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1
Tennis Real Play:


an Interactive Tennis Game with Models
from Real Videos
Jui-Hsin Lai (Larry), Chieh-Li Chen, Po-Chen Wu,
 

Chieh-Chi Kao, and Shao-Yi Chien
Demo Video www.larry-lai.com/trp.html
2
Motivation
Play the Video
try to control the player in the video


play video games after watching a match


a more immersive way to enjoy sports video


a versatile function for multimedia
3
Challenge
The first work to construct game from match videos
Challenge 2: Player Rendering


in response to user’s control


incomplete database
Challenge 3: Game System


integrate background/foreground rendering,
interactive user dialogue


real-time processing
Challenge 1: Player Database


collect the database from video


hitting postures, player movements, statistics
4
Outline
Tennis Real Pla
y

Challenge 1: Player Databas
e

Challenge 2: Player Renderin
g

Challenge 3: Game Syste
m

Experimental Result
s

Conclusion
Trimap Generation
5
Original video Reconstructed video
Foreground Segmentation
Background video is generated and used for foreground
segmentation
[Lai 11] J.-H. Lai, et al., “Tennis Video 2.0: A New Presentation of Sports Videos with
Content Separation and Rendering,” JVCI 2011.
Matting Result
6
Segmented Player Clips
The sizes of segmented players are variant due to
player’s position on the court


camera focal length
Dif
fi
cult to render the player with such disarray
7
Database Normalization
Position in video Position on


fiducial coordinate
How to normalize the player’s size
normalize the height of player mask?


difficult by mask analysis from player leaning forward
Propose fiducial coordinate
Z(Px, Py) =
@Gx(Px, Py)
@x
@Gy(Px, Py)
@y
.
Zooming Factor
Py
0
= Gy(Px, Py) =
m3Px + m4Py + m5
m6Px + m7Py + 1
,
Px
0
= Gx(Px, Py) =
m0Px + m1Py + m2
m6Px + m7Py + 1
,
Projection Position
8
Motion
Hit
Serve
Standby
Behavior Model
Plays an important role in the whole system
not only classify the database but also model the player
behavior


Serve => Standby => Motion => Standby => Hit
various hitting postures


motion paths running in different directions
Player clips are classified into four categories
9
Outline
Tennis Real Pla
y

Challenge 1: Player Databas
e

Challenge 2: Player Renderin
g

Challenge 3: Game Syste
m

Experimental Result
s

Conclusion
10
Motion-Clip Selection
Several clips form longer path
shorten the distance to B


running along the path of AB connection


minimize number of cascading clips
B
A
A1
rendered character reflects player’s motion in the match
videos
Moving characteristics depend on database
B
A
A1
A2
11
...
Current clip
Clips in Hit category
Similarity
Computation
Hit1,1
Hitn,1
HD1
HDn
CFt
CFt-1
Selection criteria
shape similarity


texture similarity
Hit-Clip Selection
0 degree
45
-45
Forehand
Strength
Statistics as Hitting Properties
0 degree
45
-45
Backhand
Strength
hitting preference of the rendered player reflects the
player’s performance in match videos
Hitting strength of rendering refers to statistics
12
Smoothing Transition (1/2)
Player Clip 1 Player Clip 2
Not easy to find the perfect connection


Need to smooth the cascade
Smooth the shape -- view morphing
label the matching points


calculate the warping mesh
needs to manually
label the matching
points
[Seitz 96] S. M. Seitz and C. R. Dyer, “View morphing,” SIGGRAPH 1996.
13
Smoothing Transition (2/2)
Improved with labeling automatically
feature detection and matching pairs


modify the cost function with the feature term
W =
X
i
X
j
|I1(i, j) ˜
I2(i, j)|2
+
n
X
k=1
|P1(k) P̃2(k)|2
, (1)
Feature Term
Clip A Clip B
Insert the
transition frames
14
Outline
Tennis Real Pla
y

