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1.
提出了一种新颖的目标检测与跟踪算法来检测和跟踪足球运动中的球员。与普通的利用颜色分割的方法不同,考虑到足球视频中非目标的像素大体上都是单一的绿色这个特点,结合颜色的统计信息和像素的边缘特性来得到更完美的检测效果;接着利用灰度图像中的统计信息,轻松地完成球员队属的辨别;最后根据重叠面积提出一种简单的视频目标跟踪方案,结合图像匹配,解决运动中的遮挡问题。  相似文献   

2.
背景估计与运动目标检测跟踪   总被引:9,自引:0,他引:9  
基于视频的自动目标检测和跟踪是计算机视觉中一个重要的研究领域,特别是基于视频的智能车辆监控系统中的运动车辆的检测和跟踪。提出一种自适应的背景估计方法来实时获得当前背景图像,从而分割出运动物体。为了准确地定位运动车辆的区域,采用差分图像投影和边缘投影相结合的方法来定位车体,同时利用双向加权联合图匹配方法对运动车辆区域进行跟踪,即将对运动车辆区域跟踪问题转化为搜索具有最大权的联合图的问题。该算法不仅能实时地定位和跟踪直道上运动的车辆,同时也能实时地定位和跟踪弯道上运动的车辆,从实验结果看,提出的背景更新算法简单,并且运动车辆区域的定位具有很好的鲁棒性,从统计的检测率和运行时间来看,该算法具有很好的检测效果,同时也能满足基于视频的智能交通监控系统的需要。  相似文献   

3.
不同的视频应用对视频对象的分割和跟踪的速度和精确度具有不同的要求。提出了一种视频对象的分级分割和跟踪框架,基于视频对象特征描述子算法可以实时地分割和跟踪视频对象,基于区域特征描述子算法对分割的视频对象进一步细化,提高空域准确性。该框架可以满足各种视频应用。  相似文献   

4.
基于背景模型的自动视频分割方法   总被引:8,自引:0,他引:8  
提出一种基于背景模型的自动视频分割方法。该方法结合了背景恢复技术和目标跟踪技术进行视频分割。算法分背景重建、运动目标提取、跟踪技术的使用和后处理4个步骤。同时提出了一种新跟踪算法去除大噪声的干扰。文章阐述了方法的基本思想、理论依据和实现。实验表明:该方法具有很好的效果,具有较强实时性。  相似文献   

5.
一种时空联合的视频运动目标提取与跟踪新算法   总被引:1,自引:1,他引:0  
提出了一种时空联合的视频运动目标提取与跟踪新算法。在空域分割中,针对分水岭方法过分割现象明显的缺点,对分水岭分割方法进行了改进;在时域分割中,首先对全局运动进行了补偿,随后为消除仅用两帧帧差进行对象分割所带来的误差,采用多帧帧差求和的方法,并自适应选取累积帧差的二值化阈值;时空分割结果进行投影融合后得到视频对象,提出用一种基于区域子块匹配的方法跟踪视频对象。实验结果表明,该算法简洁有效,能较好地把对象从运动背景中提取出来,并实现跟踪。  相似文献   

6.
为在足球视频中有效的检测与跟踪运动目标,需要对足球比赛视频中目标检测与跟踪算法进行研究。当前采用的算法,在动态场景中,存在运动目标检测与跟踪效果不佳的问题。为此,提出一种基于OpenCV的足球比赛视频中目标检测与跟踪算法。该算法结合平均背景算法将足球比赛视频中目标图像分割为前景区与背景区,计算足球比赛视频每一帧目标图像和背景图像之间差值的绝对差值,同时计算每一个目标图像中像素点的平均值与标准值来建立目标图像背景统计模型,利用TMHI算法对足球比赛视频中目标初始图像进行阈值分割,得到初始分割图像,对分割图像进行中值滤波和闭运算,再使用卡尔曼滤波对分割后的目标图像进行处理,得到镜头中目标的质心位置和目标外界矩形框,然后对足球比赛视频中目标进行跟踪。实验证明,该算法有效的检测与跟踪足球视频中运动目标。  相似文献   

