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  1. Inferix Whitepaper
  2. High-level description of ANGV

Noise generation

PreviousHigh-level description of ANGVNextNoise verification

Last updated 8 months ago

In practice, a scene may contain multiple frames, each task of this scene contains some range of frames to be rendered, consequently each worker may render only a subset of these frames. For the simplification purpose, we assume in this section that a scene has only one frame, so the output image is determined uniquely by the scene.

Let RRR denote the rendering process, for each input scene GGG, the result of the rendering is an image:

I=R(G)I = \mathcal{R} \left(G\right)I=R(G)

that will be used later for the noise verification.

It is important to note that III is actually never computed, neither by the manager in the noise embedding (see also the discussion about ) nor by workers in the frame rendering. The equation above represents only equality.

Similar with invisible watermark schemes in the literature , , a noise WWW consists in a random vector of atomic watermarks:

W≜(w1,…,wn)W \triangleq \left(w_1, \dots, w_n \right)W≜(w1​,…,wn​)

where wi,(1≤i≤n)w_i , \left(1 \leq i \leq n\right)wi​,(1≤i≤n) is independently chosen from some normal probability distribution N(μ,σ2)\mathcal{N}\left(\mu, \sigma^2\right)N(μ,σ2). Furthermore, wiw_iwi​ has a special structure depending on where it is introduced in the scene GGG. The number nnn of atomic watermark signals is chosen around an experimental trade-off between human perception threshold about the image distortion and the false positive ratio of the noise verification.

Using a uniformly generated task identification number JidJ_{\mathtt{id}}Jid​, we calculate a verification key which is a vector of the same size as the noise vector WWW:

Kverif(S,W,Jid)≜(k1,…,kn)K_{\mathtt{verif}} \left(S, W, J_{\mathtt{id}}\right) \triangleq \left( k_1,\dots,k_n \right)Kverif​(S,W,Jid​)≜(k1​,…,kn​)

We have discussed that embedding watermarks into III cannot help the authentication, then the noise WWW is not embedded into the image III but into the scene GGG. Let E\mathcal{E}E denote the embedding function, we now create a watermarked scene:

G^=E(G,W)\hat{G} = \mathcal{E} \left(G, W\right)G^=E(G,W)

Finally, G^\hat{G}G^ is sent to workers for rendering, that results in a rendered image:

I^=R(G^)\hat{I} = \mathcal{R} (\hat{G})I^=R(G^)

If got accepted, namely I^\hat{I}I^ passes the noise verification which will be presented hereafter, this is the image sent back to the user (recall that III in the rendering equation is not computed). The encoding function E\mathcal{E}E and the noise WWW are designed so that the distortion of I^\hat{I}I^ against III is imperceptible , then I^\hat{I}I^ can be authentically used as a result of the graphics rendering.

frame sampling
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Noise generation