Fast Arc Detection Algorithm for Play Field Registration in Soccer Video Mining Fei Wang, Lifeng Sun, BoYang, Shiqiang Yang Abstract— This paper presents an LSF-based framework for detecting arcs in broadcast soccer video. The successful identification of the arcs will evidently facilitate the soccer video analysis. The existing methods are not available for all playfield arcs including both the middle field circle and penalty box arcs. A new algorithm is proposed in the paper improved from LSF, called ALSF (Advanced Least Square Fitting), which can be used to detect arcs even though they are only 1/4 of eclipses (the same as penalty box arcs). With the improvement, we proposed a new framework to detect the arcs in broadcast soccer video. The proposed method first removes the points of straight lines. Then, all points of each connective area are transformed into a new reference frame to use LSF to get the equations of arcs. Experiments on more than 3 hours broadcast soccer video show the proposed method is effective with above 98% precision and 70% recall. I. INTRODUCTION With the development of the interactive video review, automatic soccer video analysis give fans a fast and convenient way to access the match rather than watch the game themselves. Much effort done in the field, the subject remains an open issue. The reason is that the structure information is scarce and the usable information (the lines, the arcs, the persons and the ball, etc) is difficult to be extracted preciously and quickly, which harms the accuracy and practicality of the application. Playfield arcs detection can significantly facilitate the soccer video mining, such as playfield registration as well as the camera calibration [1-3]. As we know, the arcs are unique in one playfield. For example, the left orientation arc with ends on a line must be the left penalty box arc, and the whole eclipse or arc with ends on the edge of screen must be the middle field circle. So if we can get an arc in one frame, the position will be known. With the detection results, more feature points (the points on both a straight line and an arc) can be gotten for calibration. More positions, such as the positions near the penalty box, can be restored. The dominative algorithms of arc (eclipse) detection can be divided into three categories: Eclipse Hough Transformation and its variations [4-14], Least Squared This work is supported by the National Natural Science Foundation of China under Grant No. 60573167 and Intel Cooperation Project: Personal Desktop Video Mining System. Fei Wang is with Department of Computer Science and Technology, Tsinghua University ([email protected]). Bo Yang is with Department of Computer Science and Technology, Tsinghua University. Lifeng Sun is with faculty of Department of Computer Science and Technology, Tsinghua University. Shiqiang Ynag is with faculty of Department of Computer Science and Technology, Tsinghua University Fitting [15], and Invariant Pattern Filter [16]. Nowadays, the EHT is widely used to detect the eclipses in soccer video. The SEHT [6] (standard eclipse Hough transformation) uses each edge points to vote for all possible eclipse equations, which needs large computation and storage consumption (because of 5 variants and the complexity is O(n5)). The Randomized Eclipse Hough Transformation [7] improves SEHT, but the aberration of the arcs in soccer video will make it fail. To overcome the shortcomings of the SEHT, some research work has been proposed for detecting eclipses in global views of soccer videos [3-5]. These algorithms can only detect almost whole eclipses or eclipses more than their half in the frames with the middle lines, which is very restricted and cannot take effect on the arcs of penalty boxes. LSF [15] and Invariant Pattern Filter [16] are faster and more widely available than above algorithms, which may be able to detect the penalty box arcs, but they also fail in the soccer video analysis. The key obstacle why they are not available for soccer video is the arcs will have errors while shooting. The two algorithms need a lot of points to eliminate them. But in broadcast soccer video, we usually can not get enough right points, because the line point extraction is not able to get all the points of lines in one frame. More seriously, the person or other objects may occult some parts of the lines, and then the arcs will become to short line-lets whose points are not enough for LSF. Another possible situation is the arcs and other objects are connective, so we can not tell points of the arcs from points are of the objects. The LSF is more robust than Invariant Pattern