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Computer Vision in
Sports: Scalable
Solutions for
Downmarket Leagues
Mehrsan Javan
CTO
Sportlogiq
• Analytics are everywhere
• Performance evaluation,
scouting, media content
creation, prediction, …
• Types of data for analytics
• Player location tracking and
game events/activities
• 2D/3D body pose data,
biosignals from wearables
Sport is Data
© 2023 Sportlogiq
Analytics, Metrics,
Insights
Game Models
Player Tracking
Activity Detection
2
• [Semi-]Manual annotation on videos
• Wearables
• Passive/active localization sensors
• Computer vision
• Multi-camera systems (~4-24) static cameras in venues
• Single-camera feed processing
• One single panoramic feed
• One single broadcast/tactical feed
Data Acquisition in Sports
© 2023 Sportlogiq 3
• Top tier pro leagues – Thousands of games
• Player tracking: Wearables (NFL, NHL) or multi-camera systems
(EPL, NBA, NHL)
• Game events: Manual or semi-automated video tagging
• 2nd tier pro & draft eligible leagues - Tens of thousands of games
• Player tracking: Single static camera or broadcast videos
• 3rd tier and amateur leagues - Millions of games
• Video streams from inexpensive cameras in local sports facilities
Data Acquisition in Sports
4
© 2023 Sportlogiq
• On premise hardware for
video capture and processing
• 4k 30(60)fps feeds
• Real-time processing
• 99.9% tracking accuracy
with less than 10 cm
localization error
An example six-camera setup in Hockey
Data Acquisition in Top Tier Pro Leagues
© 2023 Sportlogiq 5
• Pros:
• Full observation and
accurate tracking data
• Accurate event data
• Manual QA processes
• Cons:
• Cost – only affordable for
top tier pro leagues
Example output data
Data Acquisition in Top Tier Pro Leagues
© 2023 Sportlogiq 6
• Objectives
• Generate comparable data
in downmarket leagues
• Acceptable quality and
affordable cost
• Constraints
• Use available video feeds
• Ensure data comparability
across millions of games
Extending CV Beyond Pro Leagues
7
© 2023 Sportlogiq
Democratizing Pro Tools – Example Player
Metrics and Written Content in Downmarket
8
© 2023 Sportlogiq
Smith Showing Improvement in
Moving the Puck up the Ice
November 24, 2022
Last night Matt Smith faced off against one of the fastest
offensive lines he has faced so far this season.
Though the Tigers ended up losing 3-1, Matt forced the majority of turnovers and made
the Warriors earn every point. He had a decent passing game between Gorchek and
Lansel, but the highlight of Matt’s night was his ability to move the puck up ice.
Fast offensive players have been a menace to Matt and his defensive teammates all
throughout the first half of the season. Earlier this month, however, they began to shut
down stronger players, turning the puck over and creating more offensive zone time for
the Tigers. That steady improvement was on display last night with 80% of the...