Challenge 1: Player Databas
e

Challenge 2: Player Renderin
g

Challenge 3: Game Syste
m

Experimental Result
s

Conclusion
[Lai 11] J.-H. Lai, et al., “Tennis Video 2.0: A New Presentation of Sports Videos with Content
Separation and Rendering,” JVCI 2011.
15
Construct the 3D scene model from 2D image
Background Rendering
[Horry 97] Y. Horry, et al., “Tour into the picture: Using a spidery mesh interface to make
animation from a single image,” SIGGRAPH 97.
16
(1)
Bottom Audience
(2)
(3)
Left Audience
(4)
(5)
Right Audience
(6)
(7)
Player B
Ball
Net
Ref.
B.B.
Player A
x
y
[ R | t ]
(x0, y0)
f0
Game System
x
y
[ R | t ]
(x0, y0)
f0
Left Eye
x
y
[ R | t ]
(x0, y0)
f0
Right Eye
Integrate with foreground objects, scenes and game model
17
Outline
Tennis Real Pla
y

Challenge 1: Player Databas
e

Challenge 2: Player Renderin
g

Challenge 3: Game Syste
m

Experimental Result
s

Conclusion
18
Rendering Results
19
Computation Analysis
Real-time Computation
Intel i7 2.6 GHz CPU with 4GB RAM


Rendering resolution: 720 x 480


Frame rate: 30 fps
Item Computation Units
Clip Selection 45
Smooth Transition 160 ⇠ 270
Background Rendering 100
Foreground Rendering 20 ⇠ 90
Others 40
20
Prediction of Game Result
Game prediction with player statistics
players controlled by the computer


a random value added to each hitting direction/strength
simulation results: 55% v.s. 51% and 61% v.s. 54%


not perfectly match the results, but predict the winner
correctly


might be used for prediction of match results in the future
Game Video 2009 French Open S.-F. 2009 Wimbledon Open S.-F.
Name of Player A Roger Federer Serena Williams
Name of Player B Juan Martin del Potro Elena Dementieva
Game Points A-B 3-6, 7-6, 2-6, 6-1, 6-4 6-7, 7-5, 8-6
Video(%) 51 : 49 54 : 46
Simulation(%) 55 : 45 61 : 39
21
Subjective Evaluation (1/3)
Evaluators, 20 undergraduates, give the score(1 to 5) of
satisfaction, i.e., 1, Very unsatisfied; 5, Very satisfied.
Q.1 Interaction.


Q.2 Immersive experience.


Q.3 Interesting.


Q.4 Innovative application.


Q.5 Willing to play TRP after watching videos?
Full statement of Q1: Did you
feel you have interacted with
video content when playing
TRP?
22
Q.6 Entertainment levels.


Q.7 Realism of visual effects.


Q.8 Interactiveness.


Q.9 Preference.
Next, evaluators were required to play tennis games in
Wii Sports and Top Spin 3(TP3) on PS3.
Subjective Evaluation (2/3)
Wii is the comparison basis, give the score(1 to 5) for
TRP and TP3, i.e., 1, Much worse; 5, Much better.
Top Spin 3
Wii Sports
23
Subjective Evaluation (3/3)
0
1
2
3
4
5
Q.1 Q.2 Q.3 Q.4 Q.5 Q.6
increase of interaction and
immersive experience


have enjoyment and willing to
play TRP
Subjects identify with
TRP compared to Wii
more vivid visual effects


realistic player properties
TRP compared to TP3
lower in terms of entertainment,
visual effects, and preference


without dozens of individuals to
draw texture and build game system
0
1
2
3
4
5
Q.1 Q.2 Q.3 Q.4 Q.5 Q.6
0
1
2
3
4
5
Q.1 Q.2 Q.3 Q.4 Q.5 Q.6 Q.7 Q.8 Q.9
TRP TP3 Wii
24
Demonstration in Public
2010 Taipei International Invention Show & Technomart (Taiwan)
2010 Taichung Information Technology Month (Taiwan)
2010 Kaohsiung Information Technology Month (Taiwan)
Most users would ask after playing


