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Procedural content creation and technologies for 3D graphics applications and games.

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The recent transformation of consumer graphics (CG) cards into powerful 3D rendering processors is due in large measure to the success of game developers in delivering mass market entertainment software that feature highly immersive and captivating virtual environments. Despite this success, 3D CG application development is becoming increasingly handicapped by the inability of traditional content creation methods to keep up with the demand for content. The term content is used here to refer to any data operated on by application code that is meant for viewing, including 3D models, textures, animation sequences and maps or other data-intensive descriptions of virtual environments. Traditionally, content has been handcrafted by humans. A serious problem facing the interactive graphics software development community is how to increase the rate at which content can be produced to keep up with the increasingly rapid pace at which software for interactive applications can now be developed. Research addressing this problem centers around procedural content creation systems. By moving away from purely human content creation toward systems in which humans play a substantially less time-intensive but no less creative part in the process, procedural content creation opens new doors. From a qualitative standpoint, these types of systems will not …
Date: May 2005
Creator: Roden, Timothy E.
System: The UNT Digital Library

Automated Defense Against Worm Propagation.

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Worms have caused significant destruction over the last few years. Network security elements such as firewalls, IDS, etc have been ineffective against worms. Some worms are so fast that a manual intervention is not possible. This brings in the need for a stronger security architecture which can automatically react to stop worm propagation. The method has to be signature independent so that it can stop new worms. In this thesis, an automated defense system (ADS) is developed to automate defense against worms and contain the worm to a level where manual intervention is possible. This is accomplished with a two level architecture with feedback at each level. The inner loop is based on control system theory and uses the properties of PID (proportional, integral and differential controller). The outer loop works at the network level and stops the worm to reach its spread saturation point. In our lab setup, we verified that with only inner loop active the worm was delayed, and with both loops active we were able to restrict the propagation to 10% of the targeted hosts. One concern for deployment of a worm containment mechanism was degradation of throughput for legitimate traffic. We found that with proper …
Date: December 2005
Creator: Patwardhan, Sudeep
System: The UNT Digital Library