3D MODELLING AND WATERMARKING
The title suggests 3D Modelling and Watermarking, the blog
will brief you about both the concepts and suggest a few algorithms as well.
Initially, let’s start with what does 3D modelling mean?
The definition
of 3D modelling is the process of developing a mathematical representation of
any surface of an object (either inanimate or living) in three dimensions via
specialized software. The product obtained is called a 3D model. A physical
body using a collection of points in 3D space, connected by various geometric
entities such as triangles, lines, curved surfaces, etc is represented by 3D
model. They can be created manually or algorithmically. 3D models are basis for
physical devices that are built with 3D printers or CNC machines.
Now
that we are writing a blog on this topic, it must have some significant uses. A
few are listed below:
·
The
medical industry uses detailed models of organs that may be created with
multiple 2D image slices from an MRI or CT scan.
·
The Movie
or Film industry uses them as characters and objects for animated and real-life
motion pictures.
·
Used as
assets for Computer and video games by the Video game industry
·
Highly
detailed models of chemical compounds are used in science sector.
·
Used in
Architecture industry to demonstrate proposed buildings and landscapes in lieu
of traditional, physical architectural models.
·
Uses as
designs of new devices, vehicles and structures as well as a host of other uses
by engineering sector.
· Earth
science industry has taken initiative for constructing 3D geological models as
a standard practice.
One must be wondering, how can you
represent something 3D, how do we get in the third dimension unlike our generic
2 dimensions. Here’s the answer, 3D models can be displayed as a
two-dimensional image through a process called 3D rendering or used in a
computer simulation of physical phenomena. The models can also be physically
created using 3D printing devices.
Almost all 3D models can be divided
into two categories namely:
1. Solid :
These models define the
volume of the object they represent (like a rock).
Used in Engineering and medical
simulation. They are usually built with constructive solid geometry.
2. Shell /
Boundary:
These models represent the surface,
i.e. the boundary of the object, not its volume (like an infinitesimally thin
eggshell).
Used in games and film are shell
models.
Let’s move to
next part of our topic, i.e. Watermarking. We all have an idea of what a
general watermark is, but what is different in this blog is that a watermark is
applied to a 3 dimensional object.
The formal
definition is, Watermarking is the process of hiding digital information in a
carrier signal; the hidden information should, but does not need to, contain a
relation to the carrier signal. A digital watermark is a kind of
marker covertly embedded in a noise-tolerant signal such as audio, video or
image data. Digital watermarking is a passive protection tool because the
digital copy of data is same as the original one. Digital watermark marks the
data but it neither degrade it nor control access to the data.
As we saw some
significant uses for 3D Modelling, let us take a look on uses or applications
of Watermarking:
- Copyright protection[2].
- For source tracking. In source tracking different recipients get differently watermarked content.
- For Broadcast monitoring (television news includes watermarked video from different international agencies).
- Video authentication.
- Software crippling on screen casting and video editing software programs, to encourage users to purchase the full version to remove it.
- ID card security.
- Fraud and Tamper detection.
- Content management on social networks.
- Digital cinematography.
Let us go through one
algorithm for image(2D) integrity verification[3].
The
watermark in this algorithm is capable of detecting any change made to an
image, including changes in pixel values and image size. This watermarking
algorithm is important for several imaging applications, including trusted
camera, medical archiving of images, legal usage of images, news reporting,
commercial image transaction, and other applications.
In
this algorithm following steps are taken:
1. Cosider the grayscale
image X of size (mXn).
2. Take the
binary image A to watermark on image X .
3. Resize the image A in (mXn) by tiling into
image B(mXn) .
4. Partition the image B(mXn) into small
blocks of size (i X j).
5. Each block from image B will be inserted
into corresponding block of image X
6. This will create watermarked image Y(mXn).
Embedded
watermarks can be used to enforce copyright, data authentication or to add information
to the data. Ideally, the watermark should not interfere with the intended
purposes of the data.
A
watermarking technique has two stages, namely watermark embedding and watermark
detection respectively. Most of the research until now has been performed on
watermarking is concentrated on watermarking audio data, still images, or
video. We consider a 3D model that is to be watermarked as a wire-frame whose
nodes are represented by vertices. A graphical object is described by a set of
vertices which are defined as 3D vectors, and a set of surfaces, each delimited
by a group of vertices. As the watermark has to be applied to different types
of data, algorithms employed in still 2D images cannot be used in a straight
forward way for graphical objects. Obviously, we have to add a whole new
dimension here, to convert it into 3D.
Now,
when we look at both the techniques i.e. 3D modelling and watermarking, we can
proceed to next stage and that is, applying a watermark to a 3D model!
Yes!
For this purpose to get accomplished, we referred research papers and studied
what scientists or developers have done so far. Just to give an idea, we will
write about one algorithm from a paper in short. The watermarking technique is
studied by us in detail, which is applied locally and it is essentially
geometrical in nature[1].
We
identified two main steps in the watermarking algorithm as mentioned earlier.
In the first step of embedding watermark, a chain of vertices and their
neighborhoods are selected from the object data which in our case is the 3D
model. The neighborhoods are chosen such that we achieve a minimal visibility
of the modifications to be performed in the geometry of the object thus working
well with the safety application. The selected vertices are ordered according
to a distance criterion.
In
the second stages, bounding volumes are modeled from the selected neighborhoods
and the corresponding vertices are moved inside the bounding volume when
embedding a 1 bit or outside, respectively, for embedding a bit of 0. The Fig.
1 just gives a visual glimpse of embedding bit 1 in the vertex[1].
In
the detection stage of the watermark, i.e. while detecting the presence of
watermark, the embedded bits are retrieved by checking their relative location
with respect to the bounding volumes. The sequence of retrieved bits is matched
against the given watermark code. Vertices and their neighbourhoods that do not
fulfil the selection condition are not suitable to embed the watermarking code.
The proposed watermarking algorithm in the paper can be used as a public key
watermarking technique.
Hardly
any visible differences can be observed between the watermarked and the
original graphical objects which can be seen below. The Fig. 2 given below can
be referred to check the differences observed.
Can you really make out any difference? No, not really. However, due to the geometrical nature of the watermarking algorithm, the watermark can be recovered after scaling, rotation or combinations of geometrical transformations.
A
copyright protection watermarking algorithm can employ modifications in the
histograms of 3D object surface normal. Watermarking of 3D polygonal meshes in
spectral domain has been shown to be robust under various attacks. However,
these approaches need the original object in the detection stage. Such
watermarking algorithms can be used only for private key watermarking systems.
This
blog was an overview of 3D modelling, watermarking and watermarking a 3D model.
We have tried to put in information in a simple yet effective way for our
users. These modern technical advancements and approaches definitely help for
the security of our data, which is the base of all technological advancements
in recent times.
References:
[1] Thomas Harte
and Adrian G. Bors, “Watermarking 3D Models”, Department of Computer Science
University of York, York YO10 5DD, U.K.
[2] F. Hartung
and M. Kutter, “Multimedia watermarking techniques,” Proceedings of the IEEE,
vol. 87, no. 7, pp. 1079– 1107, July 1999.
[3] Ping Wah Wong
Hewlett Packard Company, “A Public Key Watermark for Image Verification and
Authentication” 11000 Wolfe Road
Cupertino, CA 95014.
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