28 research outputs found

    Goal Detection in Soccer Video: Role-Based Events Detection Approach

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    Soccer video processing and analysis to find critical events such as occurrences of goal event have been one of the important issues and topics of active researches in recent years. In this paper, a new role-based framework is proposed for goal event detection in which the semantic structure of soccer game is used. Usually after a goal scene, the audiences’ and reporters’ sound intensity is increased, ball is sent back to the center and the camera may: zoom on Player, show audiences’ delighting, repeat the goal scene or display a combination of them. Thus, the occurrence of goal event will be detectable by analysis of sequences of above roles. The proposed framework in this paper consists of four main procedures: 1- detection of game’s critical events by using audio channel, 2- detection of shot boundary and shots classification, 3- selection of candidate events according to the type of shot and existence of goalmouth in the shot, 4- detection of restarting the game from the center of the field. A new method for shot classification is also presented in this framework. Finally, by applying the proposed method it was shown that the goal events detection has a good accuracy and the percentage of detection failure is also very low.DOI:http://dx.doi.org/10.11591/ijece.v4i6.637

    Research on a modifeied RANSAC and its applications to ellipse detection from a static image and motion detection from active stereo video sequences

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    制度:新 ; 報告番号:甲3091号 ; 学位の種類:博士(国際情報通信学) ; 授与年月日:2010/2/24 ; 早大学位記番号:新535

    Selected Topics in Bayesian Image/Video Processing

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    In this dissertation, three problems in image deblurring, inpainting and virtual content insertion are solved in a Bayesian framework.;Camera shake, motion or defocus during exposure leads to image blur. Single image deblurring has achieved remarkable results by solving a MAP problem, but there is no perfect solution due to inaccurate image prior and estimator. In the first part, a new non-blind deconvolution algorithm is proposed. The image prior is represented by a Gaussian Scale Mixture(GSM) model, which is estimated from non-blurry images as training data. Our experimental results on a total twelve natural images have shown that more details are restored than previous deblurring algorithms.;In augmented reality, it is a challenging problem to insert virtual content in video streams by blending it with spatial and temporal information. A generic virtual content insertion (VCI) system is introduced in the second part. To the best of my knowledge, it is the first successful system to insert content on the building facades from street view video streams. Without knowing camera positions, the geometry model of a building facade is established by using a detection and tracking combined strategy. Moreover, motion stabilization, dynamic registration and color harmonization contribute to the excellent augmented performance in this automatic VCI system.;Coding efficiency is an important objective in video coding. In recent years, video coding standards have been developing by adding new tools. However, it costs numerous modifications in the complex coding systems. Therefore, it is desirable to consider alternative standard-compliant approaches without modifying the codec structures. In the third part, an exemplar-based data pruning video compression scheme for intra frame is introduced. Data pruning is used as a pre-processing tool to remove part of video data before they are encoded. At the decoder, missing data is reconstructed by a sparse linear combination of similar patches. The novelty is to create a patch library to exploit similarity of patches. The scheme achieves an average 4% bit rate reduction on some high definition videos

