Soccer match broadcast video analysis method based on detection and tracking

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Computer Animation and Virtual Worlds Pub Date : 2024-05-29 DOI:10.1002/cav.2259
Hongyu Li, Meng Yang, Chao Yang, Jianglang Kang, Xiang Suo, Weiliang Meng, Zhen Li, Lijuan Mao, Bin Sheng, Jun Qi
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引用次数: 0

Abstract

We propose a comprehensive soccer match video analysis pipeline tailored for broadcast footage, which encompasses three pivotal stages: soccer field localization, player tracking, and soccer ball detection. Firstly, we introduce sports camera calibration to seamlessly map soccer field images from match videos onto a standardized two-dimensional soccer field template. This addresses the challenge of consistent analysis across video frames amid continuous camera angle changes. Secondly, given challenges such as occlusions, high-speed movements, and dynamic camera perspectives, obtaining accurate position data for players and the soccer ball is non-trivial. To mitigate this, we curate a large-scale, high-precision soccer ball detection dataset and devise a robust detection model, which achieved the m A P 50 95 $$ mA{P}_{50-95} $$ of 80.9%. Additionally, we develop a high-speed, efficient, and lightweight tracking model to ensure precise player tracking. Through the integration of these modules, our pipeline focuses on real-time analysis of the current camera lens content during matches, facilitating rapid and accurate computation and analysis while offering intuitive visualizations.

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基于检测和跟踪的足球比赛转播视频分析方法
我们提出了一种专为转播镜头定制的综合足球比赛视频分析管道,其中包括三个关键阶段:足球场定位、球员跟踪和足球检测。首先,我们引入了运动摄像机校准技术,将比赛视频中的足球场图像无缝映射到标准化的二维足球场模板上。这就解决了在摄像机角度不断变化的情况下对视频帧进行一致分析的难题。其次,考虑到遮挡、高速运动和动态摄像机视角等挑战,获取球员和足球的准确位置数据并非易事。为了缓解这一问题,我们策划了一个大规模、高精度的足球检测数据集,并设计了一个稳健的检测模型,该模型的 m A P 50 - 95 $$ mA{P}_{50-95} 达到了 80.9%。$$ 的 80.9%。此外,我们还开发了一个高速、高效、轻量级的跟踪模型,以确保精确跟踪球员。通过这些模块的集成,我们的管道侧重于在比赛期间对当前摄像机镜头内容进行实时分析,从而促进快速、准确的计算和分析,同时提供直观的可视化效果。
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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
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