Computer Vision in Sports - download pdf or read online

By Thomas B. Moeslund, Graham Thomas, Adrian Hilton (eds.)

The first booklet of its variety dedicated to this subject, this complete text/reference provides state of the art study and stories present demanding situations within the program of desktop imaginative and prescient to difficulties in activities. starting with a close creation to using computing device imaginative and prescient around the whole life-cycle of a activities occasion, the textual content then progresses to envision state-of-the-art thoughts for monitoring the ball, acquiring the whereabouts and pose of the gamers, and opting for the game being performed from video pictures. The paintings concludes by way of investigating a variety of structures for the automated research and class of activities play. The insights supplied by means of this pioneering assortment could be of significant curiosity to researchers and practitioners enthusiastic about desktop imaginative and prescient, activities research and media production.

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10 Ball trajectories (after interpolation and key event detection) superimposed on mosaic images. From (a) to (c): the first, second and third play in time order. The first and second plays overlap in time: the first play spans frame 16–260; the second frame 254–321; and the third frame 427–887 Fig. 11 An illustration of the paths in Bth . 1 Experimental Data Experiments were carried out on broadcast tennis videos from three tennis tournaments. A broadcast tennis video is composed of shots, such as play, close-up, crowd, advertisement.

Line of scrimmage is then detected based on player density at the formation frame. The offensive team are then identified based on the player formation shape and classified into one of five formation types using a multiclass support vector machine. Evaluation on a large corpus with over 800 play clips of American football games demonstrates a performance of 95 % in detecting the play formation and 98 % in identifying the line of scrimmage and 67 % in the more ambiguous task of classifying the formation of the offensive team.

Typical examples can be found in aerospace and defence applications [1, 2, 17, 19, 24], where scans of radar signal are equivalent to frames in a video, and an object candidate is simply a point in a scan with no resolvable features. The TBD approach, on the other hand, is suitable for tracking large and slowly moving objects with complex representations. In a TBD approach, hypotheses about the object’s position in a state space are generated, and then evaluated using the image. Depending on the features used for evaluating the hypotheses, this type of approach can be further categorised into contour-based tracking, colour-based tracking, etc.

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