    Automatic video segmentation employing object/camera modeling techniques

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    Practically established video compression and storage techniques still process video sequences as rectangular images without further semantic structure. However, humans watching a video sequence immediately recognize acting objects as semantic units. This semantic object separation is currently not reflected in the technical system, making it difficult to manipulate the video at the object level. The realization of object-based manipulation will introduce many new possibilities for working with videos like composing new scenes from pre-existing video objects or enabling user-interaction with the scene. Moreover, object-based video compression, as defined in the MPEG-4 standard, can provide high compression ratios because the foreground objects can be sent independently from the background. In the case that the scene background is static, the background views can even be combined into a large panoramic sprite image, from which the current camera view is extracted. This results in a higher compression ratio since the sprite image for each scene only has to be sent once. A prerequisite for employing object-based video processing is automatic (or at least user-assisted semi-automatic) segmentation of the input video into semantic units, the video objects. This segmentation is a difficult problem because the computer does not have the vast amount of pre-knowledge that humans subconsciously use for object detection. Thus, even the simple definition of the desired output of a segmentation system is difficult. The subject of this thesis is to provide algorithms for segmentation that are applicable to common video material and that are computationally efficient. The thesis is conceptually separated into three parts. In Part I, an automatic segmentation system for general video content is described in detail. Part II introduces object models as a tool to incorporate userdefined knowledge about the objects to be extracted into the segmentation process. Part III concentrates on the modeling of camera motion in order to relate the observed camera motion to real-world camera parameters. The segmentation system that is described in Part I is based on a background-subtraction technique. The pure background image that is required for this technique is synthesized from the input video itself. Sequences that contain rotational camera motion can also be processed since the camera motion is estimated and the input images are aligned into a panoramic scene-background. This approach is fully compatible to the MPEG-4 video-encoding framework, such that the segmentation system can be easily combined with an object-based MPEG-4 video codec. After an introduction to the theory of projective geometry in Chapter 2, which is required for the derivation of camera-motion models, the estimation of camera motion is discussed in Chapters 3 and 4. It is important that the camera-motion estimation is not influenced by foreground object motion. At the same time, the estimation should provide accurate motion parameters such that all input frames can be combined seamlessly into a background image. The core motion estimation is based on a feature-based approach where the motion parameters are determined with a robust-estimation algorithm (RANSAC) in order to distinguish the camera motion from simultaneously visible object motion. Our experiments showed that the robustness of the original RANSAC algorithm in practice does not reach the theoretically predicted performance. An analysis of the problem has revealed that this is caused by numerical instabilities that can be significantly reduced by a modification that we describe in Chapter 4. The synthetization of static-background images is discussed in Chapter 5. In particular, we present a new algorithm for the removal of the foreground objects from the background image such that a pure scene background remains. The proposed algorithm is optimized to synthesize the background even for difficult scenes in which the background is only visible for short periods of time. The problem is solved by clustering the image content for each region over time, such that each cluster comprises static content. Furthermore, it is exploited that the times, in which foreground objects appear in an image region, are similar to the corresponding times of neighboring image areas. The reconstructed background could be used directly as the sprite image in an MPEG-4 video coder. However, we have discovered that the counterintuitive approach of splitting the background into several independent parts can reduce the overall amount of data. In the case of general camera motion, the construction of a single sprite image is even impossible. In Chapter 6, a multi-sprite partitioning algorithm is presented, which separates the video sequence into a number of segments, for which independent sprites are synthesized. The partitioning is computed in such a way that the total area of the resulting sprites is minimized, while simultaneously satisfying additional constraints. These include a limited sprite-buffer size at the decoder, and the restriction that the image resolution in the sprite should never fall below the input-image resolution. The described multisprite approach is fully compatible to the MPEG-4 standard, but provides three advantages. First, any arbitrary rotational camera motion can be processed. Second, the coding-cost for transmitting the sprite images is lower, and finally, the quality of the decoded sprite images is better than in previously proposed sprite-generation algorithms. Segmentation masks for the foreground objects are computed with a change-detection algorithm that compares the pure background image with the input images. A special effect that occurs in the change detection is the problem of image misregistration. Since the change detection compares co-located image pixels in the camera-motion compensated images, a small error in the motion estimation can introduce segmentation errors because non-corresponding pixels are compared. We approach this problem in Chapter 7 by integrating risk-maps into the segmentation algorithm that identify pixels for which misregistration would probably result in errors. For these image areas, the change-detection algorithm is modified to disregard the difference values for the pixels marked in the risk-map. This modification significantly reduces the number of false object detections in fine-textured image areas. The algorithmic building-blocks described above can be combined into a segmentation system in various ways, depending on whether camera motion has to be considered or whether real-time execution is required. These different systems and example applications are discussed in Chapter 8. Part II of the thesis extends the described segmentation system to consider object models in the analysis. Object models allow the user to specify which objects should be extracted from the video. In Chapters 9 and 10, a graph-based object model is presented in which the features of the main object regions are summarized in the graph nodes, and the spatial relations between these regions are expressed with the graph edges. The segmentation algorithm is extended by an object-detection algorithm that searches the input image for the user-defined object model. We provide two objectdetection algorithms. The first one is specific for cartoon sequences and uses an efficient sub-graph matching algorithm, whereas the second processes natural video sequences. With the object-model extension, the segmentation system can be controlled to extract individual objects, even if the input sequence comprises many objects. Chapter 11 proposes an alternative approach to incorporate object models into a segmentation algorithm. The chapter describes a semi-automatic segmentation algorithm, in which the user coarsely marks the object and the computer refines this to the exact object boundary. Afterwards, the object is tracked automatically through the sequence. In this algorithm, the object model is defined as the texture along the object contour. This texture is extracted in the first frame and then used during the object tracking to localize the original object. The core of the algorithm uses a graph representation of the image and a newly developed algorithm for computing shortest circular-paths in planar graphs. The proposed algorithm is faster than the currently known algorithms for this problem, and it can also be applied to many alternative problems like shape matching. Part III of the thesis elaborates on different techniques to derive information about the physical 3-D world from the camera motion. In the segmentation system, we employ camera-motion estimation, but the obtained parameters have no direct physical meaning. Chapter 12 discusses an extension to the camera-motion estimation to factorize the motion parameters into physically meaningful parameters (rotation angles, focal-length) using camera autocalibration techniques. The speciality of the algorithm is that it can process camera motion that spans several sprites by employing the above multi-sprite technique. Consequently, the algorithm can be applied to arbitrary rotational camera motion. For the analysis of video sequences, it is often required to determine and follow the position of the objects. Clearly, the object position in image coordinates provides little information if the viewing direction of the camera is not known. Chapter 13 provides a new algorithm to deduce the transformation between the image coordinates and the real-world coordinates for the special application of sport-video analysis. In sport videos, the camera view can be derived from markings on the playing field. For this reason, we employ a model of the playing field that describes the arrangement of lines. After detecting significant lines in the input image, a combinatorial search is carried out to establish correspondences between lines in the input image and lines in the model. The algorithm requires no information about the specific color of the playing field and it is very robust to occlusions or poor lighting conditions. Moreover, the algorithm is generic in the sense that it can be applied to any type of sport by simply exchanging the model of the playing field. In Chapter 14, we again consider panoramic background images and particularly focus ib their visualization. Apart from the planar backgroundsprites discussed previously, a frequently-used visualization technique for panoramic images are projections onto a cylinder surface which is unwrapped into a rectangular image. However, the disadvantage of this approach is that the viewer has no good orientation in the panoramic image because he looks into all directions at the same time. In order to provide a more intuitive presentation of wide-angle views, we have developed a visualization technique specialized for the case of indoor environments. We present an algorithm to determine the 3-D shape of the room in which the image was captured, or, more generally, to compute a complete floor plan if several panoramic images captured in each of the rooms are provided. Based on the obtained 3-D geometry, a graphical model of the rooms is constructed, where the walls are displayed with textures that are extracted from the panoramic images. This representation enables to conduct virtual walk-throughs in the reconstructed room and therefore, provides a better orientation for the user. Summarizing, we can conclude that all segmentation techniques employ some definition of foreground objects. These definitions are either explicit, using object models like in Part II of this thesis, or they are implicitly defined like in the background synthetization in Part I. The results of this thesis show that implicit descriptions, which extract their definition from video content, work well when the sequence is long enough to extract this information reliably. However, high-level semantics are difficult to integrate into the segmentation approaches that are based on implicit models. Intead, those semantics should be added as postprocessing steps. On the other hand, explicit object models apply semantic pre-knowledge at early stages of the segmentation. Moreover, they can be applied to short video sequences or even still pictures since no background model has to be extracted from the video. The definition of a general object-modeling technique that is widely applicable and that also enables an accurate segmentation remains an important yet challenging problem for further research

