86 research outputs found

    Multi-camera analysis of soccer sequences

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    The automatic detection of meaningful phases in a soccer game depends on the accurate localization of players and the ball at each moment. However, the automatic analysis of soccer sequences is a challenging task due to the presence of fast moving multiple objects. For this purpose, we present a multi-camera analysis system that yields the position of the ball and players on a common ground plane. The detection in each camera is based on a code-book algorithm and different features are used to classify the detected blobs. The detection results of each camera are transformed using homography to a virtual top-view of the playing field. Within this virtual top-view we merge trajectory information of the different cameras allowing to refine the found positions. In this paper, we evaluate the system on a public SOCCER dataset and end with a discussion of possible improvements of the dataset

    Quality Adaptive Least Squares Trained Filters for Video Compression Artifacts Removal Using a No-reference Block Visibility Metric

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    Compression artifacts removal is a challenging problem because videos can be compressed at different qualities. In this paper, a least squares approach that is self-adaptive to the visual quality of the input sequence is proposed. For compression artifacts, the visual quality of an image is measured by a no-reference block visibility metric. According to the blockiness visibility of an input image, an appropriate set of filter coefficients that are trained beforehand is selected for optimally removing coding artifacts and reconstructing object details. The performance of the proposed algorithm is evaluated on a variety of sequences compressed at different qualities in comparison to several other deblocking techniques. The proposed method outperforms the others significantly both objectively and subjectively

    Gradient-based 2D-to-3D Conversion for Soccer Videos

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    A wide spread adoption of 3D videos and technologies is hindered by the lack of high-quality 3D content. One promising solution to address this problem is to use automated 2D-to-3D conversion. However, current conversion methods, while general, produce low-quality results with artifacts that are not acceptable to many viewers. We address this problem by showing how to construct a high-quality, domain-specific conversion method for soccer videos. We propose a novel, data-driven method that generates stereoscopic frames by transferring depth information from similar frames in a database of 3D stereoscopic videos. Creating a database of 3D stereoscopic videos with accurate depth is, however, very difficult. One of the key findings in this paper is showing that computer generated content in current sports computer games can be used to generate high-quality 3D video reference database for 2D-to-3D conversion methods. Once we retrieve similar 3D video frames, our technique transfers depth gradients to the target frame while respecting object boundaries. It then computes depth maps from the gradients, and generates the output stereoscopic video. We implement our method and validate it by conducting user-studies that evaluate depth perception and visual comfort of the converted 3D videos. We show that our method produces high-quality 3D videos that are almost indistinguishable from videos shot by stereo cameras. In addition, our method significantly outperforms the current state-of-the-art method. For example, up to 20% improvement in the perceived depth is achieved by our method, which translates to improving the mean opinion score from Good to Excellent.Qatar Computing Research Institute-CSAIL PartnershipNational Science Foundation (U.S.) (Grant IIS-1111415

    Extended Scalability Performance of Wavelet Video Coding

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    3noISO/IEC JTC1/SC29/WG11 MPEG2006/M13295 76th MPEG meeting, Montreux, Switzerland.openopenR. LEONARDI; BRESCIANINI M; KHALIL HLeonardi, Riccardo; Brescianini, Michele; Khalil, Hassa

    An audio-based sports video segmentation and event detection algorithm

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    In this paper, we present an audio-based event detection algorithm shown to be effective when applied to Soccer video. The main benefit of this approach is the ability to recognise patterns that display high levels of crowd response correlated to key events. The soundtrack from a Soccer sequence is first parameterised using Mel-frequency Cepstral coefficients. It is then segmented into homogenous components using a windowing algorithm with a decision process based on Bayesian model selection. This decision process eliminated the need for defining a heuristic set of rules for segmentation. Each audio segment is then labelled using a series of Hidden Markov model (HMM) classifiers, each a representation of one of 6 predefined semantic content classes found in Soccer video. Exciting events are identified as those segments belonging to a crowd cheering class. Experimentation indicated that the algorithm was more effective for classifying crowd response when compared to traditional model-based segmentation and classification techniques

    Accurate Long-Term Multiple People Tracking Using Video and Body-Worn IMUs

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    Most modern approaches for video-based multiple people tracking rely on human appearance to exploit similarities between person detections. Consequently, tracking accuracy degrades if this kind of information is not discriminative or if people change apparel. In contrast, we present a method to fuse video information with additional motion signals from body-worn inertial measurement units (IMUs). In particular, we propose a neural network to relate person detections with IMU orientations, and formulate a graph labeling problem to obtain a tracking solution that is globally consistent with the video and inertial recordings. The fusion of visual and inertial cues provides several advantages. The association of detection boxes in the video and IMU devices is based on motion, which is independent of a person's outward appearance. Furthermore, inertial sensors provide motion information irrespective of visual occlusions. Hence, once detections in the video are associated with an IMU device, intermediate positions can be reconstructed from corresponding inertial sensor data, which would be unstable using video only. Since no dataset exists for this new setting, we release a dataset of challenging tracking sequences, containing video and IMU recordings together with ground-truth annotations. We evaluate our approach on our new dataset, achieving an average IDF1 score of 91.2%. The proposed method is applicable to any situation that allows one to equip people with inertial sensors. Ā¬Ā© 1992-2012 IEEE
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