CVMay 22, 2022
Evaluating deep tracking models for player tracking in broadcast ice hockey videoKanav Vats, Mehrnaz Fani, David A. Clausi et al.
Tracking and identifying players is an important problem in computer vision based ice hockey analytics. Player tracking is a challenging problem since the motion of players in hockey is fast-paced and non-linear. There is also significant player-player and player-board occlusion, camera panning and zooming in hockey broadcast video. Prior published research perform player tracking with the help of handcrafted features for player detection and re-identification. Although commercial solutions for hockey player tracking exist, to the best of our knowledge, no network architectures used, training data or performance metrics are publicly reported. There is currently no published work for hockey player tracking making use of the recent advancements in deep learning while also reporting the current accuracy metrics used in literature. Therefore, in this paper, we compare and contrast several state-of-the-art tracking algorithms and analyze their performance and failure modes in ice hockey.
CVNov 16, 2021Code
Rethinking Keypoint Representations: Modeling Keypoints and Poses as Objects for Multi-Person Human Pose EstimationWilliam McNally, Kanav Vats, Alexander Wong et al.
In keypoint estimation tasks such as human pose estimation, heatmap-based regression is the dominant approach despite possessing notable drawbacks: heatmaps intrinsically suffer from quantization error and require excessive computation to generate and post-process. Motivated to find a more efficient solution, we propose to model individual keypoints and sets of spatially related keypoints (i.e., poses) as objects within a dense single-stage anchor-based detection framework. Hence, we call our method KAPAO (pronounced "Ka-Pow"), for Keypoints And Poses As Objects. KAPAO is applied to the problem of single-stage multi-person human pose estimation by simultaneously detecting human pose and keypoint objects and fusing the detections to exploit the strengths of both object representations. In experiments, we observe that KAPAO is faster and more accurate than previous methods, which suffer greatly from heatmap post-processing. The accuracy-speed trade-off is especially favourable in the practical setting when not using test-time augmentation. Source code: https://github.com/wmcnally/kapao.
CVNov 17, 2020Code
EvoPose2D: Pushing the Boundaries of 2D Human Pose Estimation using Accelerated Neuroevolution with Weight TransferWilliam McNally, Kanav Vats, Alexander Wong et al.
Neural architecture search has proven to be highly effective in the design of efficient convolutional neural networks that are better suited for mobile deployment than hand-designed networks. Hypothesizing that neural architecture search holds great potential for human pose estimation, we explore the application of neuroevolution, a form of neural architecture search inspired by biological evolution, in the design of 2D human pose networks for the first time. Additionally, we propose a new weight transfer scheme that enables us to accelerate neuroevolution in a flexible manner. Our method produces network designs that are more efficient and more accurate than state-of-the-art hand-designed networks. In fact, the generated networks process images at higher resolutions using less computation than previous hand-designed networks at lower resolutions, allowing us to push the boundaries of 2D human pose estimation. Our base network designed via neuroevolution, which we refer to as EvoPose2D-S, achieves comparable accuracy to SimpleBaseline while being 50% faster and 12.7x smaller in terms of file size. Our largest network, EvoPose2D-L, achieves new state-of-the-art accuracy on the Microsoft COCO Keypoints benchmark, is 4.3x smaller than its nearest competitor, and has similar inference speed. The code is publicly available at https://github.com/wmcnally/evopose2d.
CVNov 22, 2021
Ice hockey player identification via transformers and weakly supervised learningKanav Vats, William McNally, Pascale Walters et al.
Identifying players in video is a foundational step in computer vision-based sports analytics. Obtaining player identities is essential for analyzing the game and is used in downstream tasks such as game event recognition. Transformers are the existing standard in Natural Language Processing (NLP) and are swiftly gaining traction in computer vision. Motivated by the increasing success of transformers in computer vision, in this paper, we introduce a transformer network for recognizing players through their jersey numbers in broadcast National Hockey League (NHL) videos. The transformer takes temporal sequences of player frames (also called player tracklets) as input and outputs the probabilities of jersey numbers present in the frames. The proposed network performs better than the previous benchmark on the dataset used. We implement a weakly-supervised training approach by generating approximate frame-level labels for jersey number presence and use the frame-level labels for faster training. We also utilize player shifts available in the NHL play-by-play data by reading the game time using optical character recognition (OCR) to get the players on the ice rink at a certain game time. Using player shifts improved the player identification accuracy by 6%.