• Data acquisition
• Game segmentation - Faceoff/Whistles
• Player/puck tracking - Detection, tracking, player & team ID, re-ID
• Event detection, e.g., passes, shots, goals, penalties
• Insights and analytics
• Manpower estimation and situational filters
• Player impact ratings, expected goals and shots impact values
• Game/player summary
Extending CV to Downmarket Hockey
9
© 2023 Sportlogiq
• Broadcast feeds in downmarket leagues
• Unreliable noisy game clock data
• Partial observation of the game
• Acceptable audio signal
• Panoramic feeds in lower-level leagues
• No game clock
• Poor audio signal
• Full observation of the game
Game Segmentation
10
© 2023 Sportlogiq
• Single-stream faceoff/whistle detection
• Visual stream, 0.91 F-score
• Trajectory stream, 0.92 F-score
• Game clock reading, 0.75 F-score
• Audio stream, 0.85 F-score
• Multi-stream with late fusion
• 99.9 F-score on all games
Game Segmentation - Multi-Stream Process
11
© 2023 Sportlogiq
F-score is the harmonic mean of the precision and recall
• Game events are firmly
associated with spatial
locations
• Some actions are visually
similar, dump-in vs dump-out
• Some actions may need other
sources of information, such
as end of stick and body pose
Event Detection
12
© 2023 Sportlogiq
Event Detection - Multi-Stream Process
13
© 2023 Sportlogiq
Visual Stream
Event Detection - Multi-Stream Process
14
© 2023 Sportlogiq
Trajectory Stream
Event Detection - Multi-Stream Process
15
© 2023 Sportlogiq
Fusion Between Trajectory and Visual Streams
Event Detection - Multi-Stream Process
16
© 2023 Sportlogiq
Patent pending
• Explicitly including body pose
is useful
Event Detection - Multi-Stream Process
17
© 2023 Sportlogiq
• Early fusions vs late fusion
Method Backbone Group
Activity
Individual
Action
I3D Baseline
Transformer (RGB+Flow)
Transformer (Pose+RGB)
Transformer (Pose+Flow)
I3D
I3D
HRNet + I3D
HRNet + I3D
93.0%
93.0%
93.5%
94.4%
-
83.7%
85.7%
85.9%
Method Pose + RGB Pose + Flow
Early - summation
Early - concatenation
Late
91.2%
91.8%
93.5%
88.5%
89.7%
94.4%
• Multi-stream fusion improves event detection results
• Trajectory + body pose + holistic visual models
• Late fusion results in better performance
• Overall performance boost of at least 0.15 F-score
Event Detection Summary
18
© 2023 Sportlogiq
• Mid-layer fusion
• Joint-training of pose and
re-ID models
• More than 8% improvement
for sport players re-ID
Multi-Stream Processing for Re-ID
19
© 2023 Sportlogiq
Method and Dataset Rank-1 mAP
Baseline (CUHK03-NP dataset)
Gated Fusion(CUHK03-NP dataset)
56.93
59.21
54.64
56.63
Baseline (Market-1501dataset)
Gated Fusion (Market-1501dataset)
91.81
93.47
77.85
91.02
Baseline (Duke dataset)
Gated Fusion (Duke Dataset)
75.31
76.39
57.28
60.38
• Due to partial observations and incomplete information, single stream
methods do not result in acceptable accuracy
• Multi-stream processing helps to extract maximum possible information
from a video – Downside, increased processing cost
• Tracking data, visual data, body pose data
• Late fusion combined with attention mechanism works the best for
sport data collection
• Mid-Level fusion is optimal for some applications but difficult to train
Downmarket Data Acquisition – Conclusions
20
© 2023 Sportlogiq
• Significant varieties in the input distributions
• Concept drift and continuous learning
• Unrecoverable edge cases
• Poor video quality
• Corrupted feed
• Missing footage
• Picture in picture
• Bad camera placement
Downmarket Data Acquisition – Challenges
21
© 2023 Sportlogiq
• Move from offline processing to near real-time
• In-venue processing on edge devices
• Generalization guarantees, robustness, and scalability of the
vision systems
• Full automation on content creation
