility of a false flag attack, where the actual perpetrator makes it appear that someone else caused the attack. Every stage of the attack may leave artifacts, such as entries in log files, that can be used to help determine the attacker's goals and identity. In the aftermath of an attack, investigators often begin by saving as many artifacts as they can find, and then try to determine the attacker.

    Read more →
  • Unfold (app)

    Unfold (app)

    Unfold is a mobile application that allows users to create social media content using a variety of templates and other tools. It was founded in 2018 by Alfonso Cobo and Andy McCune. It enables users to add photos, video, and text with a variety of tools. In 2019, Unfold was acquired by Squarespace. == History == In January 2017, Alfonso Cobo was studying at Parsons School of Design when he realized there was no software or app that could create a portfolio of his work on an iPad. Cobo created an app called Portfolio, a basic version of a portfolio layout app, and the first one to exist for iPad. He launched it in 2017. After launching the first version of Portfolio, Cobo realized the more popular market and use case was on mobile. Around that time, Instagram was launching Stories. As a result, Cobo pivoted the app away from portfolios and instead focused on an app to showcase one's stories. Cobo later contacted Andy McCune, founder of social media account Earth, to collaborate with Unfold. Unfold also partnered with various companies to create custom templates. These include Equinox, Tommy Hilfiger, NARS, Billboard Music Awards, and Product Red. Unfold also launched a collection of Product Red templates to help eliminate HIV/AIDS in several African countries. In 2019, Squarespace acquired Unfold. The Unfold app has been downloaded over 60 million times and has been used to create over 1 billion Instagram stories. == Features == With Unfold, users can utilize hundreds of templates to make social content for social media platforms such as Instagram, Snapchat, and Facebook. The free app offers users basic templates and standard fonts, filters, and stickers, and there are also premium templates available for a monthly subscription. With Unfold+ and Unfold Pro (previously Unfold for Brands), users can access premium templates and tools, as well as upload custom brand assets and fonts. In 2020, Unfold launched Bio Sites, which allows users to link to multiple sites and platforms.

    Read more →
  • Intelligent control

    Intelligent control

    Intelligent control is a class of control techniques that use various artificial intelligence computing approaches like neural networks, Bayesian probability, fuzzy logic, machine learning, reinforcement learning, evolutionary computation and genetic algorithms. == Overview == Intelligent control can be divided into the following major sub-domains: Neural network control Machine learning control Reinforcement learning Bayesian control Fuzzy control Neuro-fuzzy control Expert Systems Genetic control New control techniques are created continuously as new models of intelligent behavior are created and computational methods developed to support them. === Neural network controller === Neural networks have been used to solve problems in almost all spheres of science and technology. Neural network control basically involves two steps: System identification Control It has been shown that a feedforward network with nonlinear, continuous and differentiable activation functions have universal approximation capability. Recurrent networks have also been used for system identification. Given, a set of input-output data pairs, system identification aims to form a mapping among these data pairs. Such a network is supposed to capture the dynamics of a system. For the control part, deep reinforcement learning has shown its ability to control complex systems. === Bayesian controllers === Bayesian probability has produced a number of algorithms that are in common use in many advanced control systems, serving as state space estimators of some variables that are used in the controller. The Kalman filter and the Particle filter are two examples of popular Bayesian control components. The Bayesian approach to controller design often requires an important effort in deriving the so-called system model and measurement model, which are the mathematical relationships linking the state variables to the sensor measurements available in the controlled system. In this respect, it is very closely linked to the system-theoretic approach to control design.