CVOct 6, 2021
Player Tracking and Identification in Ice HockeyKanav Vats, Pascale Walters, Mehrnaz Fani et al.
Tracking and identifying players is a fundamental step in computer vision-based ice hockey analytics. The data generated by tracking is used in many other downstream tasks, such as game event detection and game strategy analysis. Player tracking and identification is a challenging problem since the motion of players in hockey is fast-paced and non-linear when compared to pedestrians. There is also significant camera panning and zooming in hockey broadcast video. Identifying players in ice hockey is challenging since the players of the same team look almost identical, with the jersey number the only discriminating factor between players. In this paper, an automated system to track and identify players in broadcast NHL hockey videos is introduced. The system is composed of three components (1) Player tracking, (2) Team identification and (3) Player identification. Due to the absence of publicly available datasets, the datasets used to train the three components are annotated manually. Player tracking is performed with the help of a state of the art tracking algorithm obtaining a Multi-Object Tracking Accuracy (MOTA) score of 94.5%. For team identification, the away-team jerseys are grouped into a single class and home-team jerseys are grouped in classes according to their jersey color. A convolutional neural network is then trained on the team identification dataset. The team identification network gets an accuracy of 97% on the test set. A novel player identification model is introduced that utilizes a temporal one-dimensional convolutional network to identify players from player bounding box sequences. The player identification model further takes advantage of the available NHL game roster data to obtain a player identification accuracy of 83%.
CVAug 17, 2021
Multi-task learning for jersey number recognition in Ice HockeyKanav Vats, Mehrnaz Fani, David A. Clausi et al.
Identifying players in sports videos by recognizing their jersey numbers is a challenging task in computer vision. We have designed and implemented a multi-task learning network for jersey number recognition. In order to train a network to recognize jersey numbers, two output label representations are used (1) Holistic - considers the entire jersey number as one class, and (2) Digit-wise - considers the two digits in a jersey number as two separate classes. The proposed network learns both holistic and digit-wise representations through a multi-task loss function. We determine the optimal weights to be assigned to holistic and digit-wise losses through an ablation study. Experimental results demonstrate that the proposed multi-task learning network performs better than the constituent holistic and digit-wise single-task learning networks.
CVMay 21, 2021
Puck localization and multi-task event recognition in broadcast hockey videosKanav Vats, Mehrnaz Fani, David A. Clausi et al.
Puck localization is an important problem in ice hockey video analytics useful for analyzing the game, determining play location, and assessing puck possession. The problem is challenging due to the small size of the puck, excessive motion blur due to high puck velocity and occlusions due to players and boards. In this paper, we introduce and implement a network for puck localization in broadcast hockey video. The network leverages expert NHL play-by-play annotations and uses temporal context to locate the puck. Player locations are incorporated into the network through an attention mechanism by encoding player positions with a Gaussian-based spatial heatmap drawn at player positions. Since event occurrence on the rink and puck location are related, we also perform event recognition by augmenting the puck localization network with an event recognition head and training the network through multi-task learning. Experimental results demonstrate that the network is able to localize the puck with an AUC of $73.1 \%$ on the test set. The puck location can be inferred in 720p broadcast videos at $5$ frames per second. It is also demonstrated that multi-task learning with puck location improves event recognition accuracy.
CVMay 20, 2021
DeepDarts: Modeling Keypoints as Objects for Automatic Scorekeeping in Darts using a Single CameraWilliam McNally, Pascale Walters, Kanav Vats et al.
