4 research outputs found

    Topology-preserving watermarking of vector graphics

    Get PDF
    Watermarking techniques for vector graphics dislocate vertices in order to embed imperceptible, yet detectable, statistical features into the input data. The embedding process may result in a change of the topology of the input data, e.g., by introducing self-intersections, which is undesirable or even disastrous for many applications. In this paper we present a watermarking framework for two-dimensional vector graphics that employs conventional watermarking techniques but still provides the guarantee that the topology of the input data is preserved. The geometric part of this framework computes so-called maximum perturbation regions (MPR) of vertices. We propose two efficient algorithms to compute MPRs based on Voronoi diagrams and constrained triangulations. Furthermore, we present two algorithms to conditionally correct the watermarked data in order to increase the watermark embedding capacity and still guarantee topological correctness. While we focus on the watermarking of input formed by straight-line segments, one of our approaches can also be extended to circular arcs. We conclude the paper by demonstrating and analyzing the applicability of our framework in conjunction with two well-known watermarking techniques

    Adaptive 3D web-based environment for heterogeneous volume objects.

    Get PDF
    The Internet was growing fast on the last decade. Interaction and visualisation became an essential feature online. The demand for online modelling and rendering in a real-time, adaptive and interactive manner exceeded the growth and development of the hardware resources including computational power and memories. Building up and accessing an instant 3D Web-based and plugin-free platform started to be a must in order to generate 3D volumes. Modelling and rendering complicated heterogeneous volumes using online applications requires good Internet bandwidth and high computational power. A large number of 3D modelling tools designed to create complicated models in an interactive manner are now available online, the problem of using such tools is that the user needs to acquire a certain level of modelling knowledge In this work, we identify the problem, introduce the theoretical background and discuss the theory about Web-based modelling and rendering, including client- server approach, scenario optimization by solving constraint satisfaction problem, and complexity analysis. We address the challenges of designing, implementing and testing an online, Web-based, instant 3D modelling and rendering environment and we discuss some of its characteristics including adaptivity, platform independence, interactivity, and easy-to-use after presenting the theoretical part of implementing such an environment. We also introduce platform-independent modelling and rendering environment for complicated heterogeneous volumes with colour attributes based on client- server architecture. The work includes analysis and implementation for different rendering approaches suitable for different kind of users. We also discuss the performance of the proposed environment by comparing the rendering approaches. As an additional feature of our modelling system, we discuss aspects of securing the model transferring between client and the server
    corecore