surface-preserving robust watermarking of 3-d shapes

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IEEE TRANSACTIONS ON IMAGE PROCESSING, VOL. 20, NO. 10, OCTOBER 2011 2813 Surface-Preserving Robust Watermarking of 3-D Shapes Ming Luo and Adrian G. Bors, Senior Member, IEEE Abstract—This paper describes a new statistical approach for watermarking mesh representations of 3-D graphical objects. A robust digital watermarking method has to mitigate among the re- quirements of watermark invisibility, robustness, embedding ca- pacity and key security. The proposed method employs a mesh propagation distance metric procedure called the fast marching method (FMM), which defines regions of equal geodesic distance width calculated with respect to a reference location on the mesh. Each of these regions is used for embedding a single bit. The em- bedding is performed by changing the normalized distribution of local geodesic distances from within each region. Two different em- bedding methods are used by changing the mean or the variance of geodesic distance distributions. Geodesic distances are slightly modified statistically by displacing the vertices in their existing tri- angle planes. The vertex displacements, performed according to the FMM, ensure a minimal surface distortion while embedding the watermark code. Robustness to a variety of attacks is shown according to experimental results. Index Terms—Fast marching method (FMM), geodesic distance, robust 3-D shape watermarking, surface distortion minimization. I. INTRODUCTION D IGITAL watermarking consists of embedding and re- trieving information in various media such as images, video, audio, 3-D graphical objects [1]–[4], etc. Digital wa- termarking of 3-D objects has different requirements such as surface preservation following watermarking, robustness to 3-D object changes, high bit capacity as well as high watermark se- curity. It is well known that a watermarking method improving on any of these requirements can limit its performance with respect to the other three and usually an appropriate tradeoff is sought in a robust watermarking method. Robustness is achieved when the watermark can be retrieved even after the stego-media (the media containing the watermark) has been processed or attacked intentionally with specific algorithms. Depending on whether the original cover-media is needed or not in the detection stage we have nonblind and blind watermarking [4]. The methods from the first category usually have good robustness [5], but they are not suitable for most applications. In this paper, we consider robust and blind watermarking of 3-D shapes represented as meshes. Manuscript received May 28, 2010; revised December 21, 2010; accepted February 16, 2011. Date of publication April 15, 2011; date of current version September 16, 2011. The associate editor coordinating the review of this man- uscript and approving it for publication was Dr. Min Wu. The authors are with the Department of Computer Science, University of York, York YO10 5GH, U.K. (e-mail: [email protected]). Color versions of one or more of the figures in this paper are available online at http://ieeexplore.ieee.org. Digital Object Identifier 10.1109/TIP.2011.2142004 Watermarking of 3-D graphics was performed in the spatial and transform domains. Various watermarking methods use ra- tios of geometric measures [1], [2], [6] or the enforcement of local constraints [3] for embedding the information in the spa- tial domain. The transform domain watermarking methods con- sider the mesh spectral domain [7], [8], wavelets [9], manifold harmonics [10], or parametric surface representations [2]. Most of the transform-domain watermarking methods pro- vide increased watermark security but are usually nonblind [5], [8] and have low bit-capacity capabilities. In [11], blind water- marking is achieved in the transform domain by constraining the shape of the spectral coefficient distributions in 3-D, using prin- cipal component analysis (PCA). Surface normals have been used as the watermark carrier in [12] and [13], but the watermark detection in these methods is sensitive to object rotation. Water- marking methods can also be categorized as statistical [14], [15] and deterministic [3]. The methods from the first category ex- tract the watermark using a statistical test, while those from the second category employ a set of constraints for extracting the bits one by one. Usually, deterministic methods allow a higher capacity of information embedding, making them suitable for steganography, but, on the other hand, they achieve a lower ro- bustness to attacks. In [14], watermarks are embedded in distributions of dis- tances from vertices on the 3-D object surface to the principal axis of the object. The vertex norm, representing the distance from vertices on the object surface to its center, is considered as a statistical variable in [15]. Two statistical methods are pro- posed in [15] by changing the mean or the variance of distribu- tions of vertex norms. This method was shown to embed wa- termarks which are robust against most common distortion at- tacks such as additive noise, smoothing and mesh simplification. Most of the existing 3-D mesh watermarking methods produce bump like changes on the surface of 3-D objects. This paper proposes a new approach to blind digital watermarking of 3-D object shapes represented as meshes, aiming to preserve their surface. First, a reference system is defined by randomly se- lecting a source location and aligning the object using the volu- metric PCA [16]. Considering the source location as reference, the 3-D object is split into strips of equal geodesic width. The geodesic distance, which takes into account the local surface variation, was shown to be the most appropriate measure for calculating the distance between two different points on a mesh [17]–[20]. Geodesic distances are invariant to translation, rota- tion and vertex reordering. Moreover, uniform scaling changes the numerical value of a specific geodesic distance but not the ratio of two geodesic distances. Normalizing all geodesic dis- tances to the interval solves the uniform scaling problem. The fast marching method (FMM) was proposed for the calcu- lation of geodesic distances between two locations on the object 1057-7149/$26.00 © 2011 IEEE

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IEEE TRANSACTIONS ON IMAGE PROCESSING, VOL. 20, NO. 10, OCTOBER 2011 2813

Surface-Preserving Robust Watermarkingof 3-D Shapes

Ming Luo and Adrian G. Bors, Senior Member, IEEE

Abstract—This paper describes a new statistical approach forwatermarking mesh representations of 3-D graphical objects. Arobust digital watermarking method has to mitigate among the re-quirements of watermark invisibility, robustness, embedding ca-pacity and key security. The proposed method employs a meshpropagation distance metric procedure called the fast marchingmethod (FMM), which defines regions of equal geodesic distancewidth calculated with respect to a reference location on the mesh.Each of these regions is used for embedding a single bit. The em-bedding is performed by changing the normalized distribution oflocal geodesic distances from within each region. Two different em-bedding methods are used by changing the mean or the varianceof geodesic distance distributions. Geodesic distances are slightlymodified statistically by displacing the vertices in their existing tri-angle planes. The vertex displacements, performed according tothe FMM, ensure a minimal surface distortion while embeddingthe watermark code. Robustness to a variety of attacks is shownaccording to experimental results.

Index Terms—Fast marching method (FMM), geodesic distance,robust 3-D shape watermarking, surface distortion minimization.

