A Robust Anaglyph 3D Video Watermarking based on Multi-sprite
Generation
Dorra Dhaou
1
, Saoussen Ben Jabra
1,2
and Ezzeddine Zagrouba
1
1
Universit
´
e de Tunis El Manar, Institut Sup
´
erieur d’Informatique El Manar, LR16ES06 Laboratoire de Recherche en
Informatique, Mod
´
elisation et Traitement de l’Information et de la Connaissance (LIMTIC),
2 Rue Abou Raihane Bayrouni, 2080, l’Ariana, Tunisia
2
Universit
´
e de Sousse, Ecole Nationale d’Ing
´
enieurs de Sousse (ENISo), BP 264 Sousse Erriadh 4023, Tunisia
Keywords:
Anaglyph 3D Video, Watermarking, Multi-sprites, DWT, LSB, Invisibility, Robustness.
Abstract:
Collusion presents a malicious attack for video watermarking techniques. In the case of anaglyph 3D video,
this attack is not yet considered. In fact, only several watermarking techniques were proposed for this type
of media and they are not robust against dangerous attacks such as MPEG compression and collusion. In
this paper, a robust anaglyph 3D video watermarking technique is proposed. It is based on multi-sprites as
a target of insertion. This allows obtaining a robustness against collusion attacks. First, several sprites are
generated from original video. Then, a hybrid embedding scheme based on the least significant bit and the
discrete wavelet transformation based method is applied on every sprite to insert signature. This improves
invisibility and robustness against usual attacks. Experimental results show a high level of invisibility and a
good robustness against collusion, compression and against additional attacks such as geometric and temporal
attacks.
1 INTRODUCTION
3D videos become more and more popular and
increase daily due to the 3D technology evolution
and the high speed of internet access. In fact, 3D
video is getting a huge attention from public recently
over 2D video. There are various display methods
to see videos in 3D like the anaglyphic technique,
the polarized light technique and the active shutter
technique. The last two methods require a specific
and expensive hardware. Indeed, an expensive
display with an alternate liquid crystal shutter glasses
which is used with an electronic device is needed for
the active shutter system while a polarized display
is required for the polarized system like a pair of a
costly polarized filter glasses and others displays to
obtain 3D videos. Finally, the anaglyphic system for
3D image which consists of two superimposed images
representing the same scene from different angles
where the left view in red and the right one in cyan
(green + blue). It is a printed image to be observed in
relief by using 3D glasses with two filters of different
colors (chromatically opposite) placed in front of each
eye of the observer. The visual cortex of the brain
fuses the two colored images into the perception of
a 3D scene. Anaglyph 3D system is the display
method that has taken the attention of researchers
lately in many domains because it is cheaper than
other systems and it is the easy way to make the
3D visual experience succeeded without any special
hardware, just only cyan-red glasses.
Due to the rapid evolution of the 3D technology,
the transmission of 3D video in the internet became
easier and everyone can access to their content.
However, 3D videos cannot be distributed without any
kind of protection from dangerous attacks. Digiatal
watermarking techniques are the most efficient and
suitable solutions to protect 3D videos thanks to the
security and copyright protection provided to digital
data (text, audio, image, video). Indeed, it consists
of embedding a mark within a host 3D video, then of
trying to extract it after any attack applied on marked
3D video.
Different watermarking works dedicated for 2D
video have been proposed in the literature (Bayoudh
et al., 2017b; Kerbiche et al., 2017) in recent years but
concerning 3D videos, the field is still immature due
to the variety of display ways and the 3D information
data complexity. Regarding 3D anaglyph videos,
some existing works were proposed and did not
resist to most important attacks such as compression
and collusion. This last attack tries to approximate
260
Dhaou, D., Ben Jabra, S. and Zagrouba, E.
A Robust Anaglyph 3D Video Watermarking based on Multi-sprite Generation.
DOI: 10.5220/0007930102600267
In Proceedings of the 16th International Joint Conference on e-Business and Telecommunications (ICETE 2019), pages 260-267
ISBN: 978-989-758-378-0
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
and eliminate the embedded mark to obtain the
original video. In order to resist this dangerous
attack, several techniques of 2D video watermarking
proposed using static mosaic or static multi-sprites as
target of signature embedding (Bayoudh et al., 2017a;
Bayoudh et al., 2015). In fact, the similar physical
points in all frames forming the video should be
marked similarly in order to withstand the collusion
attack. That is why, the best embedding target is the
mosaic image created from a video sequence.