Filter when we cannot get enough points, but there is one problem of LSF if we use it in the soccer video. In the LSF algorithm, we must solve a set of linear equations for get the equation of arcs. When there are a lot of points in one part, the linear equations will become ill-conditioned, because some parameters of the parameter matrix will be much bigger than others. So the correct results cannot be achieved in the broadcast soccer video. To overcome the shortcomings of LSF, two problems must be solved. Firstly, we must separate the points of arcs from others. This process will decrease error introduced by points which are not contained by the target arc. The difficult is that other objects removed, the arcs will be affected, even though they will be segmented into several parts which have no enough points. Secondly, we must use some measures to decrease the gap among the parameters of the parameters matrix of linear equations in the process. Then the correct results can be achieved. In this paper, we propose a new framework to detect the arcs including both the middle field circles and penalty box arcs. Basing on LSF, it will be much faster than the EHT algorithm, and is able to find most of arcs. The framework has five parts in the whole process: the playfield segment, the edge point extraction, the straight lines removal, ALSF (Advanced Least Square Fitting) to get the equations of connective areas, and the post-process to check the results. We use the color to segment the playfield. After that, we use the Laplace-Gauss filter to extract edges. Then, Hough Transformation is used to detect straight lines, which will be removed from the binary images. Next, we use seed-growing to get connective areas, and put their points into ALSF to achieve arc equations. The results will be checked because the parameters of arcs must be in a range at last. The algorithm complexity of time and storage of the whole process are only O(mn) (the same as the magnitude of the straight line detection), while the SEHT is O(n5). And it can work well for detecting the penalty box arc which can not be detected by most of algorithms before. The rest of the paper is structured as follow: section 2 presents the algorithm, section 3 shows the experiment result and section 4 is the conclusion. II. FRAMEWORK FOR ARC DETECTION The figure 1 shows the framework of arcs detection for given frames of broadcast soccer video. In the rest of the part, we will describe its components in turn. Figure 1 the diagram of framework for detecting arcs of frames in soccer video 2.1 Playfield Segment Before the arcs detection process, the playfield segment is needed, because we only detect the arcs in global view, and the lines out of the playfield must not be the playfield lines. Playfield is segmented by the methods proposed by [18] both accurately and effectively. Several frames will be chosen randomly to statistic the pixel distribution in HSI color space. Then we can get a range of grass color in the video. Furthermore, we use the point number of grass areas to filter parts which may be false. An area will be filtered if it is smaller than an adaptive threshold. Then, we can remove the area of parts which is out of the playfield. The points in the grass range with the largest height in their column will be considered as the top grass. The points above them will be removed. After the process, the view type will also be known, because we can know the whether a frame is a global view through their grass-ratio with high precision. 2.2 Edge Extraction For the fast detection, the line point extraction must be simple and effective. There are many methods for object extraction in computer vision. As we know, the lines in the playfield are white. But we can not extract the points by only using the color in many videos because the lines are green in videos, and the lines in shadow may not be as bright as the field. And more, when the module becomes simpler, the extracted binary image will become more complex. As a result, we choose the 5×5 Laplace-Gauss filter to balance the two requirements, and use the OTSU method to get the adaptive threshold for the binary image. This module can work well in most of broadcast soccer video, even if the situations are very different from each other as we test. 2.4 Points Classification After extracting edge points, we must classify all the points, and put them into different groups for getting the correct equations of them. The process is very important for ALSF. If there are too many noise points in a lines group, the ALSF will fail. In fact, if two different lines are put into one group, the ALSF