Bullet-Proof Robust Real-Time Ball Tracking

Author(s):  
Daniel G. Cardenas ◽  
Marcos D. Zuniga
Keyword(s):  
Author(s):  
Xiaofeng Tong ◽  
Tao Wang ◽  
Wenlong Li ◽  
Yimin Zhang ◽  
Bo Yang ◽  
...  
Keyword(s):  

Author(s):  
XIAOFENG TONG ◽  
TAO WANG ◽  
WENLONG LI ◽  
YIMIN ZHANG

A novel method is proposed to achieve robust and real-time ball tracking in broadcast soccer videos. In sports video, the soccer ball is small, often occluded, and with high motion speed. Thus, it is difficult to detect the sole ball in a single frame. To solve this problem, rather than locate the ball in one of several frames through detection or tracking, we find the ball through optimizing its motion trajectory in successive frames. The proposed method includes three level processes: object level, intra-trajectory level, and inter-trajectory level processing. In object level, multiple objects instead of a single ball are detected and all of them are taken as ball candidates through shape and color features identification. Then at intra-trajectory level, each ball candidate is tracked by a Kalman filter and verified by detection in successive frames, which results in lots of initial short trajectories in a video shot. These trajectories are thereafter scored and filtered according to their length and spatial-temporal relationship in a time-line model. With these trajectories, we construct a distance graph, in which a node represents a trajectory, and an edge means distance between two trajectories. We then get the optimal path using the Dijkstra algorithm in the graph at the inter-trajectory level. The optimal path is composed by a sequence of initial trajectories which make the whole route smooth and long in duration. To get a complete and reasonable path, we finally apply cubic spline interpolation to bridge the gap between adjacent trajectories (the duration corresponding to when the ball is occluded). We select three representative real FIFA2006 soccer video clips (containing a total of 16,500 frames) and manually elaborately labeling each frame in it, and take it as ground-truth to evaluate the algorithm. The average F-score is 80.59%. The algorithm was used in our soccer analysis system and tested on a wide range of real soccer videos, and all the results are satisfied. The algorithm is effective and its whole speed far exceeds real-time, 35.6 fps on mpeg2 data on the Intel Conroe platform.


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