EP1969585A1 - Verfahren und system zur erzeugung von ereignisdaten und zur verfügungsstellung dieser für die ablieferung - Google Patents

Verfahren und system zur erzeugung von ereignisdaten und zur verfügungsstellung dieser für die ablieferung

Info

Publication number
EP1969585A1
EP1969585A1 EP05854179A EP05854179A EP1969585A1 EP 1969585 A1 EP1969585 A1 EP 1969585A1 EP 05854179 A EP05854179 A EP 05854179A EP 05854179 A EP05854179 A EP 05854179A EP 1969585 A1 EP1969585 A1 EP 1969585A1
Authority
EP
European Patent Office
Prior art keywords
event
data
event data
participant
animated
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Withdrawn
Application number
EP05854179A
Other languages
English (en)
French (fr)
Inventor
Timothy J. Lock
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
PlayData Systems Inc
Original Assignee
PlayData Systems Inc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by PlayData Systems Inc filed Critical PlayData Systems Inc
Publication of EP1969585A1 publication Critical patent/EP1969585A1/de
Withdrawn legal-status Critical Current

Links

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T7/00Image analysis
    • G06T7/50Depth or shape recovery
    • G06T7/55Depth or shape recovery from multiple images
    • G06T7/593Depth or shape recovery from multiple images from stereo images
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N23/00Cameras or camera modules comprising electronic image sensors; Control thereof
    • H04N23/60Control of cameras or camera modules
    • H04N23/66Remote control of cameras or camera parts, e.g. by remote control devices
    • H04N23/661Transmitting camera control signals through networks, e.g. control via the Internet
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N23/00Cameras or camera modules comprising electronic image sensors; Control thereof
    • H04N23/90Arrangement of cameras or camera modules, e.g. multiple cameras in TV studios or sports stadiums
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2207/00Indexing scheme for image analysis or image enhancement
    • G06T2207/10Image acquisition modality
    • G06T2207/10016Video; Image sequence
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2207/00Indexing scheme for image analysis or image enhancement
    • G06T2207/30Subject of image; Context of image processing
    • G06T2207/30221Sports video; Sports image

