Watermarking 3D Objects for Verification Boon-Lock Yeo Minerva M. Yeung.

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Watermarking 3D Objects for Verification Boon-Lock Yeo Minerva M. Yeung

Digital watermarking Depending on the end applications, watermarking techniques can be further classified into fragile and robust watermarking. We focus on fragile 3D watermarking, which has a clearly defined set of requirements and a clear goal of detecting and locating unauthorized alterations.

Embedding data in 3D models The embedding algorithms operate on 3D polygonal models of geometry by modifying either the vertex coordinates, the connectivity, or both. The schemes reported do not need the reference original models to extract the embedded data.

Embedding data in 3D models

A generalized model for watermarking 3D objects For better understanding, They present the definitions and formulations of watermarking 2D and 3D objects, and discuss the 3D features and verification process further.

Definitions and formulations (1) We define in general terms the process of watermarking (watermark insertion/embedding) an object and the process of watermark extraction.

Definitions and formulations (2) Here we denote an object, O; a watermark, W, comprising a sequence of owner-supplied data bits W= {w1, w2, …}; and the watermarked object, O^. In addition, we also define a key, K, which is a sequence of bits that helps define the specific mapping function for additional security in watermark insertion and extraction. E is an encoder function if it takes an object, O, and a watermark, W, incorporates the mapping supplied by a key, K, and generates a new object called the watermarked object, O^.

3D features for watermarking Feature-based watermarking schemes that embed a watermark W = {w1, w2, …} into a set of derived features F(O) = {f1(O), f2(O), L} represent one common approach towards watermarking an object. Usually, the feature set {f1(O), f2(O),…} is chosen such that slight modification of individual features does not perceptually degrade the functionality of the object, O.

Watermarking 3D objects for verification (1) The list of 3D vertices is ordered as v1, v2, v3, L. The set of vertices, vj’s, are connected on some surface to vi (these vertices are called the adjacent neighbors of vi) such that j < i and the vertex vi itself is denoted by N(vi). The number of this collection is denoted by |N(vi)|. A watermark signal, W, represents an ordered set of binary value used for insertion into the 3D object and for testing the authenticity of the objects. For the discussion that follows, we will assume Wto be a 2D order set indexed by W(i, j) A verification key, K, represents a set of lookup tables (LUT’s) with binary entries and is necessary for decoding a 3D object.

Watermarking 3D objects for verification (2)

Decoding the watermarked object (1) The goal of decoding is to extract a watermark, W  from the test object, O, and compare against the watermark, W, to test for changes made to the 3D object, O. Our scheme is a public scheme, meaning our decoding does not use the original object.

Decoding the watermarked object (2) The process follows: Given a vertex v of the object O, we first generate two values, the location index, L(v), and the value index, p(v). L(v) is used to index into the watermark, W, for extraction of the bit value, W(L). The value index, p, extracts the bit from the verification key, K, at location p, represented by K(p).

Decoding the watermarked object (3) If the two bit values W(L) and K(p) do not match, we say that the vertex v is invalid. The purpose of watermark embedding is to make sure that every vertex in a 3D object is valid according to the verification key, K, and watermark, W. If an arbitrary key is used instead of the correct key, K, about 50 percent of the vertices will be invalid. Thus, without a correct key, you cannot extract the watermark correctly.

Computing the location index The 3D coordinates of the vertices in N(v) are then combined and hashed to produce the index L. The basic key step to generate a 2D index L = (Lx, Ly) follows:

Computing the value index (1) we take the 3D coordinate of v and map it into a three-tuple of integers, denoted by p = (p1, p2, p3). Any functions for scaling a floating-point representation to integers (such as ConvertToInteger()) serves for this purpose. The value p is analogous to the color information of a pixel value.

Computing the value index (2) The value index p is then used as the input into the key, K, to derive the bit K(p). This bit value should match the watermark bit at location L—the bit W(L) would validate the 3D vertex v. for example. The LUT in the key K can be generated using a pseudo-random number generator. The size of the LUT should also be sufficiently large to be secure. In our experiments, we use a key with 256  256  256 = 224 entries. In fact, our LUT consists of three separate LUTs, K1, K2, and K3, each with 256 binary entries. The value of K(p) is then computed as : K(p) = K1(p1)  K2(p2)  K3(p3)

Verification (1) One approach to compare the extracted watermark W  and W is to count the number of mismatches between K(p(v)) and W(L(v)). Precisely, we can compute a number c, the correlation between two watermarks, as follows: When no changes have been made to O, c = 1. To detect that no changes have been made to O, we require that  = 1 in Equation 1.

Verification (2) All the detected invalid vertices in a 3D model can be highlighted (for example, using different colors at these vertices) at rendering time for quick identification and localization of the modifications through visual inspection. In general, the set of invalid vertices consists of modified vertices in a 3D object and some of their adjacent neighbors. The adjacent neighbors of a modified v may be flagged “invalid” because their location indices could be changed by the modification made to v.

Verification (3) Visual inspection of 3D models with a naked eye can be a time-consuming process and require intensive user interaction (rotating the model and zooming in on details to see changes). This technique allows a user to immediately see the extent of modification (none, some, or a lot) and can be used with the 3D visual- inspection technique

Embedding the watermark (1) The task of watermark embedding is to make slight changes to the geometry of an object such that If the current vertex in processing is v4, then v1, v2, and v3 are already processed. Then, the calculation of the location index L(v4) involves only the vertices v2, v3, and v4.

Embedding the watermark (2)

Visualizing the decoded watermark (1) After a watermark has been extracted from a 3D object, the number of times Equation 4 is not satisfied can indicate the amount of modification made to the object. The invalid vertices can be highlighted in 3D using rendering time for visual inspection. Another method allows the user to visualize the changes in 2D.

Visualizing the decoded watermark (2) To achieve this, we select a 2D-watermark signal, W, which is meaningful when viewed as an image. Figure 6a shows an example watermark, W, which is a bitmap of a logo. Figure 6b shows the set of position indices of a 3D object on the same 2D grid, upon which W is based.

Visualizing the decoded watermark (3)