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OBTAINING AND ANALYZING OF MESHES OF MODELS 3D

E. Vlez Mrquez, J. Moreno Senz, M. A. Molina Vilchis evmdoeg@hotmail.com ESIME Culhuacn-IPN Abstract- Nowadays three-dimensional models or 3D are used on a large scale in different areas such as medicine, entertainment, architecture, among others. As digital information is vulnerable to several attacks in the meshes as transformations, geometric or topologic alterations, and distortions with malicious purposes, for this reason there is a need to protect these models using cryptographic or steganographic algorithms, such as fingerprints and watermarking. However, whatever the protection strategy is, it is always necessary to determine the topology or geometry of the mesh of the model. This article presents a method for obtaining and analyzing 3D triangular mesh models, then makes an analysis of their properties and determine, according to its geometry and topology, the most appropriate method for inserting a digital signature or watermark. Keywords: 3D model, mesh, topology, attacks. Resumen- En la actualidad los modelos tridimensionales o 3D son utilizados a gran escala en diferentes reas tales como la medicina, el entretenimiento, la arquitectura, entre otras. Al ser informacin digital son vulnerables a diversos ataques en las mallas como transformaciones, alteraciones geomtricas o topolgicas, y deformaciones con propsitos mal intencionados, por esta razn surge la necesidad de proteger dichos modelos utilizando algoritmos criptogrficos o esteganogrficos, tales como las huellas digitales y las marcas de agua. No obstante, cualquiera que sea la estrategia de proteccin, siempre ser necesario determinar la topologa o geometra de la malla del modelo. En este artculo se presenta un mtodo para obtener y analizar mallas triangulares de modelos 3D, para luego hacer un anlisis de sus propiedades y determinar, de acuerdo a su geometra y topologa, el mtodo ms adecuado para la insercin de una firma digital o una marca de agua. Palabras clave: modelo 3D, malla, topologa, ataques. 1. INTRODUCTION Three-dimensional models (3D) in computer security, are found in a conceptual world of three dimensions that can be seen in two different ways depending on the need and use that the users give them, so that a 3D model is a schematic representation visible through set objects, elements and properties that, once processed, will become an image or animation in three dimensions. From technical viewpoint, they are a set of formulas or mathematical representations which describes a world on three dimensions [1].See Fig1.

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(b)

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Fig. 1.Representation of the 3D model [2-4]. (a) Finished 3D model, (b) 3D object represented by meshes to be modified subsequently (c) y (d) Models created from mathematical formulas.

In recent years one of the impacts on computer technology have been the creating systems of 3D models which contribute to increasingly credible simulation of reality [5], but this important breakthrough had its origin in big ideas produced during the last decades with three major industries [5-8]: a) Games, which originally were processed in large computer companies and universities, shortly after appearing on the market, the first console was based on analogic technology in which a few programs were run whose feature were their simplicity and operational graphics. The increasing demand that year by year generates profits of billions of dollars, and the huge competition that has occurred among manufacturers as well as technological advances in this industry evolve by leaps and bounds getting better, among other things, quality incorporating visual dynamic 3D models, which increase sales in the market. b) Virtual Reality, which has taken to 3D models, being one of its main proponents Ivan Sutherland and Laboratories Lincoln of MIT, whose research laid the foundation for Computer Graphics and Virtual Reality, widely used in computer systems for research, simulation and entertainment. And c) Internet, which emerged during the 60 decade whose development has facilitated the emergence of new services that have been involved importantly 3D models, either for marketing or for integration into different applications using programming languages such as VRML, XML and X3D. The creation of 3D models has been developed in various areas in which vary the ways to presentation and interaction, in their development have been used electronic accessories such as pencils, three-dimensional mice, joysticks and electronics tablets, etc. To produce different effects as the stereoscopic viewing that requires specialized devices and accessories such as 3D glasses used to view 3D anaglyphs, in order to trick the senses to perceive the images as they exist in the real world. There are 3D modeling applications, which allow easy creation and modification of objects on three dimensions. These tools usually have polygonal basic objects (spheres, triangles, squares, etc.) in order to assemble the model. Moreover, they often have tools for generating lighting effects, texturing, animation, transparency, etc. Some applications of modeling are 3D Studio Max, Alias, AutoCAD, Blender, Cheetah3D, Cinema 4D, Generative Components, Houdini, Java 3D, LightWave, Maya, MilkShape 3D, Modo Rhinoceros 3D, Poser, XSI Softimage, Solidworks, yZBrush TrueSpace, etc. [1]. These models are no longer exclusive to the entertainment and research laboratories, now are widely used in various fields such as medicine with representations of human body in 3D, education facilitating the learning of various disciplines, architecture complementing the design work replacing the models, geography to the development of cartography, tourism through virtual tours to archaeological sites and museums, and the study of physics for predictive purposes, among many other applications. See Fig. 2.