I. INTRODUCTION

D IGITAL watermarking consists of embedding and re-trieving information in various media such as images,

video, audio, 3-D graphical objects [1]–[4], etc. Digital wa-termarking of 3-D objects has different requirements such assurface preservation following watermarking, robustness to 3-Dobject changes, high bit capacity as well as high watermark se-curity. It is well known that a watermarking method improvingon any of these requirements can limit its performance withrespect to the other three and usually an appropriate tradeoffis sought in a robust watermarking method. Robustness isachieved when the watermark can be retrieved even after thestego-media (the media containing the watermark) has beenprocessed or attacked intentionally with specific algorithms.Depending on whether the original cover-media is needed or notin the detection stage we have nonblind and blind watermarking[4]. The methods from the first category usually have goodrobustness [5], but they are not suitable for most applications.In this paper, we consider robust and blind watermarking of3-D shapes represented as meshes.

Manuscript received May 28, 2010; revised December 21, 2010; acceptedFebruary 16, 2011. Date of publication April 15, 2011; date of current versionSeptember 16, 2011. The associate editor coordinating the review of this man-uscript and approving it for publication was Dr. Min Wu.

The authors are with the Department of Computer Science, University ofYork, York YO10 5GH, U.K. (e-mail: [email protected]).

Color versions of one or more of the figures in this paper are available onlineat http://ieeexplore.ieee.org.

Digital Object Identifier 10.1109/TIP.2011.2142004

Watermarking of 3-D graphics was performed in the spatialand transform domains. Various watermarking methods use ra-tios of geometric measures [1], [2], [6] or the enforcement oflocal constraints [3] for embedding the information in the spa-tial domain. The transform domain watermarking methods con-sider the mesh spectral domain [7], [8], wavelets [9], manifoldharmonics [10], or parametric surface representations [2].

Most of the transform-domain watermarking methods pro-vide increased watermark security but are usually nonblind [5],[8] and have low bit-capacity capabilities. In [11], blind water-marking is achieved in the transform domain by constraining theshape of the spectral coefficient distributions in 3-D, using prin-cipal component analysis (PCA). Surface normals have beenused as the watermark carrier in [12] and [13], but the watermarkdetection in these methods is sensitive to object rotation. Water-marking methods can also be categorized as statistical [14], [15]and deterministic [3]. The methods from the first category ex-tract the watermark using a statistical test, while those from thesecond category employ a set of constraints for extracting thebits one by one. Usually, deterministic methods allow a highercapacity of information embedding, making them suitable forsteganography, but, on the other hand, they achieve a lower ro-bustness to attacks.

In [14], watermarks are embedded in distributions of dis-tances from vertices on the 3-D object surface to the principalaxis of the object. The vertex norm, representing the distancefrom vertices on the object surface to its center, is consideredas a statistical variable in [15]. Two statistical methods are pro-posed in [15] by changing the mean or the variance of distribu-tions of vertex norms. This method was shown to embed wa-termarks which are robust against most common distortion at-tacks such as additive noise, smoothing and mesh simplification.Most of the existing 3-D mesh watermarking methods producebump like changes on the surface of 3-D objects. This paperproposes a new approach to blind digital watermarking of 3-Dobject shapes represented as meshes, aiming to preserve theirsurface. First, a reference system is defined by randomly se-lecting a source location and aligning the object using the volu-metric PCA [16]. Considering the source location as reference,the 3-D object is split into strips of equal geodesic width. Thegeodesic distance, which takes into account the local surfacevariation, was shown to be the most appropriate measure forcalculating the distance between two different points on a mesh[17]–[20]. Geodesic distances are invariant to translation, rota-tion and vertex reordering. Moreover, uniform scaling changesthe numerical value of a specific geodesic distance but not theratio of two geodesic distances. Normalizing all geodesic dis-tances to the interval solves the uniform scaling problem.The fast marching method (FMM) was proposed for the calcu-lation of geodesic distances between two locations on the object

1057-7149/$26.00 © 2011 IEEE

2814 IEEE TRANSACTIONS ON IMAGE PROCESSING, VOL. 20, NO. 10, OCTOBER 2011

mesh surface [21]–[23]. Empirically, it was observed that ver-tices from each strip define a uniform distribution of geodesicdistances. During watermark embedding, the mean or the vari-ance of distributions of geodesic distances corresponding to thevertices from each strip is changed according to the bit to beembedded. The Vertex Placement Scheme (VPS) algorithm isproposed for displacing vertices on the 3-D object surface as re-quired by the corresponding histogram mapping procedure. Thevertices are moved on the object surface along directions whichare perpendicular to the geodesic front lines. The message isembedded when all vertices comply with the marked geodesicdistance distributions. By changing geodesic distances as pro-posed in this study we ensure a minimal distortion to the ob-ject shape surface. Section II introduces the geodesic distancecalculation and the FMM method, while Section III details thestages of the proposed methodology corresponding to the ini-tialization, histogram mapping, the vertex placement scheme,and the watermark detection algorithm. Section IV contains themesh distortion analysis and provides the bounds for vertex dis-placement. Section V presents the experimental results, whileSection VI details the conclusions of this research study.

II. GEODESIC DISTANCES ON MANIFOLDS

The proposed graphics watermarking methodology consistsof splitting the object into regions and statistically embeddinga single bit into each region. In order to ensure the robustnessto attacks we consider statistics of distance measures calculatedfrom the 3-D surface. The Euclidean distance simply calculatesthe shortest distance between locations in space without consid-ering any specific information about the object shape. In con-trast, the geodesic distance calculates distances along the min-imal path on the surface of the object [17], [18], [21], [22]. Bydisplacing vertices along their geodesic distance paths, whichare consistent with the 3-D object shape, we can embed robustwatermarks which do not visibly change the given mesh surface.In the following, we outline a few concepts about calculatinggeodesic distances on manifolds.

We consider an object , as a triangulated manifold which isrepresented as a mesh containing vertices

, where is the total number of vertices. The verticesare joined by edges forming polygons that model the 3-D shapesurface. Let us consider a curve , whereis a parameter, onto the surface of the object, which joins twodifferent points . The points are located on the objectsurface, but they are not necessarily part of its vertex set. Thereare a multitude of ways for joining the two given points suchthat the connecting curve is completely contained on the surfaceof the graphical object. The geodesic distance is theshortest length over all continuous paths defined by the geodesiccurve between the endpoints and

(1)

where represents the local deriva-tive of the parametric curve, and is an intrinsic metric,considered as in this study. A geodesic map calcu-lates the geodesic distances from all points on the object surface

Fig. 1. Calculation of the geodesic distance, highlighted using pseudo-color,on the Bunny object. Each strip in (b) is used for embedding a single bit andis pseudo-colored with a different color, while the region around the source,which is shown in blue, is trimmed away. (a) Geodesic map. (b) Iso-geodesicmesh strip generation.

to a set of known source locations. The geodesic map to a singlesource point is shown coded using colors on the Bunny objectin Fig. 1(a), where the reference point, representing the sourcefor evaluating the geodesic distances, is indicated by a smallred (online version) circle on Bunny’s year. The pseudo-colorvaries from blue to red, according to the geodesic distance fromthe source point. In the following, we consider a single sourcelocation and denote , where isan arbitrary point on the surface of .