Definitions

  • This invention relates to methods and systems for creating event data and making same available to be served.
  • Sports information and broadcasting are currently provided extensively via the Internet. Much work has been done to allow the effective streaming of video over the web. With sufficient bandwidth this can be done effectively, although many users suffer from very poor performance. Video over the web suffers from too much information, even with compression. The cost to produce video productions is reduced by the result being broadcast via the web. Streaming text is quite successful, but not very exciting to watch, and its requires an announcer to transcribe the action. There are current web sites which provide near real-time game summary statistics. However, they lack sufficient information to allow reconstruction of detailed analysis of a game.
  • Machine vision applications may use image processing software operable to perform any of various types of image analysis or image processing functions or algorithms in examining an acquired image of an object.
  • pattern matching algorithms are often used, e.g. , in order to compare the pattern information of the acquired image to pattern information of a template image.
  • Color matching algorithms may also be used, e.g. , in order to compare the color information of the acquired image to the color information of a template image.
  • Blob (Binary Large Object) analysis tools may also be used to examine an image.
  • pattern, color and/or Blob analysis information may be used to verify that: an object includes all necessary components in the correct locations, an object has the appropriate words, labels, or markings, an object surface is not scratched or otherwise defective, etc.
  • any of type of camera or other device may be used to acquire the images to be analyzed in a machine vision application, including digital cameras, line scan cameras, etc.
  • the term "camera” is intended to encompass all such devices, including infrared imaging devices, x-ray imaging devices, ultrasonic imaging devices, and any other type of device which operates to receive, generate, process, or acquire image or sensor data.
  • a computing system which may be coupled to the camera.
  • a personal computer may receive image data from a camera and may execute one or more software programs to process and analyze the image data.
  • a data acquisition (DAQ) computer board e.g. , installed in a computer
  • DAQ data acquisition
  • a data acquisition (DAQ) computer board may receive image data from the camera and perform various signal processing operations on the data, including pattern recognition, signal conditioning and conversion, and filtering, among others.
  • image processing capabilities are performed by the camera or sensor by hardware and/or software "on-board" the device.
  • the term "smart camera” is intended to include any of various types of devices that include a camera or other image sensor and a functional unit (i. e.
  • a processor /memory and/or programmable hardware such as a field programmable gate array (FPGA) capable of being configured to perform an image processing function to analyze or process an acquired image.
  • FPGA field programmable gate array
  • smart cameras include: NAVSYS Corporation's GI-EYE, which generates digital image data that are automatically tagged with geo-registration meta-data to indicate the precise position and attitude of the camera when the image was taken; Vision Components' GmbH Smart Machine Vision Cameras, which integrate a high-resolution Charge Coupled Device (CCD) sensor with a fast image-processing signal processor, and provide various interfaces to allow communication with the outside world; and Visual Inspection Systems' SMART cameras with on-board DSP capabilities, including frame grabbers and robot guidance systems, among others.
  • CCD Charge Coupled Device
  • An object of the present invention is to provide a method and a system for creating event data and making same available to be served wherein the event data includes 3-D data representing at least one participant in the event.
  • a system for creating event data including 3-D data representing at least one participant in an event and making the event data available to be served.
  • the system includes a communications network and a plurality of camera units coupled to the communications network.
  • the camera units are configured and installed at an event venue to generate a plurality of images from waves which propagate from objects in the event including the at least one participant in a plurality of non-parallel detector planes spaced about the event venue.
  • the camera units include a plurality of detectors for measuring energy in the images in the detector planes to produce a plurality of signals obtained from different directions with respect to the at least one participant and a plurality of signal processors to process the plurality of signals from the plurality of detectors with at least one control algorithm to obtain image data.
  • the camera units are calibrated in 3-D with respect to the event venue.
  • a processor subsystem is coupled to the communications network to process the image data to obtain the event data including the 3-D data.
  • a server which includes a data engine, is in communication with the processor subsystem through the communications network. The server is configured to receive the event data including the 3-D data from the processor subsystem and to make the event data available to be served.
  • the waves may be light signals reflected from the objects, and at least one of the detectors may comprise an array of photodetectors.
  • Each of the arrays of photodetectors may include a video camera.
  • the 3-D data may represent 3-D positions, poses and appearances of the at least one participant.
  • the 3-D data may represent a plurality of participants in the event and 3-D positions, poses and appearances of the participants.
  • the event data may include snapshots and video clips of the event, individual and group statistics, and officiating help data when the event is an officiated event.
  • the network may be an ethernet network or may be a wireless network.
  • the system may further include a client including an animation engine configured to receive the event data and to create an animated scenario including at least one animated participant in the event moving along a virtual path based on the event data.
  • the scenario may be a play and the at least one participant may include at least one virtual player in the play.
  • the at least one virtual player may include at least one virtual sports player.
  • the client may include an editor for editing the event data to obtain edited event data, and the animated scenario may be based on the edited event data.
  • the client may include means for creating a virtual environment based on the event data, and the animated scenario may be simulated in the virtual environment.
