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研究生:游長富
研究生(外文):YU CHANG-FU
論文名稱:在網格譜域中透過頂點位置選擇之三維模型的數位浮水印技術
論文名稱(外文):A Digital Watermarking Technique for 3D Models in the Mesh Spectral Domain through Vertex Location Selection
指導教授:范欽雄范欽雄引用關係
指導教授(外文):Fahn Chin-Shyurng
學位類別:碩士
校院名稱:國立臺灣科技大學
系所名稱:自動化及控制研究所
學門:工程學門
學類:機械工程學類
論文種類:學術論文
論文出版年:2004
畢業學年度:92
語文別:中文
論文頁數:47
中文關鍵詞:浮水印遺傳演算法3D
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對數位媒體而言,藉由嵌入資訊所構成的浮水印可用來保護原始資料擁有者的版權。大部分的研究都集中在傳統的物件資料型態裡,例如:文字、影像、電影或聲音等,加入浮水印的資訊,目前已經有很多此類的技術論文被提出。近年來,3D的資料物件越來越受到重視與普及,諸如:VRML、MPEG4與一些3D的幾何CAD物件等,因而促使此類的研究焦點逐漸放在3D物件的浮水印技術上。在本篇論文中,我們提出一種將資料嵌入以多邊形組成的3D模型中的技術,它係基於網格譜域分解的方式將浮水印分散嵌入3D模型內。此技術所產生的浮
水印可以抵抗在頂點中加入隨機的雜訊或將3D模型做部分切割等等攻擊。在做浮水印嵌入時,我們會先對3D模型的頂點進行篩選,將一些容易因浮水印的加入而有明顯改變的頂點早一步排除掉,並利用遺傳演算法決定浮水印嵌入所選擇到的頂點的最佳配對,以提昇浮水印的不可察覺性與強健性。由實驗結果得知,同樣的一個3D模型,在選擇適當的頂點之後,有經由遺傳演算法計算最佳的浮水印嵌入頂點配對的方法,在不可察覺性與強健性的比較上,明顯優於隨機嵌入的方法,此即為何我們會先對3D模型做頂點的選擇,然後透過遺傳演算法計算最佳配對位置之後,再加入浮水印的原因,實驗也顯示了我們的浮水印技術具有高度抵抗雜訊的能力。

Watermarking provides a mechanism for copyright protection of digital media by embedding information to identify the owner of the media. Most of such researches have concentrated on watermarking “classical” data types of objects, for example, texts, 2D still images, 2D movies, and audio data. Numerous technique papers on watermarking these objects have been published. Recently, the popularity and importance of 3D data objects, such as VRML, MPEG4, and various 3D geometric CAD data, have increased and gradually prompted the investigation of how to watermark 3D objects. In this thesis, we propose a watermarking technique that embeds data into the model consisting of 3D polygonal meshes. The technique is based on a mesh spectral decomposition for watermarking a 3D model. The watermarked 3D model can resist the attacks of random noises altering vertices, resection of a part of the model, and so on. To exclude from conspicuous changes, we will select proper vertices where the watermark is embedded into a 3D model. After those vertices are selected, we adopt a genetic algorithm to determine the best assignment of the watermark added to vertices that can increase imperceptibility and robustness. The experimental results reveal that the best assignment using the genetic algorithm is more imperceptible and robust than a random assignment does. This is why we use the genetic algorithm to find the best position of embedding a watermark after selecting proper vertices from a 3D model. The experiments also prove our watermarking technique possesses high capability of resisting random noises.

中文摘要
ABSTRACT
目錄
圖索引
第一章 緒論
1.1研究動機與目的
1.2研究方法概述
1.3論文簡介
第二章 相關研究
2.1 2D模型浮水印技術
2.2 3D模型浮水印技術
2.2.1 3D的離散餘弦定理
2.2.2 3D的小波轉換
2.2.3譜域(spectral domain)演算法
2.2.4 綜合比較
第三章 浮水印演算法
3.1簡介
3.2譜域浮水印演算法
3.2.1 多邊形的網格譜分析
3.3浮水印嵌入位置的選擇
3.4 遺傳演算法
3.4.1 遺傳法則
3.5浮水印的嵌入
3.6浮水印的取出
第四章 實驗結果與分析
4.1實驗結果
4.2數據分析
第五章 結論與未來發展
5.1 結論
5.2 未來發展
REFERENCES

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