    Read more →
  • Online service provider

    Online service provider

    An online service provider (OSP) can, for example, be an Internet service provider, an email provider, a news provider (press), an entertainment provider (music, movies), a search engine, an e-commerce site, an online banking site, a health site, an official government site, social media, a wiki, or a Usenet newsgroup. In its original more limited definition, it referred only to a commercial computer communication service in which paid members could dial via a computer modem the service's private computer network and access various services and information resources such as bulletin board systems, downloadable files and programs, news articles, chat rooms, and electronic mail services. The term "online service" was also used in references to these dial-up services. The traditional dial-up online service differed from the modern Internet service provider in that they provided a large degree of content that was only accessible by those who subscribed to the online service, while ISP mostly serves to provide access to the Internet and generally provides little if any exclusive content of its own. In the U.S., the Online Copyright Infringement Liability Limitation Act (OCILLA) portion of the U.S. Digital Millennium Copyright Act has expanded the legal definition of online service in two different ways for different portions of the law. It states in section 512(k)(1): (A) As used in subsection (a), the term "service provider" means an entity offering the transmission, routing, or providing of connections for digital online communications, between or among points specified by a user, of material of the user's choosing, without modification to the content of the material as sent or received. (B) As used in this section, other than subsection (a), the term "service provider" means a provider of online services or network access, or the operator of facilities therefore, and includes an entity described in subparagraph (A). These broad definitions make it possible for numerous web businesses to benefit from the OCILLA. == History == The first commercial online services went live in 1969. CompuServe (owned in the 1980s and 1990s by H&R Block) and The Source (for a time owned by The Reader's Digest) are considered the first major online services created to serve the market of personal computer users. Utilizing text-based interfaces and menus, these services allowed anyone with a modem and communications software to use email, chat, news, financial and stock information, bulletin boards, special interest groups (SIGs), forums and general information. Subscribers could exchange email only with other subscribers of the same service. (For a time a service called DASnet carried mail among several online services, and CompuServe, MCI Mail, and other services experimented with X.400 protocols to exchange email until the Internet rendered these outmoded.) Other text-based online services followed such as Delphi, GEnie and MCI Mail. The 1980s also saw the rise of independent Computer Bulletin Boards, or BBSes. (Online services are not BBSes. An online service may contain an electronic bulletin board, but the term "BBS" is reserved for independent dialup, microcomputer-based services that are usually single-user systems.) The commercial services used pre-existing packet-switched (X.25) data communications networks, or the services' own networks (as with CompuServe). In either case, users dialed into local access points and were connected to remote computer centers where information and services were located. As with telephone service, subscribers paid by the minute, with separate day-time and evening/weekend rates. As the use of computers that supported color and graphics, such the Atari 8-bit computers, Commodore 64, TI-99/4A, Apple II, and early IBM PC compatibles, increased, online services gradually developed framed or partially graphical information displays. Early services such as CompuServe added increasingly sophisticated graphics-based front end software to present their information, though they continued to offer text-based access for those who needed or preferred it. In 1985 Viewtron, which began as a Videotex service requiring a dedicated terminal, introduced software allowing home computer owners access. Beginning in the mid-1980s graphics based online services such as PlayNET, Prodigy, and Quantum Link (aka Q-Link) were developed. Quantum Link, which was based on Commodore-only Playnet software, later developed AppleLink Personal Edition, PC-Link (based on Tandy's DeskMate), and Promenade (for IBM), all of which (including Q-Link) were later combined as America Online. These online services presaged the web browser that would change global online life 10 years later. Before Quantum Link, Apple computer had developed its own service, called AppleLink, which was mostly a support network targeted at Apple dealers and developers. Later, Apple offered the short-lived eWorld, targeted at Mac consumers and based on the Mac version of the America Online software. Beginning in 1992, the Internet, which had previously been limited to government, academic, and corporate research settings, was opened to commercial entities. The first online service to offer Internet access was DELPHI, which had developed TCP/IP access much earlier, in connection with an environmental group that rated Internet access. The explosion of popularity of the World Wide Web in 1994 accelerated the development of the Internet as an information and communication resource for consumers and businesses. The sudden availability of low- to no-cost email and appearance of free independent web sites broke the business model that had supported the rise of the early online service industry. CompuServe, BIX, AOL, DELPHI, and Prodigy gradually added access to Internet e-mail, Usenet newsgroups, ftp, and to web sites. At the same time, they moved from usage-based billing to monthly subscriptions. Similarly, companies that paid to have AOL host their information or early online stores began to develop their own web sites, putting further stress on the economics of the online industry. Only the largest services like AOL (which later acquired CompuServe, just as CompuServe acquired The Source) were able to make the transition to the Internet-centric world. A new class of online service provider arose to provide access to the Internet, the internet service provider or ISP. Internet-only service providers like UUNET, The Pipeline, Panix, Netcom, the World, EarthLink, and MindSpring provided no content of their own, concentrating their efforts on making it easy for nontechnical users to install the various software required to "get online" before consumer operating systems came internet-enabled out of the box. In contrast to the online services' multitiered per-minute or per-hour rates, many ISPs offered flat-fee, unlimited access plans. Independent companies sprang up to offer access and packages to compete with the big networks (eg, the-wire.com, 1994 in Toronto and bway.net 1995 in New York). These providers first offered access through telephone and modem, just as did the early online services providers. By the early 2000s, these independent ISPs had largely been supplanted by high speed and broadband access through cable and phone companies, as well as wireless access. The importance of the online services industry was vital in "paving the road" for the information superhighway. When Mosaic and Netscape were released in 1994, they had a ready audience of more than 10 million people who were able to download their first web browser through an online service. Though ISPs quickly began offering software packages with setup to their customers, this brief period gave many users their first online experience. Two online services in particular, Prodigy and AOL, are often confused with the Internet, or the origins of the Internet. Prodigy's Chief Technical Officer said in 1999: "Eleven years ago, the Internet was just an intangible dream that Prodigy brought to life. Now it is a force to be reckoned with." Despite that statement, neither service provided the back bone for the Internet, nor did either start the Internet. == Online service interfaces == The first online service used a simple text-based interface in which content was largely text only and users made choices via a command prompt. This allowed just about any computer with a modem and terminal communications program the ability to access these text-based online services. CompuServe would later offer, with the advent of the Apple Macintosh and Microsoft Windows-based PCs, a GUI interface program for their service. This provided a very rudimentary GUI interface. CompuServe continued to offer text-only access for those needing it. Online services like Prodigy and AOL developed their online service around a GUI and thus unlike CompuServe's early GUI-based software, these online services provided a more robust GUI interface. Early GUI-base

