June 3, 2013 Apaar Sadhwani and Jason Su

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Presentation transcript:

June 3, 2013 Apaar Sadhwani and Jason Su Mobile Pool Table Analysis June 3, 2013 Apaar Sadhwani and Jason Su

Motivation Novices have difficulty with shot selection in billiards Players have no practical way of analyzing their performance Mobile devices are ubiquitous and turn-based play makes recording possible

Goals Capture table state from a single photo Populate a virtual game table with the state Shot selection and guidance with rendered graphics

Methods & Approach Apply strong constraints on the problem Table and ball size is standardized Planar scene A single dominant hue near the center of the photo OpenCV and OpenGL ES 2.0

Challenges View from any angle Ball occlusion Table occlusion due to FOV or objects

Pipeline Table Detection

Pipeline Table Detection Hue based seg./cropping Surface Hue based seg./cropping Phase-unwrapping and equalization

Pipeline Table Detection Hue based seg./cropping Surface Hue based seg./cropping Phase-unwrapping and equalization

Pipeline Table Detection Hue based seg./cropping Surface Hue based seg./cropping Phase-unwrapping and equalization Edges Hough transform Rejection using surface-based metric

Pipeline Table Detection Hue based seg./cropping Surface Hue based seg./cropping Phase-unwrapping and equalization Edges Hough transform Rejection using surface-based metric Orientation Homography Hypothesis testing

Pipeline Ball Segmentation High-resolution processing Blobs High-resolution processing Connected component labeling

Pipeline Ball Segmentation High-resolution processing Blobs High-resolution processing Connected component labeling Positioning Circular Hough transform Radius range from homography

Pipeline Ball Segmentation High-resolution processing Blobs High-resolution processing Connected component labeling Positioning Circular Hough transform Radius range from homography Rejection Collision physics Pixel radius constraints

Pipeline Table Detection Ball Segmentation Hue based seg./cropping Surface Hue based seg./cropping Phase-unwrapping and equalization Edges Hough transform Rejection using surface-based metric Orientation Homography Hypothesis testing Blobs High-resolution processing Connected component labeling Positioning Circular Hough transform Radius range from homography Rejection Collision physics Pixel radius constraints

Display

Discussion Pipeline is heavily dependent on surface segmentation Plays a critical role in the edge rejection metric Also it is itself a major edge for finding lines Balls localization Rejection needs work Occlusion is difficult Video tracking