“How can I get this function for my TV?”
25
Outline
Tennis Real Pla
y

Challenge 1: Player Databas
e

Challenge 2: Player Renderin
g

Challenge 3: Game Syste
m

Experimental Result
s

Conclusion
26
Conclusion (1/3)
The proposed methods
Player Rendering


algorithms of Motion-Clip and Hit-Clip selection


an automatic smoothing transition
Game System


integration of player/scene rendering


real-time operation
Player Database


fiducial coordinate for normalization


4-state transition model
27
Conclusion (2/3)
Contribution
1. the first work to integrate video-based rendering and
interactive sports game running in real-time
2. without motion capture system, construct game from
video without much human assistance
3. game results can reflect the match results in real world
& predict match results in the following days
4. a novel way to enjoy sports video & a more immersive
experience
28
Conclusion (3/3)
Possible Extensions
methods with better smoothing transition but need to be
accelerated
limitation of viewing angle improved by multi-view
cameras
tennis video is an example


Football Real Play


Baseball Real Play
29
Thanks for Your Attention


More Information


http://media.ee.ntu.edu.tw/larry/trp
30
Moving Model of Ball
X
Z
Y
xt = Ftxt 1 + Htut + Ctut + wt,
xt : State of the ball position, velocity, and acceleration at time t
ut : Identity matrix of ball state
Ft : Model of gravity and air friction exerting on the ball in the air
Moving model in 3D space
Ht : Model of ball hitting by players
Ct : Model of court friction exerting on the ball when bouncing
wt : Process noise
31
Interaction dialogue is important in a game
tennis gestures -- forehand stroke, forehand volley, backhand
stroke, backhand volley, serve
XYZ signals => SVM classifier


transfer temporal signals into spatial signals


18 feature vectors


average recognition rate is 95%
Signal Analysis of Wiimote
Z
X
Y
r = 1.2 G
K0
K1
K2
K3
K4
K5
K6
K7
K8
K9
K10
K11
K12
K13
K14
K15
K16
K17
K18
Interaction Dialogue
- analyze and recognize signals
from Wiimote to control the player
X-axis
Y-axis
Z-axis