One way for solving (1) is by considering that the distancefunction satisfies the intrinsic Eikonal equation [22], which is anonlinear partial differential equation given by

(2)

such that there is a start location with , whereand represents the norm. Physically, the solution is

the shortest distance from to using only paths contained in, where is the propagation speed at location . In the

following, we assume that the propagation speed is constant allover the mesh and consider . The idea for solving theEikonal equation is to find an approximation to the gradient termwhich correctly deals with shape variations including folds andcreases [21].

Various solutions have been proposed for calculating thegeodesic distance [18]–[20]. An approximate solution forsolving the eikonal equation (2) on triangulated manifolds isprovided by the FMM [18], [22]. FMM ensures that everyvertex is updated only once by progressively advancing thefront-of-distance calculation in an upwind direction startingfrom the source (reference location) . At any time, whenapplying this method, the object vertices are split into threesets: representing the processed vertices, for the verticeson the geodesic distance front line, and containing thevertices whose geodesic distance is not calculated yet, suchthat , where is the vertex set, and wherethe intersection of any two of these sets is empty. Initially, thesource points are labeled as . Neighbors of the sourcepoints are marked as . As soon as a vertexhas its geodesic distance calculated, it is moved from set

to set . The neighbors of are moved to the front set ,

LUO AND BORS: SURFACE-PRESERVING ROBUST WATERMARKING OF 3-D SHAPES 2815

if . All of the remainingvertices, whose geodesic distances are not calculated yet, arepart of the third set . The vertices from define the propaga-tion front line, and they are ordered according to their geodesicdistance to the source location. Only vertices from the setare considered each time for inclusion in the set , and onlyvertices from have their geodesic distance calculated. FMMensures that changing the geodesic distance of a specific vertexwill not affect the previously calculated geodesic distancesfor the other vertices. This monotonic property of geodesicdistance calculation is important for ensuring that we avoidthe backward causality problem [3]. The procedure continuesas a propagation wave until and are both empty. Thecomputational complexity of this algorithm is ,where is the number of vertices.

III. GEODESIC FRONT PROPAGATION

WATERMARKING METHOD

In the following, we consider watermarking the graphicalobject by displacing vertex locations on its surface, alongthe direction of the FMM propagation front. The proposedwatermark embedding method has the following steps: definingthe source location, segmenting the object surface into strips,forming geodesic distance histograms, and the vertex place-ment scheme for watermark embedding.

A. Defining the Source Location

As described in Section II, the FMM requires a source loca-tion which is considered to be a reference for calculating thegeodesic distances. The source location should be robustly lo-cated, such that it can be found even after the graphical objectwould have been attacked. We consider two possible ways fordeciding the reference position for calculating the geodesic dis-tances: as the intersection between a line of random direction,cast from a specific location, such as the object center, to themesh surface, or by using a robust feature point detection al-gorithm such as in [24]. The random direction is generated ac-cording to a secret key. However, this scheme relies on the ro-bust location of the object center as well as on the proper align-ment of the watermarked object. Attacks that affect the objectcenter and the principal axis orientation may lead to errors inthe watermark detection stage due to the lack of synchroniza-tion. On the other hand, a method relying on a source locatedat a well-defined object feature may require a high computa-tional complexity while lacking security, since an attacker caneasily guess such source locations. In the following, we describea blind method for defining the source location using 3-D shapemoments.

In order to obtain a robust source location, we propose to usea robust alignment scheme called the volume moment alignment[16]. The volume moments of a 3-D object are defined as

(3)

where are moment orders and is thevolume indicator function (it equals 1 if isinside the mesh and 0 otherwise). For a triangularface defined by the vertices

on a mesh object,the volume moments are

(4)

The complete set of explicit volume moment functions can befound in [25]. The object center is given by

(5)

while the second order moment of the 3-D object is given by

(6)

After eigendecomposing the covariance matrix , we obtain theprincipal axes of the object

(7)

where is the diagonal matrix containing the eigenvaluesand is the matrix whose rows are

the eigenvectors of . The orientation of the object is given bythe eigenvectors defining its principal axes while its extensionalong each of these axes is given by the eigenvalues. In orderto define a unique axis alignment, we use two constraints [16].First, the direction of the third axis is defined as the cross productof the first two (the right-hand rule). Second, the valid alignmentsatisfies the condition that the third-order moments and

of the rotated object are positive.For finding the location of the source , a random direction

is cast from the object center according to a secret key.The source is defined as the intersection between the line withthe direction of this vector passing through the object center

from (5), and the mesh surface as ,where is a parameter. There are two extreme situations:when there is no intersection with the object surface and whenthere are multiple intersections. In the former case, additionalrandom directions are generated until an intersection with theobject surface is found. In the latter case, the intersection whichis the furthest away from the object center is chosen as thesource location.

B. Iso-Geodesic Mesh Strip Generation

Let us define andas the minimum and maximum geodesic

distances calculated for the object from a source location. There are few vertices whose geodesic distance are close to

2816 IEEE TRANSACTIONS ON IMAGE PROCESSING, VOL. 20, NO. 10, OCTOBER 2011

either or . For the sake of statistical relevance as wellas for improving the security of the watermark, such verticesare not considered for watermarking. The range of acceptablegeodesic distances is trimmed to the range

(8)

where depends on a key. Considering a watermarkcode of bits, the object mesh is segmented into strips, eachused for embedding a single bit. The geodesic distance width foreach strip is

(9)

Let us consider as the set of vertices, which are located in aspecific range of geodesic distances calculated from the sourcelocation and characterizing a mesh strip on the object surface

(10)

for . should be sufficiently large in order todefine regions which contain a statistically consistent numberof vertices available for watermark embedding. Fig. 1(b) showshow the graphical object Bunny is split into strip regions.

C. Statistical Watermarking by Histogram Mapping

After splitting the graphical object into strips of equalgeodesic width, according to (9) and (10), each strip is as-sociated with a bit from the watermark code. According toempirical experiments on several mesh-based representationsof shapes, we observed that the geodesic distance distributionscorresponding to vertices contained in each iso-geodesic stripare almost uniform, which means that their expected meansand variances are of values 1/2 and 1/3, respectively. Due tothis property, in the following we consider geodesic distances,calculated for the vertices inside each strip, as a random vari-able suitable to be used for embedding information bits byintroducing specific local distribution asymmetries [14], [15].