(a) (b) (c) Fig. 2. 3D models for various applications [9-11]. (a) Model made in 3DMax to videogames (b) Model made in Poser to explain the human body. (c) Model of Cheops pyramid made by DessaultSystemes in Solidworks. 3D models are considered like digital intellectual works, by what is stored and transmitted like any other digital document, this makes them vulnerable to malicious attacks or unintentional such as 2

transformations, manipulations or geometric alterations, distortions, unauthorized copies, including others violating copyright and distributed illegally by different media, so there is necessary to protect this information using different methods and techniques based on steganographic techniques, like fingerprints and watermarking [12], which are generally based on the geometric mesh representing the model. This article presents a method for obtaining meshes from 3D models as an initial step to protect them by watermarking techniques. This document has four sections, section II presents an overview of the mesh representing the 3D models. In section III is presented the proposed method for obtaining the mesh. Finally, section IV presents the results of analysis of the mesh obtained to identify the characteristics and properties usable for protection against geometric attacks. 2. RELATED WORK (STATE OF THE ART) 2.1 Concepts and overview of meshes. A 3D model is formed by organized set of points that have numerical values in [13], and these are linked together forming meshes characterized by having vertices and edges that represent geometric shapes in different types as triangles, rectangles, quadrilaterals or fan, see Fig. 3. These models are called polyhedral models [14], these meshes can be constructed from a cloud point, range data which are mainly numerical data with the location in the 3D plane, or isosurface extraction that are constant points mathematically describing the surface as a function of threedimensional object [15], [6]. The mesh may or may not be. In structured meshes the connectivity can be described by some indexing scheme, whereas in the unstructured one relationship does not exist and you need a special data structure to represent connectivity information [16]. These structures have features which give them properties such as texture, color, tone, shade, transparency, reflection, translucency, refraction, lighting, depth etc. Each property provides information to join with the other properties is the model itself.

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(b)

(c)

Fig. 3. 3D model representation using meshes [17], [18]. (a) Triangular, (b) Quadrilateral y (c) Polyhedral. A mesh consists mainly of a) Vertex that determines the corners or intersections of geometric shapes that form the mesh in a 3D model, are also numerical information which represents the spatial location in the 3D plane. b) Edge that is the connection between vertices, it can have or not connectivity to the mesh formation, the relationship between these two results c) Faces that are closed sets and gain some form that together with other provide a topology either triangular, square, or polyhedral [19].

Connectivity is very important because it gives form and related key parts of the mesh, a poor connectivity would cause distortions and errors in the topology as in form. Each mesh has important features that are exploited for different purposes such as modification, analysis, protection, storage and export formats. The main connections are: a) Vertex-Vertex In this one each vertex connects to its adjacent vertices, as shown in Fig 4. It provides a great ease of doing tours on the mesh, this type of connection is the simplest and is widely used in VRML and X3D formats, although operations at the edges and faces are not easy to perform [19] [20].

Fig. 4. Connectivity vertex-vertex representation. b) Face-Vertex It is a simple connection and it is the most used, in this connection each vertex is linked to adjacent faces. See Fig. 5., in this connection is easier to locate the corners of each side but there is no concept of neighboring vertices through the faces, it is used in the file formats .obj [19] [20].

Fig. 5. Connectivity face-vertex representation.

c) Winged-Edge This connectivity is widely used in modeling programs to provide flexibility in the changing dynamics of the mesh geometry, because the split and merge operations can be done quickly. Its main disadvantage is the large storage requirements and complexity, due to keep many indices, but also provides greater mobility between their structures [19], [20]. See Fig.6. In this connectivity edges can relate to all the essential parts of the mesh.

Fig. 6. Representation of Winged-Edge connectivity.

In general, 3D modeling programs have extensive features to work with mesh due to the main structure, characteristics and resolution are involved with this, the more the mesh has polygons, the more the model has reality and resolution, but greater capacity and processing time required by the device running the model, these features must have a balance in the realism of the model (especially if it is got many curved shapes) and the number of polygons that are required depending on the final application that will be given to the model [17].