Other Challenges
22
© 2023 Sportlogiq
For More Information
Gavrilyuk k. et al. Actor-Transformers for
Group Activity Recognition, CVPR2020
Bhuiyan A. et al. Pose Guided Gated Fusion
for Person Re-identification, WACV2020
Sanford R. et al. Group activity detection
from trajectory and video data in soccer,
CVPRW2020
Liu G. et al. Learning agent representations
for ice hockey, NeurIPS2020
US Patents and pending applications
9,824,281; 11,130,040; 11,185,621;
11,176,706; 17/809,175; 17/817,454
23
© 2023 Sportlogiq
Videos
All videos and demos are available
at https://sportlogiq.com
References
Shi F. et al. Self-Supervised Shape
Alignment for Sports Field Registration,
WACV2022

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“Computer Vision in Sports: Scalable Solutions for Downmarkets,” a Presentation from Sportlogiq

  • 1. Computer Vision in Sports: Scalable Solutions for Downmarket Leagues Mehrsan Javan CTO Sportlogiq
  • 2. • Analytics are everywhere • Performance evaluation, scouting, media content creation, prediction, … • Types of data for analytics • Player location tracking and game events/activities • 2D/3D body pose data, biosignals from wearables Sport is Data © 2023 Sportlogiq Analytics, Metrics, Insights Game Models Player Tracking Activity Detection 2
  • 3. • [Semi-]Manual annotation on videos • Wearables • Passive/active localization sensors • Computer vision • Multi-camera systems (~4-24) static cameras in venues • Single-camera feed processing • One single panoramic feed • One single broadcast/tactical feed Data Acquisition in Sports © 2023 Sportlogiq 3
  • 4. • Top tier pro leagues – Thousands of games • Player tracking: Wearables (NFL, NHL) or multi-camera systems (EPL, NBA, NHL) • Game events: Manual or semi-automated video tagging • 2nd tier pro & draft eligible leagues - Tens of thousands of games • Player tracking: Single static camera or broadcast videos • 3rd tier and amateur leagues - Millions of games • Video streams from inexpensive cameras in local sports facilities Data Acquisition in Sports 4 © 2023 Sportlogiq
  • 5. • On premise hardware for video capture and processing • 4k 30(60)fps feeds • Real-time processing • 99.9% tracking accuracy with less than 10 cm localization error An example six-camera setup in Hockey Data Acquisition in Top Tier Pro Leagues © 2023 Sportlogiq 5
  • 6. • Pros: • Full observation and accurate tracking data • Accurate event data • Manual QA processes • Cons: • Cost – only affordable for top tier pro leagues Example output data Data Acquisition in Top Tier Pro Leagues © 2023 Sportlogiq 6
  • 7. • Objectives • Generate comparable data in downmarket leagues • Acceptable quality and affordable cost • Constraints • Use available video feeds • Ensure data comparability across millions of games Extending CV Beyond Pro Leagues 7 © 2023 Sportlogiq
  • 8. Democratizing Pro Tools – Example Player Metrics and Written Content in Downmarket 8 © 2023 Sportlogiq Smith Showing Improvement in Moving the Puck up the Ice November 24, 2022 Last night Matt Smith faced off against one of the fastest offensive lines he has faced so far this season. Though the Tigers ended up losing 3-1, Matt forced the majority of turnovers and made the Warriors earn every point. He had a decent passing game between Gorchek and Lansel, but the highlight of Matt’s night was his ability to move the puck up ice. Fast offensive players have been a menace to Matt and his defensive teammates all throughout the first half of the season. Earlier this month, however, they began to shut down stronger players, turning the puck over and creating more offensive zone time for the Tigers. That steady improvement was on display last night with 80% of the...