  • the client may include means for controlling the animated scenario in the virtual environment.
  • the means for controlling may control a view point of a real human viewing the animated scenario.
  • the server may further include a web server.
  • the system may further include a client including a web browser interface configured to couple the client to the web server through the web browser interface to obtain the event data for at least one selected object in the event.
  • the client may include an animation engine to create an animated scenario including at least one animated virtual participant moving along a virtual path based on the served event data.
  • the system may further include an audio subsystem coupled to the communications network.
  • the audio subsystem may be configured and installed at the event venue to acquire and process a plurality of sounds from different locations at the event venue to obtain sound data.
  • the processor subsystem processes the sound data to obtain 3-D sound data .
  • the event data includes the 3-D sound data.
  • the event may be an action-oriented event such as a sporting event.
  • the event may be a surveillance event.
  • the calibrated camera units may produce 3-D directed line segments which represent 3-D positions as seen by a single camera unit.
  • a method for creating event data including 3-D data representing at least one participant in an event and making the event data available to be served includes generating a plurality of images from waves which propagate from objects in the event including the at least one participant in a plurality of non-parallel detector planes spaced about an event venue. The method further includes measuring energy in the images in the detector planes to produce a plurality of signals obtained from different directions with respect to the at least one participant. The method further includes processing the plurality of signals with at least one control algorithm to obtain image data, processing the image data to obtain the event data including the 3-D data, and making the event data including the 3-D data available to be served.
  • the method may further include creating an animated scenario including at least one animated participant in the event moving along a virtual path based on the event data.
  • the method may further include editing the event data to obtain edited event data, and the animated scenario may be based on the edited event data.
  • the method may further include creating a virtual environment based on the event data, and the animated scenario may be simulated in the virtual environment.
  • the method may further include controlling the animated scenario in the virtual environment.
  • the step of controlling may control a view point of a real human viewing the animated scenario.
  • the step of making may make the event data available to be served over the Internet.
  • the method may further include serving the event data over the Internet.
  • the method may further include creating an animated scenario including at least one animated virtual participant moving along a virtual path based on the served event data.
  • the method may further include acquiring and processing a plurality of sounds from different locations at the event venue to obtain sound data and processing the sound data to obtain 3-D sound data.
  • the event data may include the 3-D sound data.
  • the method may further include processing the 3-D data to fill in incomplete or missing information.
  • the method may further include utilizing 3-D data which represents position and velocity of the at least one participant with a 3-D model of the event to compensate for incomplete or missing event data.
  • One embodiment of the method and system allows the automatic broadcast over the Internet of sporting and other action-oriented events.
  • the system creates a comprehensive record of the event by continuously tracking with cameras and using recognition technology to determine the location of all event participants and provides for the derivation of the information required to create animations to allow a user to view the action over the Internet.
  • the system allows the viewer to participate in an event by letting him choose the viewing perspective and time.
  • a viewer can view a football game from the point of view of the middle linebacker, or a soccer game from the point of view of the goalie.
  • the information can also be used by video games to allow the blending of reality into current games.
  • FIGURE 1 is a perspective schematic view of an event venue, such as a football stadium, wherein participants in an event, such as football players playing a game of football, are viewed by a system of the present invention to create event data including 3-D data representing the football players;
  • FIGURE 2 is a schematic block diagram of one embodiment of a system of the present invention.
  • FIGURE 3 is a block diagram flow chart which illustrates one embodiment of a method of the present invention.
  • FIGURE 4 is a schematic diagram of a pair of cameras and directed line segments from the camera centers to the participants in an event.
  • One embodiment of the system of the invention broadcasts action- oriented entertainment content over the web.
  • An acquisition system acquires event information in the form of the positions and poses of participants, and view of the scene.
  • a data engine stores it for broadcast over the Internet.
  • a user system allows a user to select, retrieve and view the event from any position.
  • the acquisition system is typically installed at client venues to capture events.
  • Current digital imaging and machine vision technology enable cost-effective installations.
  • the data engine serves the achievable resolution, video and sound quality, and acquisition rate to match the capabilities/expectations of the user.
  • the user system displays a mix of video game-like animation and video images.
  • the capabilities developed for advanced computer games makes feasible the creation of viewable 3-D animations driven by the acquisition system.
  • the acquisition system is a network of off-the-shelf "smart cameras” and controllers which derive the 3-D scene information and images from a limited number of camera views.
  • a smart camera uses on-board processing to derive and communicate critical information from what it sees.
  • Multiple smart camera outputs allow the reconstruction of movements and positions of objects to a specified resolution.
  • the acquisition system controllers automatically generate:
  • the acquisition system is passive and routine event data transmission is automatic.
  • the smart cameras are permanently mounted on posts back from the playing field, typically light towers, as shown in Figure 1.
  • the acquisition system may be either permanently or temporarily installed in client venues. Web-based diagnostics would be utilized for system monitoring.
  • the data engine uses both off-the-shelf software and hardware ⁇ i.e. , servers) to store and make the event data available over the web.
