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
Multiresolution signal processing for meshes
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Geometry-Based Watermarking of 3D Models
IEEE Computer Graphics and Applications
Robust Watermarking of Polygonal Meshes
GMP '00 Proceedings of the Geometric Modeling and Processing 2000
Mesh Approximation Using a Volume-Based Metric
PG '99 Proceedings of the 7th Pacific Conference on Computer Graphics and Applications
Discrete Differential Error Metric for Surface Simplification
PG '02 Proceedings of the 10th Pacific Conference on Computer Graphics and Applications
Robust blind watermarking mechanism for point sampled geometry
Proceedings of the 9th workshop on Multimedia & security
Three-dimensional meshes watermarking: review and attack-centric investigation
IH'07 Proceedings of the 9th international conference on Information hiding
Data hiding on 3-D triangle meshes
IEEE Transactions on Signal Processing
Watermarking mesh-based representations of 3-D objects using local moments
IEEE Transactions on Image Processing
Reversible fragile watermarking for 2-D vector map authentication with localization
Computer-Aided Design
Image security and biometrics: a review
HAIS'12 Proceedings of the 7th international conference on Hybrid Artificial Intelligent Systems - Volume Part II
Reversible fragile watermarking for locating tampered blocks in 2D vector maps
Multimedia Tools and Applications
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Data hiding has become increasingly important for many applications, like confidential transmission, video surveillance, military and medical applications. In this paper we present a new approach of 3D object data hiding without changing the position of vertices in the 3D space. The main idea of the proposed method is to find and to synchronize particular areas of the 3D objects used to embed the message. The embedding is carried out by changing the connectivity of edges in the selected areas composed of quadruples. The proposed approach of data hiding in 3D objects is based on minimum spanning tree (MST). This method is lossless in the sense that the positions of the vertices are remaining the same before and after embedding. Moreover the method is blind and does not depend of the order of the data in the files. This approach is very interesting when the 3D objects have been digitalized with high precision.