7.
运动目标的检测跟踪是视频理解技术和计算机视觉的研究热点,其在解决智能视频监控,人机交互,智能交通系统等领域有着广泛而重要的应用,基于此利用matlab平台构建出USB摄像头实时图像采集处理系,从视频流采集到处理综合利用了背景估测,图像分割,目标检测与跟踪算法准确高效地检测出环境场景中的动态目标,并成功地对其进行实时追踪。利用matlab的simulink模块编程实现提取视频流YcbCr输入系统进行运算处理,并改进了背景估测和目标检测算法,提高系统的实时性。最终利用多次试验,对室内和室外运动目标实现检测跟踪,验证了系统处理实际问题的可靠性能。  相似文献   

8.
基于视频的自动目标检测和跟踪是计算机视觉中一个重要的研究领域,特别是基于视频的智能车辆监控系统中的运动车辆的检测和跟踪。提出了一种自适应的背景相减法来分割运动物体,为了准确地定位运动车辆的区域,采用差分图像投影和边缘投影相结合的方法来定位车体,同时利用双向加权联合图匹配方法对运动车辆区域进行跟踪,即将对运动车辆区域跟踪问题转化为搜索具有最大权的联合图的问题。该算法不仅能实时地定位和跟踪直道上运动的车辆,同时也能实时地定位和跟踪弯道上运动的车辆,从实验结果看,提出的背景更新算法简单,并且运动车辆区域的定位具有很好的鲁棒性,从统计的检测率和运行时间来看,该算法具有很好的检测效果,同时也能满足基于视频的智能交通监控系统的需要。  相似文献   

9.
基于同态滤波抑制光照变化的视频分割算法   总被引:1,自引:0,他引:1  
针对光照变化较大时基于颜色差分直方图的视频分割算法不能有效更新背景,导致后续输入图像前景目标分割失效的问题,提出一种基于同态滤波抑制光照变化的视频分割算法。首先利用同态滤波算法对输入和背景图像(RGB)在HSV空间中亮度分量进行同参矫正,然后将矫正后图像转换到RGB空间,最后利用颜色差分直方图算法进行视频分割。文中算法有效解决颜色差分直方图算法无法将受光照变化影响较大区域更新到背景中的问题,实现背景的实时有效更新,保证稳健地从后续输入图像分割前景目标。3组视频仿真结果表明该算法与高斯混合和Codebook算法相比具有运算速度快,对光照变化鲁棒的优点。  相似文献   

10.
目的 足球比赛视频中的球员跟踪算法为足球赛事分析提供基础的数据支持。但足球比赛中球员跟踪存在极大的挑战:球员进攻、防守和争夺球权时,目标球员可能产生快速移动、严重遮挡和周围出现若干名干扰球员的情况,目前仍没有一种能够完美解决足球比赛中球员跟踪问题的算法。因此如何解决足球场景中的困难,提升球员跟踪的准确度,成为当前研究的热点问题。方法 本文在分析足球比赛视频中球员目标特点的基础上,通过融合干扰项感知的颜色模型和目标感知的深度模型,提出并设计了一种球员感知的跟踪算法。干扰项感知的颜色模型分别提取目标、背景和干扰项的颜色直方图,利用贝叶斯公式得到搜索区域中每个像素点属于目标的似然概率。目标感知的深度模型利用孪生网络计算搜索区域与目标的相似度。针对跟踪漂移问题,使用全局跟踪器和局部跟踪器分别跟踪目标整体和目标上半身,并且在两个跟踪器的跟踪结果出现较大差异的时候分析跟踪器有效性并进行定位修正。结果 在公共的足球数据集上将本文算法与10个其他跟踪算法进行对比实验,同时对于文本算法进行了局部跟踪器的消融实验。实验结果表明,球员感知跟踪算法的平均有效重叠率达到了0.560 3,在存在同队球员和异队球员干扰的情况下,本文算法比排名第2的算法的有效重叠率分别高出3.7%和6.6%,明显优于其他算法,但是由于引入了干扰项感知的颜色模型、目标感知的深度模型以及局部跟踪器等模块增加了算法的时间复杂度,导致本文算法跟踪速度较慢。结论 本文总结了跟踪算法的整体流程并分析了实验结果,认为干扰项感知、目标感知和局部跟踪这3个策略在足球场景中的球员跟踪问题中起到了重要的作用,为未来在足球球员跟踪领域研究的继续深入提供了参考依据。  相似文献   

11.

