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Patent 2467545 Summary

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(12) Patent: (11) CA 2467545
(54) English Title: OPTIMIZATIONS FOR LIVE EVENT, REAL-TIME, 3D OBJECT TRACKING
(54) French Title: OPTIMISATIONS DE LA POURSUITE D'OBJETS 3D EN TEMPS REEL POUR EVENEMENTS EN DIRECT
Status: Deemed expired
Bibliographic Data
(51) International Patent Classification (IPC):
  • H04N 5/225 (2006.01)
(72) Inventors :
  • AMAN, JAMES A. (United States of America)
  • HALLER, WILLIAM R. (United States of America)
(73) Owners :
  • MAXX HOLDINGS, INC. (Canada)
(71) Applicants :
  • AMAN, JAMES A. (United States of America)
  • HALLER, WILLIAM R. (United States of America)
(74) Agent: MOFFAT & CO.
(74) Associate agent:
(45) Issued: 2015-02-03
(86) PCT Filing Date: 2002-11-20
(87) Open to Public Inspection: 2003-05-30
Examination requested: 2007-11-19
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): Yes
(86) PCT Filing Number: PCT/US2002/037289
(87) International Publication Number: WO2003/044734
(85) National Entry: 2004-05-17

(30) Application Priority Data:
Application No. Country/Territory Date
10/006,444 United States of America 2001-11-20

Abstracts

English Abstract




Various combinations of camera assembly (500), tracking frequency (510),
energy source (520), marker; emission method (530), marker; physical form
(540), marker; reflective shape (550), ID: location (560), ID: encoding method
(570), ID: obtained (580) and calibration method (590) forming a preferred
embodiment (1004) as well as several alternative embodiments for tracking the
movement of multiple objects within a predetermined area. Camera assembly
(500) optionally comprises fixed volume tracking (502), fixed area tracking
(504) and movable volume tracking (506). Tracking frequency (510) optionally
comprises visible light (512), infrared light (514) and ultraviolet light
(516).


French Abstract

L'invention concerne plusieurs combinaisons d'un ensemble de caméras (500), d'une fréquence de poursuite (510), d'une source d'énergie (520), d'un marqueur "procédé d'émission" (530), d'un marqueur "entité physique" (540), d'un marqueur "forme réfléchissante", d'un ID "emplacement" (560), d'un ID "procédé de codage" (570), et d'un ID "type d'obtention" (580). L'invention concerne également un procédé d'étalonnage (590) constituant un mode de réalisation préféré (1004) ainsi que plusieurs autres modes de réalisation permettant de suivre le mouvement d'objets multiples à l'intérieur d'une zone prédéfinie. Ledit ensemble de caméras (500) permet éventuellement de réaliser une poursuite de volume fixe (502), une poursuite de zone fixe (504) et une poursuite de volume mobile (506). La fréquence de poursuite (510) est éventuellement assimilée à une lumière visible (512), à une lumière infrarouge (514) et à une lumière ultraviolette (516). La source d'énergie (520) produit éventuellement des lumières annulaires émettant des fréquences visibles ou IR (522), des lumières existantes émettant des fréquences visibles (524) et des lumières existantes modifiées pour émettre des fréquences non visibles (526). Le marqueur "procédé d'émission" (530) comprend éventuellement des marqueurs rétroréfléchissants (532), des marqueurs réfléchissants (534) et des marqueurs fluorescents (536). Le marqueur "entité physique" se présente éventuellement sous une forme sphérique (542) ou plate (544). Le marqueur "forme réfléchissante" comprend éventuellement un élément circulaire uniforme (552) et un élément multiforme non uniforme (554). L'ID "emplacement" (560) comprend éventuellement l'ensemble d'un corps (562) et la surface supérieure du corps (564). L'ID "procédé de codage" (570) utilise éventuellement une constellation unique (572) et des marques codées (574). L'ID "type d'obtention" (580) est éventuellement assimilé à une obtention pendant la poursuite de surface de jeu (582) et à une obtention en dehors de la poursuite de surface de jeu (584). Le procédé d'étalonnage (590) consiste éventuellement à réaliser un étalonnage préalable à la poursuite (592) et un étalonnage simultané à la poursuite (594).

Claims

Note: Claims are shown in the official language in which they were submitted.



Claims
1. A system for automatically videoing the movements of one or more
participants
or objects as they move about within the entire performance area of a
sporting,
theatre or concert event, throughout the entire duration of the event, said
system
comprising:
a first set of multiple stationary overhead cameras, not capable of pan, tilt
or zoom movement, sufficient to form a contiguous field-of-view of said entire

performance area, for generating a first video stream of images continuously
throughout said entire time duration;
a computer system operating a first algorithm exclusively and solely
responsive to said first stream of video images for continuously and
simultaneously analyzing the images from all cameras in said first set of
multiple
stationary cameras in order to detect the presence of each participant or
object
within each and every camera's view, to determine for each detected
participant
or object its relative two-dimensional centroid coordinates within that view,
and
to use this determined information from all said first set cameras for
updating a
real-time tracking database of at least the two-dimensional centroid location
of
each participant or object, relative to said entire performance area, where
said
real-time tracking database includes all current and past said centroid
locations
determined throughout said entire time of said event;
the computer system operating a second algorithm exclusively and solely
responsive to said real-time tracking database for automatically and
individually
adjusting the current view of each camera in a second set of multiple
stationary
cameras, capable of pan, tilt and zoom movement distinct from said first set
of
stationary cameras, wherein each said second set camera is automatically
directed
without operator intervention to maintain an independent view of the
participants
or objects, where said second set of cameras outputs a second stream of video
images for viewing and recording, and wherein said second stream of video
images is not used to either determine any participant's or object's two-
dimensional centroid locations or to otherwise update said real-time tracking
database.



2. A system as defined in claim 1, wherein the contiguous field-of-view formed
by
said first set of stationary overhead cameras is substantially parallel to the
ground
surface within said entire performance area.
3. A system as defined in claim 1 for further providing a three dimensional
model of
the movements of one or more participants or objects, further comprising: the
computer system operating a third algorithm responsive to said real-time
tracking
database and said first and said second streams of video images for
determining
the ongoing relative three-dimensional coordinates of one or more specific,
non-
centroid locations on each participant or object and for updating said real-
time
tracking database to include the additional three-dimensional coordinates of
all
detected locations matched with the respective participants or objects.
4. A system as defined in claim 3 further comprising: markers adhered onto one
or
more locations on each participant or object to be tracked, where said markers
are
detectable by said first or said second set of stationary cameras, and where
said
first or said third algorithms now determine the locations of said markers and

update said real-time tracking database with the related ongoing three-
dimensional coordinates of each marker for forming the three dimensional model

of each participant's movement.
5. A system as defined in claim 4, wherein said markers are substantially
transparent
to the participants, further comprising: said markers adhered onto
participants that
reflect, retroreflect or fluoresce primarily non-visible energy and are
therefore
substantially visibly transparent, and one or more energy sources emitting non-

visible energy that is reflected or retroreflected off of said markers, or
emitting
energy that is fluoresced in the non-visible spectrum by said markers and is
detectable by said first or said second set of stationary cameras.
6. A system as defined in claim 5, wherein the participants are additionally
identified, further comprising: at least one uniquely encoded marker adhered
onto



an upper surface of each participant to be identified, and wherein the
computer
system operates a fourth algorithm for locating and recognizing said encoded
markers within said first stream of video images and for updating said real-
time
tracking database with each participant's identity matched to their
coordinates.
7. A system as defined in claim 6, wherein said uniquely encoded markers are
substantially transparent to the participants, further comprising: said
uniquely
encoded markers that reflect, retroflect or fluoresce primarily non-visible
energy
and are therefore substantially visibly transparent, and one or more energy
sources
emitting non visible energy that is reflected or retroflected off of said
encoded
markers, or emitting energy that is fluoresced in the non-visible spectrum by
said
encoded markers and is detectable by said first set of stationary overhead
cameras.
8. A system as defined in claim 1, wherein the participants are additionally
identified, further comprising: at least one uniquely encoded marker adhered
onto
an upper surface of each participant to be identified, and the computer system

operating a third algorithm for locating and recognizing said encoded markers
within said first stream of video images and for updating said real-time
tracking
database with each participants identity matched to their coordinates.
9. A system as defined in claim 8, wherein said uniquely encoded markers are
substantially transparent to the participants, further comprising: said
uniquely
encoded markers that reflect, retroflect or fluoresce primarily non-visible
energy
and are therefore substantially visibly transparent, and one or more energy
sources
emitting non visible energy that is reflected or retroflected off of said
encoded
markers, or emitting energy that is fluoresced in the non-visible spectrum by
said
encoded markers and is detectable by said first set of stationary overhead
cameras.



10. A system as defined in claim 1 for videoing the movements of two or more
participants, wherein said second set of stationary cameras, capable of pan,
tilt
and zoom movement, comprises at least two cameras and wherein said second set
is additionally directed to automatically reassign any one or more of said
second
set cameras currently following any one or more participants to instead follow
a
different one or more participants based upon which camera views are currently

blocked by one or more participants in front of another, or upon which camera
views are best situated to capture the programmatically desired view of any
given
participant or game object.
11. A method for automatically videoing the movements of one or more
participants
or objects as they move about within the entire performance area of a
sporting,
theater or concert event, throughout the entire time duration of the event,
said
method comprising:
capturing a first stream of video images using a first set of multiple
stationary overhead cameras, not capable of pan, tilt or zoom movement,
sufficient to form a contiguous field-of-view of said entire performance area,
and
where each said first set camera provides images continuously throughout said
entire time duration;
simultaneously analyzing said first stream of video images from said first
set of multiple stationary overhead cameras in order to continuously detect
the
presence of any one or more participants or objects within each and every
camera's view, to determine each detected participant's or object's relative
two-
dimensional centroid coordinates within that view and to use this determined
information from all said first set cameras for updating a real-time tracking
database of the two-dimensional centroid location of each participant or
object,
relative to said entire performance area where said real-time tracking
database
includes all current and past said centroid locations determined throughout
said
entire time of said event;
using said determined participant and object locations stored in said real-
time tracking database to automatically and individually adjust, without the
aid of



an operator, the current view of each camera in a second set of multiple
stationary
cameras, capable of pan, tilt and zoom movement, distinct from said first set
of
stationary overhead cameras, and
capturing a second stream of video images for viewing and recording from
said second set of multiple stationary cameras, wherein said second stream of
video images create independent views of one or more of the participants or
objects within said entire performance area and wherein said second stream of
video images is not used to either determine any participant's or object's two-

dimensional centroid locations or to otherwise update said real-time tracking
database.
12. A method as defined in claim 11, wherein the contiguous field-of-view
formed by
said first set of stationary overhead cameras is substantially parallel to the
ground
surface within said entire performance area.
13. A method as defined in claim 11 for further providing a three dimensional
model
of the movements of one or more participants or objects, comprising the
additional step of: analyzing said real-time tracking database and said first
and
said second streams of video images to determine the ongoing relative three-
dimensional coordinates of one or more specific, non-centroid locations on
each
participant or object and for updating said real-time tracking database to
include
the additional three-dimensional coordinates of all detected locations matched

with the respective participants or objects.
14. A method as defined in claim 13 further comprising: adhering markers onto
the
one or more locations on each participant or object to be tracked, detecting
said
markers using computer based image analysis of said first or said second
streams
of video in order to determine the ongoing relative three-dimensional
coordinates
of each marker, and updating said real-time tracking database to indicate the
ongoing relative three-dimensional coordinates of said markers matched with
the
respective participants or objects.