2.2 Formats. Currently in the world of 3D modeling has endless programs, formats and extensions which can work but depends on each one will depend on user's necessity, its implementation or difficult to work, moreover, file extensions give a reference where they can be applied, so now 3D modeling programs can export their original format to another one to include more areas, such as education, health, entertainment, communications etc. The Table 1 gives the comparison of most used file extensions with the application with it is related. 6

2.3 Handling of the mesh for purposes of protection. The methods of protection are extensive and the purpose of each one is to protect the integrity of the model, copyright and authorized distribution, these protection methods used as main discipline the steganography which studies the data hiding techniques. These techniques include fingerprints and watermarking, both of them have advantageous features for protection, but their main goal is to insert information (hidden or not) in the 3D model. Fingerprints mark uniquely the model for each user who purchases the product, because of this there cannot be two equal fingerprints, if it is not violated the distribution agreement, this will cause a high level of security, but difficult to protect every distributed model with a unique identity. A watermark is an identification code, perceptible or preferably imperceptible, which is permanently embedded in the information (not disappear after decryption) and it may contain information about the owner, copyrights, creator, authorized user, number of copies or authorized reproductions, so on. 3D models are marked in the same way protecting the copyrights of the product, any attack will be reflected in the watermark that verifies the integrity of the model helping the user to know if you have an illegal copy or not [12], [ 21]. Table 1. Examples of formats, programs and common applications to create 3D models.
File extension .vrml .obj .3ds .jar .mb .pcf .sldprt .blend .dwg Program Most of them Most of them 3D Studio Max Java 3D Maya Poser Solidworks Blender AutoCAD x Internet x x x x x x x x x x x x x x x Videogames Education x Animation Virtual reality Mobile Technology

Watermarking must have the following features to ensure their reliability: 1. Undetectable: That is invisible to the observer. 2. That does not degrade the object. 3. Robustness: Elimination or reduction of the mark must be difficult or impossible without degrading the quality of the digital object. It also must support common processes of transformation (compression, filtering, format conversion, geometric distortion, etc.). 4. They cannot be ambiguous: The mark must clearly identify the copyright owner so that it can claim ownership. These watermarking systems must be composed by two main modules, which perform the encoding (insertion or embedding) of the mark and decoding (extraction and identification) of it. Watermarking is an effective solution to protect 3D models. But protecting a three-dimensional model is not easy due to the features of it, protecting a 3D model involves the collection and analysis of mesh because of information security is inextricably embedded in the model. In order to embed the watermarking in the 3D model mesh is necessary to manipulate the mesh information, namely, the vertices, the connections between vertices (topology), surface properties

(textures, colors, so on). Having the 3D model mesh has a lot of possibilities for embedding methods, so that is preferable to make a choice on the set of model properties, such as: 1. Geometric features. The main geometric features of a mesh are the vertices in which can embed the watermarking, due to these attributed to the model location as well as shape. 2. Topological features. These features are related to the connectivity of the vertices of the mesh, which can be redefined the topology in the process of watermark embedding. Much of protection methods chooses to embed a protection code in the vertices of the mesh, due to these are the main feature of the model, any change is reflected in the vertices of the mesh, because of these provide shape, topology, location and resolution as well as another attributes, and the information which are integrated changes radically. The need arises methods for obtaining the meshes of 3D models as this would provide us more details about the model ensuring protection from attacks by malicious users [22]. Before protecting a 3D model must treat the mesh, either to improve the method of protection and provide greater reliability and effectiveness. High resolution models are a great amount of vertices and edges, and other information of high priority to make sure their integrity, so that it results tedious to embed watermarking in each of these properties and although in this case the watermark results robust, it would consume a lot of resources to embedding system or for its proof. The first step to make sure a 3D model through watermarking techniques starts with the selection of strategies to manipulate the mesh, the most common are: Mesh triangulation. This strategy subdivides each triangle of the mesh into a set of two or four triangles, the criterion for locating the new vertices created depend on the properties of the edges and the amount of mark information. In [23] [24] are presented algorithms that employ this technique for either safety or attack model. Mesh partition. In [25-29] algorithms are proposed to embed watermarks based on initial selection of a triangle mesh as a starting point to create subsets called sub regions of the mesh, considering their topological and geometrical properties. The subsets created represent some parts of the 3D model and only in these is embedded watermark. Neighboring vertices. In [28], [30], [31] this strategy is used which consists in selecting a vertex vi = (xi, yi, zi) or centroid which is associated with a set of adjacent vertices N(vi), which are called "neighbors." In order to embed the watermark is randomly selected a vertex vi and from this it is found the first node in the neighborhood, and through the recognition rule application neighboring vertices are selected, only in these vertices the watermarking is embedded. The number of vertices selected and the rule for recognition depends on the type and length of the pseudorandom sequence of the watermarking. Clustering vertex. In dynamic models that will be animated, the clustering technique to embed watermarks is adequate, especially in complex models like the human body. In [32], [33] groups can have different topologies, such as mesh, star or triangle strips. The advantage of using clusters is that is not necessary to compress the mesh to make the process of embedding marks. Knowing topology of the mesh let, later, embeds watermarks with different methods, for example in [34] it is done a spectral analysis of the mesh as a preliminary process to generate a Laplacian matrix derived from the connectivity the vertices of the mesh. 3. OBTAINING MESH METHOD There are different ways to represent a 3D model, as it is the case of a collection of surfaces or parametric curves, however, the most common and the most useful for our practical purposes is the representation by polygonal meshes. A mesh can be described as a list of ordered items is where a set of vertex or points in the three dimensional space and is the set coding adjacent vertices, edges and faces of the mesh. In other words, consists of subsets of 8

