Advanced Video Analysis & Imaging (5LSH0), Module 10A

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Transcription:

Advanced Video Analysis & Imaging (5LSH0), Module 10A Case Study 1: 3D Camera Modeling-Based Sports Video Analysis Peter H.N. de With & Jungong Han ( jp.h.n.de.with@tue.nl ) 1 Motivation System overview Outline 3D camera calibration for court-net sports court-net detection camera matrix computation Object-level analysis Semantic-level event detection 3D scene adaptation Experiments and demos 2 Motivation Introduction large AV files (sports) are stored and retrieved Philips Research needs to build a homeentertainment system 3 System Overview 4 Playing-frame detection actual games take place Court-net detection and camera calibration provide a mapping between 3D domain and image domain System Overview 5 3D Camera Calibration: Theory 6 Player segmentation and tracking in the image provide the position of each player in the picture Visual features extraction in the 3D domain smoothing player motion in the 3D domain give the real standing position of each player Scene-level content analysis detect several key events 3D scene adaptation x u m00 m01 m02 m03 fx 0 ox r00 r01 r02 y v = m10 m11 m12 m13 0 fy oy r10 r11 r12 z 1 m20 m21 m22 m23 0 0 1 r20 r21 r22 1 x tx y ty z t z 1 1

3D CC: Implementation To implement this 3D camera modeling, we need: two perpendicular planes to describe the 3-D scene at least six points to characterize these two planes Problem? select features, which can characterize these planes court line and net line have similar properties in the picture Our solution: two step algorithm detect court lines based on mapping between the image and a standard court model detect net line and refine the detected results 7 Court Detection and Homography Mapping Principle select (arbitrarily) two horizontal and two vertical court lines determine corresponding court lines / points in court model intersection gives four intersection points use point correspondences to solve for camera parameters: 8 Court Line Detection Detect white pixels that belong to court lines Apply RANSAC algorithm to obtain line parameters Line parameters refine 9 Determining Court-Line Correspondence detected lines classify detected lines as horizontal or vertical iterate through all hor./vert. line pairs court-model lines fixed court model lines, divided into h./v. lines iterate through all hor./vert. line pairs 10 calculate line intersection points calculate line intersection points build equation system from intersection points data and solve for camera parameters select parameter set with largest support input image detected court-line pixels fitted lines exclude obviously incorrect parameter sets measure model support Selecting the Best Parameter Set Project model back onto image Count court-line pixels that are covered by the model: 11 Model Tracking When applied on a video-sequence, previous parameters sets can be used to compute an initial estimate 12 weight on court line 1 not on court line -1/2 outside of image 0 The parameter is the set which gives the highest score Before measuring, perform parameter sanity check: avoids computation of score if parameters are obviously wrong increases robustness by excluding impossible parameter values Optimize camera parameters by minimizing distance between model lines and court-line pixels Non-linear optimization problem 2

Net Detection For detection, we need three constraints search area length slope Net line refinement select two lines with highest likelihood value measure the position of intersection point of these two lines 13 3D Camera Calibration Results Easy but normal case 14 Challenging case Playing-Frame Detection Luminance of the court line is always bright Number of bright pixels composing the court-net lines is relatively constant over an interval of frames Use some frames to compute mean and variance of the white pixels If, it is a playing frame. Otherwise, it is not a playing-frame 15 Basic idea Player Segmentation (1) moving area of player is limited (inside of the court field and partially surrounding area) color of the court field is uniform, which is also true for surrounding area separately construct background model for each area Synthetic background construction color of the court field is a Gaussian distribution color of surrounding area is also a Gaussian distribution mean and variance can be computed 16 Player Segmentation (2) Background generation color inside the court field has Gaussian distribution also true for the field surrounding the court lines 17 Player Segmentation (3) EM-based background subtraction we want to compute we can compute 18 Change detection Mahalanobis distance initialization 3

Player body location Player Segmentation (4) obtain foot position of the player use 3D model to detect the more complete body part of the player 19 Player Tracking Tracking in the image domain mean-shift method when there is no occlusion player silhouette regression-based method when we find occlusion Player position smoothing in the 3D domain we need player position with high accuracy DES filter is used our 3D model helps to adaptively change the key parameters 20 Event Classification (1) Feature vector generation P R : relative position S I : instant speed of the player S C : speed change T R : temporal order of the event Event representation based on feature vector service in a single match start at the beginning of the game; opposite half court; limited motion net-approach in a single match large speed change; close to the net both-net in a double match both players have large speed change; close to the net 21 Event Classification (2) 22 Event Classification (3) Bayesian-based classification we need to compute the a-posteriori probability according to Bayesian rule 23 3D Scene Adaptation to Mobile Devices Motivation better visualization of sports video on small mobile device 24 suppose that given a value for y, all the conditional probabilities x 1, x 2 x p are mutually independent, so that: 4

3D SA: Problem Formulation 25 3D SA: Basic Idea 26 Problems Projection matrix obtained by our previous work is not accurate enough In practice, there is a slight slope difference between the 3D projection line and the visible line in the image the angle is changed depending on the height of the camera Two constraints computed principal point should be close to the image center configuration matching error should be small Our solution probabilistic-based method is used to classify candidate points into two categories: APs and RPs minimize the matching error 3D SA: Virtual Scene Generation Virtual camera creation decompose the projection matrix create a virtual camera by changing some of the camera parameters Virtual player generation extract player s shape and texture from real video texture-mapped into the virtual scene 27 Experimental Results and Demos (1) Player segmentation & tracking in the image domain 28 Experimental Results and Demos (2) 29 Experimental Results and Demos (3) 30 Player tracking in the 3D domain Event detection 5

Experimental Results and Demos (4) System efficiency 31 Experimental Results and Demos (5) 32 average execution time per frame (720*576) is 473.8 ms (a): JPEG at 6.4 kb (b): JPEG at 8.5 kb (c): our algorithm at 6.35 kb Experimental Results and Demos (6) 33 Experimental Results and Demos (7) 34 Semantic analysis 3D scene adaption Experimental Results and Demos (8) 3D scene adaption 35 Conclusion and References Novel and robust 3D camera modeling Several novel pixel-object-level algorithms based on 3D modeling Complete and fast analysis system Enables many applications References J.Han, D. Farin and P. de With, Broadcast court-net sports video analysis using fast 3-D camera modeling, IEEE Trans. CSVT, 2008 J.Han, D. Farin and P. de With, An intelligent mixed-reality system for broadcast sports video with applications to mobile devices, IEEE Multimedia Magazine, in press 36 6