Re: [vwrap] Simulation consistency

Dzonatas Sol <dzonatas@gmail.com> Sat, 02 April 2011 18:39 UTC

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Date: Sat, 02 Apr 2011 11:42:06 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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To: Carlo Wood <carlo@alinoe.com>
References: <20110402.101259.14412.0@webmail09.vgs.untd.com> <20110402171923.13176462@hikaru.localdomain> <AANLkTinAFea45Kxhqu4mCqtPVZnmkM96rMWepKeTywmt@mail.gmail.com> <20110402194853.20da8238@hikaru.localdomain>
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Cc: vwrap@ietf.org
Subject: Re: [vwrap] Simulation consistency
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Not everything has to be copied. Wrap your mind around the ability for 
one simulator A to act as the client to another simulator B. In such 
case, the assets are not copied if they are only ray-traced. The 
ray-traced rendition can then allow user C to connect to sim A and see 
some appearance of assets froms sim B, yet not the exact copies.

Now, consider many asset servers to be the original analog-version of 
assets that are being simulated individually, and simulators will need 
to connect to these asset simulators in order to get some sampled view 
of the original. The sample view is the only allowable copy, and the 
original is never transfered. Detail of the sample view may vary. 
Consider some jewelry has some very unique, highly detailed, intricate 
work, the sampled version will never come close to the original, 
especially given limits on number of samples and resolution. One would 
have to trade the original manually in order to transfer it.

Convex/concave samples outside of ray-tracers are not always easy. It's 
doesn't always begin with a prim for these concepts.

Again, the idea is individual (and original) asset simulators instead of 
region simulator that (own and) simulate everything about requested assets.

Related concepts:

