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In this proposal, we present our findings that can take that synthetic texture can be accessed and source texture can be
advantage of the patch-based methods in order to disguise easily recovered with the help of lookup table.
secret data during the synthesizing procedure. This allows us to
extract the source texture exactly and thus providing the The main concern of the secret message embedding scheme
reversibility capacity. Our approach is detailed in the next is the embedding capacity. Proposed approach offers relatively
section. higher embedding capacity compared to the existing
approaches.
III. PROPOSED WORK
The overall system that will be developed is shown in Fig1.
Patch is the basic unit which is used in our reversible data The phases in which the system will be developed and
hiding texture synthesis approach. A patch is formed from a individual modules is also shown. The input to the system is
source texture with the size of the patch determined by the the source texture into which the message is to be embedded.
user. Size of the patch is usually determined by its width and Source patch is formed from the source texture by expanding
height. A patch is composed of a core part and an outer part the border pixel values. Lookup Table is generated by
where the core part is termed as the kernel region and the part distributing the source patch id at random positions so that it is
which surrounds the kernel region is termed as the boundary not possible for the intruder to intercept the text. For
region. Initial process is the lookup table generation where embedding the message, input message is xor with the key to
lookup table is produced so that the location of source patch form the cipher text. The cipher text is embedded by replacing
can be recorded. The main purpose of using lookup table is the pixel values as spatial domain is used. If any overlapping of
patches occurs then feathering approach is employed on the
2016 International Conference on Circuit, Power and Computing Technologies [ICCPCT]
overlapped region. The stego-synthetic texture encompassing Step4. Replace randomly chosen lookup table values with
the message is sent to the receiver. The receiver on receiving source patch id
the stego-synthetic texture finds the location of the lookup
table. Then the lookup table is extracted to know the location Step5. Remaining lookup table values will be filled by the
of the source patch-id in the stego synthetic texture. After message embedding procedure.
extracting the source patch from the stego-synthetic texture the C. Message Embedding Procedure
final decrypted message is obtained.
The sender and receiver of our system must agree that
A. Source Patch Formation boththe length of the message and key must be same. If the
At the first step, length of the message is computed and the length of the key is less than that of the message then we add
size of each kernel block is determined. Then source texture is somebogus character to make the length of the key equal to the
divided into fixed number of patches. length of the message. At the very first step in encryption
algorithm, both the message and key are converted into its
Input: Source texture, Message, Source Patch width corresponding ASCII values. The ASCII values of small
characters range from 97 to 122 whereas the ASCII values of
Output: Kernel Blocks capital letters range from 65 to 90. For numbers the ASCII
Algorithm values range from 48 to 57. From the ASCII we obtain the
corresponding binary values of each character. Bitxor of
Step1. Message length is computed. message binary and key binary is done to obtain cipher text in
Step2. Size of each kernel block is determined(Size of binary form. Then normalization of cipher values is done by
source texture/Length of input message). dividing the cipher values by 123 to obtain cipher text in the
range [0, 1]
Step3. The source texture is divided into fixed number of
source patches. Input: Secret Key, Message
Output: Encrypted message
Source patch is formed by expanding the kernel block to a
specified patch width. For that purpose we have to select the Algorithm
kernel blocks to be formed into a source patch. Expand the
kernel blocks to a specified patch width by replicating the Step1. Key length and message length is computed
border pixel values. Step2. If Key length is less than message length then add
Input: Kernel Blocks some bogus characters to key length equal to the
message length
Output: Source Patch
Step3. Key and message is converted into its corresponding
Algorithm ASCII values.
Step1. Select each of the kernel blocks to be formed into a Step4. Convert ASCII values into its corresponding binary
source patch values.
Step2. Expand the kernel blocks to the specified patch Step5. Bitxor operation (Secret Key bits, Message Bits) is
width by replicating the pixel values. performed
Step3. Discard the kernel blocks if any of the row or Step6. Convert cipher back to decimal by taking 8 bits at a
column index value is zero time
B. Lookup Table Generation Step7. Normalize the cipher values to a range [0, 1] by
dividing the values by 123.
In lookup table generation we produce a lookup table so
that source patch location in synthetic texture can be recorded. Input Source Patch is taken and applied transposition
By using the lookup table synthetic texture can be easily function to take transpose of the image. Then the source patch
accessed and source texture can be completely recovered. is converted from RGB to HSI. The I-plane of the image is
Such a reversible embedding style reveals one of the major taken and the message is embedded.
benefits our proposed algorithm offers.
