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Yang-Wai Chow

Publications and source records attributed to Yang-Wai Chow.

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One Prompt Is Enough: Watermark Laundering Through Foundation Image Models

Invisible watermarks are typically evaluated against predefined perturbations such as compression, blur, noise, cropping, and denoising. Public foundation image models expose a distinct threat: an attacker can submit a watermarked image with a single reconstruction prompt and obtain a visually faithful output from which the invisible watermark can no longer be decoded reliably. We formalize this failure mode as watermark laundering and evaluate it using a joint payload-fidelity profile that combines bit error rate (BER) with visual and semantic preservation. Across six OpenAI and Google image editing models, three representative watermarking schemes, and 1,800 reconstructed outputs, we identify two complementary laundering regimes: OpenAI models produce the strongest payload disruption across the evaluated schemes, whereas Nano Banana 2 shows that DwtDct remains vulnerable under high-fidelity reconstruction. Prompt ablations show that no single removal-oriented instruction is necessary for payload disruption, indicating that the effect is primarily induced by the reconstruction pathway rather than by explicit attack wording. Comparisons with conventional attacks further show that prompt-conditioned reconstruction constitutes a distinct operational attack interface. These findings motivate foundation-model reconstruction as a missing robustness condition in invisible watermark evaluation.

cs.CV

Creating Simplified 3D Models with High Quality Textures

This paper presents an extension to the KinectFusion algorithm which allows creating simplified 3D models with high quality RGB textures. This is achieved through (i) creating model textures using images from an HD RGB camera that is calibrated with Kinect depth camera, (ii) using a modified scheme to update model textures in an asymmetrical colour volume that contains a higher number of voxels than that of the geometry volume, (iii) simplifying dense polygon mesh model using quadric-based mesh decimation algorithm, and (iv) creating and mapping 2D textures to every polygon in the output 3D model. The proposed method is implemented in real-time by means of GPU parallel processing. Visualization via ray casting of both geometry and colour volumes provides users with a real-time feedback of the currently scanned 3D model. Experimental results show that the proposed method is capable of keeping the model texture quality even for a heavily decimated model and that, when reconstructing small objects, photorealistic RGB textures can still be reconstructed.

cs.GR