of the three general component of the mesh: vertex , edges and faces [24]. In this section presents the methodology for obtaining the mesh of 3D models developed with 3DMax Studio. From the meshes obtained will generate the parents of representation and paths, which can be used for later proceedings of embedded of watermarks. The method of production is based on the following steps: 1. Creation the model of three dimensional. For experimental purposes were created 3D models of basics forms such as the cube, as shown in the Fig. 7.

Fig. 7. Creation of a cube in 3D Studio Max 2. To get the vertices and faces is necessary that the model created has extension .wrl which will facilitate the extraction of information. The file obtained contains the code to generate information of the vertices from the instruction point, as shown in Fig. 8, the vertices are presented in three groups at coordinates ; separated by commas. The instruction coordindex identifies the faces that are made up of closed paths between the vertices, these have three connections that are identified as triangles, each path that represents the face are divided by - 1, see Fig. 8.

#VRML V2.0 utf8 # Produced by 3D Studio MAX VRML97 exporter, Version 12, Revision 1.06 # Date: Mon May 10 00:10:18 2010 DEF Box01 Transform { translation 4.25 0 0.498 children [ Shape { appearanceAppearance { materialMaterial { diffuseColor 0.6 0.894 0.722 } } geometryDEF Box01-FACES IndexedFaceSet { ccw TRUE solid TRUE 9

coordDEF Box01-COORD Coordinate { point [ -18.6 0 27.3, 18.6 0 27.3, -18.6 0 -27.3, 18.6 0 -27.3, -18.6 37.6 27.3, 18.6 37.6 27.3, -18.6 37.6 -27.3, 18.6 37.6 -27.3] } coordIndex [ 0, 2, 3, -1, 3, 1, 0, -1, 4, 5, 7, -1, 7, 6, 4, -1, 0, 1, 5, -1, 5, 4, 0, -1, 1, 3, 7, -1, 7, 5, 1, -1, 3, 2, 6, -1, 6, 7, 3, -1, 2, 0, 4, -1, 4, 6, 2, -1] } } ] } Fig. 8. Code of the file with extension .wrl. 3. The variables face and vertex store information while the variable key stores the corresponding identifiers, as shown in the Fig. 9. key = 'point ['; vertex = []; key = 'coordIndex ['; face = []; % Identifier % Creating vector called vertex that saved the information corner % Identifier % Creation of vector called face that kept the connectivity information Fig. 9. Creation of vector called face that kept the connectivity information

4. The code to extract information from the vertices and faces to be stored in arrays of vertices. See Figs. 10 and 11. while ( temp ~= -1) temp = fgets(fp); if( ~isempty(findstr(temp,key)) ) [vertex,nc] = fscanf(fp,'%f%c', Inf); % extracts each number of the file and places it in a nnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnn column vertex = reshape(vertex, [6,length(vertex)/6]); % remodel the vertex column vertex([2 4 6],:) = []; break; end end Fig. 10. Identification and saved from the vertices. while ( temp ~= -1) temp = fgets(fp); if( ~isempty(findstr(temp,key)) ) % Delete rows spam

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[face,nc] = fscanf(fp,'%d%c %d%c %d%c -1%c', Inf); % Data collection face = reshape(face, [7,length(face)/7])+1; face([2 4 6 7],:) = []; % Delete rows spam end end Fig. 11. Identification and saved faces. 5. The results of the previous steps are 2 matrices that contain closed paths that form the faces and vertices. See Figs. 12 and 13.