The purpose is to explore the player detection and motion tracking in football game video based on edge computing and deep learning (DL), thus improving the detection effect of player trajectory in different scenes. First, the basic technology of player target tracking and detection task is analyzed based on the Histograms of Oriented Gradients feature. Then, the neural network structure in DL is combined with the target tracking method to improve the miss detection problem of the Faster R-CNN (FRCN) algorithm in detecting small targets. Edge computing places massive computing nodes close to the terminal devices to meet the high computing and low latency requirements of DL on edge devices. After the occlusion problem in the football game is analyzed, the optimized algorithm is applied to the public dataset OTB2013 and the football game dataset containing 80 motion trajectories. After testing, the target tracking accuracy of the improved FRCN is 89.1%, the target tracking success rate is 64.5%, and the running frame rate is still about 25 fps. The high confidence of FRCN algorithm also avoids template pollution. In the ordinary scene, the FRCN algorithm basically does not lose the target. The area under curve value of the proposed FRCN algorithm decreases slightly in the scene where the target is occluded. The FRCN algorithm based on DL technology can achieve the target tracking of players in football game video and has strong robustness to the situation of players occlusion. The designed target detection algorithm is applied to the football game video, which can better analyze the technical characteristics of players, promote the development of football technology, bring different viewing experiences to the audience, drive the development of economic products derived from football games, and promote the dissemination and promotion of football.

  相似文献   

12.
Head-up displays (HUD) are important parts of visual interfaces of virtual environments such as video games. However, few studies have investigated their role in player–video game interactions. Two experiments were designed to investigate the influence of HUDs on player experience according to player expertise and game genre. Experiment 1 used eye-tracking and interviews to understand how and to what extent players use and experience HUDs in two types of commercial games: first-person shooter and real-time strategy games. Results showed that displaying a permanent HUD within the visual interface may improve the understanding of this environment by players. They also revealed that two HUD characteristics, namely composition and spatial organization, have particular influence on player experience. These critical characteristics were manipulated in experiment 2 to study more precisely the influence of HUD design choices on player experience. Results showed that manipulation of design of these HUD characteristics influences player experience in different ways according to player expertise and game genre. For games with HUDs that are perceived as very useful, the higher player expertise is, the more player experience is influenced. Recommendations for video game design based on these results are proposed.  相似文献   

13.
为了对篮球比赛视频中的关键角色和重要事件进行检测,考虑到"注意力"与正在进行的篮球活动高度相关,提出一种基于注意力模型的方法.构建篮球比赛数据集,对11个关键的事件类型进行手工识别;对视频中的运动员进行跟踪,跟踪特征采用双向长短期记忆(Bi-directional Long Short-Term Memory,BLST...  相似文献   

14.
张晓伟  刘弘  孙玉灵 《计算机工程》2012,38(17):214-217,225
基于模型的跟踪方法难以处理足球视频中球员形态发生较大变化的情况。为此,提出一种改进的多特征自适应融合的球员跟踪算法。利用自适应高斯混合模型检测球场和球员区域,使用球员HUE颜色特征的Bhattacharyya距离度量法代替传统的模板匹配方法,辨别球队归属,自适应地融合目标模型的颜色、形状和时空特征信息,实现对球员的跟踪,采用三点估算预测方法解决球员完全遮挡现象。实验结果表明,该算法能较好地解决球员之间的遮挡问题,在球员形态变化较大时能实现稳定的跟踪。  相似文献   

15.
To increase the performance of sport team, the tactical analysis of team from game video is essential. Trajectories of the players are the most useful cues in a sport video for tactical analysis. In this paper, we propose a technique to reconstruct the trajectories of players from broadcast basketball videos. We first propose a mosaic based approach to detect the boundary lines of court. Then, the locations of players are determined by the integration of shape and color visual information. A layered graph is constructed for the detected players, which includes all possible trajectories. A dynamic programming based algorithm is applied to find the trajectory of each player. Finally, the trajectories of players are displayed on a standard basketball court model by a homography transformation. In contrast to related works, our approach exploits more spatio-temporal information in video. Experimental results show that the proposed approach works well and outperforms some existing technique.  相似文献   