Existing multi-camera solutions for automatic scorekeeping in steel-tip darts are very expensive and thus inaccessible to most players. Motivated to develop a more accessible low-cost solution, we present a new approach to keypoint detection and apply it to predict dart scores from a single image taken from any camera angle. This problem involves detecting multiple keypoints that may be of the same class and positioned in close proximity to one another. The widely adopted framework for regressing keypoints using heatmaps is not well-suited for this task. To address this issue, we instead propose to model keypoints as objects. We develop a deep convolutional neural network around this idea and use it to predict dart locations and dartboard calibration points within an overall pipeline for automatic dart scoring, which we call DeepDarts. Additionally, we propose several task-specific data augmentation strategies to improve the generalization of our method. As a proof of concept, two datasets comprising 16k images originating from two different dartboard setups were manually collected and annotated to evaluate the system. In the primary dataset containing 15k images captured from a face-on view of the dartboard using a smartphone, DeepDarts predicted the total score correctly in 94.7% of the test images. In a second more challenging dataset containing limited training data (830 images) and various camera angles, we utilize transfer learning and extensive data augmentation to achieve a test accuracy of 84.0%. Because DeepDarts relies only on single images, it has the potential to be deployed on edge devices, giving anyone with a smartphone access to an automatic dart scoring system for steel-tip darts. The code and datasets are available.
CVApr 13, 2020
Event detection in coarsely annotated sports videos via parallel multi receptive field 1D convolutionsKanav Vats, Mehrnaz Fani, Pascale Walters et al.
In problems such as sports video analytics, it is difficult to obtain accurate frame level annotations and exact event duration because of the lengthy videos and sheer volume of video data. This issue is even more pronounced in fast-paced sports such as ice hockey. Obtaining annotations on a coarse scale can be much more practical and time efficient. We propose the task of event detection in coarsely annotated videos. We introduce a multi-tower temporal convolutional network architecture for the proposed task. The network, with the help of multiple receptive fields, processes information at various temporal scales to account for the uncertainty with regard to the exact event location and duration. We demonstrate the effectiveness of the multi-receptive field architecture through appropriate ablation studies. The method is evaluated on two tasks - event detection in coarsely annotated hockey videos in the NHL dataset and event spotting in soccer on the SoccerNet dataset. The two datasets lack frame-level annotations and have very distinct event frequencies. Experimental results demonstrate the effectiveness of the network by obtaining a 55% average F1 score on the NHL dataset and by achieving competitive performance compared to the state of the art on the SoccerNet dataset. We believe our approach will help develop more practical pipelines for event detection in sports video.
CVDec 11, 2019
PuckNet: Estimating hockey puck location from broadcast videoKanav Vats, William McNally, Chris Dulhanty et al.
Puck location in ice hockey is essential for hockey analysts for determining the location of play and analyzing game events. However, because of the difficulty involved in obtaining accurate annotations due to the extremely low visibility and commonly occurring occlusions of the puck, the problem is very challenging. The problem becomes even more challenging in broadcast videos with changing camera angles. We introduce a novel methodology for determining puck location from approximate puck location annotations in broadcast video. Our method uniquely leverages the existing puck location information that is publicly available in existing hockey event data and uses the corresponding one-second broadcast video clips as input to the network. The rationale behind using video as input instead of static images is that with video, the temporal information can be utilized to handle puck occlusions. The network outputs a heatmap representing the probability of the puck location using a 3D CNN based architecture. The network is able to regress the puck location from broadcast hockey video clips with varying camera angles. Experimental results demonstrate the capability of the method, achieving 47.07% AUC on the test dataset. The network is also able to estimate the puck location in defensive/offensive zones with an accuracy of greater than 80%.
LGApr 21, 2019
Beyond Explainability: Leveraging Interpretability for Improved Adversarial LearningDevinder Kumar, Ibrahim Ben-Daya, Kanav Vats et al.