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Tennis Real Play

  • 1. 1 Tennis Real Play: an Interactive Tennis Game with Models from Real Videos Jui-Hsin Lai (Larry), Chieh-Li Chen, Po-Chen Wu, Chieh-Chi Kao, and Shao-Yi Chien Demo Video www.larry-lai.com/trp.html
  • 2. 2 Motivation Play the Video try to control the player in the video play video games after watching a match a more immersive way to enjoy sports video a versatile function for multimedia
  • 3. 3 Challenge The first work to construct game from match videos Challenge 2: Player Rendering in response to user’s control incomplete database Challenge 3: Game System integrate background/foreground rendering, interactive user dialogue real-time processing Challenge 1: Player Database collect the database from video hitting postures, player movements, statistics
  • 4. 4 Outline Tennis Real Pla y Challenge 1: Player Databas e Challenge 2: Player Renderin g Challenge 3: Game Syste m Experimental Result s Conclusion
  • 5. Trimap Generation 5 Original video Reconstructed video Foreground Segmentation Background video is generated and used for foreground segmentation [Lai 11] J.-H. Lai, et al., “Tennis Video 2.0: A New Presentation of Sports Videos with Content Separation and Rendering,” JVCI 2011. Matting Result
  • 6. 6 Segmented Player Clips The sizes of segmented players are variant due to player’s position on the court camera focal length Dif fi cult to render the player with such disarray
  • 7. 7 Database Normalization Position in video Position on fiducial coordinate How to normalize the player’s size normalize the height of player mask? difficult by mask analysis from player leaning forward Propose fiducial coordinate Z(Px, Py) = @Gx(Px, Py) @x @Gy(Px, Py) @y . Zooming Factor Py 0 = Gy(Px, Py) = m3Px + m4Py + m5 m6Px + m7Py + 1 , Px 0 = Gx(Px, Py) = m0Px + m1Py + m2 m6Px + m7Py + 1 , Projection Position
  • 8. 8 Motion Hit Serve Standby Behavior Model Plays an important role in the whole system not only classify the database but also model the player behavior Serve => Standby => Motion => Standby => Hit various hitting postures motion paths running in different directions Player clips are classified into four categories
  • 9. 9 Outline Tennis Real Pla y Challenge 1: Player Databas e Challenge 2: Player Renderin g Challenge 3: Game Syste m Experimental Result s Conclusion
  • 10. 10 Motion-Clip Selection Several clips form longer path shorten the distance to B running along the path of AB connection minimize number of cascading clips B A A1 rendered character reflects player’s motion in the match videos Moving characteristics depend on database B A A1 A2
  • 11. 11 ... Current clip Clips in Hit category Similarity Computation Hit1,1 Hitn,1 HD1 HDn CFt CFt-1 Selection criteria shape similarity texture similarity Hit-Clip Selection 0 degree 45 -45 Forehand Strength Statistics as Hitting Properties 0 degree 45 -45 Backhand Strength hitting preference of the rendered player reflects the player’s performance in match videos Hitting strength of rendering refers to statistics
  • 12. 12 Smoothing Transition (1/2) Player Clip 1 Player Clip 2 Not easy to find the perfect connection Need to smooth the cascade Smooth the shape -- view morphing label the matching points calculate the warping mesh needs to manually label the matching points [Seitz 96] S. M. Seitz and C. R. Dyer, “View morphing,” SIGGRAPH 1996.
  • 13. 13 Smoothing Transition (2/2) Improved with labeling automatically feature detection and matching pairs modify the cost function with the feature term W = X i X j |I1(i, j) ˜ I2(i, j)|2 + n X k=1 |P1(k) P̃2(k)|2 , (1) Feature Term Clip A Clip B Insert the transition frames
  • 14. 14 Outline Tennis Real Pla y Challenge 1: Player Databas e Challenge 2: Player Renderin g Challenge 3: Game Syste m Experimental Result s Conclusion
  • 15. [Lai 11] J.-H. Lai, et al., “Tennis Video 2.0: A New Presentation of Sports Videos with Content Separation and Rendering,” JVCI 2011. 15 Construct the 3D scene model from 2D image Background Rendering [Horry 97] Y. Horry, et al., “Tour into the picture: Using a spidery mesh interface to make animation from a single image,” SIGGRAPH 97.
  • 16. 16 (1) Bottom Audience (2) (3) Left Audience (4) (5) Right Audience (6) (7) Player B Ball Net Ref. B.B. Player A x y [ R | t ] (x0, y0) f0 Game System x y [ R | t ] (x0, y0) f0 Left Eye x y [ R | t ] (x0, y0) f0 Right Eye Integrate with foreground objects, scenes and game model
