Results 1 
6 of
6
A method for obtaining deniable publickey encryption
 International Journal of Network Security (IJNS), to appear. Journal of Network Security, Vol.8, No.2, PP.159–165
, 2009
"... Deniable encryption is an important notion that allows a user (a sender and/or a receiver) to escape a coercion attempted by a coercive adversary. Such an adversary approaches the coerced user after transmission forcing him to reveal all his random inputs used during encryption or decryption. Since ..."
Abstract

Cited by 5 (2 self)
 Add to MetaCart
Deniable encryption is an important notion that allows a user (a sender and/or a receiver) to escape a coercion attempted by a coercive adversary. Such an adversary approaches the coerced user after transmission forcing him to reveal all his random inputs used during encryption or decryption. Since traditional encryption schemes commits the user to his random inputs, the user is forced to reveal the true values of all his random inputs (including the encrypted/decrypted messages and the encryption/decryption keys) which are verifiable by this coercer using the intercepted ciphertext. In this scenario, a coercer may force the user to perform actions against his wish. In this paper we present a scheme for senderdeniable publickey encryption, by which, the sender is able to lie about the encrypted message to a coercer and hence, escape a coercion. While the receiver is able to decrypt for the true message, the sender has the ability to open a fake message of his choice to the coercer which when verified gives the same ciphertext as the true message. Our schemes rely on quadratic residuosity of a twoprime modulus. Deniability improvements to these schemes considering the sender’s local randomness are also presented. We also show how to build an efficient deniable publickey encryption from any trapdoor permutation. Compared to the schemes proposed in [5], our schemes require much less bandwidth, provide stronger deniability and no decryption errors.
RESEARCH ARTICLE ISSN 09764259 Use of Chinese Remainder Theorem to generate random numbers for
"... Random numbers are the numbers, which play an important role for various network security applications. hers are some techniques that are used to generating random numbers such as” pseudorandom number generator ” and “linear congruent generator ” also cryptographically generated random numbers ” etc ..."
Abstract
 Add to MetaCart
Random numbers are the numbers, which play an important role for various network security applications. hers are some techniques that are used to generating random numbers such as” pseudorandom number generator ” and “linear congruent generator ” also cryptographically generated random numbers ” etc. but here we are using the Chinese Reminder Theorem for the purpose of generating Random numbers. In essence, CRT says it is possible to reconstruct integers in a certain range from their residues modulo a set of pair wise relatively prime modulo.
M. Meissner, B. O. Schneider (Editors) Modified Noise for Evaluation on Graphics Hardware Abstract
"... Perlin noise is one of the primary tools responsible for the success of procedural shading in production rendering. It breaks the crisp computer generated look by adding apparent randomness that is controllable and repeatable. Both Perlin’s original noise algorithm and his later improved noise were ..."
Abstract
 Add to MetaCart
Perlin noise is one of the primary tools responsible for the success of procedural shading in production rendering. It breaks the crisp computer generated look by adding apparent randomness that is controllable and repeatable. Both Perlin’s original noise algorithm and his later improved noise were designed to run efficiently on a CPU. These algorithms do not map as well to the design and resource limits of the typical GPU. We propose two modifications to Perlin’s improved noise that make it much more suitable for GPU implementation, allowing faster direct computation. The modified noise can be totally evaluated on the GPU without resorting to texture accesses or “baked ” into a texture with consistent appearance between textured and computed noise. However, it is most useful for 3D and 4D noise, which cannot easily be stored in reasonablysized textures. We present one implementation of our modified noise using computation or direct texturing for 1D and 2D noise, and a procedural combination of 2D textures for the 3D noise. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image generation; Display algorithms; I.3.7 [Computer Graphics]: ThreeDimensional Graphics and Realism; Color, shading, shadowing and texture
True Random Number Generator using Fish Tank Image
"... A Pseudo Random Number Generator (PRNG) uses a deterministic system and an initial seed to generate random numbers. In order for the output sequence to be truly random, a truly random input seed is used. Most True Random Number Generators (TRNG), use noise in the form nuclear decay, atmospheric nois ..."
Abstract
 Add to MetaCart
A Pseudo Random Number Generator (PRNG) uses a deterministic system and an initial seed to generate random numbers. In order for the output sequence to be truly random, a truly random input seed is used. Most True Random Number Generators (TRNG), use noise in the form nuclear decay, atmospheric noise, electrical noise or Brownian motion as their initial seed. In order to reduce the computational complexity, we use a simple setup of a fish tank as the variable environment, capturing its images over time. The image data is then applied to a reduction algorithm and hash function to generate the initial seed. We propose a cost efficient method of extracting the true seed from the image data and applying it to a pseudo random generator, a Linear Congruential Generator (LCG) in our case to give true random numbers.
A Brief OpenGL Shading Tutorial
"... There are two main pieces to using the OpenGL Shading language in an application, the language itself, and the portions of the OpenGL API that control that language. The language is similar in many respects to the other realtime shading languages presented here, Cg and HLSL, though we will highligh ..."
Abstract
 Add to MetaCart
There are two main pieces to using the OpenGL Shading language in an application, the language itself, and the portions of the OpenGL API that control that language. The language is similar in many respects to the other realtime shading languages presented here, Cg and HLSL, though we will highlight some of the similarities and differences. It is in the API that the difference is most evident. 2 The OpenGL API As of OpenGL 2.0, the shading language features are a required part of the core API. If you have OpenGL 2.0, you need not worry about whether your particular card and driver support the shading language — they must. In OpenGL 1.5, the shading language features were an ARBapproved optional extension. The OpenGL ARB is the standards body that determines what is officially part of OpenGL, as compared to vendordefined extensions that don't need ARB approval. As an ARBapproved extension, you know that anyone who does support it will support the