36 research outputs found
SSL-WM: A Black-Box Watermarking Approach for Encoders Pre-trained by Self-supervised Learning
Recent years have witnessed significant success in Self-Supervised Learning
(SSL), which facilitates various downstream tasks. However, attackers may steal
such SSL models and commercialize them for profit, making it crucial to protect
their Intellectual Property (IP). Most existing IP protection solutions are
designed for supervised learning models and cannot be used directly since they
require that the models' downstream tasks and target labels be known and
available during watermark embedding, which is not always possible in the
domain of SSL. To address such a problem especially when downstream tasks are
diverse and unknown during watermark embedding, we propose a novel black-box
watermarking solution, named SSL-WM, for protecting the ownership of SSL
models. SSL-WM maps watermarked inputs by the watermarked encoders into an
invariant representation space, which causes any downstream classifiers to
produce expected behavior, thus allowing the detection of embedded watermarks.
We evaluate SSL-WM on numerous tasks, such as Computer Vision (CV) and Natural
Language Processing (NLP), using different SSL models, including
contrastive-based and generative-based. Experimental results demonstrate that
SSL-WM can effectively verify the ownership of stolen SSL models in various
downstream tasks. Furthermore, SSL-WM is robust against model fine-tuning and
pruning attacks. Lastly, SSL-WM can also evade detection from evaluated
watermark detection approaches, demonstrating its promising application in
protecting the IP of SSL models
The Visual Computer manuscript No. (will be inserted by the editor)
Abstract We present a novel approach to render low resolution point clouds with multiple high resolution textures— the type of data typical from passive vision systems. The low precision, noisy, and sometimes incomplete nature of such data sets is not suitable for existing point-based rendering techniques that are designed to work with high precision and high density point clouds. Our new algorithm— View-dependent Textured Splatting (VDTS)—combines traditional splatting with a view-dependent texturing strategy to reduce rendering artifacts caused by imprecision or noise in the input data. VDTS requires no pre-processing of input data, addresses texture aliasing, and most importantly, processes texture visibility on the fly. The combination of these characteristics lends VDTS well for interactive rendering of dynamic scenes. Towards this end, we present a real-time view acquisition and rendering system to demonstrate the effectiveness of VDTS. In addition, we show that VDTS can produce high quality rendering when the texture images are augmented with per-pixel depth. In this scenario, VDTS is a reasonable alternative for interactive rendering of large CG models. Keywords Point rendering · Picture/Image generation · Multi-Texture · Real-tim