15. A method as defined in claim 14, wherein said markers are substantially
transparent to the participants, further comprising the steps of: using said
markers
that reflect, retroreflect or fluoresce primarily non-visible energy and are
therefore
substantially visibly transparent, and using one or more energy sources to
emit
non-visible energy throughout said entire performance area, to be reflected or

retroreflected off of said markers, or emitting energy that is fluoresced in
the non-
visible spectrum by said markers, where the non-visible energy is detectable
by
said first or said second set of stationary cameras.
16. A method as defined in claim 15, wherein the participants are additionally

identified, further comprising the steps of: placing at least one uniquely
encoded
marker onto an upper surface of each participant to be identified; detecting
and
recognizing each encoded marker using computer based image analysis of said
first stream of video images, and updating said real-time tracking database to

indicate the identity of each participant matched to their coordinates.
17. A method as defined in claim 16, wherein the uniquely encoded markers are
substantially transparent to the participants, further comprising the steps
of: using
said uniquely encoded markers that reflect, retroflect or fluoresce primarily
non-
visible energy and are therefore substantially visibly transparent, and using
one or
more energy sources to emit non visible energy throughout said entire
performance area, to be reflected or retroflected off of said encoded markers,
or
emitting energy that is fluoresced in the non-visible spectrum by said encoded

markers, where the non-visible energy is detectable by said first set of
stationary
overhead cameras.
18. A method as defined in claim 1, wherein the participants are additionally
identified, further comprising the steps of: placing at least one uniquely
encoded
marker onto an upper surface of each participant to be identified; detecting
and
recognizing each said encoded marker using computer based image analysis of



said first stream of video images, and updating said real-time tracking
database to
indicate the identity of each participant matched to their coordinates.
19. A method as defined in claim 18, wherein uniquely encoded markers are
substantially transparent to the participants, further comprising the steps
of: using
said uniquely encoded markers that reflect, retroflect or fluoresce primarily
non-
visible energy and are therefore substantially visibly transparent, and using
one or
more energy sources to emit non visible energy throughout said entire
performance area, to be reflected or retroflected off of said encoded markers,
or
emitting energy that is fluoresced in the non-visible spectrum by said encoded

markers, where the non-visible energy is detectable by said first set of
stationary
overhead cameras.
20. A method as defined in claim 11 for videoing the movements of two or more
participants from optimal viewpoints, further comprising the steps of: using
two
or more cameras in said second set of stationary cameras, and during the step
of
individually adjusting the pan, tilt or zoom movement, dynamically considering

the location of each participant or object with respect to the view of each
said
second set camera and automatically reassigning any one or more said second
set
cameras currently following any one or more participants or objects to instead

follow a different one or more participants or object based upon which camera
views are best situated to capture the programmatically desired view of any
given
participant or game object.

Description

Note: Descriptions are shown in the official language in which they were submitted.


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OPTIMIZATIONS FOR LIVE EVENT, REAL-TIME, 3D OBJECT TRACKING
Field of the Invention
The present invention relates to machine vision systems for tracking the
movement of multiple
objects within a predefined area or volume.
Background of the Invention
Several systems currently exist in the commercial marketplace for tracking the
movement of one or
more objects within a limited area. Such systems are routinely used to follow
the movement of
human subjects for a range of purposes including medical analysis, input for
lifelike animation, as
well as sports measurement. The following companies provide machine vision-
based motion
analysis systems:
= Motion Analysis Corporation and their HiRES 3D system;
= Vicon with their Vicon 250 and 512 3D motion analysis systems;
= Ariel Dynamics, Inc. with their APAS system;
= Charnwood Dynamics with their CODA motion analysis system;
= Peak Performance Inc. with their Motus system;
= Biogesta with their SAGA ¨3 RT System;
= Elite with their ELITEPlus Motion Analyser System;
= Northern Digital with their Optotrak and Polaris systems, and
= Qualisys with their ProReflex system.
Each of these systems, which are capable of working in real time and creating
three-dimensional
(3D) tracking information, employ a system of markers to be placed upon the
object(s) to be tracked.
The markers themselves are followed by an overlapping configuration of
tracking cameras. As
image information is analyzed from each camera's two-dimensional (2D) view, it
is combined to
create the 3D coordinates of each marker as that marker moves about in the
designated tracking
volume. Based upon the detected marker 3D locations as well as the pre-known
relationship between
the markers and the objects, each system is then able to "re-assemble" any
given object's 3D
movement. All of the systems share at least portions of the following common
attributes:
1- All of the cameras that are used to view the marker and therefore object
movement are pre-
placed in fixed strategic locations designed to keep the entire tracking
volume in view of two or
more cameras.
2- Each camera is designed to capture a unique 2D view for a fixed portion
of the tracking volume.
The entire set of captured 2D information is combined by the system to create
the 3D
information concerning all markers and therefore objects.

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3- For a marker to be located in the local (X, Y, Z) coordinate system during
any given instant, it
must be visible to at least two cameras within that instant.
4- They use a single tracking energy that is either from the visible spectrum
(such as red light) or
infrared (lR).
5- They add additional tracking energy in the form of LED-based ring lights
attached to the tracking
cameras.
6- They place special retroreflective markers on the objects to be tracked.
These retroreflectors
reflect a broad spectrum of energy including visible and IR light.
7- The markers do not comprise any special encoding and are most often
identical in size and
shape. Typical shapes are a rectangle, a circle, or a sphere.
8- They use the unique positional combination (i.e., the measured physical
space relationship of the
markers placed upon the object) to encode that object's identity. Hence, no
two objects can have
the same or a substantially similar positional combination of markers placed
upon them. This
"constellation" of markers covers the majority of the object's surface volume
and as such
requires that the entire volume remain substantially in view at all times.
9- They determine, confirm, or both determine and confirm the identity of each
object
simultaneously with the tracking of the objects as they move throughout the
entire tracking
volume.
10- After the cameras have been placed in their fixed positions, they
calibrate the system prior to
tracking by moving a special calibration tool throughout the combined views of
all cameras. The
calibration tool consists of two or more markers that are at a pre-known
distance from each
other. Once the calibration has been completed, none of the cameras may be
moved before or
during actual object tracking.
Each of these systems shares many drawbacks, especially when considered for
use in a live sporting
environment such as a sporting contest. Some of these drawbacks are as
follows:
1- All of the tracking cameras must be set into fixed positions and then pre-
calibrated prior to actual
live tracking. This requirement precludes the use of automatic pan, tilt, and
zoom cameras to
collect additional information as directed by the system in anticipation of
marker inclusions.
2- Each camera is positioned to have a unique and substantially perspective
view of a given portion
of the tracking volume. Each camera's perspective view contains a significant
depth of field.
Any given object traveling throughout this depth of field will be seen with
substantially different
resolutions depending upon whether the object is at the nearest or farthest
point with respect to a
given camera. Therefore, the system experiences a non-uniform resolution per
object throughout
the entire tracking volume. This non-uniform resolution affects at least the
ease with which the

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system may be scaled up to cover larger and larger tacking volumes using a
consistent camera
arrangement.
3- If the tracking energy is red light, any human observers will also
see the illuminated markers if
they are within the narrow retroreflected cone of light.
4- If the tracking energy is red light, then the system is susceptible to
reflections of red light caused
by pre-existing lighting in the visible spectrum that may be reflected from
red colored portions of
the tracked objects or the tracking volume itself.
5- In order to reduce unwanted reflections when working with visible red
light, the systems
typically cover the objects in darker material and place black matting on the
movement surface to
help reduce unwanted reflections that become system noise. These techniques
are not
appropriate for a "live" environment.
6- If the tracking energy is IR, then the light sources employed only emit IR
without any additional
visible light. The additional visible light would normally act as an indicator
to a human observer
that the light is on, naturally causing them not to stare for prolonged
periods. Continued
exposure to any high-intensity energy including IR light can damage the retina
of the eye.
7- When working with IR, these systems do not employ IR absorbent compounds to
be placed upon
the objects and tracking volume background surfaces before any markers are
attached as a means
of reducing unwanted reflections that become system noise.
8- Because the retroreflective markers work across a broad spectrum, they will
reflect any visible
energy, not just the chosen emitted tracking energy whether that be red light
or IR. As such,
they will for instance retroreflect any pre-existing lighting or portable
lighting such as camera
flashes that are typically used by human observers in a live environment.
9- Given that the preferred spherical markers do have an appreciable size,
they are limited in the
number of places that they can be placed upon the objects, especially in a
live environment. Due
to their size, they are impractical for use in live sporting contests
especially contact sports such
as ice hockey where they may become dislodged during normal play.
10- When the systems are used to track more and more objects, each with many
markers, more and
more instances arise when not all markers are in view of at least two cameras
or in some cases in
view of any camera. This is referred to as "inclusions" and also affects the
ability of the system
to accurately identify a given object since its identity is encoded in the
unique "constellation" of
the markers placed upon the object, the location of one or more of which is
now unknown.
11- When the objects to be tracked are uniformed athletes such as ice hockey
players versus non-
uniformed human subjects, their body sizes and shapes become less
distinguishable due to the
standard pad sizes of their equipment and their loose-fitting jerseys. As body
shapes become less
distinguishable, then the unique "constellation" of markers used to identify a
given uniformed

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athlete becomes less distinguishable and more markers must be added in order
to clearly
identify individual players.
The following novel components can be contemplated:
I- The system employs a matrix of separate overhead tracking cameras
responsible for
first locating any given object as a whole in a local (X, Y) area rather than
in a (X, Y, Z)
volume coordinate system. This technique yields a substantially uniform pixel
resolution
per area tracked providing a simple and regular approach to camera arrangement
when
the system is scaled to track larger areas.
2- The system employs separate sets of one or more pan, tilt, and zoom cameras
per
In player to be tracked. These moveable cameras are automatically directed
by the system
based upon the (X, Y) location information that was first determined using the
overhead
tracking area cameras. Each of these volume cameras will collect (X, Y, Z)
information
from a particular view of the player to be combined with at least the (X, Y)
information
captured by the area cameras concerning the same player. Due to the system's
ability to
move and zoom each player-tracking camera, a substantially uniform pixel
resolution per
player is achieved. This technique provides a simple and regular approach to
camera
arrangement when the system is scaled to track more and more players.
3- The system preferably employs a non-visible tracking energy such as
ultraviolet or
infrared that is currently being generated by pre-existing lighting within the
tracking area.
4- By using pre-existing lighting that is already in place with a purpose of
illuminating
the playing area for human observers, the system ensures that the observers
will have a
visible light indicator that the lamp is on. This will naturally keep the
observer from
staring at the lights and receiving an overexposure of non-visible tracking
energy.
5- The system employs one or more reflective, retroreflective, fluorescent,
and
fluorescent retroreflective materials that are specifically designed to
reflect only the
chosen non-visible ultraviolet or infrared tracking energy and to be
substantially
transparent to visible light.
6- The system preferably employs markers that are made of ink which has
minimal
thickness and can be placed upon virtually any surface such as in the case of
hockey a
player's helmet, jersey, or gloves; the tape they use to wrap their stick; or
the puck.
7- The system preferably encodes the player's unique identity into the
markings placed
exclusively upon the "top surface" of the player, such as the helmet or
shoulders. In so
doing, the player's identity can be determined solely from the (X, Y) area
tracking
cameras and is substantially unaffected by player "bunching" and subsequent
body

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marker inclusions that primarily affect the view of the body below the helmet
and
shoulders.
8- The system preferably takes advantage of the reduced player movement and
smaller
area of the playing surface entrance and exit as well as the team benches in
order to
perform player identification. The unique characteristics of the entrance and
exit and
benches provides the opportunity to focus the overhead (X, Y) tracking cameras
in a
considerably smaller field-of-view such that the players' helmets and attached
markings
are considerably enlarged with respect to the entire captured image. This in
turn ensures
that the space available for a marking on the helmet is sufficient to
completely encode
and therefore identify a given player through the use of more complex symbol
patterns
similar to bar codes. As previously mentioned, since the unique player code is
therefore
fully contained on the helmet, only the overhead (X, Y) cameras are necessary
to
determine identity thereby eliminating the effect of body marker inclusions
caused when
the (X, Y, Z) cameras' fields-of-view are blocked.
9- By separating entrance and exit and bench tracking and identification from
playing
surface tracking, it is possible to place a multi-frequency responsive marker
at least on the
player's helmet. For instance, the complex symbol patterns used to encode the
player's
identity can be created with an UV ink while the helmet tracking mark can be
created
with an IR ink, or vice versa. This switching of frequencies effectively
doubles the
available marking area of at least the helmet and potentially any other "top
surface" such
as the shoulders.
10- The area cameras have mutually exclusive fields-of-view with slight edge-
to-edge
overlap for calibration purposes. This calibration process is performed prior
to live
tracking.
11- The volume cameras are first calibrated with respect to their pan, tilt,
and zoom drive
mechanisms also prior to actual tracking. Their field-of-view will constantly
overlap one
or more area cameras. The combination of this overlapping area and volume
information
is then used by the system for dynamic re-calibration and adjustment of the
volume
cameras. The system thereby permits individual cameras to move and be
recalibrated
simultaneously with actual tracking.
12- The system employs absorber compounds that are to be placed upon the
objects and
playing surface prior to placing the markers in order to cut down or eliminate
unwanted
reflections that are system noise.