In this paper, a robust anaglyph 3D video
watermarking technique is presented. It is based on
multi-sprite generation from every set of 25 frames
composing the original video. The signature will
be embedded in each sprite using a hybrid insertion
scheme based on Discrete Wavelet Transform (DWT)
and Least Significant Bit (LSB) insertion methods.
This allows obtaining a high level of invisibility and
maximizing robustness against usual attacks.Besides,
the use of multi-sprites as an embedding target will
allows robustness against collusion and compression
attacks.
The rest of this paper is planned as follows:
section 2 deals with the related works of both
anaglyph 3D images and videos watermarking
techniques. Section 3 presents the proposed
technique for anaglyph 3D video based on DWT
and multi-sprites generation. Section 4 analyzes
the proposed scheme via the experimental results.
Section 5 presents a comparative study between the
existing works and the proposed method. Finally,
section 6 draws the conclusion and some perspectives.
2 ANAGLYPH 3D IMAGE AND
VIDEO WATERMARKING
Various watermarking techniques dedicated for
anaglyph 3D images are proposed in the literature and
they can be characterized by two criteria: the selected
insertion domain and the chosen channel to embed the
signature.
Regarding the first criterion, the authors choose
to insert the mark into the coefficients bits recovered
either after applying DWT (Zadokar et al., 2013; Devi
and Singh, 2016), Discrete Cosine Transformation
(DCT) (Munoz-Ramirez et al., 2015), or Fractional
Fourier Transformation (FrFT) (Y and Krishna,
2016). The most of anaglyph 3D watermarking
approaches are based on DWT domain to insert the
signature by adding the mark coefficient bits of high
frequencies sub-bands to those of the chosen original
image view in order to ameliorate the invisibility and
the robustness compromise of the proposed technique
(Ruchika and Parth, 2015; Prathap and Anitha, 2014).
The existing techniques based on DWT domain
provide the highest invisibility level where the Peak
Signal to Noise Ratio (PSNR) value is up to 50 dB and
the best robustness level against usual attacks such
as geometric attacks compared with the DCT and the
FrFT based methods.
Concerning the second criterion, the mark is
inserted either into blue or red image (Ruchika
and Parth, 2015) or into all blue, red and depth
images composing the anaglyph image (Sanjay R. and
Ravindra B., 2015; Zadokar et al., 2013). The marked
blue or red image will be then recombined with
the unmarked host images to find the final marked
anaglyph image. In the majority of the existing
watermarking techniques, the writers insert the mark
into the blue images of anaglyph image due to the
insensitivity of the human eye to this color. This
insertion process gives a good visual quality level
and decreases the robustness against the majority of
attacks (Prathap and Anitha, 2014).
Concerning anaglyph 3D videos, few number of
existing works are proposed until now. In (Waleed
et al., 2013), a blind DWT based watermarking
technique is proposed. The mark is inserted in all
the blue images of all frames composing the host
anaglyph 3D video since the blue color change is
slightly perceived by the human visual system. The
problem of this technique is that when the mark is
embedded only in blue images, a lack of robustness
may be caused if the attack targets them then the
embedded mark will be easily lost. Whereas in 2015,
(Salih et al., 2015) an another blind watermarking
scheme based on DWT is suggested. The mark is
inserted into all blue images of all frames where
a scene change is detected in the anaglyph 3D
video to obtain a good invisibility level. In this
proposed technique, the embedding of mark just into
scene change frames detection can provoke a fragile
watermarking scheme in a video with only one or few
scenes. Moreover, in (Dhaou et al., 2018) a Groups of
Pictures (GOP) decomposition based watermarking is
proposed using the DWT domain where the mark is
embedded into the three images types (I, B and R)
of each set of GOP. In fact, the embedding method
targets cyan images and red images in B and R images
respectively. Whereas in I images, it targets all cyan,
red plus depth images. So, if any manipulation tries to
remove the mark embedded in any images type, it can
be then extracted from the other types. The proposed
scheme provides a high imperceptibility level and
robustness against usual manipulations and it can’t
resists to collusion attack.