http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/HttpCastRayLLSD

http://icyspherical.blogspot.com/2010/07/optimizing-simulations-with-basic.html


Carlo Wood wrote:
> On Sat, 2 Apr 2011 10:01:43 -0700
> Meadhbh Hamrick <ohmeadhbh@gmail.com> wrote:
>
> This is not exactly what I was refering too :p
> What I meant is that it should be possible to tag
> a creation as "GPL-ed" or "Common Creations" etc,
> and that the result is that that thing stays that
> way. That it is not possible to accidently break
> such free licenses by making it 'no mod' because
> someone forgot to check a box.
>
> Although this seems to be a client-side issue,
> and thus something internally to grid (and thus
> not related to VWRAP), it DOES mean that such
> information has to be supported at all levels:
> the fact that something IS explicitely allowed
> to be copied etc, has to be stored in asset
> servers and be transported to others who obtain
> a copy if it.
>
> If everyone is willing to work as hard on guaranteeing
> support for such free product as on the use case
> for proprietary products, then I'm willing to think
> hard of ways to support the latter.
>
>   
>> yes. there is something missing in the protocol. it's trust. you don't
>> put "trust" in a protocol, you put "security" in a protocol. at the
>> end of the day, the people using this protocol will need to decide
>> whom they trust. this is why there was a security model and the
>> ability of the protocol to "securely carry trust."
>>
>> the idea is that the protocol would carry cryptographically
>> unforgeable attestations of an endpoint's identity. this identity
>> would then be evaluated by protocol participants to see if it is
>> "trusted."
>>
>> there's no place in the protocol that says "you must trust a specific
>> entity," but rather a mechanism deployers can use to carry the
>> identity of people wishing to be trusted.
>>
>> at the end of the day, an asset service should only barf up assets to
>> trusted simulation services. simulators SHOULD only allow people on
>> the grid they trust (for some definition of the word "trust.")
>>
>> if you're a company like Linden that needs to respond to DMCA takedown
>> requests, you're likely to require the client trust knob turned up a
>> bit. if you're an enterprise, you're going to want that trust knob
>> turned all the way up. if you're the pirate bay, you're going to
>> intentionally want that trust knob turned all the way down.
>>
>> as protocol developers, it's our duty to create a protocol that meets
>> everyone's use cases. so... i mean... feel free to try to define a
>> protocol that mandates the use of DRM or blesses a particular trust
>> point, but the likelihood of it being widely supported is..
>> approximately nil.
>>
>> my recommendation has always been... "define mechanism, not policy."
>>
>> -cheers
>> -meadhbh
>> --
>> meadhbh hamrick * it's pronounced "maeve"
>> @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com
>>
>>
>>
>> On Sat, Apr 2, 2011 at 8:19 AM, Carlo Wood <carlo@alinoe.com> wrote:
>>     
>>> On Sat, 2 Apr 2011 14:12:59 GMT
>>> "dyerbrookme@juno.com" <dyerbrookme@juno.com> wrote:
>>>
>>>       
>>>> BTW, the Red Zone statistics of 9 million  scans with only 78,000
>>>> rogue viewers captured lets us know that this  problem is
>>>> exaggerated -- and usually by engineers who claim there is no
>>>>  technical solution.
>>>>         
>>> Just for the record, from a hacker/engineer: there is no technical
>>> solution. It is possible to copy everything (and without being
>>> detected by a "Red Zone" which can only detect rogue viewers that
>>> were released to the public and explicitly make a point of being
>>> detectable in the first place (call that bragging: no fun in
>>> releasing a "k3wl" viewer if others (or even the coder himself)
>>> can't see that it is being used.) So, there is a psychological
>>> advantage for the detectors, but not really a technical one.
>>>
>>> Lets concentrate on textures for the moment to explain this.
>>>
>>> In order to see an object, or clothing, with the appropriate
>>> textures, those textures have to be downloadable for the viewer.
>>> There is nothing you can do about that short of running the whole
>>> viewer server-side and providing a video. But even in that case it
>>> would technically be possible to rip the textures: they are still
>>> visible (ie, you could make a screenshot of the surface of a wall).
>>> I don't consider the video-broadcast to even be remotely
>>> interesting, certainly not from the viewpoint of VWRAP so lets
>>> forget that for the moment and just accept that it is possible for
>>> anyone to store whatever they SEE to their harddisk.
>>>
>>> Secondly, if the first creator could upload this texture then so can
>>> the ripper. And don't tell me software exists that can detect if
>>> an uploaded texture "looks like" one of the already existing billion
>>> textures that were uploaded before. If the texture is converted
>>> twice, ie from jpeg2000 to jpg to tga and then uploaded, then you'd
>>> need a human to look at the original and the newly uploaded texture
>>> at the same time to judge that it is MAYBE a copy - which then can
>>> only be proved in court if the original creator can prove that his
>>> original textures are 100% his own and not, for example, downloaded
>>> from the internet somewhere (because in that case the other
>>> uploader could have used the same source).
>>>
>>> A real problem, currently in SL, is imho the complete lack of
>>> support for FREE things. The amount of restriction (for people with
>>> honest viewers) is tremendous: if you're not an expert or do not pay
>>> attention for a second, then your creation is not truely free
>>> anymore. Everything defaults to very copyleft unfriendly settings.
>>> I'm trying to get my friends, who are very willing in that regard,
>>> to only create full permission stuff, but it's simply near
>>> impossible to keep something full permission and often we're stuck
>>> with something nobody else can change or edit because the creator
>>> forgot to set the bit of the contents of an object after changing
>>> the group etc blah blah...
>>>
>>> For example, last a good friend of me wanted my help with making a
>>> large amount of changes on his sim: hunderds of objects had to be
>>> adjusted... He was willing to:
>>> 1) Add me to any group necessary.
>>> 2) Give me his build rights
>>> 3) Transfer any object to me (temporary ownership transfer)
>>> 4) Make any adjustments to the objects and the objects contents
>>>   needed to allow me to access what I needed to access.
>>> etc etc
>>>
>>> The end result: He had to do it all by himself. It was impossible to
>>> give me enough access to help him (for those who don't believe that,
>>> one of things involved changing the "anyone can move" bit of an
>>> object in the contents of objects: it is not possible to take
>>> anything out of the contents (ie copy it to your inventory) when
>>> it's no transfer, and therefore you can't edit it, even though it's
>>> modify and you get all the rights that the owner can give you).
>>>
>>> Sorry, but that is unacceptable; and it CLEARLY shows that
>>> something is missing from the protocol.
>>>
>>> Now the above example doesn't show that a free object is not
>>> supported, it only make clear that non-free objects can be very
>>> annoying even in situations where the owner has all the rights to
>>> do what he wants to do. There are many other such examples. Hence,
>>> it shows that it is very annoying that an object is non-free by
>>> default at so many levels that you need an IQ of over 140 to create
>>> one and those permissions erode quickly to non-free. Even the so
>>> called "freebies" are non-free by the way: they are almost always
>>> no transfer. Hell, even the default shape that you can when you
>>> create a new account is no transfer, what kind of insanity is that?!
>>>
>>> I think you might find a lot of people, like myself, a lot more
>>> willing to help out with thinking of ways on how to protect
>>> property in virtual worlds when first it is assured that those who
>>> want to create things that are FREE are equally supported as the
>>> commercial guys out there.
>>>
>>> --
>>> Carlo Wood <carlo@alinoe.com>
>>> _______________________________________________
>>> vwrap mailing list
>>> vwrap@ietf.org
>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>
>>>       
>
>
>
>   


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