Beamer Demo
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Digital Image ScramblingUsing Cellular Automata
Ajith K.P.-B100189EC Arun Tony-B100171EC
Aswin E Augustine-B100305EC Basil Babu-B100523EC
Vaisakh R.P. -B100087EC
National Institute of Technology
November 12th 2013
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Introduction
Need for Scrambling
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Introduction
Need for Scrambling
security reasons
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Introduction
Need for Scrambling
security reasons
Areas of Application
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Introduction
Need for Scrambling
security reasons
Areas of Application confidential remote video conferencing
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Introduction
Need for Scrambling
security reasons
Areas of Application confidential remote video conferencing security communication
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Introduction
Need for Scrambling
security reasons
Areas of Application confidential remote video conferencing security communication military applications
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Introduction
Image Scrambling methods
Advanced Encryption Standard
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Introduction
Image Scrambling methods
Advanced Encryption Standard
Magic Cube
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Introduction
Image Scrambling methods
Advanced Encryption Standard
Magic Cube Arnolds Cat Map
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Introduction
Image Scrambling methods
Advanced Encryption Standard
Magic Cube Arnolds Cat Map
Twice Internal Division
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Introduction
Image Scrambling methods
Advanced Encryption Standard
Magic Cube Arnolds Cat Map
Twice Internal Division
Cellular Automaton
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C ll l A
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Cellular Automata
Introduced by Ulam and von Neumann in 1940
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C ll l A
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Cellular Automata
Introduced by Ulam and von Neumann in 1940
Consist of rectangular grid of identical cells
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C ll l A t t
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Cellular Automata
Introduced by Ulam and von Neumann in 1940
Consist of rectangular grid of identical cells
Each cell takes finite number of states
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C ll l A t t
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Cellular Automata
Introduced by Ulam and von Neumann in 1940
Consist of rectangular grid of identical cells
Each cell takes finite number of states
At each step cells update synchronously by applying
rules(transition functions)
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C ll l A t t
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Cellular Automata
Introduced by Ulam and von Neumann in 1940
Consist of rectangular grid of identical cells
Each cell takes finite number of states
At each step cells update synchronously by applying
rules(transition functions)
These rules are based on the states of the respective cells
and their neighbours
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C ll l A t t
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Cellular Automata
Related Automata
variation in cells
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Cell lar A tomata
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Cellular Automata
Related Automata
variation in cells
hexagonal cells
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Cellular Automata
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Cellular Automata
Related Automata
variation in cells
hexagonal cells
irregular cells
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Cellular Automata
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Cellular Automata
Related Automata
variation in cells
hexagonal cells
irregular cells probabilistic rules instead of deterministic
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Cellular Automata
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Cellular Automata
Related Automata
variation in cells
hexagonal cells
irregular cells probabilistic rules instead of deterministic
.001% probability that each cell will transition to oppositecolour
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Cellular Automata
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Cellular Automata
Related Automata
variation in cells
hexagonal cells
irregular cells probabilistic rules instead of deterministic
.001% probability that each cell will transition to oppositecolour
continuous automata
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Cellular Automata
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Cellular Automata
Cellular Automata Neighbourhood
1D CA
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Cellular Automata
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Cellular Automata
Cellular Automata Neighbourhood
1D CA
Each cell and its immediate left and right neighbours
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Cellular Automata
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Cellular Automata
Cellular Automata Neighbourhood
1D CA
Each cell and its immediate left and right neighbours
2D CA
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Cellular Automata
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Cellular Automata
Cellular Automata Neighbourhood
1D CA
Each cell and its immediate left and right neighbours
2D CA Von Neumann Neighbourhood
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Cellular Automata
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Cellular Automata
Cellular Automata Neighbourhood
1D CA
Each cell and its immediate left and right neighbours
2D CA Von Neumann Neighbourhood Moore Neighbourhood
Conways Game of Life uses the Moore Neighbourhood
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Von Neumann Neghbourhood
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Von Neumann Neghbourhood
defined by
NH(x0, y0, r) = [(x, y) : x x0 + y y0 r]
number of cells in each neighbourhood
n= 2r(r + 1) + 1
if r=1 , then n= 5
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Von Neumann Neighbourhood
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Von Neumann Neighbourhood
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Moore Neighbourhood
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Moore Neighbourhood
defined by
NH(x0, y0, r) = [(x, y) : x x0 r,y y0 r]
number of cells in each neighbourhood
n= (2r + 1)2
if r=1 , then n= 9
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Moore Neighbourhood
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Moore Neighbourhood
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Boundary Conditions
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Boundary Conditions
To determine neighbours of cells at the edges
periodic
1D - rows turned into circles 2D - rectangular grids turned into toroids
static
extreme cells are connected to permanent zero state cells
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Conways Game of Life
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Conway s Game of Life
consists of [M X N] matrix of cells with two states alive or
dead
uses Moore neighbourhood
at every generation each cell compute its new state using
transition rules
every cell are updated simultaneously(synchronous)
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Conways Game of Life
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Co ay s Ga e o e
The Transition Rules
Birth - A dead cell becomes alive if exactly three
neighbours were alive
Death by Overcrowding - An alive cell dies if more than
three of its neighbours were alive
Death by Exposure - An alive cell dies if one or none of its
neighbours were alive
Survival - An alive cell remains alive if two or three of its
neighbours were alive
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Procedure
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Encoding
Image file is read in as a matrix
An initial random configuration is set up for game of life
algorithm
Read the positions of the alive cells
Take the grey value of first pixel and put it in the position ofthe first alive cell
Take the next value and continue likewise
Continue like this for the required generations
If an alive cell has already appeared before, then discard it After the last generation, fill the scrambled image with the
remaining pixel
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Figure:Image Scrambling Using First Generation
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Procedure
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Decoding
In decoding we know the initial configuration and the number of
generations and we can execute the inverse of the scramblingalgorithm to obtain the original image.
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Analysis
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y
Grey Difference,
GD(i, j) =1
4
i,j
[P(i, j) P(i, j)]2
Average Neighbourhood Grey Differernce,
E[GD(i, j)] =
M1i=2
N1j=2 GD(i, j)
(M 2)X(N 2)
Grey Value Degree,
GDD =E(GD(i, j)) E(GD(i, j))
E(GD(i, j)) + E(GD(i, j))
Better scrambling correspondes to an absolute value near one
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Observations
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Figure: original image of a rino Figure: scrambled image of the
rino
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Observations
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Figure:original image of a boat Figure: scrambled image of the
boat
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Observations
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Figure:original image of lena Figure: scrambled image of lena
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Observations
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Figure:original image ofletterP
Figure:scrambled image of theletterP
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Observations
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no. of generations lena boat rino letter P
1 0.9979 0.7128 0.9847 1.0000
5 0.9983 0.4618 0.9938 1.0000
20 0.9989 0.6801 0.9991 1.0000100 0.9984 0.8446 0.9987 1.0000
Table: GDD
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Figure:resolution of 50 X 50
Figure:GDD value vs no. of generations
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Conclusion
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Attacker cannot break the encrypted image even if the
algorithm is open
We can provide high security by using double scrambling Due to diffusion process rate of encryption and decryption
increases
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