A Robust Anaglyph 3D Video Watermarking based on Multi-sprite Generation
261
3 PROPOSED APPROACH
Based on the study of the art, all existing
watermarking techniques proposed for anaglyph
3D videos present a good invisibility level with
robustness against several usual attacks. However,
these proposed techniques did not consider malicious
attacks like MPEG compression and especially
collusion attack. To find a good solution to
this problem, a new robust watermarking technique
dedicated for anaglyph 3D video is proposed in this
paper. This technique is based on multi-sprites as a
target of embedding. Multi-sprites are chosen thanks
to their high quality of reconstruction compared with
single mosaic.
The proposed method architecture is illustrated in
Fig. 1 and is composed into three main steps. In
fact, giving an original anaglyph 3D video, a sprite
will be generated from every set of 25 frames. Then,
signature will be embedded in each sprite. Finally,
marked 3D anaglyph video will be reconstructed
using the marked sprites.
3.1 Multi-sprite Generation
A sprite (mosaic image) is a panoramic view
containing all information spread in the video
sequence. It will characterize the evolution of the
video in a single high resolution image and a unique
physical point will represent each duplicated point
along the video. The mosaic generation composed of
three basic stages (Zeng et al., 2014). First, it consists
in detecting features from all the video frames to
select all interest points. The SIFT descriptor which is
invariant to certain transformations (rotation, scaling,
noises) is generated from all extracted interest points.
Second, all extracted feature points from images
are matched by calculating the distance between
them to compare the features descriptor of each
points. Next, the random sample consensus is
applied to remove the expected mismatching between
the corresponding images. Then, by applying
the appropriate transformation, either both the two
consecutive images, or the image and the active
sprite are aligned. Finally, the image is integrated
using a median or average intensity filtering. Image
integration is done in order to create the sprite by
choosing the equivalent part of the transformed image
and linking it with the final sprite.
A sprite can describe all the frames composing
the video in a unique image, but it can causes many
difficulties like an important time processing during
generation and a distortion effect in mosaic image.
In fact, if a video sequence has too much frames,
the recovered mosaic will has a large size. This
can causes first complexity during the generation of
mosaic and it can be applied only if all frames are
available.
Multi-sprites are considered as a solution in order
to avoid the problems mentioned previously. In
fact, the multi-sprite generation consists in generating
multiple mosaic images from a video sequence in
the same scene rather than one mosaic image using
diverse parameters (Barhoumi et al., 2011) to select
the best frame number per sprite. They are generated
with the same way of single sprite but the only
difference between them is that the whole video
sequence is first divided into sub-sequences basing on
a pre-determined parameter. Next, each sub-sequence
is manipulated as a whole video sequence and the
single sprite generation method is done to get the
wanted sprites. If one sprite is produced with too
much frames, the time processing will be increased
and the quality of the reconstructed sprite will degrade
the video quality.
In order to reduce these two problems, the video
will be simply divided into unit of a second segment.
So, for every second, the set of frames constituting it
is considered as a sub-sequence and a sprite will be
generated. In this case, the generation of one sprite
for each 25 frames per second is proposed. Fig. 2
presents sprites generated from the sequence video
”BigBuckBunny”, where each sprite is generated
from 25 frames.
Several watermarking techniques based on mosaic
images as an embedding target have been proposed
for 2D video contents (Koubaa et al., 2012). These
techniques are robust against malicious attacks such
as collusion. As a matter of fact, this last one
consists in estimating the inserted mark and then
eliminating it from marked videos in order to recover
original ones. There are two types of collusion
attacks: In the first type, the attacker takes a number
of samples of the same video, which are marked
with different signatures, and essays to discover
similar frames. The unmarked video is obtained
by averaging the neighboring marked video frames,
which permits mixing the different signatures. In the
second type, the attacker takes various videos marked
with the same signature. To obtain unmarked videos,
the attacker has to estimate the inserted signature
by averaging the different marked videos, and then
eliminate it from all these videos.