cannot take effect, too. It is a pity most arcs are connected to straight lines in real soccer video, so the straight lines must be removed. The problem is one arc may be divided into several parts when the straight lines removed. These parts may be too small to be used in ALSF because all methods basing on LSF have to get enough points for eliminating errors. The Hough Transformation is used to detect all the straight lines. This algorithm is the standard method for straight lines detection which is very robust and effective. This Process will take most of time and storage consumption of the framework as we test. The complexity of algorithm is O(mn), while other methods are O(n5). Getting all straight lines, we can remove them from the binary images. As we known, the width of lines is not fixed. To simplify the problem, points near the lines are all set 0. ⎛0 0 ⎜ ⎜ 0 −1 ⎜2 0 C =⎜ ⎜0 0 ⎜0 0 ⎜ ⎜0 0 ⎝ The binary image without straight lines includes several unattached parts. Some are the points of persons or balls, and others may be the points of arcs. 2.5 ALSF Algorithm Using seed-growing algorithm to gain all the connective areas, the candidate point groups are able to gotten now. We can use the number each parts to remove groups which must not be an arc. Parts with points less than a threshold will be removed. Because the arcs are all transformed from partial circles, they must be a part of eclipses. As a result, the eclipse-specific fitting algorithm may be available. But we are not able to use the LSF directly, because when the center point of the eclipse is not near the (0, 0), or the semimajor is too long, which is very common in soccer video, the equations will become very unstable and can’t get correct results. So the LSF has to be improved. To overcome the limitation of the LSF, we can find the max and min values in both x and y coordinates of each connective areas, and then transform all their points into [0,2]. This progress is as follow: (1) sx = 2 /( xmax − xmin ) sy = 2 /( y max − y min ) (2) x' = ( x − xmin ) × sx y ' = ( y − y min ) × sy F(X,α) = a1x' +a2 x' y'+a3 y' +a4 x'+a5 y'+a6 = 0 2 2 (5) Where (10) As we known, the constrained fitting problem can be written as: min E = Dα (11) And subject to α T Cα = 1 (12) The equations can be achieved through Lagrange Multiplier: (13) 2 D T Dα − 2λCα = 0 T (14) α Cα = 1 T The S = D D is a 6×6 positively-defined symmetric matrix. This system can be solved by considering the generalized eigenvector of (13). If (λi , u i ) solves (13) then so does (λi , µui ) for any µ . (3) (4) After the transformation, we can represent a general conic by an implicit second order polynomial: 2 0 0 0⎞ ⎟ 0 0 0 0⎟ 0 0 0 0⎟ ⎟ 0 0 0 0⎟ 0 0 0 0 ⎟⎟ 0 0 0 0 ⎟⎠ To solve the equations, we can set E = S −1 × C (15) There may be 6 real solutions as known. The solution will be chosen with the lowest residual α i S α i = T S is a positively-defined λ i . But the symmetric matrix, with α i Sα i > 0 . Therefore, there is a real solution, if and T α = (a1 , a2 , a3 , a4 , a5 , a6 )T (6) And X = ( x ' 2 , x' y ' , y ' 2 , x' , y ' ,1) T (7) The F ( X ,α ) is called the “algebraic distance” of a point (x, y) to the conic F ( X ,α ) = 0 . The fitting of a general conic may be approached by minimizing the sum of N squared algebraic distances ∑F i =1 2 ( X i ,α ) . The arc is a part of eclipse, so that we can set [6] 4a1a3 − a2 = 1 2 (8) If we set D = ( X '2 X 'Y ' Y '2 X ' Y ' 1) (9) only if λi > 0 . The A Cholesky decomposition shows S = Q . Then the sign of eigenvalues of E will be the same as C. Because there is only a positive eigenvalue of C, the positive eigenvalue of E is unique. Hence, the whole equations have only one solution [16]. If we have not transformed the coordinates of points into the new reference frame, the S66 would be 1 and the other data would be very large, and then, the equations would become ill-conditioned. Solve the equations, and the equations of new curves can be gotten. Apparently, we have to change the equation parameters back in the screen coordinate system then. If we set the transform matrix as: 2 ⎛ sx×sx ⎜ ⎜ 0 ⎜ 0 T =⎜ ⎜2sx×xmin ⎜ 0 ⎜ ⎜x ×x ⎝ min min 0 sx×sy 0 0 0 0 0 0⎞ 0 0 0 sy×sy 0 0 0 sx×ymin sx 0 0 0 sy×xmin 2sy×ymin 0 sy 0 (16) xmin×ymin ymin×ymin xmin ymin 1⎠ Then, we can get the conic equation of the detecting arc in the screen reference frame: (17) R = Tα 2.4 Post-process to filter the arc equations After solving the equations, there may be some false arcs, such as the curves of person edges. As we know, the eccentricity of playfield arcs will not be too big. For the disciplinarians of projection transformation, the revolved