Virtual Omnidirectional Video Synthesis with Multiple Cameras for
Sports Training
Mariko Isogawa, Dan Mikami, Kosuke Takahashi and Akira Kojima
NTT Media Intelligence Laboratories, 1-1 Hikarino-oka, Yokosuka, Kanagawa, Japan
Keywords:
Inpainting, Virtual Omnidirectional Video.
Abstract:
This paper proposes a new method to synthesize an omnidirectional video at a viewpoint inside a sports
ground, with the goal of sports training. If athletes could virtually experience real games from a player’s view-
point, they might possibly be able to exhibit higher performance in an actual game. A head mounted display,
which makes it possible to watch intuitive and interactive omnidirectional video from a 360-degree player’s
view, together with head direction tracking, leads to further enhanced effectiveness of training. However, it is
difficult to put an omnidirectional camera on the field during a real game. Therefore, techniques for synthesiz-
ing an omnidirectional video at a player’s viewpoint (virtual viewpoint) with the cameras outside the field are
required. With this aim in mind, we propose a fast and stable omnidirectional video synthesis technique with
image inpainting, which removes unwanted occluders between the virtual viewpoint and the cameras.
1 INTRODUCTION
Many athletes adopt the approach of watching videos
as a type of scouting method for sports training. A
particularly effective approach is to watch videos of
an opponent one has never faced or one who could be
considered a “difficult” opponent. The effectiveness
could be even further increased by using immersive
videos that would show instances in a game from a
player’s viewpoint, as if one were actually playing.
Watching omnidirectional video with a head
mounted display (HMD) is one of the easiest ways
to experience such video-based scouting. Displays
of this type give users a full 360-degree view based
on their head position. The higher immersion HMDs
provide enhances the effectiveness of training.
To obtain omnidirectional video from a player’s
viewpoint, a camera inside a field is needed. How-
ever, it is difficult to keep cameras in certain posi-
tions inside a stadium during an actual game. There-
fore, techniques are required for synthesizing an om-
nidirectional video from a player’s viewpoint (virtual
viewpoint) with the cameras outside the field. In this
paper, we refer to an omnidirectional video from a vir-
tual viewpoint as a “virtual omnidirectional video”.
Because this technique is used for scouting as an ap-
proach to sports strategy, it must provide fast and ro-
bust synthesis that does not rely on captured scenes or
the positions and behavior of moving players.
Many studies have addressed these technical
requirements to synthesize virtual omnidirectional
video. However, with existing methods the synthe-
sis fails when the players are overlapped(Guillemaut
and Hilton, 2011), or else heavy calculation cost
is incurred(Inamoto and Saito, 2007), or else many
cameras are needed to obtain each and every light
ray(Levoy and Hanrahan, 1996).
One possible answer to these problems is an ap-
proach based on the work done by Levoy and Hanra-
han, which uses not only light rays passing through
a virtual viewpoint but neighboring light rays to re-
duce the amount of cameras. This is a fast and stable
method that does not depend on the scene and posi-
tions of players. However, the field side’s appearance
from the virtual viewpoint may be shielded if players
are located between the virtual viewpoint and the out-
side cameras. Therefore it is impossible to correctly
synthesize the appearance at the virtual viewpoint.
The work described in this paper solves that prob-
lem by introducing the technique of image inpainting.
This technique removes and synthesizes unwanted
occluders from images/videos. With this technique,
even if the field side’s appearance from a virtual view-
point is occluded as a consequence of the player’s po-
sition or other factors, it becomes possible to synthe-
size the desired appearance by removing the affected
area.
The remainder of this paper is structured as fol-
Isogawa, M., Mikami, D., Takahashi, K. and Kojima, A..
Virtual Omnidirectional Video Synthesis with Multiple Cameras for Sports Training.
In Proceedings of the 3rd International Congress on Sport Sciences Research and Technology Support (icSPORTS 2015), pages 271-275
ISBN: 978-989-758-159-5
Copyright
c
2015 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
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