Different 2D video watermarking techniques,
which withstand collusion attacks are proposed, but
regarding anaglyph 3D video there are no existing
technique robust against collusion. In fact, a
video watermarking based on the Spread Spectrum
SECRYPT 2019 - 16th International Conference on Security and Cryptography
262
Figure 1: The general flowchart of the proposed approach.
Figure 2: Sprites generated from ”BigBuckBunny”.
(SS) technique was put forward in (Koubaa et al.,
2012), where the mark was embedded in the mosaic
image obtained from the whole video sequence using
a spatial domain, and which was robust against
MPEG4 compression, frame dropping and collusion
attacks. A video watermarking based on a dynamic
multi-sprite generation and SURF descriptor was
put forward in (Bayoudh et al., 2017a) to resist
collusion attack where a signature was inserted
into the different sprites. Another scheme robust
against collusion attacks was proposed in (Bayoudh
et al., 2015), where the mark was embedded in
mosaic images generated from each group of frames
of the host video using the LSB algorithm. In
(Kerbiche et al., 2018), a video watermarking based
on feature regions detected using the crowdsourcing
technique was presented. After the detection of
regions of interest, the mark was inserted utilizing
a multi-frequency domain in the generated mosaic
image. This approach was robust against most
manipulation and collusion attacks.
3.2 Signature Embedding and Detection
Methods
The signature embedding process is based on a hybrid
insertion using the DWT and LSB techniques where
the signature is embedded in each generated sprite
to enhance both the robustness and invisibility of
the proposed method. The signature embedding
technique is divided into different steps. First, based
on sprite size, the signature spreading is applied.
Then, the signature and each sprite are decomposed
using 3
rd
level of wavelet transformation which is
obtained by decomposing the sub component LL
1
and critically sub sampled to LL
2
, HL
2
, LH
2
, and
HH
2
. This process will be then applied for the sub
component LL
2
in order to obtain LL
3
, HL
3
, LH
3
and HH
3
. In fact, to obtain marked coefficients,
the high frequency coefficients (HH
3
) and (LH
3
) of
the signature are added to those of the sprite using
an invisibility factor. High frequency sub-bands are
chosen because they are the good areas for signature
embedding since the HVS is insensitive to these
high frequency components and they provide a good
tradeoff between capacity and invisibility. At the
second step, the low frequency sub-band (LL
3
) in
each sprite is going through an LSB embedding
technique where the signature is embedded in the
least significant bits of each low frequency sub-band
(LL
3
) of sprite pixels which contains the total of
A Robust Anaglyph 3D Video Watermarking based on Multi-sprite Generation
263
image energy and information. Embedding the mark
in low frequency make the scheme robust against
compression attacks but it degrade the visual quality
of the marked media that is why we use to embed the
mark in the least significant bit of (LL
3
) sub-band.
Indeed, the LSB technique is the well-known and
traditional method used to insert the mark in a host
media due to its simplicity (Sharma, 2012). It consists
in embedding the mark bits in the least significant
bits i.e the first bit of the original media pixels since
the insertion in the first bit does not affect on the
visual quality of the marked media. The marked
sprites will be obtained by applying the 3-level of
Inverse Decomposition Wavelet Transform (I-DWT)
to the corresponding marked sub-bands. After all, the
marked sub-sequences will be reconstructed from the
obtained marked sprites and recombined in order to
generate the marked 3D anaglyph video.
The detection step consists of verifying the
presence of the mark in a given anaglyph 3D video
where the original generated sprites are required
during the detection. In fact, multi-sprites will be
generated from the marked anaglyph 3D video. Then,
the 3
rd
level DWT is applied on each sprite and the
LL
3
, HH
3
and LH
3
sub-bands are selected. The least
significant bits are extracted from the LL
3
sub-band
coefficients of each sprite to recover the bits of
embedded spread mark. In addition, the coefficients
of the spread signature are extracted from the selected
high frequencies sub-bands HH
3
and LH
3
and the
I-DWT is applied to recover the mark. Finally, the
spread mark is divided into a set of marks and the one
which have the best correlation is chosen.
