16 research outputs found

    Information Analysis for Steganography and Steganalysis in 3D Polygonal Meshes

    Get PDF
    Information hiding, which embeds a watermark/message over a cover signal, has recently found extensive applications in, for example, copyright protection, content authentication and covert communication. It has been widely considered as an appealing technology to complement conventional cryptographic processes in the field of multimedia security by embedding information into the signal being protected. Generally, information hiding can be classified into two categories: steganography and watermarking. While steganography attempts to embed as much information as possible into a cover signal, watermarking tries to emphasize the robustness of the embedded information at the expense of embedding capacity. In contrast to information hiding, steganalysis aims at detecting whether a given medium has hidden message in it, and, if possible, recover that hidden message. It can be used to measure the security performance of information hiding techniques, meaning a steganalysis resistant steganographic/watermarking method should be imperceptible not only to Human Vision Systems (HVS), but also to intelligent analysis. As yet, 3D information hiding and steganalysis has received relatively less attention compared to image information hiding, despite the proliferation of 3D computer graphics models which are fairly promising information carriers. This thesis focuses on this relatively neglected research area and has the following primary objectives: 1) to investigate the trade-off between embedding capacity and distortion by considering the correlation between spatial and normal/curvature noise in triangle meshes; 2) to design satisfactory 3D steganographic algorithms, taking into account this trade-off; 3) to design robust 3D watermarking algorithms; 4) to propose a steganalysis framework for detecting the existence of the hidden information in 3D models and introduce a universal 3D steganalytic method under this framework. %and demonstrate the performance of the proposed steganalysis by testing it against six well-known 3D steganographic/watermarking methods. The thesis is organized as follows. Chapter 1 describes in detail the background relating to information hiding and steganalysis, as well as the research problems this thesis will be studying. Chapter 2 conducts a survey on the previous information hiding techniques for digital images, 3D models and other medium and also on image steganalysis algorithms. Motivated by the observation that the knowledge of the spatial accuracy of the mesh vertices does not easily translate into information related to the accuracy of other visually important mesh attributes such as normals, Chapters 3 and 4 investigate the impact of modifying vertex coordinates of 3D triangle models on the mesh normals. Chapter 3 presents the results of an empirical investigation, whereas Chapter 4 presents the results of a theoretical study. Based on these results, a high-capacity 3D steganographic algorithm capable of controlling embedding distortion is also presented in Chapter 4. In addition to normal information, several mesh interrogation, processing and rendering algorithms make direct or indirect use of curvature information. Motivated by this, Chapter 5 studies the relation between Discrete Gaussian Curvature (DGC) degradation and vertex coordinate modifications. Chapter 6 proposes a robust watermarking algorithm for 3D polygonal models, based on modifying the histogram of the distances from the model vertices to a point in 3D space. That point is determined by applying Principal Component Analysis (PCA) to the cover model. The use of PCA makes the watermarking method robust against common 3D operations, such as rotation, translation and vertex reordering. In addition, Chapter 6 develops a 3D specific steganalytic algorithm to detect the existence of the hidden messages embedded by one well-known watermarking method. By contrast, the focus of Chapter 7 will be on developing a 3D watermarking algorithm that is resistant to mesh editing or deformation attacks that change the global shape of the mesh. By adopting a framework which has been successfully developed for image steganalysis, Chapter 8 designs a 3D steganalysis method to detect the existence of messages hidden in 3D models with existing steganographic and watermarking algorithms. The efficiency of this steganalytic algorithm has been evaluated on five state-of-the-art 3D watermarking/steganographic methods. Moreover, being a universal steganalytic algorithm can be used as a benchmark for measuring the anti-steganalysis performance of other existing and most importantly future watermarking/steganographic algorithms. Chapter 9 concludes this thesis and also suggests some potential directions for future work

    Nouvelles méthodes de synchronisation de nuages de points 3D pour l'insertion de données cachées

