A subset of the OpenGL API for embedded systems
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Contact your host with questions, suggestions, or requests about sponsoring the AppleInsider Daily:charles_martin@appleinsider.com(00:00) - 01 - Intro (00:13) - 02 - Apple Music ❤️s you (00:48) - 03 - Keyframer: AI animation tool (01:47) - 04 - Veteran product designer leaves Apple (02:23) - 05 - HomePod to get home-ier? (03:13) - 06 - All SportsBall, All the Time™ (03:57) - 07 - OpenGL updates for Linux (04:31) - 08 - AVP: Zuck prefers Quest 3 (05:24) - 09 - Amazon past its Prime (06:28) - 10 - MacOS bug old enough to drink (07:39) - 11 - Outro Links from the showApple Music has you covered for Valentine's Day with two new stationsApple has built a new generative AI tool for animating imagesAnother member of Jony Ive's core design team departs Apple after 32 yearsRumored screen-equipped HomePod appears in tvOS beta referencesEx-Apple executive in the running to lead joint ESPN, Warner, and Fox sports streamerAsahi Linux conformant to OpenGL 4.6 & OpenGL ES 3.2 on Apple Silicon MacsUnsurprisingly, Mark Zuckerberg believes Meta Quest 3 is the 'better product, period'Amazon Prime Video's Ads Tier Loses Dolby Vision HDR and Dolby AtmosThere's a Mac audio bug that may have existed for more than 20 yearsSubscribe to the AppleInsider podcast on:Apple PodcastsOvercastPocket CastsSpotifySubscribe to the HomeKit Insider podcast on:• Apple Podcasts• Overcast• Pocket Casts• Spotify
Summary: MapLibre Native underwent a significant upgrade to address technical debt and compatibility issues, specifically related to the transition from OpenGL ES to Apple's Metal rendering SDK. The upgrade was driven by a collaborative effort involving multiple contributors, including Stamen, AWS, and the MapLibre community. The project aimed to modularize the renderer, with a focus on achieving multi-SDK support, particularly for Metal. The primary goals included transitioning to direct metal rendering, moving certain operations to the GPU, addressing threading issues, and enhancing shader and layer management. Highlights: MapLibre Native underwent a major upgrade to address technical debt and compatibility issues, transitioning from OpenGL ES to Apple's Metal rendering SDK. Collaborative effort involving Stamen, AWS, and the MapLibre community, with the project aiming to achieve multi-SDK support, particularly for Metal. [⚙️] Modularization of the renderer was a key focus to enable support for multiple rendering SDKs simultaneously. [
Python en Excel / Traductor (casi) universal de Facebook / Cadena perpetua por estafa cripto / Airbus 380 reconquista el cielo / Caos de basura espacial Patrocinador: El 23 de agosto llega a Disney Plus la nueva serie original de Star Wars: Ahsoka (tráiler). Volvemos a ver en pantalla a la rebelde Ahsoka Tano en una épica aventura llena de acción, intriga y emociones desbordantes, que solo podrás disfrutar en Disney Plus. Python en Excel / Traductor (casi) universal de Facebook / Cadena perpetua por estafa cripto / Airbus 380 reconquista el cielo / Caos de basura espacial
InfiniteCast E05:- Raspberry Pi 4 is here. Here are the highlights: A 1.5GHz quad-core 64-bit ARM Cortex-A72 CPU (~3× performance) 1GB, 2GB, or 4GB of LPDDR4 SDRAM Full-throughput Gigabit Ethernet Dual-band 802.11ac wireless networking Bluetooth 5.0 Two USB 3.0 and two USB 2.0 ports Dual monitor support, at resolutions up to 4K VideoCore VI graphics, supporting OpenGL ES 3.x 4Kp60 hardware decode of HEVC video Complete compatibility with earlier Raspberry Pi products --- Send in a voice message: https://anchor.fm/sigdelsanjog/message
BoingsWorld Episode 077 Themen: - News roundabout Amiga - Interview mit Daniel Müßener über Wings Remastered und seinen OpenGL ES 2 Wrapper für Warp 3D Nova
Все, что вам надо знать про Vulkan API — будущее Андроида, ПК и виртуальной реальности. Специальный выпуск подкаста BeardyCast.com — блога об IT, науке и культуре Ведущие: Андрей Барышников, Анжел Божинов Твиттер Анжела: @abozhin ТЕМЫ [00:02:25] – Начало: Mantle, DirectX 12, Metal[00:05:33] – glNext — ответ DirectX 12[00:07:12] – Vulkan API[00:08:56] – Что не так с «мобильным» OpenGL ES[00:10:05] – Фундаментальная особенность «настольного» OpenGL[00:11:25] – big.LITTLE — надежда Vulkan API[00:13:01] – Чем полезен Vulkan и чего он не может[00:15:01] – Как работает OpenGL[00:17:01] – Как смартфон обрабатывает графику; Vulkan упраздняет проблемы с драйверами[00:19:34] – Какие смартфоны совместимы с Vulkan API и от кого это зависит[00:23:01] – Недостатки и проблемы Vulkan API[00:29:48] – Когда разработчики перенесут свои игры и приложения на Vulkan[00:33:53] – Будет ли Vulcan актуален для iOS и OS X[00:38:38] – Заключение: официальная поддержка Vulkan в Android N Задавай вопросы Вконтакте | Твиттер | Саундклауд ПодписывайсяBeardyShow | BeardyCars | BeardyTheory | Telegram ОценивайiTunes
