Abstract:The A5/1 keystream generator is a part of Global System for Mobile Communications (GSM) protocol, employed in cellular networks all over the world. Its cryptographic resistance was extensively analyzed in dozens of papers. However, almost all corresponding methods either employ a specific hardware or require an extensive preprocessing stage and significant amounts of memory. In the present study, a bitslice variant of Anderson's Attack on A5/1 is implemented. It requires very little computer memory and no preprocessing. Moreover, the attack can be made even more efficient by harnessing the computing power of modern Graphics Processing Units (GPUs). As a result, using commonly available GPUs this method can quite efficiently recover the secret key using only 64 bits of keystream. To test the performance of the implementation, a volunteer computing project was launched. 10 instances of A5/1 cryptanalysis have been successfully solved in this project in a single week.
With every new generation of graphics processing units (GPUs), offloading ray-tracing algorithms to GPUs becomes more feasible. Software-hardware solutions for ray-tracing focus on implementing its basic components, such as building and traversing bounding volume hierarchies (BVH). However, global illumination algorithms, such as photon mapping method, depend on another kind of acceleration structure, namely k-d trees. In this work, we adapt state-ofthe-art GPU-based BVH-building algorithm of treelet restructuring to k-d trees. By evaluating the performance of the resulting k-d tree, we show that treelet optimisation heuristic suitable for BVHs of triangles is inadequate for k-d trees of points.
Abstract:A volunteer computing project aimed at solving computationally hard inverse problems in underwater acoustics is described. This project was used to study the possibilities of the sound speed profile reconstruction in a shallow-water waveguide using a dispersion-based geoacoustic inversion scheme. The computational capabilities provided by the project allowed us to investigate the accuracy of the inversion for different mesh sizes of the sound speed profile discretization grid. This problem suits well for volunteer computing because it can be easily decomposed into independent simpler subproblems.
We propose a generalized method for adapting and optimizing algorithms for efficient execution on modern graphics processing units (GPU). The method consists of several steps. First, build a control flow graph (CFG) of the algorithm. Next, transform the CFG into a tree of loops and merge non-parallelizable loops into parallelizable ones. Finally, map the resulting loops tree to the tree of GPU computational units, unrolling the algorithm’s loops as necessary for the match. The mapping should be performed bottom-up, from the lowest GPU architecture levels to the highest ones, to minimize off-chip memory access and maximize register file usage. The method provides programmer with a convenient and robust mental framework and strategy for GPU code optimization. We demonstrate the method by adapting to a GPU the DPLL backtracking search algorithm for solving the Boolean satisfiability problem (SAT). The resulting GPU version of DPLL outperforms the CPU version in raw tree search performance sixfold for regular Boolean satisfiability problems and twofold for irregular ones.
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