4 EXPERIMENTAL RESULTS
To evaluate the proposed approach, a set of
robustness and invisibility tests are applied on
five original anaglyph 3D videos, which have
different characteristics such as background texture,
movement, resolution and number of frames. In
fact, the first video presents slow movement, textured
frames and it is composed of 650 frames with
a resolution of 1280 × 720 whereas the second
sequence has a rapid movement, textured frames and
is composed of 300 frames with the same resolution
as the first video. The third video has a medium
movement, textured 250 frames and a resolution of
480 × 360. The fourth and the last videos present
a slow movement, textured frames and are composed
of 150 and 400 frames respectively with a resolution
of 1280 × 720 and 640 × 320 respectively. As a
signature, a binary image with size of 32 × 32 is used.
After signature embedding, no differences
between original (Fig. 3.a) and marked (Fig. 3.b)
anaglyph 3D videos can be observed.
Figure 3: a- Original frames. b- Marked frames.
In order to prove the high level of invisibility
of the proposed approach, the average of the PSNR
values is calculated between all original and marked
frames forming the video sequence. In fact, usually
a high level of invisibility is obtained with a PSNR
superior to 40 dB. The obtained PSNR values for
anaglyph 3D test videos are illustrated in figure 4.
They show that the proposed watermarking technique
provides a high invisibility with the embedded mark
in different test videos where the minimum PSNR
value is about 54 dB and its maximum is about 59
dB.
Figure 4: Invisibility evaluation using the PSNR values.
To evaluate the robustness of the suggested
scheme, various usual and malicious attacks are
experiment. First, these attacks are applied on the
marked anaglyph 3D video, and then the Normalized
Correlation value (NC) and the Bit Error Rate (BER)
SECRYPT 2019 - 16th International Conference on Security and Cryptography
264
are calculated between original and extracted mark to
prove the robustness against an attack by quantifying
the visual quality of the extracted mark. In fact,
the NC and BER reflect respectively the degree of
similarities and dissimilarities between original and
extracted mark. The maximum NC value is close to
1 if there is a correspondence between original and
extracted mark and it converges to 0 if there is a
difference. Contrary to NC value, the BER value is
close to 0 if there is a similarity between original and
extracted mark and it converges to 1 if not.
Foremost, the usual and spatial attacks are
evaluated by applying geometric attacks such as
rotation with various angles (50
and 90
), scaling
(reduction of 15% and 50% and enlargement of
250%), cropping and resizing. Indeed, The obtained
NC values are between 0.8 and 0.9 and the BER
values are between 0.001 and 0.003. These results
confirm the robustness of the proposed method
against geometric attacks due to the invariance of
DWT to these attacks and the repetition of the mark
in each sprite of the sub-sequence video. Second,
different noise attacks such as salt & pepper, Gaussian
and Speckle noise are applied to the marked anaglyph
3D video. The obtained NC and BER values are
about 0.9 and 0.002 respectively almost times and
the detection of the mark is possible after these noise
attacks. Then, the average and Gaussian filters are
applied to the marked anaglyph 3D video. The BER
was almost about 0.002 with a correlation about 0.85
almost times. This robustness was enhanced because
of the invariance of the used DWT transformation. In
addition, the blurring attack is applied on the marked
video by using a low-pass filter with a Gaussian
variance equal to 5 and the detection of the mark
succeeds where the NC and BER values are about 0.9
and 0.001 respectively for most of video test.
At a second step, temporal manipulations are
evaluated by implementing various transformations
on the marked anaglyph 3D videos. First, the
frame based attacks are applied on the marked video
like frame suppression and swapping. Due to the
embedding of the mark in the different sprites of
the video, the detection of the signature succeeds
where the average of the NC and the BER values
were about 0.9 and 0.001, respectively. Then,
the histogram equalization and intensity adjustment
manipulations are applied on the different marked
video tests by enhancing the contrast of the marked
video sequences. After these attacks, the mark still
readable with an average of NC and BER values
about 0.9 and 0.002, respectively. Moreover, The
proposed approach is evaluated against the MPEG-4
compression with a variable bit rate (from 2 Mbps
to 512 kbps) by using the mediacoder software
application
1
which was adapted to transcode the
marked video. The obtained results show the
robustness against compression because of the use
of multi-sprites as an embedding target where the
average of the NC value was close to 0.9 and the
corresponding average BER value was about 0.001.