    Get PDF
    This thesis addresses issues relating to the protection of 3D object meshes. For instance, these objects can be created using CAD tool developed by the company STRATEGIES. In an industrial context, 3D meshes creators need to have tools in order to verify meshes integrity, or check permission for 3D printing for example.In this context we study data hiding on 3D meshes. This approach allows us to insert information in a secure and imperceptible way in a mesh. This may be an identifier, a meta-information or a third-party content, for instance, in order to transmit secretly a texture. Data hiding can address these problems by adjusting the trade-off between capacity, imperceptibility and robustness. Generally, data hiding methods consist of two stages, the synchronization and the embedding. The synchronization stage consists of finding and ordering available components for insertion. One of the main challenges is to propose an effective synchronization method that defines an order on mesh components. In our work, we propose to use mesh vertices, specifically their geometric representation in space, as basic components for synchronization and embedding. We present three new synchronisation methods based on the construction of a Hamiltonian path in a vertex cloud. Two of these methods jointly perform the synchronization stage and the embedding stage. This is possible thanks to two new high-capacity embedding methods (from 3 to 24 bits per vertex) that rely on coordinates quantization. In this work we also highlight the constraints of this kind of synchronization. We analyze the different approaches proposed with several experimental studies. Our work is assessed on various criteria including the capacity and imperceptibility of the embedding method. We also pay attention to security aspects of the proposed methods.Cette thèse aborde les problèmes liés à la protection de maillages d'objets 3D. Ces objets peuvent, par exemple, être créés à l'aide d'outil de CAD développés par la société STRATEGIES. Dans un cadre industriel, les créateurs de maillages 3D ont besoin de disposer d'outils leur permettant de vérifier l'intégrité des maillages, ou de vérifier des autorisations pour l'impression 3D par exemple. Dans ce contexte nous étudions l'insertion de données cachées dans des maillages 3D. Cette approche permet d'insérer de façon imperceptible et sécurisée de l'information dans un maillage. Il peut s'agir d'un identifiant, de méta-informations ou d'un contenu tiers, par exemple, pour transmettre de façon secrète une texture. L'insertion de données cachées permet de répondre à ces problèmes en jouant sur le compromis entre la capacité, l'imperceptibilité et la robustesse. Généralement, les méthodes d'insertion de données cachées se composent de deux phases, la synchronisation et l'insertion. La synchronisation consiste à trouver et ordonner les éléments disponibles pour l'insertion. L'un des principaux challenges est de proposer une méthode de synchronisation 3D efficace qui définit un ordre sur les composants des maillages. Dans nos travaux, nous proposons d'utiliser les sommets du maillage, plus précisément leur représentation géométrique dans l'espace comme composants de base pour la synchronisation et l'insertion. Nous présentons donc trois nouvelles méthodes de synchronisation de la géométrie des maillages basées sur la construction d'un chemin hamiltonien dans un nuage de sommets. Deux de ces méthodes permettent de manière conjointe de synchroniser les sommets et de cacher un message. Cela est possible grâce à deux nouvelles méthodes d'insertion haute capacité (de 3 à 24 bits par sommet) qui s'appuient sur la quantification des coordonnées. Dans ces travaux nous mettons également en évidence les contraintes propres à ce type de synchronisation. Nous discutons des différentes approches proposées dans plusieurs études expérimentales. Nos travaux sont évalués sur différents critères dont la capacité et l'imperceptibilité de la méthode d'insertion. Nous portons également notre attention aux aspects sécurité des méthodes

    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

    Connected Attribute Filtering Based on Contour Smoothness

    Get PDF

    Shortest Route at Dynamic Location with Node Combination-Dijkstra Algorithm

    Get PDF
    Abstract— Online transportation has become a basic requirement of the general public in support of all activities to go to work, school or vacation to the sights. Public transportation services compete to provide the best service so that consumers feel comfortable using the services offered, so that all activities are noticed, one of them is the search for the shortest route in picking the buyer or delivering to the destination. Node Combination method can minimize memory usage and this methode is more optimal when compared to A* and Ant Colony in the shortest route search like Dijkstra algorithm, but can’t store the history node that has been passed. Therefore, using node combination algorithm is very good in searching the shortest distance is not the shortest route. This paper is structured to modify the node combination algorithm to solve the problem of finding the shortest route at the dynamic location obtained from the transport fleet by displaying the nodes that have the shortest distance and will be implemented in the geographic information system in the form of map to facilitate the use of the system. Keywords— Shortest Path, Algorithm Dijkstra, Node Combination, Dynamic Location (key words
    corecore