Fig. 12. Obtained array representing the vertices in the 3D drawing.

Fig. 13. Obtained array representing the closed paths between each vertex to form the faces of the 3D model. 6. From this information can be obtained the mesh and the three dimensional model with its triangular topology, for this can be used the program as Matlab using graficacion tools can obtain models as seen in the Fig. 14, In this case was obtained a mesh of 8 vertices and 12 faces.

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Fig. 14. Obtaining the mesh and the 3D model. 4. MESH ANALYSIS

Once created and exported the file to. Wrl can verify its integrity by opening the file like a text document, which will contain very important parts that can be seen in Fig. 8., This type of format has characteristics much as a 3D model, textures, lighting, shapes, location, connectivity, size, color etc., but the ones we are interested to obtain meshes of 3D models are created before the location in the 3D map of the vertices and faces. At this point we turned to a program that allow us to have enough tools to get and manipulate data files regardless of the format, and allows viewing graphics in 3D with the data for this application was chosen the program MatLab, since as shown in the procedure described in the previous section, allows opening files and extract data from great importance, these data are the vertex and the paths that make up the faces of the model, these are saved in two variables. In the previous section the vertices are stored neatly in the matrix with name "vertex" each column represents a new vertex and each row represent the coordinates in the Cartesian 3D plane in the form which we can see in the Figs. 15 and 16.

Fig. 15. Mathematical representation of the matrix vertex.

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Fig. 16. Matrix obtained that represents the vertices denoted with their respective attributes. In the matrix "vertex" the unique size of rows is 3 and is determined by the coordinates that determine the position of a point at the 3D, while is determined by the complexity of the model, to greater complexity greater numbers of vertex will have. In the variable "face" saves the relationship of each vertex in closed trajectories that shaped the faces of the 3D model connectivity. As you can see in the Fig. 17, each column represents one face, the total number of columns represents the number of faces that possesses the 3D model, and each face is showed by 3 vertices that connect each and that governing complies a closed path forming the face model, these 3 vertices are due to its triangular, since 3 edges or connections needed to render a single triangle topology.

Fig. 17. Matrix obtained by representing the faces.

With these matrices and with help of MatLab charting tools you can display the three-dimensional model with its characteristic mesh, see Fig. 15. Below in Table 2 shows the results obtained by the method, for different models 3D. All tests were performed using a PC with AMD Sempron processor at 1.6 GHz, 1 GB RAM memory running under the Windows XP operating system. The models were developed in 3D Max Studio and exported to code VRML97, and implementations of the models were made in MatLab 7. Table. 2. Results obtained from different 3D models.
Name of the 3D model Model 3D done in 3D Max Studio Number of vertices obtained Number of faces obtained Model and mesh obtained

13

Cylinder

110

216

Pyramid

Cone

146

288

Sphere 162 320

Teapot

530

1024

5.

CONCLUSIONS

The 3D models are widely used in different areas of study, education and entertainment, with the Internet are accessible to everyone, so may be object of manipulation, and unauthorized copies, to protect them have been proposed various strategies steganographic as marks of water from the meshes can embed copyright information or proprietary or copy control mechanisms, so it is important to have a method to obtain the mesh from the models mentioned. This paper presents the results of the method proposed for the obtaining of the mesh from VRML code regardless of the complexity of the 3D models. The information of the vertices and edges of the mesh are stored in arrays for further processing in security processes. 14

As future work the meshes obtained will be object of experimentation in the laboratory for testing of attack and protection by watermarks. 6. ACKNOWLEGMENTS

EVM, JMS and MAMV thanks for the support of the Secretara de Investigacin y Posgrado (SIPIPN) to the project 20100682 and the financial support received by Comisin de Operacin y Fomento de Actividades Acadmicas (COFAA-IPN). EVM y JMS thank the financial support received by IPN through Programa Institucional de Formacin de Investigadores (PIFI-IPN). 7. REFERENCES

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