16.
在视频目标跟踪中,经常出现“漂移”现象,且学习算法需要离线训练。为此,提出一种检测识别跟踪分离的在线多样本视频目标跟踪方法。利用多样本学习方法解决学习算法在更新过程中的内在不确定性,使用优于在线半监督的boosting方法解决“漂移”现象。实验结果表明,该方法鲁棒性较好,可以有效解决“漂移”现象,并能实时地完成在线跟踪。  相似文献   

17.
This paper presents a complete, general and modular system which after a simple previous configuration is able to detect and track each player on the court or field. The presented multi-camera system is based on a mono-camera object detection and tracking system originally designed for video surveillance applications. Target sports of the developed system are team sports (e.g., basketball, soccer). The main objective of this paper is to present a semi-supervised system able to detect and track the players in multi-camera sports videos, focusing on the fusion of different tracks of detected blobs in order to match tracks across cameras. The proposed system is simpler than other systems from the state of the art, can operate in real time and has margin to be improved and to reduce supervision adding additional complexity. In addition to the detection and tracking system, an evaluation system has been designed to obtain quantitative results of the system performance.  相似文献   

18.
《Real》1999,5(5):295-304
This paper reports on tracking of multiple objects using color histogram backprojection and motion cues. Four tasks which facilitate this are discussed. The first is an adaptive color histogram backprojection (which builds upon the works of Swain and Ballard) and its application to tracking of multiple objects in video sequences. The second task is designing efficient fast blob detectors for selecting regions of interest in video sequences. The third is motion detection based on color histogram backprojection. Achieving these tasks led to multi-objects tracking. Various video sequences were used to demonstrate effective tracking of multiple objects. Notably, we created an interactive multiple objects tracker (CLICK-IT) which in its present form is set at three objects but can be extended easily. CLICK-IT (CSIRO Laboratory for Imaging by Content and Knowledge—Interactive Television) is a PC-based system which provides the user with an intelligent highlighter pen for sports action replay. It is intended as a truly interactive improvement on the drawing pad technology currently used for video annotation in sports broadcasting. The system uses computer vision techniques to focus attention and track particular objects (player(s), ball, horse(s), …) and semi-automatically annotate the dynamic scene. This paper describes the system including the user interface, the tracking technology based on color and motion information, and system performance evaluation in applications to surveillance-like sequences, running, rugby league football, basketball and soccer. Finally, video scene detection based on color histogram is discussed.  相似文献   

19.
We describe and evaluate a greedy detection‐based algorithm for tracking a variable number of dynamic targets online. The algorithm leverages the well‐known iterative closest point (ICP) algorithm for aligning target models with target detections. The approach differs from trackers that seek globally optimal solutions because it treats the problem as a set of individual tracking problems. The method works for multiple targets by sequentially matching models to detections, and then removing detections from further consideration once models have been matched to them. This allows targets to pass close to one another with reduced risks of tracking failure due to “hijacking,'' or track merging. There has been significant previous work in this area, but we believe our approach addresses a number of tracking problems simultaneously that have only been addressed separately before. The algorithm is evaluated using four to eight laser range finders in three settings: quantitatively for a basketball game with 10 people and a 25‐person social behavior experiment, and qualitatively for a full‐scale soccer game. We also provide qualitative results using video to track ants in a captive habitat. During all the experiments, agents enter and leave the scene, so the number of targets to track varies with time. With eight laser range finders running, the system can locate and track targets at sensor frame rate 37.5 Hz on commodity computing hardware. Our evaluation shows that the tracking system correctly detects each track over 98% of the time. © 2012 Wiley Periodicals, Inc.  相似文献   

20.
While many video game researchers have built scales to tackle the motivations that people have for playing video games, these scales are often limited by their focus on specific game genres or player cultures as well as their lack of behavioral validation. The present research offers a new scale for player motivations and then examines its validity across two distinct gaming genres and cultures, drawing from server-side data combined with survey data of 18,627 players of the Multiplayer Online Battle Arena League of Legends and 18,819 players of the Chinese Massively Multiplayer Online Game Chevalier’s Romance Online 3. Six types of player motivations were found: socializer, completionist, competitor, escapist, story-driven, and smarty-pants. Consistent with previous research on player motivations, this typology offers new insights into why people play video games and how player motivations can be used to infer players’ in-game behaviors.  相似文献   

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