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3- The system employs predictive techniques based upon the object's last known

position, acceleration, velocity, and direction of travel to minimize the
search time
required to locate the object in subsequent video frames.
Also currently existing in the commercial marketplace are the following
important
components:
1- Wide-angle retroreflectors are capable of reflecting light in a wider cone
than typical
retroreflectors. These are available in both cube cornered and microscopic
bead optical
body formats. They provide the opportunity to move the lighting source further
away
from the tracking cameras when using retroreflective materials.
2- Fluorescent laser dyes are capable of absorbing visible light just below
the 700 nm
wavelengths that are still visible and converting it into IR light just above
the 700 nm
region that is non-visible. When using IR, these dyes provide the opportunity
to convert
visible energy as emitted by pre-existing arena lighting into IR tracking
energy thus
eliminating the need to add lighting that specifically radiates IR into the
tracking volume.
3- Fluorescent laser dyes are capable of absorbing UV light around 330 nm
wavelengths
and converting it into UV light around 390 nm. This conversion is important
given that
certain commercially available low-cost digital imaging cameras are designed
to have a
higher responsivity to UV light especially around the 390 nm range.
Furthermore,
existing arena lighting such as Metal Halide Lamps currently generate UV
energy in the
frequency range of 315 to 400 nm. By absorbing the shorter wavelength UV
energy
around 330 nm and then radiating additional UV energy around 390 nm, the
fluorescent
dyes will essentially "double up" on the preferred narrow band of tracking
frequencies.
4- Notch filters may be used with the tracking cameras and are capable of
passing very
narrow bands of specific frequencies of energy. This provides the opportunity
to place
reflective, fluorescent, or retroreflective materials that operate at
different frequency
ranges onto different players to assist in the identification process.
It is possible to create several different and yet effective machine vision
systems for
tracking multiple moving objects based upon the novel components disclosed
within the
present application. What is needed is an understanding of how all of these
teachings can
be combined to form several different machine vision systems, each with their
own novel
optimizations.
In addition to the aforementioned machine vision system solutions to multi-
object
tracking it should be noted that at least two other companies are attempting
to provide
systems for similar purposes. Both Trackus, a Massachusetts-based company, and
Orad,

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an Israeli-based company, are attempting to develop real-time "beacon"--based
tracking
technology for sporting events. Orad has produced a working system to follow
horse
racing; Trakus is the only company currently attempting to follow players in
an ice
hockey game. While Orad's solution is essentially similar at the highest
levels, the
technology will be explained based upon information gathered concerning
Trakus.
Trakus' solution includes a microwave based transmitter and receiver that will
track a
single point within the helmet of each player. There are many deficiencies
with this
proposed solution as compared to machine vision systems in general and the
novel
teachings of the present inventors in particular. One of the most important
distinctions is
the "active" and potential harmful nature of the microwave technology. If used
for
tracking youth sports, it is anticipated that the average parent would balk at
the idea of
placing even a low-power microwave device into the helmet of their child.
Furthermore,
there are significant reflection problems due to the hard interior surfaces of
a hockey
arena that must be resolved before this technology can effectively track even
a single
point (the helmet) on every player on both teams. As already discussed,
machine vision-
based systems employ "passive" markers that are capable of tracking 14 or more
points
(the head and every major joint) on every player in real time. The present
invention
furthermore uniquely teaches a system that can also track game equipment and
the puck,
devices that have surfaces that cannot be substantially altered by the normal
size of
traditional markers.
SUMMARY OF THE INVENTION
As embodied and broadly described herein, the invention provides a system for
automatically videoing the movements of one or more participants or objects as
they
move about within the entire performance area of a sporting, theatre or
concert event,
throughout the entire time duration of the event, the system comprising: a
first set of
multiple stationary overhead cameras, not capable of pan, tilt or zoom
movement,
sufficient to form a contiguous field-of-view of the entire performance area,
for
generating a first video stream of images continuously throughout the entire
time
duration; a first algorithm operated on a computer system exclusively and
solely
responsive to the first stream of video images for continuously and
simultaneously
analyzing the images from all cameras in the first set of multiple stationary
cameras in
order to detect the presence of each participant or object within each and
every camera's
view, to determine for each detected participant or object its relative two-
dimensional
centroid coordinates within that view, and to use this determined information
from all

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the first set cameras for updating a real-time tracking database of at least
the two-
dimensional centroid location of each participant or object, relative to the
entire
performance area, where the real-time tracking database includes all current
and past
centroid locations determined throughout the entire time of the event, and a
second
algorithm operated on a computer system exclusively and solely responsive to
the real-
time tracking database for automatically and individually adjusting the
current view of
each camera in a second set of multiple stationary cameras, capable of pan,
tilt and zoom
movement distinct from the first set of stationary cameras, wherein each
second set
camera is automatically directed without operator intervention to maintain an
independent
view of the participants or objects, where the second set of cameras outputs a
second
stream of video images for viewing and recording, and wherein the second
stream of
video images is not used to either determine any participant's or object's two-
dimensional
centroid locations or to otherwise update the real-time tracking database.
The invention also provides a method for automatically videoing the movements
of one
or more participants or objects as they move about within the entire
performance area of a
sporting, theatre or concert event, throughout the entire time duration of the
event, the
method comprising: capturing a first stream of video images using a first set
of multiple
stationary overhead cameras, not capable of pan, tilt or zoom movement,
sufficient to
form a contiguous field-of-view of the entire performance area, and where each
first set
camera provides images continuously throughout the entire time duration;
simultaneously
analyzing the first stream of video images from the first set of multiple
stationary
overhead cameras in order to continuously detect the presence of any one or
more
participants or objects within each and every camera's view, to determine each
detected
participant's or object's relative two-dimensional centroid coordinates within
that view,
and to use this determined information from all the first set cameras for
undatine a real-
time tracking database of the two-dimensional centroid location of each
participant or
object, relative to the entire performance area where the real-time tracking
database
includes all current and past the centroid locations determined throughout the
entire time
of the event; using the determined participant and object locations stored in
the real-time
tracking database to automatically and individually adjust, without the aid of
an operator,
the current view of each camera in a second set of multiple stationary
cameras, capable of
pan, tilt and zoom movement, distinct from the first set of stationary
overhead cameras,
and capturing a second stream of video images for viewing and recording from
the second
set of multiple stationary cameras, wherein the second stream of video images
create

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independent views of one or more of the participants or objects within the
entire
performance area and wherein the second stream of video images is not used to
either
determine any participant's or object's two-dimensional centroid locations or
to otherwise
update the real-time tracking database.
For the purposes of disclosing the novel teachings of the present invention,
the exemplary
application of following the motion of hockey players, their equipment, and
the game
puck in a live sporting event will be used to represent multi-object tracking.
In order to create an optimal multi-object tracking system, the present
inventors have
focused on four major factors as follows:
A. The desired tracking information to be determined by the system;
B. The characteristics of the objects to be tracked;
C. The characteristics of the tracking environment; as well as
D. Traditional engineering goals.
A. With respect to the desired tracking information to be determined by the
system, the
following characteristics were considered:

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1. Is the desired representation to be visual for display only or a
mathematical model for
measurement and rendering?;
2. Is two or three-dimensional information preferred?;
3. Is object orientation required in addition to location, velocity, and
acceleration?;
4. Must this information be collected and available in real time?
5. What is the acceptable accuracy and precision with respect to this
information?:
6. Will the system be required to identify the objects as well as tracking
them?; and
7. Once an object has been identified, can this identity be lost during
tracking?
B. With respect to the objects to be tracked, the following characteristics
were considered:
1. Is the object rigid or flexible?;
2. In how many degrees of freedom will the object be moving?:
3. How fast will the objects be moving?;
4. Are there multiple objects to be tracked and, if so, how will this impact
the tracking method?;
5. Are there any restrictions or safety considerations regarding the type
of electromagnetic energy
used to track the objects?;
6. What are the physical space limitations on the objects for any marker-
or beacon-based tracking
system?; and
7. What is the natural reflectivity of the various background surfaces to
the different potential
tracking energies?
C. With respect to the tracking environment, the following characteristics
were considered:
I. Is the setting "live" or "controlled"?;
2. What are the existing ambient electromagnetic energies?;
3. Are their any other pre-existing energy sources that may have available by-
product energy that
could be used for tracking?;
4. What is the natural reflectivity of the various background surfaces to the
different potential
tracking energies?;
5. What is the size of the tracking area relative to the range of the
potential tracking methods?; and
6. Is the tracking environment physically enclosed within a building or
outside?
D. With respect to traditional engineering goals, the following
characteristics were considered:
1. The system should be scalable and therefore comprise uniform assemblies
that can be combined
into a matrix designed to increase tracking coverage in terms of area, volume,
and the number of
objects while still maintaining uniform performance.
2. The system should be minimally intrusive upon the objects to be tracked and
upon the
surrounding environment, especially if that environment is a live setting;
3. The tracking signal-to-noise ratio should be maximized; and

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4. Manufacturing and installation costs should be minimized and the resultant
system should be
simple for the user to maintain and operate.
An optimized system design such as disclosed in the present application must
consider many of the
above-stated questions and criteria simultaneously. However, for the sake of
consistency, each of the
pertinent questions and criteria listed above will be considered in order.
Therefore, referring first to the characteristics of the desired tracking
information to be determined
by the system, the following is taught.
A.1. Is the desired representation to be visual for display only or a
mathematical model for
measurement and rendering?
It is preferable that the tracking system creates a mathematical model of the
tracked players and
equipment as opposed to a visual representation that is essentially similar to
a traditional filming and
broadcast system. A mathematical model allows for the measurement of the
athletic competition
while also providing the basis for a graphical rendering of the captured
movement for visual
inspection from any desired viewpoint. Certain systems exist in the
marketplace that attempt to film
sporting contests for multiple viewpoints after which a computer system may be
used to rotate
through the various overlapping views giving a limited ability to see the
contest from any
perspective. All of the aforementioned machine vision companies, such as
Motion Analysis and
Vicon, generate a mathematical model.
This requirement of creating a mathematical model of human movement
necessarily dictates that at
least one precise location on the human body be identified and followed. For
beacon-based systems
such as Trakus or Orad, following the beacon's signal provides both identity
and object location. To
be implemented in a machine vision system, this further implies that each of
these locations remain
substantially in view of two or more tracking cameras at all times.
Furthermore, the use of markers
strategically placed upon the players can greatly simplify video frame
analysis, as the markers
become consistent center points that reduce the need for detailed edge
detection techniques as well as
identification and weighted averaging of player surfaces. This marker
technique is implemented by
all of the vision-based systems such as Motion Analysis and Vicon and is
preferred by the present
inventors. As will be discussed, the exact choice of the type, shape, size,
and placement of the
preferred markers is significant to some of the novel functions of the present
invention and is
different from existing techniques.
A.2. Is two or three-dimensional information preferred?
Three-dimensional information provides the ability to generate more realistic
graphical renditions and
to create more detailed statistics and analyses concerning game play. All of
the aforementioned
machine vision companies such as Motion Analysis and Vicon attempt to generate
three-dimensional
data while the beacon-based Trakus and Orad only generate two-dimensional
information.

