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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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