  • 17. 17 Outline Tennis Real Pla y Challenge 1: Player Databas e Challenge 2: Player Renderin g Challenge 3: Game Syste m Experimental Result s Conclusion
  • 19. 19 Computation Analysis Real-time Computation Intel i7 2.6 GHz CPU with 4GB RAM Rendering resolution: 720 x 480 Frame rate: 30 fps Item Computation Units Clip Selection 45 Smooth Transition 160 ⇠ 270 Background Rendering 100 Foreground Rendering 20 ⇠ 90 Others 40
  • 20. 20 Prediction of Game Result Game prediction with player statistics players controlled by the computer a random value added to each hitting direction/strength simulation results: 55% v.s. 51% and 61% v.s. 54% not perfectly match the results, but predict the winner correctly might be used for prediction of match results in the future Game Video 2009 French Open S.-F. 2009 Wimbledon Open S.-F. Name of Player A Roger Federer Serena Williams Name of Player B Juan Martin del Potro Elena Dementieva Game Points A-B 3-6, 7-6, 2-6, 6-1, 6-4 6-7, 7-5, 8-6 Video(%) 51 : 49 54 : 46 Simulation(%) 55 : 45 61 : 39
  • 21. 21 Subjective Evaluation (1/3) Evaluators, 20 undergraduates, give the score(1 to 5) of satisfaction, i.e., 1, Very unsatisfied; 5, Very satisfied. Q.1 Interaction. Q.2 Immersive experience. Q.3 Interesting. Q.4 Innovative application. Q.5 Willing to play TRP after watching videos? Full statement of Q1: Did you feel you have interacted with video content when playing TRP?
  • 22. 22 Q.6 Entertainment levels. Q.7 Realism of visual effects. Q.8 Interactiveness. Q.9 Preference. Next, evaluators were required to play tennis games in Wii Sports and Top Spin 3(TP3) on PS3. Subjective Evaluation (2/3) Wii is the comparison basis, give the score(1 to 5) for TRP and TP3, i.e., 1, Much worse; 5, Much better. Top Spin 3 Wii Sports
  • 23. 23 Subjective Evaluation (3/3) 0 1 2 3 4 5 Q.1 Q.2 Q.3 Q.4 Q.5 Q.6 increase of interaction and immersive experience have enjoyment and willing to play TRP Subjects identify with TRP compared to Wii more vivid visual effects realistic player properties TRP compared to TP3 lower in terms of entertainment, visual effects, and preference without dozens of individuals to draw texture and build game system 0 1 2 3 4 5 Q.1 Q.2 Q.3 Q.4 Q.5 Q.6 0 1 2 3 4 5 Q.1 Q.2 Q.3 Q.4 Q.5 Q.6 Q.7 Q.8 Q.9 TRP TP3 Wii
  • 24. 24 Demonstration in Public 2010 Taipei International Invention Show & Technomart (Taiwan) 2010 Taichung Information Technology Month (Taiwan) 2010 Kaohsiung Information Technology Month (Taiwan) Most users would ask after playing “How can I get this function for my TV?”
  • 25. 25 Outline Tennis Real Pla y Challenge 1: Player Databas e Challenge 2: Player Renderin g Challenge 3: Game Syste m Experimental Result s Conclusion
  • 26. 26 Conclusion (1/3) The proposed methods Player Rendering algorithms of Motion-Clip and Hit-Clip selection an automatic smoothing transition Game System integration of player/scene rendering real-time operation Player Database fiducial coordinate for normalization 4-state transition model
  • 27. 27 Conclusion (2/3) Contribution 1. the first work to integrate video-based rendering and interactive sports game running in real-time 2. without motion capture system, construct game from video without much human assistance 3. game results can reflect the match results in real world & predict match results in the following days 4. a novel way to enjoy sports video & a more immersive experience
  • 28. 28 Conclusion (3/3) Possible Extensions methods with better smoothing transition but need to be accelerated limitation of viewing angle improved by multi-view cameras tennis video is an example Football Real Play Baseball Real Play
  • 29. 29 Thanks for Your Attention More Information http://media.ee.ntu.edu.tw/larry/trp
  • 30. 30 Moving Model of Ball X Z Y xt = Ftxt 1 + Htut + Ctut + wt, xt : State of the ball position, velocity, and acceleration at time t ut : Identity matrix of ball state Ft : Model of gravity and air friction exerting on the ball in the air Moving model in 3D space Ht : Model of ball hitting by players Ct : Model of court friction exerting on the ball when bouncing wt : Process noise
  • 31. 31 Interaction dialogue is important in a game tennis gestures -- forehand stroke, forehand volley, backhand stroke, backhand volley, serve XYZ signals => SVM classifier transfer temporal signals into spatial signals 18 feature vectors average recognition rate is 95% Signal Analysis of Wiimote Z X Y r = 1.2 G K0 K1 K2 K3 K4 K5 K6 K7 K8 K9 K10 K11 K12 K13 K14 K15 K16 K17 K18 Interaction Dialogue - analyze and recognize signals from Wiimote to control the player X-axis Y-axis Z-axis