  • the network bandwidth required could be licensed from the many Internet providers.
  • the user system generates event animations on user's PCs or game systems.
  • the user system can be used in many ways for viewing an event, analyzing the event, or as the starting point for various simulation games..
  • the event data makes possible unlimited user selectable views of events, e.g. , view a football game from the quarterback's perspective, from ten feet above and behind him, or from the sidelines. The result is a highly interactive, instructive, compelling entertainment.
  • One embodiment of the system offers fans a virtual stadium and an all-area pass, including the playing field in the middle of the action.
  • multiple events or multiple views of the same event can be simultaneously displayed. The following subsections illustrate applications of different embodiments of the system.
  • a viewing program allows someone to watch an event and control the viewing positions along with the pace of the game.
  • the event data drives a 3-D animation. It allows the choice of various viewing approaches, follow a player, follow the ball, isolate on a player, along with zoom, angle, etc. It wold allow backward or forward movement in time (where possible), by play, possession or other similar concept.
  • the Sports Games could be used to view current and historical games. To generate their plays and graphics, these games' developers have already done a vast amount of work, which can be enhanced by the event data.
  • the event data can be streamed to a PDA or cell phone with a 2-D play/view interface.
  • a cell phone with color display and 3-D animation capability can be used to follow the game, or play a simulation game with someone else.
  • a simulation game can use the historical event data to determine the options and outcomes of strategies or plays chosen by the players.
  • Sports Games can use the historical event data to determine the options and outcomes of strategies or plays chosen by the players.
  • the Sports Games can be used to play against a chosen historical team.
  • the event data provides tools to allow coaches to analyze the player positions and movement.
  • a simple version of the system can be used for soccer and football at all levels as a tracking and training tool.
  • the system can be used for officiating. Its knowledge of the relative
  • 3-D positions of the players and ball can be used to referee many sports. It can be used as a tool to capture information to assist officials in drawing verifiably objective conclusions, or in replacing officials entirely, especially in practice situations. Broadcast Support
  • one embodiment of the system can be used to assist traditional television broadcasters.
  • the system could also be used to extract the event data from a set of videos of a game.
  • the system can produce graphics for broadcast announcers use in real-time.
  • the reconstruction of the plays and the resulting statistics are of use to broadcasters and teams.
  • The can use these both to review the game and to mine the data for various tendencies and test different scenarios and approaches.
  • the data can be used to provide a 3-D sound track for a broadcast event.
  • the data can be used to support a 3D viewing system supported by some advanced television/PC combinations.
  • a broadcaster can use the event data to create an animation to provide an "event data channel" with a single produced viewing approach with commentary.
  • a computer can get the game data from the web, and provide a stream of statistics or summaries on an overlay image.
  • the user can set his preferences for the kind of information he wants. A count of the yards gained by the team after each play is possible. Alternatively, a broadcaster can provide the data.
  • a stage play could be broadcast with animation and 3-D sound.
  • the PlayData system can be used to stage the action for animation and capture the 3-D description of it. The animator then edits and enhances the result into a movie or show.
  • One embodiment of the method and system allows the enhancement of off-the-shelf surveillance video systems to track and interpret the people and objects in view.
  • An event data description of a person might be paired with a biometric recognition system. Cars and people could all be tracked with the biometric data created. This may be paired with a behavior analysis capability.
  • the camera subsystem is a family of smart cameras.
  • the subsystem has an open interface to allow third party development of new camera systems.
  • the cameras typically comprise a processor along with some number of image heads. This will allow a single "camera” to, for instance, cover a variety of ranges or cover a wide field easily, by using multiple independently aimed sensors. Standard acquisition sensors are square, while in many cases the scene is primarily horizontal.
  • the cameras may support 1 -Gigabit Ethernet Links.
  • the camera unit may have a zoom lens and/or the ability to pan/tilt.
  • the major camera components are available off-the-shelf.
  • the processor in each camera unit is supplemented by a DSP or gate array. These provide the required hardware boost to allow the algorithms to run in real-time. Hardware and development software allows the use of a variety of off- the-shelf cameras.
  • the processor module supports Ethernet along with up to eight image heads.
  • the interface to the camera heads is preferably firewire, a standard high-speed interface, which will allow many different cameras to be used if desired.
  • the camera head which feeds the image data to the camera processor, includes a 1 to 16 Megapixel RGB imager.
  • the camera image head has its own processor to control initial image acquisition and processing.
  • the camera head uses a firewire interface to stream the image data to the camera processor.
  • a low cost version of the camera unit combines the image head with a single processor for less demanding applications.
  • a network of microphone units captures the sound in various areas, as shown in Figure 1.
  • the sound is analyzed and stored to allow 3-D positional specific sound.
  • the sound subsystem is a family of microphone units and an interface to allow third party development of sound acquisition system components.
  • Each microphone unit is preferably directional to allow the sound from one region of the scene to be captured and sent to the network processor or subsystem.
  • the integration and analysis subsystem (the subsystem of Figure 2) creates and maintains a description of the scene at a specified resolution. It provides this data to the data engine.
  • the analysis and integration subsystem contains a processor with
  • DSPs or gate arrays to collect and process the data from the individual camera units and microphone units and transfers it to the local data engine of the server.
