There are a lot of methods people have devised for identifying spam. Some of these techniques are very sophisticated: Bayesian methods, neural networks, etc. The method I use for filtering spam on this blog, however, is very simple: string blacklists.
There are obvious downsides to this approach, such as the potential for false positives (good comments that are incorrectly classified as spam, perhaps due to the infamous Scunthorpe problem) as well as the high rate of false negatives (spam comments that are not recognized as such and have to be deleted manually). However, word blacklists are available as a built-in feature of WordPress, so I don’t have to use a paid subscription blog spam filtering service such as Akismet. Also, the simplicity and controllability of the approach are nice.
In the rest of this post, I will list and describe all of the string filters I use, so that other bloggers can copy them if so desired.
Continue reading String blacklists for filtering blog spam
Screen-space subsurface scattering (also known by the amusing acronym SSSSS) refers to a class of techniques for approximating subsurface scattering effects in 3D graphics as a fast postprocessing pass, rather than attempting to accurately model light passing through a translucent material. The original article on screen-space subsurface scattering used a series of blur passes modulated by the depth buffer to fake the detail-blurring effects of subsurface scattering in real time. The diffuse and specular components of reflection in the scene are rendered out to separate textures; only the diffuse layer is blurred, and then the sharp specular shading is composited in afterwards. This is designed to model the multi-layered behavior of many materials, like human skin in the original paper, where light rays either reflect off the surface immediately on contact or penetrate into the material and bounce around before exiting.
I took the sample shader code from that page and translated it into a simple WebGL demo. You need to have a browser that supports WebGL and the
WEBGL_depth_texture extension. (Chrome should work, at least.) There are two sliders that let you control the subsurface scattering effect:
- One slider controls that simulated scattering radius by adjusting the distance between samples for the blur operation. If you turn this parameter up very high, you can get wave-like artifacts near sharp transitions in depth due to the way the depth buffer is factored into the blur operation. Increasing the number of Gaussian blur samples would reduce this effect at the cost of performance.
- The other slider controls how sharp a depth difference has to be before the shader will stop blurring across that area. If you turn this up to a large value, disconnected areas of the mesh will start blurring into each other, but if you turn it down too low the scattering effect will disappear completely.