    Table tennis event detection and classification

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    It is well understood that multiple video cameras and computer vision (CV) technology can be used in sport for match officiating, statistics and player performance analysis. A review of the literature reveals a number of existing solutions, both commercial and theoretical, within this domain. However, these solutions are expensive and often complex in their installation. The hypothesis for this research states that by considering only changes in ball motion, automatic event classification is achievable with low-cost monocular video recording devices, without the need for 3-dimensional (3D) positional ball data and representation. The focus of this research is a rigorous empirical study of low cost single consumer-grade video camera solutions applied to table tennis, confirming that monocular CV based detected ball location data contains sufficient information to enable key match-play events to be recognised and measured. In total a library of 276 event-based video sequences, using a range of recording hardware, were produced for this research. The research has four key considerations: i) an investigation into an effective recording environment with minimum configuration and calibration, ii) the selection and optimisation of a CV algorithm to detect the ball from the resulting single source video data, iii) validation of the accuracy of the 2-dimensional (2D) CV data for motion change detection, and iv) the data requirements and processing techniques necessary to automatically detect changes in ball motion and match those to match-play events. Throughout the thesis, table tennis has been chosen as the example sport for observational and experimental analysis since it offers a number of specific CV challenges due to the relatively high ball speed (in excess of 100kph) and small ball size (40mm in diameter). Furthermore, the inherent rules of table tennis show potential for a monocular based event classification vision system. As the initial stage, a proposed optimum location and configuration of the single camera is defined. Next, the selection of a CV algorithm is critical in obtaining usable ball motion data. It is shown in this research that segmentation processes vary in their ball detection capabilities and location out-puts, which ultimately affects the ability of automated event detection and decision making solutions. Therefore, a comparison of CV algorithms is necessary to establish confidence in the accuracy of the derived location of the ball. As part of the research, a CV software environment has been developed to allow robust, repeatable and direct comparisons between different CV algorithms. An event based method of evaluating the success of a CV algorithm is proposed. Comparison of CV algorithms is made against the novel Efficacy Metric Set (EMS), producing a measurable Relative Efficacy Index (REI). Within the context of this low cost, single camera ball trajectory and event investigation, experimental results provided show that the Horn-Schunck Optical Flow algorithm, with a REI of 163.5 is the most successful method when compared to a discrete selection of CV detection and extraction techniques gathered from the literature review. Furthermore, evidence based data from the REI also suggests switching to the Canny edge detector (a REI of 186.4) for segmentation of the ball when in close proximity to the net. In addition to and in support of the data generated from the CV software environment, a novel method is presented for producing simultaneous data from 3D marker based recordings, reduced to 2D and compared directly to the CV output to establish comparative time-resolved data for the ball location. It is proposed here that a continuous scale factor, based on the known dimensions of the ball, is incorporated at every frame. Using this method, comparison results show a mean accuracy of 3.01mm when applied to a selection of nineteen video sequences and events. This tolerance is within 10% of the diameter of the ball and accountable by the limits of image resolution. Further experimental results demonstrate the ability to identify a number of match-play events from a monocular image sequence using a combination of the suggested optimum algorithm and ball motion analysis methods. The results show a promising application of 2D based CV processing to match-play event classification with an overall success rate of 95.9%. The majority of failures occur when the ball, during returns and services, is partially occluded by either the player or racket, due to the inherent problem of using a monocular recording device. Finally, the thesis proposes further research and extensions for developing and implementing monocular based CV processing of motion based event analysis and classification in a wider range of applications