  • the link to the local data engine may be either 1 -Gigabit Ethernet or firewire. This hardware, and the software required to use it, is available off-the-shelf. Network
  • a 1-Gigabit Ethernet network may connect all the system components for good performance.
  • a wireless network could also be used with some sacrifice of performance.
  • the acquisition system derives the 3-D game information and images from a limited number of 2-D views. Several views of each "player” or event allow the reconstruction of all the movements and positions. Some advantages with many sports are the use of uniforms with numbers and the reset of the game frequently to known positions.
  • the network of camera units view the scene ⁇ i.e. , the event venue) from various angles. At least two different views of any object in the scene are desirable.
  • the cameras may have a pixel resolution of, for instance, 1,000 by 1,000 pixels. At a given distance, the camera views some field of view, dependent on its lens, for instance 10m x 10m at 40m distant. In this case, the resulting acquisition resolution at 40m would be 10m / 1,000 pixels or approximately Im / 100 pixels or 10mm / pixel (approximately 1/2 inch).
  • the typical rate for broadcast video is currently 30 frames/second.
  • a rate of data acquisition of 10 updates/second would allow a viewer to follow the game. Selected cameras could have faster update rates, for instance a ball-tracking camera.
  • the broadcast video rate is a rate at which a person can perceive a sequence of images as smooth motion
  • the graphics system the user is viewing would be updating the view at least 30 frames/second, but the positional data rate does not have to match this, since the animation software will produce smooth motion for all objects. Many types of inference are necessary for the system to work properly.
  • An animation of a group of players in a sport typically rests on a model for players with adjustments for factors such as height, weight, appearance and proportions.
  • a model of this type is a mathematical description of the object, with a set of parameters which determine what pose the player is in. The acquisition system derives these parameters. This set of parameters is a very compact, efficient way to describe a player, particularly since only the parameters which are changing need to be exchanged with the animation engine.
  • An additional aspect of the model is a dynamic description of the objects.
  • a scene is modeled as having a static background, dynamic background elements, and foreground objects (players).
  • An object could be a simple 3-D solid, or could have a much more complicated description such as an abstraction of a human body.
  • the object has both static and dynamic attributes. Its height and weight and overall form are static throughout a given scene. The way a certain person walks and runs can also be determined and used to reduce the amount of information for a realistic animation. Pose
  • An object has an overall position (its center of mass) and also a yaw, pitch and roll. This entire description is called its pose. If the object is composed of multiple rigid parts, such as head, hands, legs, feet, then to describe the object one needs to describe the pose of each of the parts. However, all these poses are related to each other. Every pose does not change every time one looks.
  • a view as captured by a camera can be compressed somewhat, but it requires an unbroken high-resolution sequence at a fairly high rate, to produce the illusion of actually watching an event.
  • a PC or video game is currently very good, and continually getting better, at generating images which produce this illusion.
  • gestures For instance, walking, running or waving can all be described as gestures of a given object, starting at A and going to B at some rate. This description requires far less data to describe, and vastly less than a video of the object moving. In addition, default gestures can be specified such as: keep going, or stop and return to C, if no further information is provided about the object. Position/Gesture Description
  • the position/gesture description is universal. It is also an extremely efficient method of describing the scene, and can then be used to generate a realistic view for a user.
  • the position/gesture information With a position/gesture description, then at the time the position/gesture information is acquired, one can also extract image details.
  • the gesture is derived, the boundary of a given sub-object (a shoe or hand) is also derived. Both the image extracted, along with the acquiring view can be stored.
  • the image can be transformed by using the knowledge of the acquiring view and the chosen view. It can be used to add detail to the graphic images created for the user view. So, for instance, by occasionally sending the description of a shoe, the user would see the grass stains on it, while the - data sent is still quite small and occasional.
  • the derivation of the 3-D positions and view-independent appearance of the participants extracts the following information from the images acquired by each camera unit:
  • the acquisition of images and the first stage of the processing typically take place in the "smart camera,” or camera unit.
  • the data used by the camera to derive this information is:
  • the image acquisition would be in parallel with the information about the previous state of the scene available. Previous scene information would be used to target the potential areas to acquire images from. It would also be used to adjust the acquisition parameters for an optimal image. The images acquired are saved until the next images are acquired. Image Segmentation
  • the images are segmented in parallel using previous information to help the image segmentation be as reliable and fast as possible. If known, the approximate position and appearance of features would be used to simplify and speed up this process.
  • the participants' features are extracted from background via image segmentation with blob analysis, edge analysis, region growing, or other typical image processing techniques.
  • Information about the velocity of objects may be gained by subtracting the new image from a previous image.
  • the registration marks on the field would be extracted and available for updating the calibration data as needed.
  • the above information is in image coordinates, tied to a specific camera.
  • the image features are transformed into 3-D features by using the camera calibration data.
  • the 3-D image features are sent to the processor for labeling.
  • a point feature would become a 3-D ray from the camera center, for instance.
  • the results are sent back to the cameras and can be used to go back into the images and extract any updates to the object appearance model, or to derive more information to remove ambiguities in the labeling.
  • the segmentation results are passed to the feature processor.