Finally, the collusion attack which is considered as
the most dangerous and malicious attack in video
watermarking is tested. It consists in estimating
the embedded mark and removing it easily from the
marked video without damaging its quality. The two
collusion types are performed during the evaluation.
The recovered results of both BER and NC value
are respectively close to 0.002 and 0.9 and they
confirm the robustness of the suggested scheme
against collusion attack due to the use of multi-sprites
which allows marking the same physical points of
each video frame similarly.
Fig. 5 and Fig. 6 illustrate respectively the
average of the obtained NC and BER values after
applying the usual, spatial and temporal attacks on the
different marked video tests.
5 COMPARATIVE STUDY
To prove the efficiency of the suggested method,
obtained results are compared with three anaglyph 3D
watermarking existing methods (Waleed et al., 2013;
Salih et al., 2015; Dhaou et al., 2018) based on the
invisibility and robustness criteria. The PSNR values
are calculated for existing and proposed approaches.
These values show that the proposed scheme presents
a good level of invisibility with a PSNR value of about
59 dB. The video reconstruction from multi-sprites
caused a little invisibility degradation compared with
others approaches.
The robustness comparison showed that the
proposed approach is robust against almost of
usual such geometric attacks, noises, filtering,
scaling, blurring, intensity adjustment, histogram
equalization, frame based attacks in addition to the
most malicious attacks which are MPEG compression
and collusion. However, the other existing methods
cannot resist these two last dangerous attacks and the
frame based attacks such as frame suppression and
swapping. In brief, Table 1 summaries the robustness
results for each existing techniques.
1
http://www.mediacoderhq.com
A Robust Anaglyph 3D Video Watermarking based on Multi-sprite Generation
265
Figure 5: Robustness results: the average of NC values obtained after applying attacks for different test videos.
Figure 6: Robustness results: the average of BER values obtained after applying attacks for different test videos.
Table 1: Robustness comparison.
Attacks Noise Filtering Blurring Rotation Cropping Scaling Frame
Supp. /
Swap.
Histogram
Eq.
Intensity
adj.
JPEG MPEG-4 Collusion
Proposed
approach
X X X X X X X X X X X X
(Waleed
et al.,
2013)
X X X X X X - X X X - -
(Salih
et al.,
2015)
X X X X X X - X X X - -
(Dhaou
et al.,
2018)
X X X X X X X X X X X -
6 CONCLUSIONS
This paper presented a new anaglyph 3D video
watermarking approach which is robust against
MPEG compression and collusion attacks. In fact, it
is based on multi-sprites which present an efficient
embedding target for 2D and 3D videos. In order
to maximize the trade-off between invisibility and
robustness against usual and malicious attacks, a
hybrid scheme based on LSB and DWT insertion was
applied for every sprite generated from each set of 25
frames. The signature was embedded in both high and
low frequencies, obtained after DWT composition,
by applying the LSB on LL sub-band and DWT on
LH and HH sub-bands. The choice of multi-sprites
as an insertion target provides a robustness against
collusion attack and a high quality of marked video
reconstruction compared with single sprite generated
from the whole video. Besides, the use of DWT as
embedding domain and the LSB technique maximizes
the level of invisibility and the robustness against
usual attacks.
Experimentations show that the proposed method
is robust against several attacks like geometric
SECRYPT 2019 - 16th International Conference on Security and Cryptography
266
Figure 7: Invisibility comparison based on the PSNR
values.
attacks, compression, noises, filtering, frame
suppression and against collusion with an average
NC value higher than 0.8 and average BER value
lower than 0.006. Moreover, the proposed technique
allows obtaining a high visual quality level. In
addition, the comparison of the proposed method
with existing works shows the good performance of
the proposed technique to resist the majority type of
attacks with a good invisibility level. As future work,
the invisibility level can be enhanced by improving
the embedding scheme and the generation step of
multi-sprites.
REFERENCES
Barhoumi, W., Bakkay, M. C., and Zagrouba, E. (2011).
An online approach for multi-sprite generation based
on camera parameters estimation. Signal, Image and
Video Processing, 7(5):843–853.
