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Tennis Real Play: an Interactive Tennis Game with Models from Real Videos. Jui-Hsin Lai et al., NTU ACM MM 2011. The IDEA. The Goal. The Challenges. Player Database - Auto Video Analysis - Auto Clip Collection Player Rendering - Realtime Clip Editing - Player Strategy Analysis

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tennis real play an interactive tennis game with models from real videos

Tennis Real Play: an Interactive Tennis Game with Models from Real Videos

Jui-Hsin Lai et al., NTUACM MM 2011

the challenges
The Challenges
  • Player Database- Auto Video Analysis- Auto Clip Collection
  • Player Rendering- Realtime Clip Editing- Player Strategy Analysis
  • The Game System- Background/Foreground Rendering- Realtime Processing
the challenges1
The Challenges
  • Player Database- Auto Video Analysis- Auto Clip Collection
  • Player Rendering- Realtime Clip Editing- Player Strategy Analysis
  • The Game System- Background/Foreground Rendering- Realtime Processing
player db foreground segmentation
Player DB: Foreground Segmentation

Problem: The figures are not in the same size…

solution fiducial coordinate
Solution: Fiducial Coordinate
  • Fiducial(adj.) 基準的
  • (m0~m7: homography parameters, can be determined by trigonometrics)
player db hit statistics
Player DB: Hit Statistics
  • Jui-Hsin Lai et al., “Tennis Video 2.0: A New Presentation of Sports Videos with Content Separation and Rendering”, JVCI 2011

Forehand volley

Backhand volley

Forehand stroke

Backhand stroke

Drop shot

player db behavior model
Player DB: Behavior Model
  • The final piece of the DB that combines other pieces
  • Players speed, hit trajectory, reaction time…etc.
  • Can create ‘virtual ’matches between players (like fantasy baseball!)

kcir:

In other words, the gamer actually plays minor role in this ‘game’.

Whether a player can catch up (speed/direction); how does one choose to hit (force/angle), these are pre-determined.

the challenges2
The Challenges
  • Player Database- Auto Video Analysis- Auto Clip Collection
  • Player Rendering- Realtime Clip Editing- Player Strategy Analysis
  • The Game System- Background/Foreground Rendering- Realtime Processing
player rendering clip selection
Player Rendering: Clip selection
  • If the player decides (how?) to go from point A to point B:
  • The system automatically choose the “suitable” clips and seam them together.
  • Suitable: 1. shortens the distance 2. runs along the path 3. min # of clips
from motion to hit
From “motion” to “Hit”

The Player DB

  • Shape/texture similarity between the frame of the clip

kcir:

So the swing of the gamer is meaningless.

What only matters is the timing of swing.

from motion to hit1
From “motion” to “Hit”
  • In order to look good:
  • They want to use “view morphing” in between the transition

Problem: you need ‘Labels’ before you can morph

Solution: [JCV09] and [JCV04] on Auto Labeling for morphing

the challenges3
The Challenges
  • Player Database- Auto Video Analysis- Auto Clip Collection
  • Player Rendering- Realtime Clip Editing- Player Strategy Analysis
  • The Game System- Background/Foreground Rendering- Realtime Processing
evaluation
Evaluation
  • Computation Analysis
  • Prediction of Game Result - Virtual Match
  • Subjective Evaluation- Compares to Wii and xbox- Interactivity- Immersive Experience
computation analysis
Computation Analysis
  • Intel i7 2.6 GHz CPU with 4GB RAM
  • Rendering resolution: 720 x 480
  • => Frame rate: 30 fps (standard mpeg1 requirement)

You can offline-computed these two

Basis

subjective experiments
Subjective Experiments
  • 20 undergrads
  • 5-point scoring system
  • Q1. Interaction
  • Q2. Immersive Experience
  • Q3. Interesting
  • Q4. Innovative application (huh?)
  • Q5. Willing to play TRP after watching videos?
subjective exp compares to others
Subjective Exp: Compares to Others
  • Participants played TRP, Wii tennis, and TP3 xbox
  • Q6. Entertainment levels
  • Q7. Realism of visual effects
  • Q8. Interactiveness (didn't you just ask this in Q1?)
  • Q9. Preference
results
Results
  • Using Wii as the comparison basis (score=3)

Q1. Interaction

Q2. Immersive Experience

Q3. Interesting

Q4. Innovative application (huh?)

Q5. Willing to play TRP after watching videos?

Q6. Entertainment levels

Q7. Realism of visual effects

Q8. Interactiveness

Q9. Preference

public demo
Public Demo
  • People are asking: “How can I get this feature on my own TV?”
conclusion
Conclusion
  • The first work to integrate video-based rendering and interactive sports game running in realtime
  • Without motion capture system, construct game from video without much human assistance
  • Game results can reflect the match results in real world and predict match results
comments
Comments
  • The value of this work is its auto process of video->game, which includes:- video analysis- auto editing of the clips- realtime rendering- computational complexity to overcome with
  • The game itself, although put in the title, is just a bonus
  • How can this be better than Wii !?!?!?- gamer cannot control how they hit. The hitting result is determined by the player DB. (Williams always wins)- gamer don't have to chase the ball. The player will instantly know where to go. (this is cheating!)- You will always win if you know which player to pick….And you call this FUN? Poor consumers