  • 9. • Data acquisition • Game segmentation - Faceoff/Whistles • Player/puck tracking - Detection, tracking, player & team ID, re-ID • Event detection, e.g., passes, shots, goals, penalties • Insights and analytics • Manpower estimation and situational filters • Player impact ratings, expected goals and shots impact values • Game/player summary Extending CV to Downmarket Hockey 9 © 2023 Sportlogiq
  • 10. • Broadcast feeds in downmarket leagues • Unreliable noisy game clock data • Partial observation of the game • Acceptable audio signal • Panoramic feeds in lower-level leagues • No game clock • Poor audio signal • Full observation of the game Game Segmentation 10 © 2023 Sportlogiq
  • 11. • Single-stream faceoff/whistle detection • Visual stream, 0.91 F-score • Trajectory stream, 0.92 F-score • Game clock reading, 0.75 F-score • Audio stream, 0.85 F-score • Multi-stream with late fusion • 99.9 F-score on all games Game Segmentation - Multi-Stream Process 11 © 2023 Sportlogiq F-score is the harmonic mean of the precision and recall
  • 12. • Game events are firmly associated with spatial locations • Some actions are visually similar, dump-in vs dump-out • Some actions may need other sources of information, such as end of stick and body pose Event Detection 12 © 2023 Sportlogiq
  • 13. Event Detection - Multi-Stream Process 13 © 2023 Sportlogiq Visual Stream
  • 14. Event Detection - Multi-Stream Process 14 © 2023 Sportlogiq Trajectory Stream
  • 15. Event Detection - Multi-Stream Process 15 © 2023 Sportlogiq Fusion Between Trajectory and Visual Streams
  • 16. Event Detection - Multi-Stream Process 16 © 2023 Sportlogiq Patent pending
  • 17. • Explicitly including body pose is useful Event Detection - Multi-Stream Process 17 © 2023 Sportlogiq • Early fusions vs late fusion Method Backbone Group Activity Individual Action I3D Baseline Transformer (RGB+Flow) Transformer (Pose+RGB) Transformer (Pose+Flow) I3D I3D HRNet + I3D HRNet + I3D 93.0% 93.0% 93.5% 94.4% - 83.7% 85.7% 85.9% Method Pose + RGB Pose + Flow Early - summation Early - concatenation Late 91.2% 91.8% 93.5% 88.5% 89.7% 94.4%
  • 18. • Multi-stream fusion improves event detection results • Trajectory + body pose + holistic visual models • Late fusion results in better performance • Overall performance boost of at least 0.15 F-score Event Detection Summary 18 © 2023 Sportlogiq
  • 19. • Mid-layer fusion • Joint-training of pose and re-ID models • More than 8% improvement for sport players re-ID Multi-Stream Processing for Re-ID 19 © 2023 Sportlogiq Method and Dataset Rank-1 mAP Baseline (CUHK03-NP dataset) Gated Fusion(CUHK03-NP dataset) 56.93 59.21 54.64 56.63 Baseline (Market-1501dataset) Gated Fusion (Market-1501dataset) 91.81 93.47 77.85 91.02 Baseline (Duke dataset) Gated Fusion (Duke Dataset) 75.31 76.39 57.28 60.38
  • 20. • Due to partial observations and incomplete information, single stream methods do not result in acceptable accuracy • Multi-stream processing helps to extract maximum possible information from a video – Downside, increased processing cost • Tracking data, visual data, body pose data • Late fusion combined with attention mechanism works the best for sport data collection • Mid-Level fusion is optimal for some applications but difficult to train Downmarket Data Acquisition – Conclusions 20 © 2023 Sportlogiq
  • 21. • Significant varieties in the input distributions • Concept drift and continuous learning • Unrecoverable edge cases • Poor video quality • Corrupted feed • Missing footage • Picture in picture • Bad camera placement Downmarket Data Acquisition – Challenges 21 © 2023 Sportlogiq
  • 22. • Move from offline processing to near real-time • In-venue processing on edge devices • Generalization guarantees, robustness, and scalability of the vision systems • Full automation on content creation Other Challenges 22 © 2023 Sportlogiq
  • 23. For More Information Gavrilyuk k. et al. Actor-Transformers for Group Activity Recognition, CVPR2020 Bhuiyan A. et al. Pose Guided Gated Fusion for Person Re-identification, WACV2020 Sanford R. et al. Group activity detection from trajectory and video data in soccer, CVPRW2020 Liu G. et al. Learning agent representations for ice hockey, NeurIPS2020 US Patents and pending applications 9,824,281; 11,130,040; 11,185,621; 11,176,706; 17/809,175; 17/817,454 23 © 2023 Sportlogiq Videos All videos and demos are available at https://sportlogiq.com References Shi F. et al. Self-Supervised Shape Alignment for Sports Field Registration, WACV2022