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This requirement of creating a three-dimensional mathematical model of game
play further dictates
that at least the major joints on a player are identified and tracked. For
instance, the player's helmet,
shoulders, elbows, writs, torso, waist, knees, and feet are all beneficial
tracking points for a 3D
model. This informational goal in practice precludes beacon-based systems such
as Trakus and Orad
since it would require a significant number of beacons to be placed onto each
player, often times in
locations that are not convenient. Furthermore, each beacon will create
additional signal processing
and, given current state of the art in microwave tracking, the system could
not function quickly
enough to resolve all of the incoming signals.
For vision-based systems such as Motion Analysis and Vicon, significant
difficulties also begin to
present themselves in consideration of the requirement that each joint be in
view of at least two
cameras at all times. As players move about and change their body positions,
individual joints can
easily be lost from view (inclusion) or take positions that from a given
camera's "flat 2D"
perspective appear to make them a part of a different player. This is
especially true in light of the
small spherical markers used by existing systems that are not in view from
every possible rotational
angle of the joint. What is needed is a vision-based tracking system that can
identify and track
players with one set of cameras and then automatically direct a second set of
cameras to adjust their
views so as to minimize these inclusions. What is further needed is a tracking
system that employs
markers that can cover a much larger area, for instance all the way around an
elbow rather than a
single point or set of three points upon the elbow, while at the same time
remaining less obtrusive.
A.3. Is object orientation required in addition to location, velocity, and
acceleration?
Especially in the sport of ice hockey, it is important to know the orientation
of the player as a whole
since, for instance, they can be skating in a certain direction either facing
forwards or backwards.
Furthermore, in any motion system designed to follow the movement of a human
joint that has
multiple degrees of freedom, it is necessary to determine the orientation of
the joint, not merely its
position in order to create an accurate mathematical model. This requirement
exceeds the capacity of
beacon-based systems such as Trakus and Orad since the emitted signals are
uniformly omni-
directional and therefore cannot be used to determine rotation about the
transmitting axis. For
vision- based systems such as Motion Analysis, Vicon and the present
invention, this requirement
significantly favors the use of markers over edge detection of player
surfaces. This is because the
markers have clear center points and could be placed in a triangular format
that is a traditional
method for orientation detection. The present inventors prefer larger markings
that form shapes such
as an oval, circle, or triangle over the placement of spherical markers as is
currently practiced.
A.4. Must this information be collected and available in real time?
The ability to capture and analyze images, convert them into a 3-D
mathematical model, and then
dynamically render a graphic representation along with quantified statistics
in real time offers

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significant opportunities and challenges. For beacon-based systems such as
Trakus and Orad, there
is a single set of receiving towers throughout the arena that must process as
many beacons as
required to follow all of the players to be tracked. Essentially, the entire
set of towers is necessary to
cover the rink for even a single player. Additionally, each player's beacon
signal will be picked up
by each tower and then must be compared across all towers to perform the
location function. As
more players are added, they will create additional processing for each tower.
Hence, the total
number of players is limited by the capacity of a single tower to process its
received signals in real
time. While such beacon-based systems may be scalable by playing area,
therefore simply adding
additional towers will cover additional area, they are not scalable by the
number of players. Hence,
for more players within a given area, one cannot simply add more towers. These
systems are
inherently "player bound" as opposed to "area bound."
For vision-based systems such as Motion Analysis and Vicon, the goal of real-
time information
significantly challenges system capacity especially when combined with the
need to track multiple
players. This requirement limits the amount of image processing time available
to handle ambiguities
created in the data set by the inclusions that occur when players overlap, or
bunch up, within a given
camera view. Similar to the beacon- based systems, these camera systems can be
said to be scalable
by playing area since each additional playing volume requires the uniform
addition of fixed
perspective cameras. However, they too are "player bound" since any number of
players may at a
single time end up in any given playing volume creating a large, "included"
data set that cannot be
sufficiently processed in real time if at all without human assistance to
clarify ambiguities.
The present inventors prefer to separate the function of "area" tracking for
2D movements and
identification from "player" tracking for the full 3D data set. Hence, a
matrix of overhead (X, Y)
cameras follows the movement of any number of players per single camera across
a single playing
area. Since the number of markers tracked from the overhead view is limited to
primarily the helmet
and shoulders, the total number of marks, even for a large number of players
is still trackable.
Furthermore, due to the overhead view and the tendency for players to remain
upright, it is expected
that there will be minimal instances of helmet or shoulder "overhead
inclusions." In addition to
being tracked in 2D space by the overhead cameras, each player will also be
followed by at least two
and preferably four dedicated pan, tilt, and zoom perspective cameras. These
dedicated, movable,
perspective cameras will be automatically directed by the known (X, Y)
location of each player as
determined by the overhead cameras. This combination of novel techniques
provides for scalability
by both tracking area and player. Hence, to cover more area simply add one or
more overhead
"area" tracking cameras while to cover more players simply add additional sets
of one or more
dedicated movable "player" tracking cameras.
A.5. What is the acceptable accuracy and precision with respect to this
information?

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The speed of a hockey puck can approach 100 mph while a player may be skating
upwards of 25
mph. As was previously described in detail in the present inventors' co-
pending application for a
Multiple Object Tracking System, minimum capture rates of 40 frames per second
for low-end
commercial video cameras will follow pucks at a maximum of 3.7 feet per frame
and players at .9
feet per frame. While this is sufficient to create a realistic mathematical
model of game movement,
faster cameras with between 2 to 4 times the capture rates are readily
available. The incorporation of
faster cameras also requires the use of faster computers and software
algorithms to locate and identify
markers and therefore players and equipment within the allotted fraction of a
second. Currently, the
beacon-based Trakus captures data at 30 locations per second.
A.6. Will the system be required to identify the objects as well as tracking
them?
The ability to identify the tracked objects is critical and poses a more
difficult problem for the video-
based systems versus the beacon systems. With a beacon system, the transmitted
signal can easily
contain a uniquely encoded value that serves to differentiate each player. For
a video-based system,
which uses a single tracking energy and passive markers, the encoding must be
accomplished via
some unique arrangement of markings. For vision based systems such as Motion
Analysis and
Vicon, the current practice is to consider the unique "constellation" of
markers as placed upon each
players body to form an encoding for that player. This thinking is predicated
on the idea that no two
individuals have exactly the same body shape and hence the markers will always
be in at least slightly
different configurations. If two players did end up with "constellations" that
were too similar in
configuration to be accurately differentiated, then one or more additional
markers would be added to
at least one of the players to sufficiently differentiate the one from the
other. It should be noted, that
with this strategy, the majority of the markers play a dual role of both joint
and body segment
tracking on an individual basis and player identity on a collective basis.
A further practical limitation of this technique is its real-life
implementation with non-sophisticated
system operators. In other words, at the most difficult youth sport level, the
ideal tracking system
must be operable by minimally trained lay people such as coaches and parents.
Placing these
markers upon the player's body in such a way as to guarantee a unique
constellation for all 16 to 20
players on a team will be overly restrictive. What is needed is a simple
approach to placing a
minimum of a single marker upon the player that is assured to provide a unique
identification during
game tracking.
The present inventors prefer to isolate player identification to those
markings that can be viewed
strictly from the overhead cameras, i.e., the "top surface" of the player's
body. This minimizes the
occasions when the markers that are relied upon for identification are hidden
(included) from camera
view based upon player bunching. In the preferred embodiment, the markings
placed on the player's
helmet and possibly also on their shoulders form a uniquely identifiable
pattern, similar in form to

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bar coding. The decision as to whether the shoulder markers need to be
included in the unique
pattern depends mainly upon the total area provided by the helmet alone and
the number of pixels per
inch resolution of the viewing cameras. For effective machine vision, any mark
to be "seen" must
be picked up by preferably two pixels. Depending upon the pixel per inch
resolution of the camera
configuration, these two pixels will represent a different sized area. In
practice, due to the expected
movement and rotation of the helmet that is inherently not a flat surface, it
is preferred to have many
more pixels per inch of marking for accurate recognition. Additionally, it is
anticipated that there
may be between thirty to forty players and game officials on the ice over the
course of a given game.
Each one of these players and officials must have a unique tracking pattern on
their helmet. Hence,
if there is not enough room on the helmet to include an easily recognizable,
unique encoding for each
player, the shoulders can be used to augment the coding scheme.
This novel approach provides the opportunity to optionally separate the player
identification process
from the tracking process. Since the players are all expected to enter and
exit the playing area via a
limited passageway and furthermore to collect just outside the playing area on
team benches, it is
anticipated that these will present ideal areas to first ascertain and then
reconfirm unique player
identities. Once the players are identified as they first enter the playing
area through the passageway,
they can then simply be tracked as they move throughout the playing area.
Should an ambiguity
arise between two players during game play, their identity can be sorted out
once they return to the
team benches.
This separation of player identification from movement tracking opens up the
possibility of different
camera and lens configurations in the "identification areas" versus the
"tracking areas." Hence, the
identification cameras could for instance be focused on a much narrower field
of view since the
passageway and team bench are considerably smaller in area than the playing
surface. By narrowing
the field of view, the resultant pixels per square inch of "id pattern" will
be increased thereby
reducing the necessary size of this unique marking. Other possibilities are
anticipated such as the
creation of a unique marking that is detected in a first select frequency such
as IR. and an overlapping
tracking mark that is detected in a second select frequency such as UR. (These
frequencies could
easily be reversed with no change to the novel functionality.) In this
embodiment, the "identification
areas" will be viewed with IR cameras while the "tracking areas" will be
viewed with UV cameras.
It should be noted that both the IR id mark and the UV tracking mark would be
non-visible to the
players and viewing audience. Furthermore, these separate "identification
areas" will also facilitate
tracking the limited movement of the players until they enter the playing
surface, i.e. "tracking
area."
A.7. Once an object has been identified, can this identity be lost during
tracking?

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The answer to this question is entirely driven by the selected tracking and
identification technique.
For instance, with beacon-based identification such as Trakus and Orad, the
identity is only lost if the
unique player signal is lost. For traditional vision-based tracking such as
Motion Analysis and
Vicon, player identity can be easily lost based upon a number of factors.
These factors include the
number of cameras viewing a given playing volume, the pixel per inch
resolution for the allowed
marker size as well as the number of expected inclusions due to player
bunching. The final factor is
randomly variable throughout a given tracking session. The preferred
embodiment of the present
invention has separated the identification of each player into a 2D overhead
viewing function that
strictly focuses on the "top surface" of each player. Since the number of
inclusions of player's
helmets is expected to be minimal, especially from the overhead view is
expected to be minimal, the
preferred embodiment will not experience the same difficulties in maintaining
player identity as
traditional systems.
B. Referring next to the characteristics of the objects to be tracked, the
preferred and alternate novel
embodiments must consider at least the following factors:
B.1. Is the object rigid or flexible?
The majority of objects (i.e., the players) are flexible while some objects
are rigid such as the sticks
and puck. Flexible objects such as players create difficulties for vision-
based tracking systems
because their form is constantly changing. These changes create greater
opportunities for inclusions
(blocked markers) and for misinterpretation when multiple players wearing
multiple markers are each
partially in view from any given camera. For beacon-based systems such as
Trakus and Orad, the
only location being tracked on the player is the helmet that is itself rigid.
Due to the nature of the
beacon itself, it is immaterial whether the object is flexible since the
beacon's signal will transmit
through the player's body and most equipment. For machine vision systems such
as Motion Analysis
and Vicon, this restriction significantly adds to the difficulty of keeping
any given marker in the view
of two or more cameras at a single instant, especially in light of the
multiple player requirements.
Due in part to the infmite variations of marker images that can be created by
any number of players
holding their bodies in any number of positions creating any number of
inclusions, all within a single
camera field of view, the present inventors favor the novel teachings of the
present invention. More
specifically, by isolating player identification to markings placed upon the
player's helmet that is
rigid and substantially in view of the overhead cameras at all times, the
flexibility of the player's
body is removed as a negative factor for the more complex purpose of
identification. Additionally,
the use of larger ink markings provides for various marker shapes such as
circles around the elbows,
torso, knees or ankles or strips that can run down a player's arms, legs,
torso or stick, etc. This in
turn allows the present invention to greatly reduce the chances for total
inclusion as the player's flex
individually and bunch together. And finally, the separation of overhead (X,
Y) "area" tracking that

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automatically directs the dedicated pan, tilt and zoom "player" tracking
cameras, which in turn
collect the 3D information, further minimizes the inclusions created by
multiple flexible objects.
B.2. In how many degrees of freedom will the object be moving?
Similar to the difficulties created by the flexibility of a player, the full
six degrees of freedom within
which a player and or their limbs may travel creates increased challenges for
vision-based solutions
such as Motion Analysis and Vicon. It should first be noted that beacon-based
systems such as
Trakus and Orad are not impacted by the freedom of the player to move their
helmet in any of the six
possible directions from the current location. Of course, the beacon solution
itself has a much
greater shortcoming since it is in practice limited to a single beacon per
player.
Returning to the vision systems such as Motion Analysis and Vicon, the current
practice is to place
small spheres ranging in size from approximately 1/8" to 1" in diameter upon
the various joints and
locations to be tracked on any given player. Often, these small spheres are
themselves held out away
from the players body on a short stem of approximately 1/2". This
configuration is uniformly
adopted by the current 3D vision-based tracking systems and represents a
significant system
limitation. The purpose of the spherical shape of the marker is to ensure that
a maximum image size
is created irrespective of the location of the marker (and its associated body
part) with respect to the
viewing camera. Hence, no matter what the angle of view, the marker will
always show up as a
circle unless the view is in some way blocked. The purpose of the stem is to
hold the sphere out
away from the body thereby reducing the circumstances of partial inclusion
created by the body
surface to which the marker has been attached. While this technique has worked
well for
"controlled" situations, these markers are unacceptable for "live" events.
What is needed is a method of marking the player's joints that will be
substantially visible from two
or more cameras from any view point despite the six degree freedom of player
movement. Given
this requirement, the present inventors prefer the novel technique of using a
much larger "surface
area" marking. This essentially maximizes the marker view by both increasing
the size of the mark
as well as continuously surrounding a joint or body part such as the elbows,
torso, knees or anldes.
By both enlarging the mark and surrounding the body part, the ability for that
part to been seen from
any angle while it moves in six degrees of freedom is significantly increased.
B.3. How fast will the objects be moving?
As was previously stated, the speed of a hockey puck can approach 100 mph
while a player may be
skating upwards of 25 mph. When players are spinning or turning at or near
their full speed of
travel, the combined joint movement speed can present problems to tracking
systems with lower
sampling rates. For beacon-based systems such as Trakus and Orad, which take
approximately 30
locations per second, these speeds would present a significant challenge if
the beacons could be
placed upon a puck or even a player's wrist. For vision-based systems such as
Motion Analysis,