In the proposed method we embed one bit into each iso-geodesic distance strip. Let us define the statistical variable rep-resenting the geodesic distance from a vertex to the source lo-cation as . We record theminimum and maximum geodesic distances within each stripas and , inorder to be later used for the inverse normalization. The statis-tical variable is first normalized to the range by

(11)

where and are the th elements of and , respectively.In the following, we consider two histogram mapping func-

tions for embedding the information as in [15]. The first his-togram mapping function changes the mean value of the sta-tistical variable , which corresponds to the vertex .Assuming that is uniformly distributed, the expected mean

value of is 1/2. In order to embed a bit, the mean value ofis changed as follows:

ifif

(12)

where is the watermark strength factor, influencing the visualdistortion and robustness, and , for , is the bitto be embedded in the th mesh strip.

In order to fulfil the relationship from (12), the first histogrammapping function is

(13)

where is the resulting histogram mapping variable corre-sponding to and is a parameter which models theshape of the histogram and depends on the watermark strength

as

ifif

(14)

Finally, the watermarked geodesic distance is obtained bymapping back to the original interval as

(15)

The second embedding method changes the variance of thestatistical variable . In this case, is normalized to the range

(16)

The expected variance of variable is 1/3 for a uniform dis-tribution. We embed a bit by modifying the variance of ac-cording to

ifif

(17)

The second histogram mapping function for modifying each el-ement from the set is defined as

(18)

where the parameter is calculated with respect to as

ifif

(19)

Accordingly, the watermarked geodesic distances are obtainedafter inverse normalization as

(20)

A crucial requirement for graphics watermarking is to pro-duce undetectable changes in the object surface. These statis-tical changes are embedded invisibly into the surface of the 3-Dobjects according to a new approach, entitled the vertex place-ment scheme (VPS) described in the following section.

LUO AND BORS: SURFACE-PRESERVING ROBUST WATERMARKING OF 3-D SHAPES 2817

D. Vertex Placement for Marking Geodesic DistanceDistributions

Here, we explain how, by changing locations of vertices,from inside each strip of the 3-D shape, we change their corre-sponding distribution of geodesic distances such that it fulfilsthe conditions imposed by the embedded information bits. Inorder to enforce such changes, data samples of the watermarkeddistributions, calculated as in the previous section, are associ-ated to the geodesic distances of vertices that are displaced.

Let us consider the framework based on the FMM from [22]by using similar notations and figures. The proposed water-mark embedding procedure for a particular triangle

is called VPS. Let us consider the verticesand as having their geodesic distances . Thefollowing study explains the displacement for the vertex andcan be easily extended for all of the vertices inside the stripand eventually to the entire object . When the angleinside triangle is acute, then we have the monotonicproperty for their geodesic distances .Let us denote the lengths of the triangle sides as

, and , as shown in Fig. 2(a), and denotethe geodesic distances between its vertices, calculated along theFMM front, propagated with respect to the source location , as

(21)

(22)

(23)

Kimmel and Sethian have shown in [22] that the value of canbe calculated using FMM, by assuming and known,according to the equation

(24)

The solution must satisfy two conditions:

(25)

means that which conformsto the monotonic property. The second condition of (25) meansthat must be updated from within . Thus, the com-plete updating procedure is given as

if conditions (25) are fulfilledotherwise.

(26)

An extreme situation for , as the solution from (24), is when. In this case, we have the minimum bound for , con-

straining the vertex placement location, as

(27)

In the following, we show that changes to geodesic distances,according to the proposed VPS, ensure a minimal distortion.

Fig. 2. VPS marking procedure by changing � into � such that � �� � � ��.(a)���� plane view. (b) Spatial view.

Let us assume that, in the case of , we have andfixed while changes to following watermarking by

VPS. Assuming that , the watermark embeddingis performed along the geodesic front vertices . Weassociate the statistical variables and , derived accordingto the histogram mapping functions from Section III-C, to thegeodesic distance and to that of a new location ,which would result after watermark embedding. The problemaddressed in the following is about how to move the vertex

to a new location , such that its new geodesic distancesatisfies , while ensuring a minimal distortion to thegraphical object.

The proposed VPS consists of the following sequence of pro-cessing steps applied to the vertices from a strip .

1) Calculate from either (15) or (20).2) Choose a vertex in the downwind direction of

FMM and calculate .3) While and for less than 50 iterations, repeat

steps 4)–6).4) Locate such that all three form a triangle

which contributes to the minimum path calculation for.

5) Apply VPS in by moving to such that.

6) Set , update the geodesic distance by usingonly vertices from the set and go to step 3).

Step 2) represents the vertex positioning on the object surfaceby using the FMM following the sampling of the watermarkeddistribution. Similarly, with [22, Fig. 5], showing the geodesicdistance calculation, we illustrate the VPS procedure in Fig. 2.In the case when the conditions from (25) are fulfilled, there is apoint inside such that and the Euclideandistance , with defined in (23). Replacing with

in (23) and expanding into geodesic distances, we ob-serve that . is the approximation of the equalgeodesic curve located at the distance from the source lo-cation . In the following, we provide a theorem defining theVPS procedure which transforms into suchthat , where was calculated in Section III-C, as il-lustrated in Fig. 2.

Theorem 1: For , we can find a new point on theline such that , with ,where is provided in (27), and assuming that the conditionsfrom (25) are fulfilled for both and , then .

Proof: We can observe that, for any point , wehave , where is located inside , and

2818 IEEE TRANSACTIONS ON IMAGE PROCESSING, VOL. 20, NO. 10, OCTOBER 2011

is on the geodesic front line. We have the geodesic distance forcalculated from the source location as

(28)

where we use the fact that are collinear and wherethe sign before is “ ” if and “ ” oth-erwise. This results in

(29)

where we consider that and from the first in-equality of (25) that . Then, we have

(30)

The watermark updating by means of VPS is displayed inFig. 2(a).

In Fig. 2(b), we show a perspective view of thegeodesic distance propagation. In this figure, we have

and, as in [22], we considerwhile . We also

consider such that resulting in .From , we can observe that the slope of its plane withthat of is equal to , whichrepresents the geodesic propagation speed. In Fig. 2(b),is located in the plane of while we consider suchthat and .We consider such that resultingin , corresponding to the watermarked vertexfollowing VPS. We can observe that is located in the planeof and, by using the similarity of the trianglesand , we obtain

(31)

which proves that is characterized by the same geodesicpropagation speed as .

The following observations and particular cases apply to The-orem 1. The geodesic distance is calculated from within

after updating to . For a vertex there may beother neighbors , such that , whichmay be used for calculating the geodesic distance. If ,calculated from the , is smaller than the value calcu-lated from , then the vertex should be updated againusing , in order to satisfy the actual geodesic distance

, by going back to step 3). Sometimes, a specific em-bedding of is not possible for a particular vertex . This canbe easily compensated by sampling an appropriate displacementfor the vertex of the next triangle. Eventually, the distributionscorresponding to the watermark conditions of either (12) or (17)will be fulfilled by the whole set of vertices from the giveniso-geodesic strip.