angle will not be too big, too. But we are not easily to know the two parameters of the arcs while their equations are the forms of Formula (5). So we can transform F ( X ,α ) = 0 into the parameter equations to know whether the detected curves are the real arcs in the playfield. If we set a as the semimajor, b as the semiminor and θ as the revolved angle, the equation of eclipses can be written as: ⎛ x ⎞ ⎛ cosθ ⎜⎜ ⎟⎟ = ⎜⎜ ⎝ y ⎠ ⎝ sin θ − sin θ ⎞⎛ a cos ϕ ⎞ ⎟⎜ ⎟ cosθ ⎟⎠⎜⎝ b sin ϕ ⎟⎠ (18) Two rules can be gotten to check the arcs: ⎧a > b > a / 10 ⎨ ⎩θ < π / 4 Figure 2 some result images (19) We use the two rules to remove the arcs which are evidently not real arcs in field. To add the precision, the average of squared algebraic distances can be achieved if we put all points of arcs left back to formula (5). III. EXPERIMENTS AND RESULTS We wrote a program using Visual C++ 2003 and MATLAB, which can automatic extract the frames from video and mark the arcs. The test was conducted on 2002 WC China VS Turkey and Portal VS USA. The sequences are MPEG-1 recorded from TV. Our program automatically draws one frame per 25 frames out from the test sequences for detecting arcs, and marks the whole eclipses including them onto the pictures. In the evaluation, a frame will be considered to have an arc if there is an arc more than 1/4 of an eclipse (the whole arc of a penalty box). As the figure 2 shows, the program can work well for many situations event if there is only a small arc without the middle line of playfields which cannot be detected by most of existing algorithms. The arc in the first image cannot be detected because there are many persons near the arc, and the seed-growing don’t work correctly. TABLE 1 THE RESULT OF THE ALGORITHM WORK ON REAL VIDEO FOR DETECTING THE ARCS Name Arcs number Precision Recall 2002 WC CHI Vs TUR (first half) 2002 WC Chi Vs TUR (second half) 2002 WC USA Vs POR(first half) 2002 WC USA Vs POR(second half) 210 99.5% 85.2% 89 100% 86.6% 242 98.8% 79.8% 116 98.3% 79.3% As the results shown in Table 1, the algorithm is effective in detecting arcs including both the penalty box arcs and the middle field circles, with high precision. Though the arcs may be small, it will give a satisfied result. The factors influencing the results are concentrated on two aspects. The first is when many persons on the arcs, the algorithm may not take effect, because the persons will cut the arcs into many short line-lets. We cannot get enough points to eliminate the error introduced by shoot. The other is the objects may connect with the arc. Then when we use the ALSF, the equations will change a lot. And the results are not able to be achieved. IV. CONCLUSION AND FUTURE WORK We develop an arc detection framework basing on the ALSF algorithm in broadcast soccer video, which is fast way to detect the arcs. More importantly, it is available for more situations, giving us a way to get the penalty box arcs which are very important for soccer video analysis. This proposed method has several contributions as follow paragraphs shows. First, it is a very fast way to detect the arcs and exploit the domain knowledge of soccer video. When the resolution of video becomes higher, the advantage will become more significant. The low consumption will make the broadcast video analysis used more widely than ever. Second, it can detect the arcs less than 1/2 of an eclipse, so that more information can be gained. The improvement will let us know the meanings of some straight lines and points (the joint of arcs and lines).More information will be gotten. For example, we can know which line is the penalty box line in the screen. The penalty box line is very important in fouls analysis (the defense fouls in the penalty boxes leads a penalty kick). Third, the results can improve the precision of registration of positions, because some line meanings determined will largely eliminate the ambiguity of positions, and advance the precision of the playfield segment. Last, we can get more point relations between the screen and the real world. More position, such as position front of penalty box, can be restored. It will make the 3D-restruction technology used in more situations. In the future, the algorithm performance can be improved by using the line-lets rather than points groups, which may be used when there are many persons. REFERENCE [1] [2] [3] X. Yu, C. Xu, H. W. Leong, Q. Tian, Q. Tang and K. W. Wan. Trajectory-based ball detection and tracking with applications to semantic analysis of broadcast soccer video, ACM MM 2003, Nov. 2-8, 2003, Berkley, CA, USA. 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