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Vicon and the present invention, camera and video capture technology can
presently handle upwards
of 240 frames per second with acceptable 1 megapixel resolution.
B.4. Are there multiple objects to be tracked and, if so, how will this impact
the tracking method?
As has been previously suggested, it is necessary to track the motion of at
least 10 players and 3
game officials in the playing area for the sport of ice hockey. Including the
players' benches, the
total number of players and officials can exceed 40. For other sports such as
American football, the
total players and officials can exceed 60, over 20 at a time on the playing
surface. This requirement
for ice hockey alone has pushed the limits of beacon- based systems such as
Trakus and Orad that are
simply attempting to track a single point, the helmet, for each player. For
vision-based systems such
as Motion Analysis and Vicon, this requirement also presents a significant
challenge. All of the
existing vision tracking systems first place fixed field of view cameras just
outside the tracking area.
These cameras are strategically placed in an attempt to keep the maximum
number of markers within
view of at least two cameras at all times even as these markers travel about
in six degrees of
freedom. The prospect of viewing multiple players within a given volume
further challenges the
strategic placement of these fixed cameras. As more and more players randomly
congregate within
any given volume, more and more of their respective markers will be blocked,
from any given
camera's field of view. Since the sum total of a player's markers is used in
and of itself for player
identification, as markers are lost from view this not only jeopardizes the
accurate tracking of an
individual body part, but also increases the incidence of improperly
identified players.
The present inventors prefer the novel approach of controllably directing one
or more movable pan,
tilt and zoom cameras to follow each individual player based upon the first
determined (X, Y)
location as obtained via the overhead cameras. In this way the system's "total
field-of-view" is
dynamically recreated and maximized for player and marker visibility. The
preferred embodiment
includes movable cameras that are not necessarily unconditionally dedicated to
follow a single player.
It is anticipated that, given the known and projected locations of each player
in the tracking area, it
may be beneficial to dynamically switch one or more cameras away from one or
more players onto
one or more other players.
B.S. Are there any restrictions or safety considerations regarding the type of
electromagnetic energy
used to track the objects?
For safety requirements the properties of both wavelength and flux must be
considered apart and in
combination. The beacon-based tracking implemented by Trakus employs
microwaves similar to cell
phone technology. These frequencies of energy can be harmful in larger amounts
and, for this
reason, Trakus pulses their transmitter signals so as to reduce the average
energy exposed to the
player through the helmet. However, the present inventors see at least the
potential for perceived
harm since the players, which in the case of recreational hockey are youths,
will be exposed to

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higher dosages of this energy as they tend to bunch together during play or at
least in the team bench
area.
In the case of vision-based systems such as Motion Analysis or Vicon, the
primary tracking energy is
visible, such as red light. While these energies are not harmful to the
players, they do restrict the use
of these systems to controlled settings where it is acceptable for the
athletes and viewers to see the
markers and their reflections. Motion Analysis, Vicon and other providers also
offer the choice of
working in near IR frequencies. These IR frequencies are safe for human
exposure. The ring lights
used to illuminate the tracking area in these systems only emit 112 energy,
however, and as such are
not noticeably active on to the casual viewer. There is some concern that an
uninformed individual
could stare up at the camera with its IR ring light and receive an
overexposure of IR energy possibly
damaging the retina of the eye. For this reasons, these ring lights come with
additional small LED's
that emit a visible light cue when the IR light is on, essentially alerting
people not to stare. This may
not be a sufficient mechanism for the uniformed casual viewer. When tracking
in IR energy, the
present inventors prefer a light source that emits both visible and IR light
since the visible light will
act as a natural cue to dissuade the observer from staring.
Also taught in the preferred embodiment is the novel use of UV energy for
tracking purposes. UV
energy is broken into three types; UVC, UVB and UVA. UVC and UVB are generally
thought to
be the most damaging while UVA is considered to be biologically safe and much
more prevalent in
the atmosphere than UVB. UVA is typically considered to be those wavelengths
between 315 to 400
nm. Visible light begins as 400 nm. The preferred embodiment employs tracking
frequencies
centering around 390 nm, just shy of visible light. This is an ideal
wavelength since there are low-
cost industrial digital cameras whose responsivity curves peak at or near this
frequency.
Furthermore, the metal halide lamps that are often found in hockey rinks
generate a significant
amount of UVA energy that could be used as an energy source.
B.6. What are the physical space limitations on the objects for any marker or
beacon- based tracking
system?
To employ beacon-based tracking such as Trakus and Orad for contact sports it
is preferable to
embed the beacon somewhere in the player's equipment. Due to several other
drawbacks, these
beacon systems have been limited to tracking a single point that was centrally
chosen to be the
helmet. If other considerations were permitting and additional beacons could
be tracked per player,
then the requirement to embed beacons into the equipment in order to avoid
injury possible from
player contact would itself becoming a significant problem.
For vision-based systems such as Motion Analysis and Vicon, the markers must
reside outside of the
player's exposed surface in order to receive and reflect the tracking energy.
Furthermore, as was
previously mentioned, these markers have been constructed as spheres so as to
maximize the

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reflected image independent of marker angle to camera. These spheres
strategically placed onto
various joints and body parts are impractical for live, uncontrolled settings
such as a full-contact
sporting event. The preferred embodiment of the present invention specifies
the use of reflective ink
or paint that can be applied to the various substrates such as plastic, wood,
fabric, leather, rubber,
etc. and will add minimal thickness. Unlike to current practice of using
visible spheres of limited
diameter that must protrude from the player to maximize reflection, the
preferred technique uses non-
visible ink to place large markings on the various joints and body parts.
Depending upon the
transmisivity to the fabric being worn by the players, the ink itself could be
placed on the inside of
this material and receive and reflect the non-visible tracking energy directly
through the jersey. The
end result of this type of preferred marking is to overcome any physical space
limitation
considerations.
B.7. What is the natural reflectivity of the various background surfaces to
the different potential
tracking energies?
The reflectivity of the background surfaces, and for that matter the "non-
tracked" foreground
surfaces, represents the most significant source of system noise. For beacon-
based systems such as
Trakus and Orad, the microwaves emitted by the players' transmitters will
reflect off hard surfaces
such as metal and concrete. Due especially to the enclosed environment of a
hockey arena, these
reflections will continue to bounce between the background surfaces within the
tracking volume as
they slowly attenuate, thus contributing to significant noise problems.
For vision-based systems such as Motion Analysis and Vicon, reflectivity
issues are limited to the
individual camera's field of view. Hence, since the cameras are primarily
focused on the playing
surface and surrounding boundaries, the reflection issues are already
diminished over beacon-based
systems. However, for the sport of ice hockey, the playing surface is ice that
tends to be highly
reflective of visible, IR and UV energies. In the case of visible red light as
preferred by Motion
Analysis and Vicon, these reflections are typically handled via software
processing. During system
calibration, the images captured by each camera are reviewed for possible ice
surface reflections
especially from the ring lights affixed to the tracking cameras. Any such
undesirable signals are
"mapped" out via a software tool that essentially informs the image analysis
to ignore any and all
data capture from those coordinates. Of course, should valid marker data
coincidentally show up at
that same location during a live filming, it would be ignored as well.
In the preferred embodiment, absorbent compounds are applied to the various
background and "non-
tracked" foreground surfaces. For instance, if the tracking energy is UV,
traditional UV absorptive
compounds as are well known in the commercial marketplace can be used to
absorb stray UV
energy. The entire player including their jersey, helmet, pads, gloves, stick,
etc. as well as the ice
surface, boards and glass can all be first treated with one or more UV
absorptive compounds. This

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novel technique significantly reduces system noise-and essentially makes
everything but the
subsequently applied markers invisible to the tracking cameras. Similar
techniques are possible if IR
is used as the tracking energy.
C. Referring next to the characteristics of the tracking environment, the
preferred and alternate
novel embodiments must consider the following questions:
C.1. Is the setting "live" or "controlled"?
Tracking players in a live sporting event such as ice hockey adds a major
restriction to the system
requirements. Namely, the system must be as unobtrusive as possible for both
the players and the
viewing audience. In the case of the beacon systems from Trakus and Orad, the
transmitters are
hidden and the tracking signal is non-visible. The only possible drawback is
that receiving towers
must be placed throughout the arena. Careful attention must be made to keep
these towers from
blocking the view of nearby fans.
With respect to vision-based systems such as Motion Analysis and Vicon, there
are two major types
of restrictions present in their approach. First, the tracking energy itself
is typically within the visible
spectrum (e.g. red light). This energy is necessarily also visible to the
players and audience.
Second, as previously discussed, the markers have substantial size. Their size
makes them noticeable
to players and fans and potentially dangerous to the players since they could
apply additional pressure
to their bodies upon contact with other players, the ice surface or the
boards. Furthermore, these
markers could easily be dislodged creating at a minimum the stoppage of game
play and or worse a
potential injury hazard. Motion Analysis and Vicon, as well as other vision
tracking providers, offer
an option to work in IR light. This change eliminates the direct interference
of visible light and its
reflections off the ice surface with player and fan vision.
However, the markers used by these types of systems have an additional problem
other than their
size. Specifically, they are constructed of a spherical material preferably a
foam ball, that has been
covered with a retroreflective tape. The tape itself is greyish in visible
color. These tapes are
typically made of a material referred to as "cube cornered retroreflectors"
but could also be produced
with microspheric devices. In either case, current technology provides for
optically transparent
bodies that are coated on their undersides with a reflective material such as
aluminum or silver,
essentially forming a mirror. The additional problem is the broad band
frequency response of these
microscopic mirrors that includes visible light as well as UV and IR. Hence,
even if the tracking
energy is switched to ER, other ambient visible frequencies will themselves
retroreflect off these
markers back towards the players and fans who are near the light source. As
players move about,
these spheres will have a tendency to fluctuate in brightness as they pass
through various lighting
channels. If a fan or reporter were to use flash-based photography or
illuminated video taping, these

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markers would retroreflect this energy back into their camera causing
noticeable bright spots on top
of the greyish circles.
To overcome these drawbacks, the present inventors teach the use of ink-based
markings that are
applied directly to the substrates worn or held by the players. Unlike the
spherical markers, these
inks will not add any appreciable thickness to the player's clothing or
equipment. This effectively
overcomes the marker size problem. To overcome the broad band reflectivity
drawback, the
preferred embodiment includes either reflective, fluorescent or
retroreflective inks and compounds
that have been engineered to only reflect the narrow band of non-visible
tracking energy and as such
are substantially transparent to visible light.
C.2. What are the existing ambient electromagnetic energies?
Within the live setting of at least a hockey arena, there will be large area
high intensity discharge
(HID) lighting such as Metal Halide or Mercury Vapor lamps. These sources
typically are chosen
because they generate a very broad range of energy throughout the visible
spectrum producing a
natural-looking white light. The placement of these lamps will be determined
and conducive to
audience viewing considerations rather than object tracking requirements.
During the contest, these
lights may be altered in intensity or augmented with additional lighting for
visual effect. There is no
assurance that the illumination levels in the arena will remain consistent in
intensity. Furthermore, it
must be anticipated that either fans or broadcasters will bring in additional
portable light sources for
filming purposes that will also add to the uncontrolled lighting levels.
For beacon-based systems such as Trakus and Orad that depend upon microwave
transmissions, the
visible light frequencies do not present any noise to the tracking system.
Fans using portable cell
phones will be transmitting microwave energy but the beacon signals can simply
be set to emit at a
different wavelength.
For vision-based systems such as Motion Analysis and Vicon, these ambient
frequencies are an
important source of noise especially in consideration of the various colored
uniforms and equipment
worn by players during a typical live contest. Hence, if the players are
wearing red uniforms or they
have red streaks on their jerseys or equipment, then the ambient visible light
sources will tend to
reflect this color into the tracking cameras. These reflections are similar to
those caused by the red
LED ring lights as their emitted energy strikes the ice surface. As previously
mentioned, the
reflections from the ring lights are "mapped out" via software during system
calibration. This
software technique could not be used to "map out" the dynamically changing red
light reflections
caused by the player's jersey and equipment colors. It should be noted that
these systems include red
light filters on their cameras effectively restricting noise to a narrow band
overlapping the emitted
tracking energies, but not fully eliminating the problem.