In this study, we propose the leveraging of interpretability for tasks beyond purely the purpose of explainability. In particular, this study puts forward a novel strategy for leveraging gradient-based interpretability in the realm of adversarial examples, where we use insights gained to aid adversarial learning. More specifically, we introduce the concept of spatially constrained one-pixel adversarial perturbations, where we guide the learning of such adversarial perturbations towards more susceptible areas identified via gradient-based interpretability. Experimental results using different benchmark datasets show that such a spatially constrained one-pixel adversarial perturbation strategy can noticeably improve the speed of convergence as well as produce successful attacks that were also visually difficult to perceive, thus illustrating an effective use of interpretability methods for tasks outside of the purpose of purely explainability.
CVMar 24, 2019
KPTransfer: improved performance and faster convergence from keypoint subset-wise domain transfer in human pose estimationKanav Vats, Helmut Neher, Alexander Wong et al.
In this paper, we present a novel approach called KPTransfer for improving modeling performance for keypoint detection deep neural networks via domain transfer between different keypoint subsets. This approach is motivated by the notion that rich contextual knowledge can be transferred between different keypoint subsets representing separate domains. In particular, the proposed method takes into account various keypoint subsets/domains by sequentially adding and removing keypoints. Contextual knowledge is transferred between two separate domains via domain transfer. Experiments to demonstrate the efficacy of the proposed KPTransfer approach were performed for the task of human pose estimation on the MPII dataset, with comparisons against random initialization and frozen weight extraction configurations. Experimental results demonstrate the efficacy of performing domain transfer between two different joint subsets resulting in a PCKh improvement of up to 1.1 over random initialization on joints such as wrists and knee in certain joint splits with an overall PCKh improvement of 0.5. Domain transfer from a different set of joints not only results in improved accuracy but also results in faster convergence because of mutual co-adaptations of weights resulting from the contextual knowledge of the pose from a different set of joints.
CVMar 15, 2019
GolfDB: A Video Database for Golf Swing SequencingWilliam McNally, Kanav Vats, Tyler Pinto et al.
The golf swing is a complex movement requiring considerable full-body coordination to execute proficiently. As such, it is the subject of frequent scrutiny and extensive biomechanical analyses. In this paper, we introduce the notion of golf swing sequencing for detecting key events in the golf swing and facilitating golf swing analysis. To enable consistent evaluation of golf swing sequencing performance, we also introduce the benchmark database GolfDB, consisting of 1400 high-quality golf swing videos, each labeled with event frames, bounding box, player name and sex, club type, and view type. Furthermore, to act as a reference baseline for evaluating golf swing sequencing performance on GolfDB, we propose a lightweight deep neural network called SwingNet, which possesses a hybrid deep convolutional and recurrent neural network architecture. SwingNet correctly detects eight golf swing events at an average rate of 76.1%, and six out of eight events at a rate of 91.8%. In line with the proposed baseline SwingNet, we advocate the use of computationally efficient models in future research to promote in-the-field analysis via deployment on readily-available mobile devices.
CVDec 22, 2018
Temporal Hockey Action Recognition via Pose and Optical FlowsZixi Cai, Helmut Neher, Kanav Vats et al.
Recognizing actions in ice hockey using computer vision poses challenges due to bulky equipment and inadequate image quality. A novel two-stream framework has been designed to improve action recognition accuracy for hockey using three main components. First, pose is estimated via the Part Affinity Fields model to extract meaningful cues from the player. Second, optical flow (using LiteFlowNet) is used to extract temporal features. Third, pose and optical flow streams are fused and passed to fully-connected layers to estimate the hockey player's action. A novel publicly available dataset named HARPET (Hockey Action Recognition Pose Estimation, Temporal) was created, composed of sequences of annotated actions and pose of hockey players including their hockey sticks as an extension of human body pose. Three contributions are recognized. (1) The novel two-stream architecture achieves 85% action recognition accuracy, with the inclusion of optical flows increasing accuracy by about 10%. (2) The unique localization of hand-held objects (e.g., hockey sticks) as part of pose increases accuracy by about 13%. (3) For pose estimation, a bigger and more general dataset, MSCOCO, is successfully used for transfer learning to a smaller and more specific dataset, HARPET, achieving a PCKh of 87%.