    Read more →
  • Hierarchical RBF

    Hierarchical RBF

    In computer graphics, hierarchical RBF is an interpolation method based on radial basis functions (RBFs). Hierarchical RBF interpolation has applications in treatment of results from a 3D scanner, terrain reconstruction, and the construction of shape models in 3D computer graphics (such as the Stanford bunny, a popular 3D model). This problem is informally named as "large scattered data point set interpolation." == Method == The steps of the interpolation method (in three dimensions) are as follows: Let the scattered points be presented as set P = { c i = ( x i , y i , z i ) | i = 1 N ⊂ R 3 } {\displaystyle \mathbf {P} =\{\mathbf {c} _{i}=(\mathbf {x} _{i},\mathbf {y} _{i},\mathbf {z} _{i})\vert _{i=1}^{N}\subset \mathbb {R} ^{3}\}} Let there exist a set of values of some function in scattered points H = { h i | i = 1 N ⊂ R } {\displaystyle \mathbf {H} =\{\mathbf {h} _{i}\vert _{i=1}^{N}\subset \mathbb {R} \}} Find a function f ( x ) {\displaystyle \mathbf {f} (\mathbf {x} )} that will meet the condition f ( x ) = 1 {\displaystyle \mathbf {f} (\mathbf {x} )=1} for points lying on the shape and f ( x ) ≠ 1 {\displaystyle \mathbf {f} (\mathbf {x} )\neq 1} for points not lying on the shape As J. C. Carr et al. showed, this function takes the form f ( x ) = ∑ i = 1 N λ i φ ( x , c i ) {\displaystyle \mathbf {f} (\mathbf {x} )=\sum _{i=1}^{N}\lambda _{i}\varphi (\mathbf {x} ,\mathbf {c} _{i})} where φ {\displaystyle \varphi } is a radial basis function and λ {\displaystyle \lambda } are the coefficients that are the solution of the following linear system of equations: [ φ ( c 1 , c 1 ) φ ( c 1 , c 2 ) . . . φ ( c 1 , c N ) φ ( c 2 , c 1 ) φ ( c 2 , c 2 ) . . . φ ( c 2 , c N ) . . . . . . . . . . . . φ ( c N , c 1 ) φ ( c N , c 2 ) . . . φ ( c N , c N ) ] ∗ [ λ 1 λ 2 . . . λ N ] = [ h 1 h 2 . . . h N ] {\displaystyle {\begin{bmatrix}\varphi (c_{1},c_{1})&\varphi (c_{1},c_{2})&...&\varphi (c_{1},c_{N})\\\varphi (c_{2},c_{1})&\varphi (c_{2},c_{2})&...&\varphi (c_{2},c_{N})\\...&...&...&...\\\varphi (c_{N},c_{1})&\varphi (c_{N},c_{2})&...&\varphi (c_{N},c_{N})\end{bmatrix}}{\begin{bmatrix}\lambda _{1}\\\lambda _{2}\\...\\\lambda _{N}\end{bmatrix}}={\begin{bmatrix}h_{1}\\h_{2}\\...\\h_{N}\end{bmatrix}}} For determination of surface, it is necessary to estimate the value of function f ( x ) {\displaystyle \mathbf {f} (\mathbf {x} )} in specific points x. A lack of such method is a considerable complication on the order of O ( n 2 ) {\displaystyle \mathbf {O} (\mathbf {n} ^{2})} to calculate RBF, solve system, and determine surface. == Other methods == Reduce interpolation centers ( O ( n 2 ) {\displaystyle \mathbf {O} (\mathbf {n} ^{2})} to calculate RBF and solve system, O ( m n ) {\displaystyle \mathbf {O} (\mathbf {m} \mathbf {n} )} to determine surface) Compactly support RBF ( O ( n log ⁡ n ) {\displaystyle \mathbf {O} (\mathbf {n} \log {\mathbf {n} })} to calculate RBF, O ( n 1.2..1.5 ) {\displaystyle \mathbf {O} (\mathbf {n} ^{1.2..1.5})} to solve system, O ( m log ⁡ n ) {\displaystyle \mathbf {O} (\mathbf {m} \log {\mathbf {n} })} to determine surface) FMM ( O ( n 2 ) {\displaystyle \mathbf {O} (\mathbf {n} ^{2})} to calculate RBF, O ( n log ⁡ n ) {\displaystyle \mathbf {O} (\mathbf {n} \log {\mathbf {n} })} to solve system, O ( m + n log ⁡ n ) {\displaystyle \mathbf {O} (\mathbf {m} +\mathbf {n} \log {\mathbf {n} })} to determine surface) == Hierarchical algorithm == A hierarchical algorithm allows for an acceleration of calculations due to decomposition of intricate problems on the great number of simple (see picture). In this case, hierarchical division of space contains points on elementary parts, and the system of small dimension solves for each. The calculation of surface in this case is taken to the hierarchical (on the basis of tree-structure) calculation of interpolant. A method for a 2D case is offered by Pouderoux J. et al. For a 3D case, a method is used in the tasks of 3D graphics by W. Qiang et al. and modified by Babkov V.

    Read more →