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As previously mentioned, machine vision companies such as Motion Analysis and
Vicon do offer
their systems using IR light. This non-visible frequency is used when the
customer requires that the
tracking be done in darkness. The IR tracking energy is not being used to
reduce system noise by
cutting down on the visible spectrum.
In order to avoid noise created by the existing visible light sources, the
present inventors prefer to
work in a non-visible tracking energy such as UV or IR and to employ energy-
absorptive techniques
elsewhere described in the present and co-pending applications.
C.3. Are their any other pre-existing energy sources that may have available
by-product energy that
could be used for tracking?
Several of the HID lamps used for large area illumination also generate non-
visible frequencies such
as UV and IR. Typically, the manufacturers of lights encase the inner bulb and
filament with an
outer bulb that has been filled with a special vapor mixture and coated with a
special compound. The
combination of the additional glass bulb, the special vapor and the special
coating act to absorb the
non-visible energies rather than release them into the surrounding
environment. The present
inventors anticipate modifying these various light sources to specifically
emit some additional portion
of their generated non-visible energy that is currently being absorbed.
C.4. What is the natural reflectivity of the various background surfaces to
the different potential
tracking energies?
Within a hockey arena, the hard mirror-like ice surface presents a challenge
to both beacon- and
machine vision-based tracking. For instance, other playing surfaces such as
grass would tend to
absorb most of the ambient frequencies including microwave, red light, UV and
IR while only
reflecting green light. Another reason the present inventors prefer to track
the players and equipment
using a non-visible energy such as UV or IR is that the background can then be
first treated with
either non-visible absorbers, reflectors, or both. This helps to create a
clear reflective distinction
between the markers and the background thereby facilitating image analysis.
The present inventors
also prefer to place these non-visible absorbers or reflectors onto the
foreground objects such as the
players and equipment prior to marking them. In this way, the detectable
intensity levels of any
unwanted reflections off the foreground objects can be controllably
differentiated from the marker's
reflections.
C.5. What is the size of the tracking area relative to the range of the
potential tracking methods?
Some sports have relatively small playing areas and few players, such as
tennis, while other sports
have very large areas and many players, such as golf. Sports such as ice
hockey, football, soccer
and baseball have mid-to-large sized areas with many players to track
simultaneously. Microwaves
such as those used in the beacon-based systems from Trakus and Orad work well
in any of these
various-sized playing surfaces. Vision-based systems as currently implemented
by companies such

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as Motion Analysis and Vicon are challenged to track areas significantly
larger than a tennis court in
size.
The major reason for their difficulties is the "volume tracking" approach they
have taken to solving
this problem. Simply put, each contestant may move about the playing surface
which because of his
or her own height and the expected flight of any game objects, becomes a
playing volume rather than
an area. Every portion of this volume must be in view of two or more cameras
at all times. The
cameras must be fixed prior to the contest so that they may be calibrated as a
network. If players
will have a tendency to bunch up, additional cameras will be needed within any
given volume to
create additional views thereby reducing anticipated inclusions. The cameras
must be limited in the
field of view so that they can maintain a sufficient resolution or pixels per
inch within their field in
order to detect the reflected markers. As the playing area widens, it becomes
increasingly difficult to
place cameras close enough to the inner volumes so that the ideal field of
view is maintained per
camera without causing an obstruction to the players or viewing audience. This
obstruction would
occur if a mounting structure were created to hang the cameras directly above
the inner volumes.
Newer cameras will continue to provide higher resolutions theoretically
allowing the cameras to
move further back from any given volume and still maintain the requisite
pixels per inch resolution.
As cameras pull back, however, the distance between the energy tracking
source, the reflective
marker and the cameras will continue to increase thereby having a negative
effect on signal strength.
The present inventors prefer to separate player (object) tracking into two
distinct sub-processes
thereby eliminating the aforementioned problems. In distinct contrast to the
"volume tracking"
approach, the preferred embodiment of the present invention relies upon a
"player following"
controlled by an "area tracking" technique. In essence, the players are first
tracked in two
dimensions, X and Y, throughout the playing area. The currently determined
location of each player
is then used to automatically direct that player's individual set of cameras
that "follow" him or her
about the playing surface. This two-step approach has many critical advantages
when faced with
tracking objects throughout a larger volume. First, locating the "top surface"
(i.e., helmet) of each
player in X-Y space for substantially the entire contest is significantly
simpler than trying to detect
their entire form from two or more cameras throughout the entire playing
volume. Second, by
placing the player id on their "top surface" (i.e., their helmet and if need
be shoulder pads), the
system is able to easily identify each player while it also tracks their X-Y
coordinates. Third, by
controllably directing one or more automatic pan, tilt and zoom cameras to
follow each player (and
game object) the ideal field of view and maximum resolution can be dynamically
maintained per
player.
C.6. Is the tracking environment physically enclosed within a building or
outside?

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The indoor enclosure is most prevalent in the sport of ice hockey as opposed
to other major sports
such as football, soccer and baseball. This particular requirement has a
negative effect on beacon-
based systems such as Trakus and Orad since the hard surfaces of the enclosed
arena will cause the
microwave tracking energy to go through many reflections before finally
dissipating. For vision
systems such as Motion Analysis and Vicon, the lower ceilings that are
typically found in local youth
hockey arenas present a different type of problem. Due to the "volume
tracking" approach just
discussed, these systems ideally require the placement of their tracking
camera assemblies above the
playing surface or at least off to the side and very near the "tracking
volume." These assemblies
include the camera, lens and filter, the ring lights and power supply as well
as a small computer
processor for initial data analysis and may typically cost around $15,000. In
total distance, each
assembly may not be more than twenty to thirty feet off the ice. This makes
each assembly prone to
damage when a puck is either accidentally or intentionally shot at the camera
system. The present
inventors prefer an enclosed assembly where the camera, lens and related
equipment are protected
and yet still able to view the ice surface below through a Plexiglas or
similarly transparent covering.
D. Referring next to traditional engineering goals, the preferred and
alternate novel embodiments
must consider at least the following factors:
D.1. The system should be scalable and therefore comprise uniform assemblies
that are combinable
into a matrix designed to increase tracking coverage in terms of area, volume
or the number of
players (objects) while still maintaining uniform performance.
In one respect, beacon-based systems such as Trakus and Orad include a uniform
assembly in the
form of the player's transmitter that is embedded within their helmet. This
design is scalable by the
number of players since each additional player is simply given an additional
transmitter. In order to
be scalable in terms of the subsequent signal processing required to locate
each transmitter in X-Y
space, however, the system will need to encode select transmitters to select
receiving towers. The
present inventors do not believe that companies such as Trakus and Orad are
currently practicing this
technique. This concept requires that a capacity be determined for a single
set of receiving towers in
terms of the number of transmitters that can be tracked in real time. For
example, assume that four
receiving towers are initially set up within the arena and that they can only
adequately track five
transmitters in real time. Once a sixth player is outfitted with a
transmitter, the entire system will
lose its real time processing capability. It is preferable to equip the
initial four towers with a first
processor that eliminates any received signal that was not generated by one of
the initial five
transmitters. In this way the initial five players remain adequately tracked
in real time. In order to
track an additional five players, an additional four towers and processor
should be added to the
arena. These towers would then be assigned to specifically process only those
transmitters with the
unique codes corresponding to the second five players. This approach will make
the beacon-based

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system scalable. Otherwise, the entire system will be "player bound" in that
it will have a maximum
number of total transmitters that can be tracked irrespective of the playing
volume.
Similarly, instead of encoding each signal and digitally filtering all
incoming signals for selected
codes, each maximum group of transmitters could be assigned a different
frequency. The filtering
process could then be moved to electronics. Another possibility is to
coordinate the timing of the
transmitted signals from the various groups of maximum transmitters. In
essence, each group of
transmitters will be broadcasting their locating signal as specified and non-
overlapping intervals
coordinated with the receiving towers. The important point is to make the
system scalable by
defining a minimum configuration of tracking apparatus that can simply be
repeated to either increase
area, or in the case of the beacon approach, increase players tracked.
For vision-based tracking systems such as Motion Analysis and Vicon, the
systems are not uniform
in their "camera view per volume." This lack of uniformity works against
system scalability and is
due to several coincident design factors. First, the camera assemblies are
both relatively expensive in
their own right and when taken together represent a significant portion of the
system price. An
attempt is being made to maximize the use of each individual camera's field of
view. Second, the
field of view of each individual camera is best thought of as a four-sided
pyramid where the apex
emanates from the CCD array in the back of the camera. In practice, the first
several feet of the
field of view are not useable for tracking and even so are more than likely
outside of the tracking
volume for pragmatic clearance considerations. This can be thought of as
taking the top off the
pyramid. The pixels per marker inch resolution at the nearest versus farthest
points in this pyramid
can be substantially different and must necessarily be limited by the minimum
acceptable resolution
to identify a given size marker.
Third, to be scalable, each tracking volume serviced by two or more assemblies
should be either
square or rectangular in its cross-sectional shape parallel to the ice
surface. In this fashion, these
volumes could simply be repeated with slight overlaps for calibration purposes
in order to create
larger and larger tracking volumes. However, this is difficult to accomplish
in practice using
overlapping, four-sided pyramids. And fmally, an individual player with
multiple markers attached
could transverse any portion of the tracking volume at any rotational angle
and it is necessary that
each marker remain in the site of two cameras at all times. This requirement
calls for a minimum of
four cameras surrounding any given volume. In practice six cameras is a more
acceptable minimum.
As additional players are added to the tracking volume, it is not difficult to
see how easy it will be for
one player to block the camera's view of another. Keeping in mind the player
identification
technique practiced by companies such as Motion Analysis and Vicon where the
unique "full body"
constellation of markers identifies a skater, inclusions take on greater
significance.

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The task of designing a uniform configuration of acceptable resolution
throughout the entire tracking
volume while also accounting for the two camera minimum per marker and
multiple player bunching
is formidable. Furthermore, the end result "wastes" camera field of view since
the actual cross-
sectional shape formed by the configuration will not be either a square or
rectangle nor will it even
be uniform in size as it moves from the ice surface up towards the cameras.
Hence, if multiple of
these "minimum tracking volumes" were to simply be replicated and slightly
overlapped, this would
result in a considerable loss of valuable tracking region along the edges of
the idealized square or
rectangular volume. For all of these reasons, companies such as Motion
Analysis and Vicon have
not approached the larger "tracking volume" as a super-set of smaller volumes
in what could be
called a scalable approach. For all practical purposes, each unique tracking
volume shape and size in
combination with the expected number of objects (or players) requires a
"custom" layout of tracking
assemblies. As more and more players continue to be added to the volume, more
and more cameras
will be added based upon best judgements for placement. This entire
arrangement could be best
described as "player bound" as well as "quasi-volume bound."
As previously discussed, the present inventors prefer the novel approach of
separating the (X, Y)
tracking of each player or game object as a whole from the (X, Y, Z)
determination of each player's
critical locations (e.g., joints and body parts). Furthermore, the novel
concept of locating all of the
identity markings on the "upper surface" of each player facilitates the top-
oriented field of view of
the (X, Y) tracking assemblies which naturally limits inclusions due to player
bunching. Given this
separation of tasks, the present invention becomes highly scalable. Each
overhead (X, Y) area
tracking assembly covers a fixed and uniform square or rectangular tracking
area. Furthermore, the
pixel resolution per this area remains substantially constant. To cover more
tracking area, simply
add additional (X, Y) assemblies. Each player that moves throughout this
connected tracking area
has their helmets (located at a minimum) and ideally also their shoulders.
From this information, the
player is identified along with pertinent information including orientation,
direction of movement,
velocity, and acceleration as well as current relative (X, Y) location. Using
the current (X, Y)
location as well as the direction of movement, velocity and acceleration, the
preferred embodiment
controllably directs one or more (X, Y, Z) pan, tilt and zoom cameras to
automatically follow the
given player. Furthermore, by intelligent inspection of the various projected
player paths, the system
optionally switches (X, Y, Z) cameras from one player to another to best
maximize overall tracking
performance. By constantly zooming each (X, Y, Z) camera to maximize player
size per field of
view, a uniform and ideal pixel resolution per marker square inch is
maintained. To cover more
players, simply add additional (X, Y, Z) pan, tilt and zoom camera sets per
added player.
D.2. The system should be minimally intrusive upon the objects to be tracked
and upon the
surrounding environment especially if that environment is a live setting.

