A digital watermarking scheme for Bezier surfaces
- Chadwick, J, Bangay, Shaun D, Wentworth, Peter E
- Authors: Chadwick, J , Bangay, Shaun D , Wentworth, Peter E
- Date: 2003
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432769 , vital:72898 , https://www.cs.ru.ac.za/research/groups/vrsig/pastprojects/046watermarking/paper01.pdf
- Description: Owners and vendors are increasingly publishing their materials in digital form. Because such materials can be exactly copied, a mechanism is required that will protect the legitimate owners of these works, by providing proof of original ownership. Digital watermarking has now become one accepted method of establishing ownership of digital materials. The owner of a work embeds a pattern, called a digital watermark, in the content. This embedded watermark is normally undetectable, but its presence can be demonstrated by the owner of the work or his agent, thereby proving ownership. Digital watermarking has been used for many types of multimedia content, primarily audio, video and flat images. Recently, interest has been shown in applying digital watermarking schemes to 3D surfaces, in various formats. In this paper, we examine a method whereby a digital watermark can be embedded in a Bezier surface. A prototype watermarking method for such surfaces is presented, with some experimental results, and a discussion of directions for future research.
- Full Text:
- Date Issued: 2003
- Authors: Chadwick, J , Bangay, Shaun D , Wentworth, Peter E
- Date: 2003
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432769 , vital:72898 , https://www.cs.ru.ac.za/research/groups/vrsig/pastprojects/046watermarking/paper01.pdf
- Description: Owners and vendors are increasingly publishing their materials in digital form. Because such materials can be exactly copied, a mechanism is required that will protect the legitimate owners of these works, by providing proof of original ownership. Digital watermarking has now become one accepted method of establishing ownership of digital materials. The owner of a work embeds a pattern, called a digital watermark, in the content. This embedded watermark is normally undetectable, but its presence can be demonstrated by the owner of the work or his agent, thereby proving ownership. Digital watermarking has been used for many types of multimedia content, primarily audio, video and flat images. Recently, interest has been shown in applying digital watermarking schemes to 3D surfaces, in various formats. In this paper, we examine a method whereby a digital watermark can be embedded in a Bezier surface. A prototype watermarking method for such surfaces is presented, with some experimental results, and a discussion of directions for future research.
- Full Text:
- Date Issued: 2003
Virtual reality interaction techniques
- Rorke, Michael, Bangay, Shaun D, Wentworth, Peter E
- Authors: Rorke, Michael , Bangay, Shaun D , Wentworth, Peter E
- Date: 1998
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432756 , vital:72897 , https://citeseerx.ist.psu.edu/document?repid=rep1type=pdfdoi=d0b11136ef6d2701e15cdda896bc5bfd0786752e
- Description: This paper addresses the problems associated with interaction in immersive virtual reality and makes recommendations as to how best to deal with these problems, thereby producing a usable virtual reality interactive environment. Immersive virtual reality means that the users are immersed or contained inside the environment in which they are working. For example, they are able to turn their heads and look around, as well as use their bodies to control the system. The work in progress involves a study of various virtual reality input devices, some designed and implemented as part of the project. Additionally, the paper describes a simple framework for separation of the interaction and application parts of a virtual reality system in order to facilitate an object ori-ented approach to the implementation of the recommendations, and to the building of future virtual reality applications which incorporate these ideas.
- Full Text:
- Date Issued: 1998
- Authors: Rorke, Michael , Bangay, Shaun D , Wentworth, Peter E
- Date: 1998
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432756 , vital:72897 , https://citeseerx.ist.psu.edu/document?repid=rep1type=pdfdoi=d0b11136ef6d2701e15cdda896bc5bfd0786752e
- Description: This paper addresses the problems associated with interaction in immersive virtual reality and makes recommendations as to how best to deal with these problems, thereby producing a usable virtual reality interactive environment. Immersive virtual reality means that the users are immersed or contained inside the environment in which they are working. For example, they are able to turn their heads and look around, as well as use their bodies to control the system. The work in progress involves a study of various virtual reality input devices, some designed and implemented as part of the project. Additionally, the paper describes a simple framework for separation of the interaction and application parts of a virtual reality system in order to facilitate an object ori-ented approach to the implementation of the recommendations, and to the building of future virtual reality applications which incorporate these ideas.
- Full Text:
- Date Issued: 1998
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