Input: Source Patch, Secret data, Secret key
Input: Source Patch
Output: Stego Source Patch
Output: Lookup table with source patch id
Algorithm
Algorithm
Step1. Secret data is encrypted using Encryption algorithm
Step1. Lookup table dimension based on the number of to get cipher text normalized in [0, 1].
source patches is determined
Step2. Apply the transposition function to transpose and get
Step2. Initialize the lookup table to some constant value. the transposed image
Step3. Some random lookup table values is chosen.
2016 International Conference on Circuit, Power and Computing Technologies [ICCPCT]
Step3. Transform the image from RGB to HSI and Variance of modified image
separate the I-plane. Covariance of reference image*modified image
Step4. Since I-plane is achromatic plane secret message c1, c2two variables to stabilize the division with weak
will be embedded in that plane denominator
Step5. Using lookup table, the block which holds the
message is embedded into its corresponding
image block with the help of lookup table. 0.72
Structural
Step6. whilecounter <=size of cipher do 0.7 SIMilarity
a. Consider a pixel Ij (x, y) 0.68 Index(SSIM)
(Existing
b.Replace the pixel with the cipher text normalized 0.66 Method)
value
0.64
c. counter=counter +1;
0.62
end
0 10 20 30 40
Step7. Re-rotate the sub-images and combine it to form
stego I-plane.
Step8. Combine Hplane, Splane, and Iplane Fig. 2. Computed Resemblace values
Step4. Finally a relatively large size stego source patch is Mean Square
formed 84.5 Error (Existing
Method) (MSE)
The same procedure is reversed in the receiver side in order to
(%)
obtain the secret message. 84
Mean Square
IV. EXPERIMENTAL RESULTS AND DISCUSSIONS Error (Proposed
A. Structural Similarity (SSIM) 83.5 Method)
0 20 40 (MSE)(%)
To compute the resemblance between two images Structural Input Length
similarity is used
a b c c
(1)
a b c c Fig. 3. Average Squared Error between refernced and modified image
a Mean of reference image
Variance of reference image
b Mean of modified image
2016 International Conference on Circuit, Power and Computing Technologies [ICCPCT]
From Fig.3. it is found that proposed method has smaller [4] H. Otori and S. Kuriyama, Data-embeddable texture synthesis, in
Proc. of the 8th International Symposium on Smart Graphics, Kyoto,
error values when compared to the existing method. Japan,
[5] H. Otori and S. Kuriyama, Texture synthesis for mobile data
C Peak Signal to Noise Ratio (PSNR) communications, IEEE Comput. Graph. Appl., vol. 29, no. 6, pp. 74-
81
PSNR is the ratio between distorting signal power and [6] A. Efros and T. K. Leung, Texture synthesis by non-parametric
possible value of signal (maximum). sampling, in Proceedings of 7th IEEE International Conference on
Computer Vision, pp. 10331038, Sep. 1999.
[7] Efros and T. K. Leung, Texture synthesis by non-parametric
(3)
sampling, in Proceedings of 7th IEEE International Conference on
Computer Vision, pp. 10331038, Sep. 1999.
where MSE is the Mean Square Error
[8] L. Liang, C. Liu, Y.-Q. Xu, B. Guo, and H.-Y. Shum, Real-time
MAXf is the Maximum frequency texture synthesis by patch-based sampling, ACM Transactions on
Graph Theory, vol. 20, no. 3, pp. 127150, May 2001.
[9] Efros and W. T. Freeman, Image quilting for texture synthesis and
31 transfer, in Proceedings of 28th Annual Conference on Computer
Graph. Interaction Technology, pp. 341346, Sep. 2011.
PSNR(PSNR) (dB)
PSNR(dB)
30.5 [10] Z. Ni, Y.-Q. Shi, N. Ansari, and W. Su, Reversible data hiding,
Existing System IEEETrans. Circuits Syst. Video Technol., vol. 16, no. 3, pp. 354-
30 362, 2006.
PSNR(PSNR) (dB)
29.5
Proposed
0 20 40 System
Input Length
Fig. 4. Ratio between distorting signal power and maximum signal value
ACKNOWLEDGEMENT
The authors would like to thank the reviewers for their
valuable comments and suggestions. We would like to
express gratitude towards Dr. K. S. Easwarakumar for his
assistance in improving the clarity of this article.
REFERENCES