A particular situation arises when has an obtuse .In this case, we follow the triangle unfold procedure as detailedin [22] and split into two acute angles and then update thevertex by using the scheme described above. If ,where is provided in (27), then the condition required byTheorem 1 is not fulfilled and will result in an angle whichis obtuse. In this case, we choose such that

where is a small value and we reassess the updating of

statistics for the rest of geodesic distances . The limit situationof watermark embedding corresponding to the condition

is represented in Fig. 2(a) for .In the case when the conditions from (25) are not fulfilled, it

means that there is no point inside such that[22], and we use the second equation from (26) for calcu-

lating . In this case, the updating scheme consists of

Find along so thatif

Find along so that else.(32)

The proof of Theorem 1 is still valid in this case by substitutingwith or , respectively.It can be observed that, in any of these situations, VPS pre-

serves the monotonic property of FMM.

E. Watermark Extraction

The watermark extraction algorithm is blind and does notneed the cover object in the detection stage but only the knowl-edge of the number of embedded bits. For extracting the water-mark we use the same procedures as for detecting the source lo-cation and generating the iso-geodesic mesh strips as describedin Sections III-A and III-B. Histograms of local geodesic dis-tances are formed for each strip. Afterwards, statistical tests areused to detect the embedded information. For the first histogrammapping method, the average of the geodesic distances for ver-tices contained in the mesh strip is calculatedand compared with 1/2 to yield

if then

if then(33)

For the second histogram mapping method, the variance is cal-culated and compared with 1/3 to yield

if then

if then(34)

Consequently, according to the results of these simple sta-tistical tests, the watermark code is retrieved bit by bit. Errorcorrection codes can be used in order to further improve the wa-termark robustness.

IV. VERTEX DISPLACEMENT BOUNDS IN ORDER TO ENSURE

MINIMAL SURFACE DISTORTION

Let us consider that we change the geodesic distance ac-cording to a large variable on a nonflat object surface. Such asituation is shown in Fig. 3 when embedding a watermark bymapping into , while considering as the base forcalculating the geodesic distances. We can see that, for a certainwatermark mapping , the triangle

which follows may be turned over, resultingin visible distortions due to the object surface illumination. So,in order to avoid such effects, we should limit the amount ofchange in the geodesic distance when embedding the water-mark. Let us consider that the vertex is changed to along

LUO AND BORS: SURFACE-PRESERVING ROBUST WATERMARKING OF 3-D SHAPES 2819

Fig. 3. Assessing the triangle flip distortion when embedding the maximumvertex displacement.

a perpendicular direction to the geodesic front line defined byand that there is a plane such that and

and let us assume that . Then, there is a loca-tion such that is contained in the polygon following

and adjacent to , with . Following that, we have and .

Under these circumstances we can define the following angles:and between the planes formed by

and , before and after watermarking,respectively, with the plane formed by . Let us denotethe distance and the angle between andas . It can be observed that the angle becomesafter the watermark embedding, representing the angle definingthe turn over for . From the law of sines in ,we obtain the following relationship:

(35)

A condition for avoiding or limiting the turn over is imposed onthe value of , and this would result in a maximaladmissible geodesic distance change following the watermarkembedding such that , imposing restrictions onthe amount of displacement caused by the watermark. A con-sistency check condition, which was used for mesh simplifica-tion algorithms [26], can be employed in order to prevent largedistortions. This condition requires that a displaced vertexshould lie inside the convex hull determined by planes perpen-dicular on the object surface which contain the edges that formthe first ring neighborhood of , such as inFig. 3. A vertex breaking this limit, following the watermark em-bedding, will cause the normal flip artifact in the watermarkedobject which would appear as a black triangle on the object sur-face. The bounding conditions of minimum and maximum ad-missible vertex displacement, following the watermark embed-ding, are given by the consequences of Theorem 1 as well asthose resulting from (35), as

(36)

In Fig. 4(a), we show a simple mesh surface, while inFig. 4(b) the same mesh is represented after the watermarkembedding using the vertex placement scheme when assuminga single source point in the center. We can observe that severalvertices are changed on the mesh according to the embeddingprocedure described above. It can be easily observed that the

Fig. 4. Original and watermarked mesh surfaces using grid representations in(a), (b), and after flat shading in (c), (d). (a) Original mesh. (b) Watermarkedmesh. (c) Shaded original mesh. (d) Shaded watermarked mesh.

vertices are redistributed resulting in circular like effects onthe mesh which are concentric in the center of the object.However, after flat shading as shown in Fig. 4(c) and (d), themesh perturbations are no longer visible, excepting for thesmall ripples at the surface boundaries.

V. EXPERIMENTAL RESULTS

The proposed statistical watermarking methodology, de-scribed in Section III, was applied on several 3-D graphicalobjects represented as meshes. In the following we provide theresults when watermarking a set of five objects: Bunny, Head,Statue, Dragon and Fandisk. These objects are displayed inFig. 5, and their mesh characteristics are provided in Table I.It can be observed that the selected objects provide a diversityof shapes and of mesh characteristics. While Statue is anelongated object, Bunny has many round surfaces, Fandisk isa computer-aided design (CAD) object represented with fewvertices and mainly large flat surfaces, Dragon is a complexobject, with many faces, displaying a high variation on itssurface.

The proposed VPS is applied for embedding watermarks intothe 3-D graphical objects. We use the abbreviation ProMean forthe method which embeds watermarks by changing the meanof the distribution of geodesic distances, according to (12),and ProVar when watermarking is performed by changing thevariance of the geodesic distance distribution by using (17).Before the segmentation into iso-geodesic strips, the graphicalobjects are trimmed by considering in (8). In the fol-lowing, unless stated otherwise such as for information capacitytests, we consider embedding watermark codes ofbits. The watermarking strength corresponds to forboth ProMean and ProVar in all experiments except for thosecorresponding to the parameter influence assessment. In thewatermark extraction stage, the detection ratio is defined asthe ratio between the number of correctly detected bits and the

2820 IEEE TRANSACTIONS ON IMAGE PROCESSING, VOL. 20, NO. 10, OCTOBER 2011

Fig. 5. Graphical objects used in the experiments. (a) Bunny. (b) Head.(c) Statue. (d) Dragon. (e) Fandisk.

TABLE ICHARACTERISTICS OF THE GRAPHICAL OBJECTS USED IN THE STUDY

total number of embedded bits. For comparison purposes, wealso apply the algorithms proposed in [15], which are calledChoMean and ChoVar for changing the mean or variance ofdistributions of distances of vertices to the object center. Thesealgorithms change the distributions of distances from vertices tothe object center by using a statistical bit embedding procedureas described in Section III-C. The same detection criteria areconsidered for these algorithms as for the proposed methods inall experiments.