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As was previously discussed, beacon-based systems such as Tracicus and Orad
are environmentally
transparent in terms of their microwave tracking energy but are intrusive in
terms of their beacon
technology. While these beacons are small and can conceivably be reduced
further in size, they will
still always be practically limited to locations where they can be embedded
for both the safety and
comfort of the player as well as the protection of the device itself.
As was also discussed, vision-based systems such as Motion Analysis and Vicon
are intrusive in
three key areas. First, their tracking energies are in the visible spectrum
such as red light that is
visible to players and fans alike. Second, their markers have substantial size
and are both noticeable
and prone to accidents in a full contact sport such as ice hockey. And third,
these same markers are
covered with retroreflective tape that is broad spectrum reflective including
visible light. As such,
existing rink illumination and portable lighting such as camera flash bulbs
will tend to create
unwanted and distracting reflections into the players' and fans' views.
And finally, the preferred embodiment of the present invention overcomes each
of these intrusions of
the surrounding environment through its novel teachings as follows. First, the
preferred tracking
energy is in the non-visible frequencies such as UVA or near IR. Second, the
large spherical
markers have been replaced with an "invisible" ink or paint that can be
adhered to the many
necessary substrates while adding minimal thickness. And fmally, this ink or
paint, whether it be
reflective, fluorescent or retroreflective in nature, is made "invisible" by
its characteristic of only
reflecting or emitting in the desired non-visible frequencies.
D.3. The tracking signal-to-noise ratio should be maximized.
The microwave-based beacon systems such as Tralcus and Orad will have minimal
noise due to
ambient electromagnetic energies. However, due in part to the enclosed nature
of a hockey arena
and more importantly to the hard surfaces within the arena such as the ice
surface itself, each signal
transmitted from a player's helmet will bounce off these surfaces creating
significant signal noise
problems.
The vision-based systems such as Motion Analysis and Vicon attempt to limit
system noise by using
a narrow band of tracking energy such as red light with a corresponding camera
filter.
Unfortunately, by working within the visible spectrum in their preferred
approach, they are
susceptible to noise created by existing rink lighting, additional portable
lighting and the reflections
these sources will cause off player jerseys and equipment. And finally, even
if they work in the non-
visible IR region, both this IR energy and red light will reflect off the ice
surface creating false
marker reflections that must be "mapped out" via software techniques creating
"dead spots" within
the tracking images.
The present invention is the only system to employ a combination of tracking
energy absorbent and
reflective compounds in order to "control" the tracking frequency noise. By
using absorbers,

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unwanted reflections are significantly reduced or eliminated all together. By
using reflective
compounds, unwanted reflection can be increased to a designated intensity
region that is detectably
different from the marker signal intensity. These absorbent and reflective
compounds can be applied
to all of the background and foreground substrates. By first addressing the
noise issues, the
foreground objects are preferably set at a minimal or zero reflection state
while the background
including the ice surface, the boards and the glass is preferably set at a
narrow intensity range
detectably different from the marker intensity.
D.4. Manufacturing and installation costs should be minimized and the
resultant system should be
simple for the user to maintain and operate.
To the extent that the present invention has been shown to be scalable, its
manufacturing and
installation parameters are more easily calculated and maximized thereby
leading to reduced costs.
Furthermore, because of its uniform scalable design, the present invention
will minimize any
requirements for operator intervention to resolve inclusions, lost player
identity, or similar confusion
due in general to signal-to-noise problems.
To the extent that the existing beacon- and machine vision-based systems are
not scalable, their
manufacturing and installation parameters are not as easily calculated and
maximized thereby leading
to increased costs. Furthermore, because these systems are not uniformly
scalable in combination
with the larger tracking volume and number of tracking markers associated with
3D multi-player
movement, they are susceptible to errors from inclusion and poor signal-to-
noise ratios creating a
need for operator involvement.
Objects and Advantages
Accordingly, the objects and advantages of the present invention are to:
1- teach the fundamental component groups necessary for a multi-object real-
time 3D object
tracking system;
2- identify those individual components already in use within currently
available systems and to
which component groups they belong;
3- teach those novel components suggested by the present inventors in this and
their other four co-
pending applications and to which component groups they belong;
4- teach how the present inventors' novel components allow currently available
systems to better
function in a live application with multiple colliding objects, for instance a
sporting event such as
ice hockey;
5- identify the composition of currently available multi-object real-time 3D
object-tracking systems
in terms of actual components used from each group;

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6- teach a novel preferred embodiment for a multi-object real-time 3D object-
tracking system best
suited for a live sporting event such as ice hockey in terms of actual
components used from each
group;
7- teach several novel alternative embodiments using one or more components
of currently
available systems mixed into the preferred embodiment; and
8- teach several novel variations using one or more of the present inventors'
novel components
mixed into the currently available systems.
Further objects and advantages are to provide:
1- a system that is scalable and therefore comprises uniform assemblies that
are combinable into a
matrix designed to increase tracking coverage in terms of area, volume and the
number of
objects while still maintaining uniform performance;
2- a system that is minimally intrusive upon the objects to be tracked and
upon the surrounding
environment especially if that environment is a live setting;
3- a maximized tracking signal to noise ratio; and
4- a system with maximized manufacturing and installation costs that is simple
for the user to
maintain and operate.
Still further objects and advantages of the present invention will become
apparent from a
consideration of the drawings and ensuing description.
Description of the Drawings
Fig. 1 is a block diagram depicting all of the major components necessary for
the various multi-
object tracking machine-vision systems according to the present invention.
These components are
broken into ten groups including Camera Assembly, Tracking Frequency, Energy
Source, Marker:
Emission Method, Marker: Physical Form, Marker: Reflective Shape, 1D:
Location, ID: Encoding
Method, ID: Obtained, and Calibration Method.
Fig. 2 is a block diagram highlighting the combination of major components
currently being used in
several existing machine vision systems with the main distinctive components
of fixed (X, Y, Z)
volume tracking cameras, visible light, spherical (attached ball) markers and
a full body, unique
constellation ID added by the present invention.
Fig. 3 is a block diagram highlighting the combination of major components in
the preferred
embodiment of the present invention, including the use of fixed (X, Y) area
tracking cameras in
combination with movable (X, Y, Z) volume tracking as well as non-visible IR
or UL, flat reflective
markers, and a top surface of body, encoded markings ID.
Fig. 4 is a block diagram highlighting the combination of major components in
an alternate
embodiment of the present invention. The main distinction between this
alternate and the preferred is
the use of flat fluorescent markers instead of flat reflective.

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Fig. 5 is a block diagram highlighting the combination of major components in
another alternate
embodiment of the present invention. The main distinction between this
alternate and the preferred is
the use of flat retroreflective markers instead of flat reflective.
Fig. 6 is a block diagram highlighting the combination of major components in
still another alternate
embodiment of the present invention. The main distinction between this
alternate and the preferred is
that the ID is obtained during rather than outside game surface tracking.
Fig. 7 is a block diagram highlighting the combination of major components in
another alternate
embodiment of the present invention. The main distinction between this
alternate and the preferred is
the use of fixed (X, Y, Z) volume tracking cameras rather than the fixed (X,
Y) area tracking and
movable (X, Y, Z) volume as well as flat retroreflective markers, and a full
body, unique
constellation ID.
Fig. 8 is a block diagram highlighting the combination of major components in
an alternate
embodiment of the present invention. The main distinction between this
alternate and the alternate of
Fig. 7 is the used of a top surface of body, encoded markings ID.
Fig. 9 is a block diagram highlighting the combination of major components in
an alternate
embodiment of the present invention. The main distinction between this
alternate and the alternate of
Fig. 8 is that the ID is obtained during rather than outside game surface
tracking.
Fig. 10 is a block diagram highlighting the combination of major components in
another alternate
embodiment of the present invention. The main distinction between this
alternate and the preferred is
the use of fixed (X, Y, Z) volume tracking cameras in place of the movable (X,
Y, Z) volume.
Fig. 11 is a block diagram highlighting the combination of major components in
another alternate
embodiment of the present invention. The main distinction between this
alternate and the alternate of
Fig. 10 is the use of flat fluorescent rather than reflective markers.
Fig. 12 is a block diagram highlighting the combination of major components in
another alternate
embodiment of the present invention. The main distinction between this
alternate and the alternate of
Fig. 11 is the additional use of movable (X, Y, Z) volume tracking cameras as
well as flat
retroreflective rather than reflective markers.
Figs. 13a and 13b depict the theory and implementation of fixed (X, Y, Z)
volume tracking camera
assemblies.
Figs. 14a and 14b depict the theory and implementation of fixed (X, Y) area
tracking camera
assemblies.
Figs. 15a and 15b depict the theory and implementation of movable (X, Y, Z)
volume tracking
camera assemblies.
Fig. 16a depicts the relationship between constant versus dynamic field-of-
view and its impact on the
pixel resolution per player (object) tracked.

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Fig. 16b depicts how player bunching and therefore marker inclusion is
addressed by the use of
movable (X, Y, Z) volume tracking camera assemblies.
Fig. 17 is a side view drawing of a typical high intensity discharge (HID)
lamp of the type often used
to illuminated large open spaces such as a sporting arena or facility, further
depicting the spread of
emitted electromagnetic frequencies ranging from UV through visible light into
ER.
Fig. 18a is a side view of the same HID lamp showing its emitted energy being
dispersed in multiple
directions as it strikes a typical reflective material.
Fig. 18b is a side view of the same HID lamp showing its emitted energy being
redirected back
towards the lamp as it strikes a typical retroreflective material.
Fig. 18c is a side view of the same HID lamp showing its emitted energy being
fluoresced and then
dispersed in multiple directions back towards the lamp as it strikes a typical
fluorescent material.
Fig. 19 is a side view of a typical HID lamp, further depicting the spread of
emitted electromagnetic
frequencies ranging from UV, through visible light into IR. Also shown are
three variably oriented
retroreflective elements partially embedded in a single binder that has been
joined to a substrate. The
elements and binder have been depicted as transmissive to visible light while
the substrate is
reflective. In response to the non-visible frequencies of either UV or IR, at
least some of the
elements are retroreflective while the substrate remains reflective.
Fig. 20a depicts a spherical retroreflective marker and its circular
reflection while Fig. 20b depicts a
hockey player with attached spherical markers.
Fig. 21a is a set of three perspective drawings depicting a typical player's
jersey, typical player's
pads with tracking patches in place, and then a combination of the jersey over
the pads with patches.
Fig. 21b is a set of two perspective drawings depicting a hockey puck as well
as a typical player's
hockey stick, where each has been augmented to include tracking ink on at
least some portion of its
outer surfaces.
Fig. 21c is a set of two perspective drawings depicting a typical hockey
player's helmet which has
been augmented to include tracking stickers on at least some top portion of
its outer surface.
Fig. 22a depicts a hockey player set up with spherical markers while Fig. 22b
shows the resultant
circular reflections that will be seen with an appropriate vision system.
Fig. 22e depicts a hockey player set up with flat markers while Fig. 22d shows
the resultant multi-
shape reflections that will be seen with an appropriate vision system.
Fig. 23a depicts two different hockey players set up with spherical markers.
In the depicted view,
the players are not overlapping. Fig. 23b shows the resultant circular
reflections that will be detected
by appropriate frame analysis.