Bayoudh, I., Ben Jabra, S., and Zagrouba, E. (2015). On
line video watermarking-a new robust approach of
video watermarking based on dynamic multi-sprites
generation. In VISAPP, pages 158–165.
Bayoudh, I., Ben Jabra, S., and Zagrouba, E. (2017a).
Online multi-sprites based video watermarking robust
to collusion and transcoding attacks for emerging
applications. Multimedia Tools and Applications,
77(11):14361–14379.
Bayoudh, I., Ben Jabra, S., and Zagrouba, E. (2017b). A
robust video watermarking for real-time application.
In International Conference on Advanced Concepts
for Intelligent Vision Systems, pages 493–504.
Devi, H. S. and Singh, K. M. (2016). A robust
and optimized 3d red-cyan anaglyph blind image
watermarking in the dwt domain. Contemporary
Engineering Sciences, 9:1575–1589.
Dhaou, D., Ben Jabra, S., and Zagrouba, E. (2018).
An efficient group of pictures decomposition based
watermarking for anaglyph 3d video. In the
13th International Joint Conference on Computer
Vision, Imaging and Computer Graphics Theory
and Applications (VISIGRAPP 2018, VISAPP), pages
501–510.
Kerbiche, A., Ben Jabra, S., Zagrouba, E., and Charvillat,
V. (2017). Robust video watermarking approach
based on crowdsourcing and hybrid insertion.
In International Conference on Digital Image
Computing: Techniques and Applications (DICTA),
pages 1–8.
Kerbiche, A., Ben Jabra, S., Zagrouba, E., and Charvillat,
V. (2018). A robust video watermarking based on
feature regions and crowdsourcing. Multimedia Tools
and Applications, 77(20):26769–26791.
Koubaa, M., Elarbi, M., Amar, C. B., and Nicolas, H.
(2012). Collusion, mpeg4 compression and frame
dropping resistant video watermarking. Multimedia
tools and applications, 56(2):281–301.
Munoz-Ramirez, D. O., Reyes-Reyes, R., Ponomaryov,
V., and Cruz-Ramos, C. (2015). Invisible digital
color watermarking technique in anaglyph 3d images.
In 12th International Conference on Electrical
Engineering, Computing Science and Automatic
Control (CCE), pages 1–6.
Prathap, I. and Anitha, R. (2014). Robust and blind
watermarking scheme for three dimensional anaglyph
images. Computers and Electrical Engineering,
40(1):51–58.
Ruchika, P. and Parth, B. (2015). Robust watermarking
for anaglyph 3d images using dwt techniques.
International Journal of Engineering and Technical
Research (IJETR), 3(6):55–58.
Salih, J. W., Abid, S. H., and Hasan, T. M. (2015).
Imperceptible 3d video watermarking technique based
on scene change detection. International Journal of
Advanced Science and Technology, 82:11–22.
Sanjay R., Z. and Ravindra B., R. (2015). A robust
dwt watermarking for 3d images. International
Journal on Emerging Trends in Technology (IJETT),
2(1):210–214.
Sharma, P. K. (2012). Analysis of image watermarking
using least significant bit algorithm. International
Journal of Information Sciences and Techniques
(IJIST), 2:666–673.
Waleed, J., Jun, H. D., Hameed, S., Hatem, H., and Majeed,
R. (2013). Integral algorithm to embed imperceptible
watermark into anaglyph 3d video. International
Journal of Advancements in Computing Technology,
5(13):163.
Y, R. and Krishna, D. R. (2016). Digital watermarked
anaglyph 3d images using frft. International
Journal of Computer Trends and Technology (IJCTT),
41(2):77–80.
Zadokar, S. R., Raskar, V. B., and Shinde, S. V. (2013).
A digital watermarking for anaglyph 3d images. In
International Conference on Advances in Computing,
Communications and Informatics (ICACCI), pages
483–488.
Zeng, L., Zhang, S., Zhang, J., and Zhang, Y.
(2014). Dynamic image mosaic via sift and dynamic
programming. Machine vision and applications,
25(5):1271–1282.
A Robust Anaglyph 3D Video Watermarking based on Multi-sprite Generation
267