A. Distortion Evaluation

One of the aims for watermarking graphical objects is toachieve a minimal distortion. The quality of the watermarkedobjects is measured by the method called Metro from [27],which was shown to provide a suitable distortion evaluation forsimplified surfaces. This method approximates the Hausdorffdistance between two objects. As the Hausdorff distance is notsymmetric, two distances are evaluated: the forwardand the backward , calculated between the surfacesof the two objects, interchanging the reference surface as theoriginal graphical object or the watermarked object . Themaximum of these errors is used as the distortion measure

(37)

where represents the root mean square (RMS) errorof distances between the vertices from and the closest points

TABLE IIWATERMARKED OBJECT DISTORTION WITH RESPECT TO THE

ORIGINAL OBJECT, CALCULATED AS ���� ���, WHERE

ALL RESULTS SHOULD BE MULTIPLIED BY ��

Fig. 6. Comparison of visual distortion by displaying zoomed details of orig-inal and watermarked objects. (a) Original. (b) Watermarked using ProMean.(c) Watermarked using ProVar. (d) Watermarked using ChoMean. (e) Water-marked using ChoVar.

from the surface of , while represents the RMS be-tween the vertices of and the closest points from the sur-face of the object . All distances are calculated as fractionsof the diagonal of the bounding box of the mesh. Table II pro-vides the distortion results, measured by from (37)for all four methods when watermarking the set of objects fromFig. 5. As can be observed from Table II, the graphical objectdistortion introduced by the proposed watermarking method-ology is much lower than that produced by ChoPro and ChoVarmethods [15]. Fig. 6 displays the visual effects of the proposedwatermarking methods by zooming in details of graphical objectsurfaces. As can be observed from these figures, the methodsfrom [15] introduce visible staircase artifacts. In the method-ology proposed in this paper, vertices are moved in the planeof the triangle containing the current geodesic front line andperpendicularly on that front line. Thus, hardly any distortioncan be observed in the watermarked objects when using eitherProMean or ProVar methods. The surface distortion analysisfrom Section IV leads to the derivation of a maximum vertex dis-placement distance when using the VPS algorithm, as providedby (35), in order to avoid the triangle flip error. If triangles would

LUO AND BORS: SURFACE-PRESERVING ROBUST WATERMARKING OF 3-D SHAPES 2821

Fig. 7. Distortion, quantified by using pseudo-color, when embedding 64 bitsin the Bunny object produced by VPS where the source location is indicated bya red circle and where blue to red represent the level of distortion starting withno distortion at all. (a) Distortion by ProMean method. (b) Distortion by ProVarmethod.

be flipped over by the VPS embedding, then those triangles canbecome back-facing instead of front-facing to the lighting di-rection, leading to black triangles on the object surface due tothe inappropriate interaction with the scene lighting. Such dis-tortions are avoided as it can be observed in the watermarkedgraphical objects. However, the proposed methods do not con-sider preserving features which represent sharp changes on theobject surface and some distortions are visible on the edges ofthe watermarked Fandisk object. As described in Section III-Dand as can be observed from Fig. 6, the proposed methodologypreserves well the original mesh after watermarking.

In order to visualize the specific location of distortions, inFig. 7(a) and (b), we represent the local distortion measured by

between the surface of the watermarked and originalBunny objects when using ProMean and ProVar watermarkingmethods, respectively. In these figures we consider the samesource location and number of bits as in Fig. 1. It can be ob-served that the watermarking errors produced by VPS are ratheruniformly distributed, they only accumulate within each iso-geodesic strip and do not propagate to other strips.

B. Information Embedding Capacity

In the following, we analyze the embedding capacity whenvarying the number of embedded bits,for . The detection results for the proposed two methodsare provided in Table III. It can be observed that there are someproblems with the ability to retrieve the watermark code whenembedding bits into a simple object such as the Fan-disk, which is a small CAD graphical object with the surfacemade up of few and mostly large planes.

C. Robustness Evaluation

Here, we evaluate the watermark robustness to various at-tacks. In [15], it was stated that ChoMean and ChoVar methodsare not suitable for watermarking Computer Aided Design(CAD) graphical objects which contain flat regions and conse-quently for a a fair comparison we exclude the Fandisk objectfrom the robustness tests which are only carried out on the otherfour objects from Table II. Four methods, ProMean, ProVar,ChoMean, and ChoVar, are compared when considering adiversity of attacks such as: additive noise, smoothing, mesh

TABLE IIIBIT DETECTION RATIO WHEN VARYING THE

EMBEDDED INFORMATION CAPACITY

Fig. 8. Watermarked Bunny object after various attacks. (a) Additive randomnoise with � � �����. (b) Smoothing when considering � � ���, ten iterations.(c) Mesh simplification with 90%. (d) 7 bits quantization.

simplification, quantization, and uniform remeshing. Fig. 8shows the watermarked Bunny after various attacks. In theexperiments we vary the intensity of the attack up to the levelwhere the resulting object becomes seriously degraded andwe present the average detection results when embedding anddetecting 100 different watermark codes, of 64 bits each, byusing 100 different random keys.

Noise added to the vertex locations of the watermarked objectcan model a large category of possible attacks which may affectthe ability to retrieve the watermark code. In the following, weconsider additive random noise according to the following dis-tortion equation:

(38)

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Fig. 9. Plots showing the robustness against additive noise. (a) Bunny.(b) Head. (c) Statue. (d) Dragon.

where represents the distorted watermarked vertexis the percentage of which corresponds to

the largest Euclidean distance measured from the object centerto each vertex, is a unitary vector with random direction.The direction of spans the entire range of possible angles.Fig. 8(a) shows watermarked Bunny surface corrupted withadditive noise when . The plots from Fig. 9 show therobustness against noise when varying for the four methods,ProMean, ProVar, ChoMean, and ChoVar, for all four graphicalobjects. From these plots, it can be observed that ProMeanand ChoMean methods provide better results than ProVar andChoVar due to the fact that variance based watermarking ismore sensitive to noise.

We use the Laplacian smoothing method proposed in [28]for the smoothing attack. A watermarked and smoothed Bunny,when considering a smoothing parameter and ten iter-ations according to the method from [28], is shown in Fig. 8(b).The watermark robustness to surface smoothing plots are shownin Fig. 10. As can be observed from the plots, ProMean providesslightly better results for Bunny, Head and Statue graphical ob-jects while ProVar is better for the Dragon. This is due to the factthat the Dragon is an object characterized by a large varianceof its surface, which benefits a watermarking method based onvariance change. Smoothing the graphical object surface tendsto remove the changes embedded by Cho’s watermarking algo-rithms which rely on perturbations in vertex norms.

