41 research outputs found

    Real-Time Global Illumination for VR Applications

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    Real-time global illumination in VR systems enhances scene realism by incorporating soft shadows, reflections of objects in the scene, and color bleeding. The Virtual Light Field (VLF) method enables real-time global illumination rendering in VR. The VLF has been integrated with the Extreme VR system for realtime GPU-based rendering in a Cave Automatic Virtual Environment

    Typestate-Guided Fuzzer for Discovering Use-after-Free Vulnerabilities

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    © 2020 Association for Computing Machinery. Existing coverage-based fuzzers usually use the individual control flow graph (CFG) edge coverage to guide the fuzzing process, which has shown great potential in finding vulnerabilities. However, CFG edge coverage is not effective in discovering vulnerabilities such as use-after-free (UaF). This is because, to trigger UaF vulnerabilities, one needs not only to cover individual edges, but also to traverse some (long) sequence of edges in a particular order, which is challenging for existing fuzzers. To this end, we propose to model UaF vulnerabilities as typestate properties, and develop a typestateguided fuzzer, named UAFL, for discovering vulnerabilities violating typestate properties. Given a typestate property, we first perform a static typestate analysis to find operation sequences potentially violating the property. Our fuzzing process is then guided by the operation sequences in order to progressively generate test cases triggering property violations. In addition, we also employ an information flow analysis to improve the efficiency of the fuzzing process. We have performed a thorough evaluation of UAFL on 14 widely-used real-world programs. The experiment results show that UAFL substantially outperforms the state-of-the-art fuzzers, including AFL, AFLFast, FairFuzz, MOpt, Angora and QSYM, in terms of the time taken to discover vulnerabilities. We have discovered 10 previously unknown vulnerabilities, and received 5 new CVEs

    Real-Time Global Illumination for VR Applications

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    Prevalence, associated factors and outcomes of pressure injuries in adult intensive care unit patients: the DecubICUs study

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    Funder: European Society of Intensive Care Medicine; doi: http://dx.doi.org/10.13039/501100013347Funder: Flemish Society for Critical Care NursesAbstract: Purpose: Intensive care unit (ICU) patients are particularly susceptible to developing pressure injuries. Epidemiologic data is however unavailable. We aimed to provide an international picture of the extent of pressure injuries and factors associated with ICU-acquired pressure injuries in adult ICU patients. Methods: International 1-day point-prevalence study; follow-up for outcome assessment until hospital discharge (maximum 12 weeks). Factors associated with ICU-acquired pressure injury and hospital mortality were assessed by generalised linear mixed-effects regression analysis. Results: Data from 13,254 patients in 1117 ICUs (90 countries) revealed 6747 pressure injuries; 3997 (59.2%) were ICU-acquired. Overall prevalence was 26.6% (95% confidence interval [CI] 25.9–27.3). ICU-acquired prevalence was 16.2% (95% CI 15.6–16.8). Sacrum (37%) and heels (19.5%) were most affected. Factors independently associated with ICU-acquired pressure injuries were older age, male sex, being underweight, emergency surgery, higher Simplified Acute Physiology Score II, Braden score 3 days, comorbidities (chronic obstructive pulmonary disease, immunodeficiency), organ support (renal replacement, mechanical ventilation on ICU admission), and being in a low or lower-middle income-economy. Gradually increasing associations with mortality were identified for increasing severity of pressure injury: stage I (odds ratio [OR] 1.5; 95% CI 1.2–1.8), stage II (OR 1.6; 95% CI 1.4–1.9), and stage III or worse (OR 2.8; 95% CI 2.3–3.3). Conclusion: Pressure injuries are common in adult ICU patients. ICU-acquired pressure injuries are associated with mainly intrinsic factors and mortality. Optimal care standards, increased awareness, appropriate resource allocation, and further research into optimal prevention are pivotal to tackle this important patient safety threat

    Visual realism enhances realistic response in an immersive virtual environment

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    Participants in an immersive virtual environment interact with the scene from an egocentric point of view that is, where there bodies appear to be located rather than from outside as if looking through a window. People interact through normal body movements, such as head-turning,reaching, and bending, and within the tracking limitations move through the environment or effect changes within it in natural ways

    Feature Article Visual Realism Enhances Realistic Response in an Immersive Virtual Environment

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    Participants in an immersive virtual environment interact with the scene from an egocentric point of view—that is, where there bodies appear to be located—rather than from outside as if looking through a window. People interact through normal body movements, such as head-turning, reaching, and bending, and—within the tracking limitations—move through the environment or effect changes within it in natural ways. A major application of such systems is rehearsal or training for situations too dangerous or impractical to carry out in real life, such as vehicle simulators. Another major application is in psychotherapy
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