Slides here: https://defcon.org/images/defcon-22/dc-22-presentations/Mahjoub-Toonk-Reuille/DEFCON-22-Mahjoub-Reuille-Toonk-Catching-Malware-En-Masse-DNS-IP-Style-UPDATED.pdf Additional Materials available here: https://defcon.org/images/defcon-22/dc-22-presentations/Mahjoub-Toonk-Reuille/DEFCON-22-Mahjoub-Reuille-Toonk-Catching-Malware-En-Masse-DNS-IP-Style-WP.pdf Catching Malware En Masse: DNS and IP Style Dhia Mahjoub SENIOR SECURITY RESEARCHER, OPENDNS Thibault Reuille SECURITY RESEARCHER, OPENDNS INC Andree Toonk MANAGER OF NETWORK ENGINEERING, OPENDNS The Internet is constantly growing, providing a myriad of new services both legitimate and malicious. Criminals take advantage of the scalable, distributed, and rather easily accessible naming, hosting and routing infrastructures of the Internet. As a result, the battle against malware is raging on multiple fronts: the endpoint, the network perimeter, and the application layer. The need for innovative measures to gain ground against the enemy has never been greater. In this talk, we will present a novel and effective multi-pronged strategy to catch malware at the DNS and IP level, as well as our unique 3D visualization engine. We will describe the detection systems we built, and share several successful war stories about hunting down malware domains and associated rogue IP space. At the DNS level, we will describe original methods for tracking botnets, both fast flux and DGA-based. We use a combination of fast, light-weight graph clustering and DNS traffic analysis techniques and threat intelligence feeds to rapidly detect botnet domain families, identify new live CnC domains and IPs, and mitigate them. At the IP level, classical reputation methods assign “maliciousness” scores to IPs, BGP prefixes, or ASNs by merely counting domains and IPs. Our system takes an unconventional approach that combines two opposite, yet complementary views and leads to more effective predictive detections. (1) On one hand, we abstract away from the ASN view. We build the AS graph and investigate its topology to uncover hotspots of malicious or suspicious activities and then scan our DNS database for new domains hosted on these malicious IP ranges. To confirm certain common patterns in the AS graph and isolate suspicious address space, we will demonstrate novel forensics and investigative methods based on the monitoring of BGP prefix announcements. (2) On the other hand, we drill down to a granularity finer than the BGP prefix. For this, we zero in on re-assigned IP ranges reserved by bad customers within large prefixes to host Exploit kit domains, browlock, and other attack types. We will present various techniques we devised to efficiently discover suspicious smaller ranges and sweep en masse for candidate suspicious IPs. Our system provides actionable intelligence and preemptively detects and blocks malicious IP infrastructures prior to, or immediately after some of them are used to wage malware campaigns, therefore decisively closing the detection gap. During this presentation, we will publicly share some of the tools we built to gather this predictive intelligence. The discussion of these detection engines and “war stories” wouldn’t be complete without a visualization engine that adequately displays the use cases and offers a graph navigation and investigation tool. Therefore, in this presentation, we will present and publicly release for the first time our own 3D visualization engine, demonstrating the full process which transforms raw data into stunning 3D visuals. We will also present different techniques used to build and render large graph datasets: Force Directed algorithms accelerated on the GPU using OpenCL, 3D rendering and navigation using OpenGL ES, and GLSL Shaders. Finally, we will present a few scripts and methods used to explore our large networks. Every concept is intended to detect and highlight precise features and will be presented with its corresponding visual representation related to malware detection use cases. Dhia Mahjoub works on research and development problems