Mesh simplification is used in graphics for compressing,coding and in other applications. Connectivity attacks suchas mesh simplification usually would destroy the watermarksembedded by most methods [4]. The quadratic metric simpli-fication software, described in [26], was used for testing therobustness at mesh simplification and represents a strongerattack for the watermarked surface than other mesh simpli-fication algorithms. Fig. 8(c) shows the watermarked Bunnyobject after being 90% simplified and it can be observed that itssurface is locally flattened. Fig. 11 displays the plots showingthe resistance to mesh simplification attack for the four objectswhen using all four methods. Except for the Bunny object,

Fig. 10. Plots showing the robustness at smoothing. (a) Bunny. (b) Head.(c) Statue. (d) Dragon.

Fig. 11. Plots showing robustness at mesh simplification. (a) Bunny. (b) Head.(c) Statue. (d) Dragon.

where all four methods provide similar results, ProMean andProVar are slightly less robust than Cho’s methods to meshsimplification. This is due to the fact that the vertices displacedduring watermarking by ProMean and ProVar preserve betterthe surface and consequently are more likely to be removedduring mesh simplification when using [26].

Fig. 8(d) shows the Bunny object represented using 7 bitsquantization. In this attack, the range of vertex coordinates oneach axis is quantized by a specific number of bits. As shown inFig. 12, all four algorithms are fairly robust up to 8 bits quantiza-tion. ProMean provides the best results for the Head, Statue andDragon graphical objects, while ChoMean and ProMean pro-vide better results for the Bunny when compared with ChoVarand ProVar methods.

We compare the robustness of all four watermarking methodsagainst the resampling attack by using the algorithm proposedin [29]. This attack consists of uniformly sampling random ver-tices from the graphical object surface and connecting them in a

LUO AND BORS: SURFACE-PRESERVING ROBUST WATERMARKING OF 3-D SHAPES 2823

Fig. 12. Plots showing robustness at bit quantization. (a) Bunny. (b) Head.(c) Statue. (d) Dragon.

Fig. 13. Plots showing robustness at resampling. (a) Bunny. (b) Head.(c) Statue. (d) Dragon.

way that is not related to the original mesh. The number of sam-pled vertices represent 100%, 80%, 60%, 40%, 20% from thetotal number of vertices in the original object and the results areshown in Fig. 13. As can be observed from these plots the bestresults are provided by ProVar followed by ProMean for all fourobjects.

D. Parameter Influence

The proposed graphics watermarking methodology dependsonly on the size of the watermark code length . In the fol-lowing, we study the effect of the embedding capacity size whenwatermarking the Bunny object. Fig. 14(a) shows the distor-tion measured by (37), when embeddingbits. Fig. 14(b) provides the error when the watermarkstrength is in the range for all four methods. Itcan be observed that the distortion increases linearly with forall four methods from Fig. 14(b). From the plots from Fig. 14, it

Fig. 14. Visibility distortion when varying various watermark parameters.(a) Relation between distortion and bit capacity. (b) Relation between distortionand strength factor �.

Fig. 15. Simplification robustness results when increasing the embedded bitcapacity. (a) ProMean. (b) ProVar.

Fig. 16. Additive noise robustness when increasing the watermark strengthfactor �. (a) ProMean. (b) ProVar.

is evident that the proposed methods, whose names start withPro, show much lower distortions for the whole range of ,when compared with the methods which start with Cho, whichuse the same histogram-based watermark embedding proceduredepending on the watermark strength parameter . It can be ob-served from these figures that the watermarking methods basedon changing the variance by using (17) provide lower levels ofdistortion than those based on changing the mean of histogramsby using (12). The plots from Fig. 15 show the robustness ofthe watermarked Bunny to mesh simplification, by using theapproach from [26], when simultaneously increasing the em-bedded bit capacity for ProMean and ProVar methods. Fromthese plots, the graphical objects embedding a larger amount ofinformation are performing worse under the mesh simplifica-tion when compared with those carrying fewer bits. The plotsfrom Fig. 16(a) and (b) show the robustness at noise, when in-creasing the strength factor , for ProMean and ProVar, respec-tively. It can be observed that, when increasing , we improvethe watermark robustness up to a certain level. However, for

, the errors on the graphical object surface may be-come significant.

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Fig. 17. Comparison in the axis alignment error for the Bunny object. (a) Angledifference of principal axis. (b) Object center difference. (c) Angle differenceof principal axis after considering additive noise. (d) Object center differenceafter mesh simplification.

E. Evaluation of the Impact for Object Misalignment and forMislocating the Source Point

In this study, we evaluate the influence of the object centerlocation and axes alignment orientation for the watermark de-tection performance. As mentioned in Section III-A, the startingpoint can be defined in different ways. First, we use the Bunnygraphical object in order to compare the robustness of the prin-cipal axis alignment for the following methods: volume mo-ments, surface moments, PCA alignment. The surface momentalignment is analogous to the volume moment alignment as de-scribed in [25]. The error of locating the center after consideringvarious mesh surface attacks, is given by the Euclidean differ-ence between the object centers before and after the attack. Thealignment error is measured by the angle difference between theprincipal axes of the two objects. The results for the angle errorbetween the principal axes and the resulting bias in the objectcenter location, when considering additive noise to the water-marked object, are shown in Fig. 17(a) and (b), respectively. Re-sults of the same error evaluations when considering mesh sim-plification are shown in Fig. 17(c) and (d), respectively. Clearly,the volume alignment method has the highest robustness in allof these experiments. However, the volume alignment will beundefined for objects which are not closed or which containholes. PCA based watermarking scheme can be used on non-closed objects but suffers of other drawbacks such as an unde-fined positive principal axis [30] or low robustness against meshsimplification.

Small changes in the orientation of the principal axis for thewatermarked object after attacks can cause significant errors inthe detection stage. In Fig. 18, we compare the detection er-rors for the Bunny object after the noise and simplification at-tacks when considering various ways for deciding on the startingpoint when calculating the geodesic distances. We comparethe volume alignment described in Section III-A with the PCAalignment and the robust feature point detection described in

Fig. 18. Robustness comparison of different starting point schemes for theBunny object. (a) After considering additive noise. (b) After considering meshsimplification.

[24] for deciding . In the plot from Fig. 18(a), we consideradditive noise according to (38), while in Fig. 18(b) we con-sider the mesh simplification method described in [26]. As itcan be observed from these plots, all three source point localiza-tion methods provide similar robustness against additive noisebecause such an attack does not significantly change the objectcenter or its principal axis. However, the mesh simplification canaffect differently various regions of the graphical object leadingto changes in the object center as well as to the orientation ofits main axes. It can be observed from Fig. 18(b) that, by usingPCA for finding the source location, is particularly sensitive tomesh simplification leading to low bit-detection rates. Definingrobust feature points as the source for calculating geodesic dis-tances gives the highest robustness overall. However, the com-putational complexity required for finding the robust featurepoint is of . Moreover, locating the source at a spe-cific feature point results in a reduced security since this can beeasily guessed by an attacker. After considering both the com-putational complexity and the security to attacks we decided touse the volume moment alignment for defining the starting point, as described in Section III-A.