  • This system combines all the information from the individual cameras and creates the labeled 3-D positional information. It sends the results back to the cameras to guide the next acquisition and segmentation cycle, which also allows the images to be examined for necessary updates to the player appearance and possibly additional feature information.
  • the processor would have event information sufficient to allow it to determine the starting participants and their positions.
  • the task of labeling has two components: the participant location and the location of their extremities.
  • the labeling proceeds in the same manner in both cases, with the difference being that the entire field is scanned for all participants, whereas once they are known, the possible positions of their extremities are known fairly accurately.
  • algorithms would be used which would "grow" the extremities from the master feature, observing various rules about the human form (head opposite legs, arms attached to trunk, etc.). The goal is to reduce the amount of ambiguous information which has to be exhaustively searched for consistency.
  • a master feature would be matched first, using the center of mass of a large feature which would correspond to each player. Extremities of objects would be resolved only after their owner was known. Whenever a player number can be unambiguously extracted, recognized and matched to a master feature, it would be used as a label.
  • the initial step is to find the 3-D positions of the participants from the sets of features in each camera.
  • Each camera feature represents a ray from the camera center through the actual feature. The rays from all the cameras, which describe the same 3-D feature, should all intersect with some small error in the 3-D position of the feature.
  • extremities are labeled using the same labeling technique, restricting the candidate features to those of the correct type and position.
  • the extremities can be derived by establishing their connectivity to the participant.
  • the first step is to take pairs of cameras and find all unambiguous labelings. This is then extended to all cameras, with the result being a labeling of easy features. Then a labeling of the remaining features is performed which makes inferences as necessary.
  • FIG. 4 illustrates an example of this filter.
  • positions A, B, and C have previous positions A', B' and C wherein maximum movement possible is about 2 meters.
  • the height of Rl at A is 2 meters, at X is 1.5 meters.
  • the height of R4 at C is 2 meters, at X is 1.2 meters.
  • the intersection error at X is .3 meters at A.
  • the error for the intersection of Rl ,R5 at A is .005 meters.
  • intersection of Rl, R4 at X is .300 meters.
  • the intersection filter removes x from consideration if error is set to .050 meters.
  • the intersection of R2,R5 at Z has an error of .04 meters, so it is a valid candidate.
  • the result of the intersection filter is to leave A, B, C, Z as candidates. Additional camera pairs will produce A, B, C, but not Z.
  • the minimum error from the previous positions is used to label the resulting candidates.
  • the previous feature information can be used to guess the correct labeling for new or missing features.
  • the information that it is a guess is included to allow later processing to override this information.
  • This data can then be compressed and served in its entirety, or a description of necessary changes can be made, compressed and served.
  • a higher level description can be generated which describes the abstraction of the event: participant overall position movement, with pose or gesture change description.
  • the processor isolates the sounds local to a sub-region of the event. This is stored in this form.
  • the data engine stores and makes the data available to be served over the web or locally.
  • Source image generation for use by broadcasters or teams. Utilizes video overlay generation hardware as needed.
  • the data interface is available to allow third party software to be used to pre- or post-process the event data.
  • a control room may be maintained which would monitor the data flows and respond to system alerts and problems.
  • Internet service providers would handle most Internet issues.
  • the event data may be streamed to Internet servers provided by a commercial service. There would be a cost per transaction by the service. Encryption of the data may be necessary to restrict its use to licensed computers.
  • Event data can be used in many ways for viewing an event, analyzing the event or as the starting point for various simulation games.
  • Current computer graphics techniques can be used to take a series of positions information and image details (faces of players, appearance of a catch) and transform them to present them in the perspective chosen by the person viewing the program).
  • the user selects the view mode, resolution, etc. for a specific session.
  • the images are generated in the selected viewing mode.
  • the generation of the selected sounds would utilize the 3-D position choice to take advantage of 3-D sound systems. There are many sound systems, which recreate 3-D sound accurately.
  • the user system includes a 3-D animation application, which would display the data.
  • the user system allows control of the view and unfolding of the scene.
  • the 3-D game information is used to construct a graphic representation of the players in their correct positions.
  • selected additional images can be transformed and placed in the correct relationship by the graphic system. For instance, several reference images of a face can be used to put a face on a graphic of a player, or to transform a shot of a sideline catch for the current viewing angle and distance.
  • the system of the invention may merge with the current broadcasting of sports.
  • the acquisition system enhances the ability of broadcasters to generate replays and show plays in schematic form, and the ability of viewers to choose their perspectives of the game.
  • a workstation capable of the generation of high quality animations could be used to create a television broadcast signal. Commentary and the choice of perspective would be in the control of the broadcaster. SDK
  • SDK Software Development Kit
  • a family of games may be developed to capitalize on the event data.
  • a camera may view the Scoreboard to ensure consistent game information.
  • a microphone may capture sounds of the announcer at the stadium.
  • the amount of data needed to represent the game is quite small, and the rate at which it is generated is slow enough to support "dial-up" Internet connections for real-time game broadcast.
  • the amount of detail can be “scaled” to the bandwidth of the connection in use.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Computer Vision & Pattern Recognition (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Processing Or Creating Images (AREA)
  • Image Processing (AREA)
EP05854179A 2005-12-14 2005-12-14 Verfahren und system zur erzeugung von ereignisdaten und zur verfügungsstellung dieser für die ablieferung Withdrawn EP1969585A1 (de)

