Discrete Wavelet Transform for Watermarking Three-Dimensional Triangular Meshes from a Kinect Sensor

  • Received : 2014.11.16
  • Accepted : 2014.12.15
  • Published : 2014.12.25


We present a simple method to watermark three-dimensional (3D) triangular meshes that have been generated from the depth data of the Kinect sensor. In contrast to previous methods, which maintain the shape of 3D triangular meshes and decide the embedding place, requiring calculations of vertices and their neighbors, our method is based on selecting one of the coordinate axes. To maintain shape, we use discrete wavelet transform and constant regularization. We know that the watermarking system needs the information to be embedded; we used a text to provide that information. We used geometry attacks such as rotation, scales, and translation, to test the performance of this watermarking system. Performance parameters in this paper include the vertices error rate (VER) and bit error rate (BER). The results from the VER and BER indicate that using a correction term before the extraction process makes our system robust to geometry attacks.


Three-dimensional triangular mesh;Wavelet;Constant regularization;Correction term;Kinect sensor


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  1. A zero-watermarking scheme for three-dimensional mesh models based on multi-features pp.1573-7721, 2017,


Supported by : Ministry of Trade, Industry & Energy (MOTIE)