F. Computational Complexity and the Convergence of theAlgorithm

The computational complexity of the proposed watermarkembedding methodology is of the order ,where is the number of vertices and represents theaverage number of vertex neighbors from the set for eachupdating vertex. The first component of the computational com-plexity corresponds to FMM while the watermark embeddingusing VPS consists of changing at most a vertex per triangle.However, the updating may have to be repeated a number oftimes equal to the number of adjacent vertices, which are con-tained in the set as well, in order to ensure that the updatedgeodesic distance is truly consistent with the watermark bit dis-tribution. All of the experiments are carried out on a computerwith the CPU as AMD Athlon 64 X2 Dual Core Processor

, 2.20 GHz, 8 GB RAM under a 64-b Linux operatingsystem. The processing times in seconds required by variousstages of the proposed methods are provided in Table IV, wherethe times corresponding to each processing stage are indicatedfor the entire graphical object. It takes approximately 3 h tofind the significant feature point when using the method from[24] on the Bunny object which is the smallest object used inour experiments.

LUO AND BORS: SURFACE-PRESERVING ROBUST WATERMARKING OF 3-D SHAPES 2825

TABLE IVWATERMARK EMBEDDING TIMES, CALCULATED FOR

THE ENTIRE OBJECT, IN SECONDS

TABLE VNUMBER OF ITERATIONS REQUIRED FOR THE CONVERGENCE OF THE VPS

Table V provides the convergence results for the VPS algo-rithm. When one vertex is moved to its new position, its corre-sponding geodesic distance is updated. Then it is possible thata different geodesic distance is calculated from another trianglerather than the one which was used initially, due to the fact thatthe new geodesic path is actually shorter. So that vertex may berequired to be moved again in order to ensure that its geodesicdistance satisfies the watermark embedding condition. In thiscase, the vertex may end up being displaced back and forth re-peatedly. As observed from Table V, the VPS algorithm showsvery good convergence rates when changing either the mean orthe variance of the histogram of geodesic distances, accordingto either (12) or (17), for all four graphical objects. In our imple-mentation, if the vertex is changed for more than 50 iterations,we treat it as a nonconvergent vertex case and jump out the cur-rent loop. About 80% of vertices require only one iteration fortheir updating when embedding the watermark. There are onlyvery few vertices whose updating according to the watermarkcode would result in infinite loops. Such cases are detected andthe iteration process stopped with a best possible embedding,proceeding afterwards with the statistical embedding procedure.The watermark robustness is not affected following this proce-dure due to the statistical nature of watermark embedding.

Fig. 19. ROC analysis. (a) ProMean when considering additive noise.(b) ProMean when considering the mesh simplification attack. (c) ProVarwhen considering additive noise. (d) ProVar when considering the meshsimplification attack.

G. Receiver Operating Characteristic (ROC) Analysis

In this study, we analyze the ROC curves representing therelation between the probability of false positives and theprobability of false negatives . The probabilities andare evaluated by varying the decision threshold in the correlationfor the bits extracted from each object when deciding whetherthe watermark is present or not, as in [5], [14], and [15]. TheROC curves show the probability plotted against . Thetests are performed for 100 correct and 100 wrong keys and thecorrelation results are approximated by Gaussian distributions.Fig. 19(a) and (c) shows the ROC curves for the Bunny objectfor ProMean and ProVar when considering additive noise levelscorresponding to in (38). Fig. 19(b) and (d)shows the ROC curves for the Bunny object for ProMean andProVar when considering mesh simplifications of 25%, 50%,75% . The equal error rate (EER) is indicated in each plot fromthese figures. As it can be observed from Fig. 19 the ProMeanprovide better results than ProVar and much better results thanthe ROC results provided in [15] in the case of both attacks.

VI. CONCLUSION

This paper proposes a new statistical 3-D watermarkingmethodology based on embeddings into geodesic distancedistributions calculated from the object surface using the FMM.The proposed method has the following pre-watermarkingstages: object alignment, defining a source location and the3-D graphical object surface split into strips. The vertices fromeach strip are used for embedding a single bit. Two differentstatistical methods are proposed for watermark embedding bychanging the distribution mean and variance, respectively, ofgeodesic distance distributions from each strip. Vertices arechanged along the graphical object surface, using the VertexPlacement Scheme. The study from this paper shows that theproposed methodology ensures a minimal distortion in graph-ical objects following watermarking. The proposed method

2826 IEEE TRANSACTIONS ON IMAGE PROCESSING, VOL. 20, NO. 10, OCTOBER 2011

requires only the knowledge of the watermark code length inthe detection stage, has low computational demands and resultsin watermarks which are robust to various mesh attacks exceptfor object cropping which would change the object center.Overall, the proposed methodology provides a very goodtradeoff among the requirements of watermarking: surfacepreservation, robustness to attacks, bit capacity embedding andwatermark security. Surface preservation following 3-D water-marking is required in a large variety of applications, includingfor CAD objects, medical visualization, 3-D graphics for patentregistration, or in virtual markets for graphical objects.

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Ming Luo was born in Qingdao, China, in 1983. Hereceived the B.Sc. degree in computer science (withhonors) from the Swansea University, Swansea,U.K., in 2006, and the Ph.D. degree in computerscience from the University of York, York, U.K., in2010.

From 2006 to 2010, he was a Research Scientistwith the Department of Computer Science, Univer-sity of York, York, U.K. His research interests include3-D digital watermarking, object recognition, and ob-ject tracking.

Adrian G. Bors (M’00–SM’04) received theM.S. degree in electronics engineering from thePolytechnic University of Bucharest, Bucharest, Ro-mania, in 1992, and the Ph.D. degree in informaticsfrom the University of Thessaloniki, Thessaloniki,Greece, in 1999.

During 1992–1993 he was a Research Scientistwith the Signal Processing Laboratory, TampereUniversity of Technology, Tampere, Finland. From1993 to 1999, he was a Research Associate with theUniversity of Thessaloniki, Thessaloniki, Greece.

In 1999, he joined the Department of Computer Science, University of York,York, U.K., where he is currently a Lecturer. During 2006, he was a VisitingScholar with the University of California at San Diego (UCSD), and an InvitedProfessor with the University of Montpellier II, France. He has authoredor coauthored 18 journal papers and more than 70 papers in internationalconference proceedings. His research interests include image processing, dig-ital watermarking, pattern recognition, computational intelligence, computervision, and nonlinear digital signal processing.

Dr. Bors is currently an associate editor of the IEEE TRANSACTIONS ON

IMAGE PROCESSING and was an associate editor of the IEEE TRANSACTIONS

ON NEURAL NETWORKS from 2001 to 2009. He has also been a member of thetechnical committees for several international conferences.