The Geometry of Dragon Ball: A Deep Dive into SDFs and RaymarchingToday we are deconstructing the 4-Star Dragon Ball shader (available on Shadertoy here). This shader is a good example of using 2D math to drive 3D optical effects. To understand it, we must referenceMay 2 · 6 min readcodeblog.farzon.org
From Sidelined to Streamlined: Cracking the Code (Part 2)In Part 1, I talked about the high-level "magic" happening on your wrist. How Apple uses neural networks and math to guess your VO2Max even when you’re just walking around the block. But if you're lik1SMay 2 · 3 min readcodeblog.farzon.org
From Sidelined to Streamlined: Decoding My Apple Watch Metrics (Part 1)I am a data junkie. I track, measure, and optimize. So, when a severe ankle injury recently sidelined me, the hardest part wasn't the physical pain it was watching my hard earned fitness metrics plummMay 2 · 4 min readcodeblog.farzon.org
An Android Fuzzing Retrospective Part II: The "Single-VM" Theory and the Bionic WallIn my previous post, I detailed how our move from the Android Emulator to standalone Android-x86 VHDX images gave us impressive cost saving wins for our fuzzing budget. With any infrastructure pivot, May 2 · 4 min readcodeblog.farzon.org
A Retrospective on Fuzzing Edge for Android: Looking beyond the EmulatorWhen I was the head of Microsoft's Edge security for the US market, we ran into an infrastructure challenge that forced us to completely rethink how we fuzzed Android. The project we built no longer eMay 2 · 4 min readcodeblog.farzon.org