-Our edge selection is based on a Canny Filter,
-whose complexity is in $O(2n^2.\ln(n))$ thanks to the convolution step
-which can be implemented with FFT.
-To summarize, for the embedding map construction, the complexity of Hugo is
-at least $343^2/\ln{n}$ times higher than
-our scheme. For instance, for a squared image with 4M pixel per slide,
-this part of our algorithm is more than 14100 faster than Hugo.
+
+
+
+Let us focus now on WOW.
+This scheme starts to compute the residual
+of the cover as a convolution product which is in $O(n^2\ln(n^2))$.
+The embedding suitability $\eta_{ij}$ is then computed for each pixel
+$1 \le i,j \le n$ thanks to a convolution product again.
+We thus have a complexity of $O(n^2 \times n^2\ln(n^2))$.
+Moreover the suitability is computed for each wavelet level
+detail (HH, HL, LL).
+This distortion computation step is thus in $O(6n^4\ln(n))$.
+Finally a norm of these three values is computed for each pixel
+which adds to this complexity the complexity of $O(n^2)$.
+To summarize, the complixity is in $O(6n^4\ln(n) +n^2)$
+
+What follows details the complexity of the distortion evaluation of the
+UNIWARD scheme. This one is based to a convolution product $W$ of two elements
+of size $n$ and is again in $O(n^2 \times n^2\ln(n^2))$ and a sum $D$ of
+these $W$ which is in $O(n^2)$.
+This distortion computation step is thus in $O(6n^4\ln(n) + n^2)$.
+
+
+Our edge selection is based on a Canny Filter. When applied on a
+$n \times n$ square image, the noise reduction step is in $O(5^3 n^2)$.
+Next, let $T$ be the size of the canny mask.
+Computing gradients is in $O(4Tn)$ since derivatives of each direction (vertical or horizontal)
+are in $O(2Tn)$.
+Finally, thresholding with hysteresis is in $O(n^2)$.
+The overall complexity is thus in $O((5^3+4T+1)n^2)$.
+
+
+
+