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
PCT/US2005/045410 WO2007070049A1 (en) 2005-12-14 2005-12-14 Method and system for creating event data and making same available to be served

Publications (1)

Publication Number Publication Date
EP1969585A1 true EP1969585A1 (de) 2008-09-17

Family

ID=38163230

Family Applications (1)

Application Number Title Priority Date Filing Date
EP05854179A Withdrawn EP1969585A1 (de) 2005-12-14 2005-12-14 Verfahren und system zur erzeugung von ereignisdaten und zur verfügungsstellung dieser für die ablieferung

Country Status (4)

Country Link
EP (1) EP1969585A1 (de)
JP (1) JP2009519539A (de)
CA (1) CA2633197A1 (de)
WO (1) WO2007070049A1 (de)

Families Citing this family (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2452510A (en) 2007-09-05 2009-03-11 Sony Corp System For Communicating A Three Dimensional Representation Of A Sporting Event
JP6672075B2 (ja) * 2016-05-25 2020-03-25 キヤノン株式会社 制御装置、制御方法、及び、プログラム
JP7010456B2 (ja) * 2017-06-13 2022-01-26 株式会社Mgrシステム企画 活動応援方法および活動応援装置
JP6632703B2 (ja) * 2018-12-27 2020-01-22 キヤノン株式会社 制御装置、制御方法、及び、プログラム

