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Goal-Bound Soccer Ball Positioning from Uncalibrated Video Sequences

机译:来自未经校准的视频序列的球门定位足球

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In these paper we examine the problem of object positioning in the 3D Euclidean space from uncalibrated images. It is well known that this can be accomplished if partial informations about some points or planes in the observed scene arc available. We consider the specific context of plotting the 3D position of a goal-bound soccer ball. In this context we know in the 3D Euclidean space the positions of the corners of the six-yard area and the goal-posts. In literature, a first attempt to solve this problem from two stereo image sequences was based on the vertical projection of the ball on the ground plane and 3D positioning with respect the goal line. In this paper we consider a new approach based on the intersection of view lines estimated by considering the two known planes of the play-ground and the goal-door. We compare the performances of these two approaches on different simulated situations. Moreover we also apply our method without considering the known information about the scene, but introducing artificial landmarks, that are more likely to be recovered in the images, on ideal virtual planes, in order to determine which is the minimum error can be performed in this application context. The results obtained on the simulated data have been verified on some real images acquired with two TV cameras appropriately positioned in the real environment.
机译:在这些论文中,我们从未经校准的图像中检查了对象在3D欧式空间中的定位问题。众所周知,如果可获得有关所观察场景中某些点或平面的部分信息,就可以实现这一点。我们考虑绘制目标球的3D位置的特定上下文。在这种情况下,我们知道在3D欧几里得空间中六码区角和球门柱的位置。在文献中,从两个立体图像序列解决此问题的第一个尝试是基于球在地面上的垂直投影和相对于球门线的3D定位。在本文中,我们考虑了一种新的方法,该方法基于通过考虑运动场和球门的两个已知平面而估算的视线的交点。我们比较了这两种方法在不同模拟情况下的性能。此外,我们还应用了我们的方法,而不考虑有关场景的已知信息,而是在理想的虚拟平面上引入了更可能在图像中恢复的人造地标,以便确定在此情况下可以执行的最小误差。应用程序上下文。在模拟数据上获得的结果已在通过适当放置在真实环境中的两个电视摄像机获取的一些真实图像上得到验证。

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