Watermaking three-dimensional polygonal models
MULTIMEDIA '97 Proceedings of the fifth ACM international conference on Multimedia
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Decomposing polygon meshes for interactive applications
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Geometry-Based Watermarking of 3D Models
IEEE Computer Graphics and Applications
Techniques and Applications of Digital Watermarking and Content Protection
Techniques and Applications of Digital Watermarking and Content Protection
Hierarchical mesh decomposition using fuzzy clustering and cuts
ACM SIGGRAPH 2003 Papers
Wavelet-based blind watermarking of 3D models
Proceedings of the 2004 workshop on Multimedia and security
Intelligent Mesh Scissoring Using 3D Snakes
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Efficient wavelet construction with Catmull–Clark subdivision
The Visual Computer: International Journal of Computer Graphics
Technical Section: Multiresolution for curves and surfaces based on constraining wavelets
Computers and Graphics
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In this paper we propose a new watermarking approach for 3D polygonal meshes. In the field of multimedia watermarking, mesh watermarking is less advanced than image or video. The main difficulty is due to the irregular structure of 3D meshes that makes them more vulnerable to attacks. To address this issue, we introduce a new criterion-accessibility in the common 3D graphics software-for selecting attacks and propose a list of common attacks based on this criterion. Consequently, in this paper, we consider attacks like cut, change of the format, affine transformation, subdivision and small scale deformation that are usually found in the graphical software. We present several schemes to achieve robustness against these attacks. Watermark embedding is done by perturbing the vertices in their tangent space that provides us invisibility of the watermark. Hiding capacity in this method is as big as the number of the vertices of the mesh that is usually big enough for expensive 3D meshes.