    Vision-Based 2D and 3D Human Activity Recognition

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    Tracking Interacting Objects in Image Sequences

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    Object tracking in image sequences is a key challenge in computer vision. Its goal is to follow objects that move or evolve over time while preserving the identity of each object. However, most existing approaches focus on one class of objects and model only very simple interactions, such as the fact that different objects do not occupy the same spatial location at a given time instance. They ignore that objects may interact in more complex ways. For example, in a parking lot, a person may get in a car and become invisible in the scene. In this thesis, we focus on tracking interacting objects in image sequences. We show that by exploiting the relationship between different objects, we can achieve more reliable tracking results. We explore a wide range of applications, such as tracking players and the ball in team sports, tracking cars and people in a parking lot and tracking dividing cells in biomedical imagery. We start by tracking the ball in team sports, which is a very challenging task because the ball is often occluded by the players. We propose a sequential approach that tracks the players first, and then tracks the ball by deciding which player, if any, is in possession of the ball at any given time. This is very different from standard approaches that first attempt to track the ball and only then to assign possession. We show that our method substantially increases performance when applied to long basketball and soccer sequences. We then focus on simultaneously tracking interacting objects. We achieve this by formulating the tracking problem as a network-flow Mixed Integer Program, and expressing the fact that one object can appear or disappear at locations of another in terms of linear flow constraints. We demonstrate our method on scenes involving cars and passengers, bags being carried and dropped by people, and balls being passed from one player to the next in team sports. In particular, we show that by estimating jointly and globally the trajectories of different types of objects, the presence of the ones which were not initially detected based solely on image evidence can be inferred from the detections of the others. We finally extend our approach to dividing cells in biomedical imagery. In this case, cells interact by overlapping with each other and giving birth to daughter cells. We propose a novel approach to automatically detecting and tracking cell populations in time-lapse images. Unlike earlier approaches that rely on linking a predetermined and potentially incomplete set of detections, we generate an overcomplete set of competing detection hypotheses. We then perform detection and tracking simultaneously by solving an integer program to find the optimal and consistent subset. This eliminates the need for heuristics to handle missed detections due to occlusions and complex morphology. We demonstrate the effectiveness of our approach on a range of challenging image sequences consisting of clumped cells and show that it outperforms the state-of-the-art techniques

    A ROBUST HOUGH-BASED ALGORITHM FOR PARTIAL ELLIPSE DETECTION IN BROADCAST SOCCER VIDEO

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    This paper presents a robust Hough-based algorithm for partial slightly-oblique ellipse detection in broadcast soccer video. The successful identification of the ellipses will significantly facilitate soccer video analysis. The existing standard and various modified ellipse Hough transforms measure a cell in the Hough space as though the ellipse defined by the cell were a complete ellipse. Hence, they are not robust when they are applied to detect the partial ellipses appearing in broadcast soccer video. This paper proposes a new measure function that is able to fairly measure whole and partial ellipses. With the improved measure function, we propose an algorithm to detect the partial ellipses in broadcast soccer video. The proposed algorithm first estimates the target ellipse by using the symmetry of the ellipse and the domain knowledge of soccer video. Then for each estimated ellipse, the algorithm searches around the estimated ellipses to find the ellipse with the highest measured value. Our algorithm is efficient and memory-little, i.e. it overcomes two main problems of the standard ellipse Hough transform. More importantly, the proposed algorithm is much more robust than the existing ellipse Hough transforms. Experimental results show that the proposed algorithm achieves above 96 % recall and 100 % precision. Our algorithm may be the first one that is able to detect ellipses from commercial video in pseudo real-time

    Multimedia Retrieval

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