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Exploiting a Stack Buffer Overflow (return-to-libc attack)
A stack buffer overflow occurs when a program writes to a memory address on it's call stack outside of the intended structure / space.
In this walk-through, I'm going to cover the ret2libc (return-to-libc) method. This method of exploitation is great because it doesn't require the use of your typical shellcode. It involves making sys calls to the functions provided to us by libc (standard c library). We're going to use the system and exit sys calls for demonstration.
To have a good understanding about how stack overflows work, it's extremely helpful to know how stack data structures work, and more importantly - how the call stack works. For the sake of time, I'm not going to type out how these two things work in great detail. If you want to know how these work, I would recommend watching stack and call stack.
Fast uniform load with wave ops (up to 64x speedup)
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A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced
Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite"
in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video][course notes][scatter integral shadertoy]
[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d
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