involving DNS, security, big data analysis, and networks. He focuses on building fast predictive threat detection systems based on the monitoring and analysis of traffic and hosting infrastructures. Dhia holds a PhD in Computer Science from Southern Methodist University, Dallas with a specialty in graph theory applied on Wireless Sensor Networks. He has a background in Computer Networks with experience in writing sniffers and port scanners among other things. Dhia presented his research at BSides NOLA, APWG eCrime, BSides Raleigh, BotConf, BSides San Francisco, ISOI 13, SOURCE Boston and will be talking at the upcoming BSides NOLA and VirusBulletin. He is also member of the non-profit security research group MalwareMustDie helping track botnets and other malicious sources on the Internet. Twitter: @DhiaLite Thibault Reuille is a Security Researcher at OpenDNS Inc. His research is mainly focused on big data visualization. At a very young age, Thibault fell in love with the demo scene and everything related to computer generated art. He started to teach himself 3D graphics and went to EPITA school in Paris, France. He later joined the LSE, the computer security laboratory, for a total period of 4 years where he spent a lot of time breaking everything he could. He built a solid knowledge of reverse engineering, pen-testing, secure programming, exploit writing and many other (in)security related techniques. After obtaining his master's degree in 2010. Thibault decided to move to California and accepted a position at Nvidia Corporation. This is where he had the chance to refine his 3D graphics knowledge and to dig deep inside the GPU mechanisms and the OpenGL API. He stayed at this position for 4 years. Finally, Thibault found a new job at OpenDNS Inc. as a Security Researcher and has been working there since June 2013. He is developing a 3D engine capable of rendering large amount of data and extract intelligent patterns from it using advanced graph theory. He believes the combination of visualization, distributed computing and machine learning is the key to take computer intelligence to the next level. Thibault has given several presentations in world renowned conferences, such as: CanSecWest Vancouver (March 14, 2014) BSides SF (February 23, 2014) BayThreat 4 (December 6, 2013) You can consult some of his work here: http://labs.umbrella.com/author/thibault/ And some of his artsy work here : http://thibaultreuille.tumblr.com/ Twitter: @ThibaultReuille Andree Toonk is the manager of network engineering at OpenDNS. At OpenDNS Andree is responsible for the OpenDNS global Network architecture, development, implementation and operations of the OpenDNS infrastructure. Managing all aspects:transit, peering, anycast, DDOS mitigation, facilities, routing, switching, firewalls, etc. Andree is the founder and lead developer of BGPMon.net, where he specializes in BGP routing and BGP security incidents such as routing hijacks and large scale outages. Andree received his M.Sc. degree in System and Network Engineering from the University of Amsterdam. He has presented about network security at network engineering conferences around the world such as Nanog and Terena and Canheit. Twitter: @atoonk
Jason Riggs walks through building interactive graphics apps using OpenGL ES and C++. (December 2, 2011)
Audiovisual con descripción general los temas del curso: iCloud, Notification Center, Newsstand, Automatic Reference Counting, ARC), Twitter, StoryBoards, Airplay, Core Image, Game Center, OpenGL ES, iMessage, News in Instruments, y Simulator Location.
In this podcast Mohammad Azam and Steffen Itterheim discuss the new features in Cocos2d 2.0 Alpha. Some of the highlights of the Cocos2d 2.0 Alpha are shown below: OpenGL ES 2.0 support (shaders) Better physics integration Includes Box2d v2.2.1 & Chipmunk 6.0.1: Templates updated with new best practices Much faster Motion Streak Improved ProgressTimer Much […]
In this podcast Mohammad Azam and Steffen Itterheim discuss the new features in Cocos2d 2.0 Alpha. Some of the highlights of the Cocos2d 2.0 Alpha are shown below: OpenGL ES 2.0 support (shaders) Better physics integration Includes Box2d v2.2.1 & Chipmunk 6.0.1: Templates updated with new best practices Much faster Motion Streak Improved ProgressTimer Much […]
David Jacobs provides and introduction to OpenGL ES. Coordinate systems and tranformations, drawing geometry, textures, and other details. (March 9, 2010)
Presentacion, Terminator, XNA vs OpenGL ES