Family Cites Families (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6124862A (en) * 1997-06-13 2000-09-26 Anivision, Inc. Method and apparatus for generating virtual views of sporting events
US7227526B2 (en) * 2000-07-24 2007-06-05 Gesturetek, Inc. Video-based image control system
JP4048244B2 (ja) * 2001-02-05 2008-02-20 満正 江頭 データ配信システム、データ配信方法、シナリオデータが記憶されている記憶媒体、通信端末装置、および、データ配信装置
JP2003199060A (ja) * 2001-12-26 2003-07-11 Bellsystem 24 Inc スポーツ映像配信システムおよび映像処理システム
JP2003244728A (ja) * 2002-02-15 2003-08-29 Mitsubishi Heavy Ind Ltd 仮想映像作成装置及び仮想映像作成方法
JP4052147B2 (ja) * 2003-03-03 2008-02-27 ヤマハ株式会社 インターネット電話装置、インターネット電話システム、及びインターネット電話装置用プログラム
JP4903358B2 (ja) * 2003-09-01 2012-03-28 ソニー株式会社 撮像装置及び方法
JP2005100367A (ja) * 2003-09-02 2005-04-14 Fuji Photo Film Co Ltd 画像生成装置、画像生成方法、及び画像生成プログラム

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
See references of WO2007070049A1 *

Also Published As

Publication number Publication date
JP2009519539A (ja) 2009-05-14
WO2007070049A1 (en) 2007-06-21
CA2633197A1 (en) 2007-06-21

Similar Documents

Publication Publication Date Title
US9087380B2 (en) Method and system for creating event data and making same available to be served
US5729471A (en) Machine dynamic selection of one video camera/image of a scene from multiple video cameras/images of the scene in accordance with a particular perspective on the scene, an object in the scene, or an event in the scene
EP1864505B1 (de) Echtzeit-objekteverfolgung und bewegungserfassung in sportereignissen
US10582191B1 (en) Dynamic angle viewing system
RU2498404C2 (ru) Способ и устройство для генерирования регистрационной записи события
US5850352A (en) Immersive video, including video hypermosaicing to generate from multiple video views of a scene a three-dimensional video mosaic from which diverse virtual video scene images are synthesized, including panoramic, scene interactive and stereoscopic images
US20150297949A1 (en) Automatic sports broadcasting system
US20180137363A1 (en) System for the automated analisys of a sporting match
US20070279494A1 (en) Automatic Event Videoing, Tracking And Content Generation
KR20010074508A (ko) 스포츠 경기의 가상시야를 생성하기 위한 방법 및 장치
US11748870B2 (en) Video quality measurement for virtual cameras in volumetric immersive media
JP2009505553A (ja) ビデオストリームへの視覚効果の挿入を管理するためのシステムおよび方法
EP2200313A1 (de) Bildbasierte Bewegungsverfolgung
EP0847201B1 (de) Echtzeit-Folgesystem für sich bewegende Körper auf einem Sportfeld
Reimat et al. Cwipc-sxr: Point cloud dynamic human dataset for social xr
Sabirin et al. Toward real-time delivery of immersive sports content
Wu et al. Enhancing fan engagement in a 5G stadium with AI-based technologies and live streaming
WO2007070049A1 (en) Method and system for creating event data and making same available to be served
US11398076B2 (en) Three dimensional media streaming and broadcasting system and method
CN111970434A (zh) 多摄像机多目标的运动员跟踪拍摄视频生成系统及方法
Nieto et al. An automatic system for sports analytics in multi-camera tennis videos
KR20080097403A (ko) 이벤트 데이터를 생성하고 이벤트 데이터가 제공될 수 있게하는 방법 및 시스템
Chen Towards automatic broadcast of team sports
Inamoto et al. Arbitrary viewpoint observation for soccer match video
CN209865244U (zh) 一种进球视频捕捉装置

Legal Events

Date Code Title Description
PUAI Public reference made under article 153(3) epc to a published international application that has entered the european phase

Free format text: ORIGINAL CODE: 0009012

17P Request for examination filed

Effective date: 20080714

AK Designated contracting states

Kind code of ref document: A1

Designated state(s): AT BE BG CH CY CZ DE DK EE ES FI FR GB GR HU IE IS IT LI LT LU LV MC NL PL PT RO SE SI SK TR

STAA Information on the status of an ep patent application or granted ep patent

Free format text: STATUS: THE APPLICATION HAS BEEN WITHDRAWN

18W Application withdrawn

Effective date: 20091223