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Fig. 23c depicts the same two different hockey players that were shown in Fig.
23a except that they
are now overlapping. Fig. 23d shows the resultant circular reflections that
will be detected in this
case.
Fig. 24 depicts the combination of encoded ID marks as well as track marks
that are preferably
placed upon a helmet sticker. Also shown by comparison is the difference
between the "top surface"
helmet ID approach versus the full body "constellation" ID approach.
Fig. 25 depicts the separation of player identification and tracking on the
non-playing surfaces of the
entrance and exit passageway and the team benches versus player tracking only
(and not
identification) on the playing surface.
Fig. 26a depicts the pre-tracking calibration method most typically used with
current fixed (X, Y, Z)
volume tracking camera-based systems.
Fig. 26b depicts the dynamic calibration method taught for use with the fixed
(X, Y) area and
movable (X, Y, Z) volume tracking cameras of the preferred embodiment.
Fig. 27a depicts a typical hockey player's pads, helmet, stick and puck being
captured from an
overhead X-Y filming camera and displayed on a viewing screen.
Fig. 27b is similar to Fig. 27a except that now all of the foreground objects
have been first treated
with an energy-absorptive compound after which tracking marks have been added
to desired
locations.
Fig. 28a and 28b depicts the alternate embodiment that uses fixed (X, Y) area
cameras for player
identification and tracking on the non-playing surfaces while also using only
movable (X, Y, Z)
volume tracking cameras to track the players on the playing surface. Therefore
the fixed (X, Y) area
cameras are not first being used to track the players on the playing surface
in order to direct the
movable cameras but rather a predictive technique is employed to guide the
movable cameras as they
follow their intended targets.
Fig. 29a depicts a potential shoulder mark that along with the jersey it is
placed upon can potentially
create up to three different reflectivity intensity levels depending upon the
use of absorbent, reflective
and retroreflective compounds.
Fig. 29b depicts the strategic regular placement of markings upon the shaft of
a hockey stick that
allow the stick to serve as a dynamic calibration tool similar to the
preferred track mark on the
player's helmet.
Fig. 30 depicts the additional strategic regular placement of markings upon
the playing surface such
as the boards and channels that hold the glass enclosing the hockey rink.
These markings further
serve as a dynamic calibration tool for use especially by the movable (X, Y,
Z) volume tracking
cameras.
Detailed Description

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Referring first to Fig. 1, there is shown a block diagram depicting all of the
major components 1000
anticipated to be necessary for the various multi-object tracking machine
vision systems according to
the present invention. These components are broken into ten groups including
Camera Assembly
500, Tracking Frequency 510, Energy Source 520, Marker: Emission Method 530,
Marker:
Physical Form 540, Marker: Reflective Shape 550, ID: Location 560, ID:
Encoding Method 570,
ID: Obtained 580 and Calibration Method 590. Camera Assembly 500 can be one or
more of Fixed
(X, Y, Z) Volume Tracking assemblies 502, Fixed (X, Y) Area Tracking
assemblies 504 and
Movable (X, Y, Z) Volume Tracking assemblies 506. Tracking Frequency 510 can
be one or more
of Visible Light 512, Infrared Light 514 or Ultraviolet Light 516. Energy
Source 520 can be one or
more of Ring Lights Emitting Visible or IR Frequencies 522, Existing Lights
Emitting Visible
Frequencies 524 and Existing Lights Modified to Emit Non-Visible Frequencies
526.
Within all major components 1000, there are three characteristics of markers
that are categorized as
follows. The possible Marker: Emission Method 530 is retroreflective 532,
reflective 534 or
fluorescent 536. The possible Marker: Physical Form 540 is spherical (attached
ball) 542 or flat
(embedded! applied ink) 544. And finally, the Marker: Reflective Shape 550
corresponding to the
Marker: Physical Form 540 is uniform circular 552 or non-uniform multi-shape
554, respectively.
Within components 1000, there are three characteristics of ID (identification
markers) categorized as
follows. The possible ID: Location 560 is on the fall body 562 or top surface
of body 564. The
possible ID: Encoding Method 570 corresponding to the ID: Location 560 is a
unique constellation
572 or encoded markings 574. And finally, the possible ID: Obtained 580 is
during game surface
tracking 582 or outside of game surface tracking 584. The last group of
components 1000 is the
Calibration Method 590 that can be either pre-tracking 592 or simultaneously
with tracking 594.
Referring now to Fig. 13a, there is shown an example of a fixed (X, Y, Z)
volume tracking camera
502 that comprises a camera 126, filter and connection to a local computer
system for video
processing and analysis 160. Camera 126 can be one of any analog or digital-
imaging cameras as
typically used for industrial vision applications. One example is the Eagle
digital camera used by
Motion Analysis Corporation that features a ceramic metal oxide semiconductor
(CMOS) image
sensor with 1280 x 1024 pixel resolution and a maximum capture rate of 600
million pixels per
second. It is important to note that, once in place, this volume tracking
camera 126 has a fixed field-
of-view (FOY) similar to a four-sided pyramid in shape within an image cone
121v. The actual pixel
resolution per inch of the FOV will vary throughout the height 121h of the
pyramid ranging from a
higher value at the top width 121tvv to a lower value at the bottom width
121bw. These cameras are
typically secured from an overhead position to have a perspective view
arrangement 502m of the
desired tracking volume as shown in Fig. 13b.

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Referring now to Fig. 13b, there is shown one particular arrangement of fixed
(X, Y, Z) cameras
502 that, when taken together, form a uniquely shaped tracking volume through
which a player 17,
wearing markers such as spherical markers 17sm, may transverse. The resultant
resolution per
cross-sectional area of this volume 121tv is non-uniform. For example, while
skating through any
given point in the tracking volume, markers 17sm on one body part of player 17
may be viewed by
camera 126e with a much lower resolution per inch than similar markers on a
different body part.
Also, the second camera such as 126d may have a much different pixel
resolution of marker 17sm
than camera 126e. Cameras 126a, 126b and 126c may each have obstructed views
of marker 17sm.
Referring now to Fig. 14a, there is shown an example of fixed (X, Y) area
tracking camera 504, that
comprises a tracking camera 124 with a filter 124f that have been enclosed in
a protective housing
121 with a transparent underside 121a. Also enclosed in housing 121 is an
energy source 10
emitting tracking energy 11 as well as unfiltered filming camera 125. Tracking
camera 124 and
filming camera 125 are connected to a local computer system for video
processing and analysis 160.
The entire assembly included within housing 121 is preferably secured in an
overhead position
looking directly down at a subset of the tracking surface. From this overhead
position, camera 124
has a fixed FOV 120v that is focused on the top surface of any players below
and as such maintains a
substantially uniform pixel resolution per tracking area FOV 120v.
Referring now to Fig. 14b, there is shown a scalable area tracking matrix 504m
comprising multiple
fixed (X, Y) area tracking cameras 120c aligned such that their FOVs 120v are
substantially side-by-
side with a small overlap for calibration purposes. Throughout this scalable
matrix 504m, the top
surface 110 of player 17 can be readily tracked.
Referring now to Fig. 15a, there is shown an example of movable (X, Y, Z)
volume tracking camera
506, that comprises a pan, tilt and zoom camera 140 with a filter that is
connected to local computer
system for video processing and analysis 160. Top surface 110 of player 17 is
held in constant view
by one or more of cameras 140 that are controllably panned, tilted and zoomed
for maximum
desirable pixel resolution per player. The information for this controlled
movement is based either
upon the current (X, Y) coordinates of player 17 as previously determined from
information gather
by scalable area tracking matrix 504m or by movement tracking algorithms
calculated by computer
160 to predict the next possible location of player 17.
Referring now to Fig. 15b, there is shown a scalable volume tracking matrix
506m comprising
multiple movable volume tracking cameras 506 where one or more cameras form an
assembly and
are dynamically assigned to a player 17. As will be explained in more detail
using Figs. 16a and
16b, this dynamic process of automatically panning, tilting and zooming each
movable camera to

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maintain the maximum desirable pixel resolution per player provides a
substantial benefit over the
arrangement of fixed volume tracking cameras 502.
Referring now to Fig. 16a, there is shown a series of three views depicting
the top surface 110x of
player 17 (i.e., player 17 with absorbers and markings applied) at close
range, mid-range and far
range with respect to a fixed volume tracking camera 126. As can be seen, the
pixel resolution per
the player's body surface area is substantially different between close and
far ranges. However,
Fig.16a also shows a series of three views the same player 17 and relative
locations but now with
respect to movable volume tracking camera 140. As can be seen, the pixel
resolution per the
player's body surface-area is now substantially uniform.
Referring now to Fig. 16b, there is shown an example matrix of four FOV's 120v
created by area
tracking cameras 124. Within this combined grid, several players having top
surfaces such as 110x
and 111x move freely about. In this particular example, four movable cameras
140-a, 140-b, 140-c
and 140-d are tracking the player with top surface 110x. As depicted, the
FOV's for cameras 140-b
and 140-d are almost fully blocked by other players whereas the FOV for camera
140-a is partially
blocked but the FOV for camera 104-c is clear. The preferred embodiment will
automatically
reassign cameras such as 141-d that may already be tracking another player,
(e.g., the player with
top surface 111x) to now follow a different player with top surface 110x so as
to ensure total
maximum player visibility. This reassignment decision can be based upon the
information gathered
by the scalable area tracking matrix 504m, predictive calculations made by
computer 160 concerning
the expected next positions of any and all players, or both.
Referring now to Fig. 17, there is shown an example of three different
Tracking Frequencies 510
being emitted by normal or modified HID lamp 10. These include UV ray 11,
visible ray 12 and IR
ray 13. As these rays 11, 12 and 13 strike reflective material 20 attached to
substrate 30, they will
cause reflected UV ray 11r, visible ray 12r and IR ray 13r.
Referring now to Figs. 18a, 18b and 18c, there is shown an example of three
different Marker:
Emission Methods 530 caused by reflective material 20a, retroreflective
material 20b and fluorescent
material 20c. In Fig. 18a, lamp 10 emits rays 11, 12 and 13 which are then
reflected off reflective
material 20a in a diffuse manner causing rays rl. In Fig. 18b, emitted rays
11, 12 and 13 are
retroreflected off retroreflective material 20b in a manner causing rays r2.
In Fig. 18c, emitted rays
11, 12 and 13 are first absorbed by fluorescent material 20c causing emitted
rays T3. Reflective
material 20a and fluorescent material 20c have an advantage over
retroreflective material 20b in that
their reflected and fluoresced rays r1 and r3, respectively, will have a wider
viewing angle than
retroreflected rays r2. Retroreflective material 20b has an advantage over
materials 20a and 20c
because its rays r2 will be of stronger combined energy for a longer distance.
Fluorescent material

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20c has an advantage over materials 20a and 20b because it can absorb visible
light readily available
in larger intensities within the ambient environment and convert this to a non-
visible tacking energy
such as IR.
Referring now to Fig. 19, there is shown a novel retroreflective material 100
that is similar to
commercially available cube-cornered or microbead retroreflectors except that
it has been modified
to be transparent to any energies that are not intended to be retroreflected.
In the case where the
tracking frequency 510 is chosen to be UV light 516, HID lamp 10 is shown to
emit UV ray 11 that
enters retroreflective element 20uv that is coated with UV reflector 24uv.
Reflector 24uv then
reflects ray 11 back up through element 20uv becoming retroreflected ray hr.
Visible ray 12 and
IR ray 13 will pass through reflector 24uv. In the case where the tracking
frequency 510 is chosen
to be IR light 514, HID lamp 10 is shown to emit ER ray 13 that enters
retroreflective element 20ir
that is coated with IR reflector 24k. IR Reflector 24ir then reflects ray 13
back up through element
20k becoming retroreflected ray 13r. Visible ray 12 and UV ray 11 will pass
through IR reflector
24k. Retroreflective elements 20uv and 20ir are embedded within binder 28 that
is attached to
substrate 30. Binder 28 is substantially transparent to UV ray 11a and IR ray
13a.
Referring now to Fig. 20a, there is shown an example of the first of the two
Marker: Physical Forms
540, namely spherical (attached ball) 542, also referred to as 17sm. Spherical
marker 17sm
comprises a retroreflective sphere 17s that is attached to a base 17b.
Companies such as Motion
Analysis and Vicon currently use this type of marker. The typical
retroreflective sphere 17s
retroreflects a broad spectrum of frequencies including UV ray 11, visible ray
12 and IR ray 13
causing retroreflective rays 11a, 12a and 13a respectively. These
retroreflective rays 11a, 12a and
13a then create resulting circular image 17c that is incident upon any
tracking cameras such as 124,
126 and 140. Image 17c is an example of one of the two Marker: Reflective
Shapes 550 for a
marker, namely uniform circular 552.
Referring now to Fig. 20b there is shown an example of the first of two
ID:Locations 562 for the
player ID, namely full body 562. In Fig. 20b, spherical markers 17sm are
placed at various key
locations over the entire body of player 17. For practical purposes
retroreflective tape 17t is used to
cover the blade of stick 104.
Referring now to Figs. 21a, 21b and 21c, shown are several examples of the
second of two Marker:
Physical Forms 540, namely flat (embedded / applied ink) 544. In Fig. 21a,
right and left tracking _
patches 107r and 1071 are shown attached to player shoulder pads 106 that are
typically covered by
jersey 105. Patches 107r and 1071 have been pre-marked with special ink
formulated to reflect,
retroreflect, or fluoresce only the desired tracking energy. Such pre-markings
include orientation
marks 107r1 and 10711 as well as bar code marks 107r2 and 10712. In Fig. 21b,
puck 103 has been

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coated with similar special ink 103a while the blade of stick 104 has been
wrapped with reflective
tape 104a. And finally, in Fig. 21c, sticker 109 has been applied to helmet
108 and comprises a
uniquely identifying mark created with similar special ink. Each of Figs. 21a,
21b and 21c illustrate
retroreflected ray hr.
Referring now to Fig. 22a, the information depicted in Fig. 20b is repeated to
dramatize Fig. 22b
that depicts the image formed in computer 160 based upon uniform circular 552
reflections. This
distinct formation of marker reflections 17c can be used to identify player 17
and is the first of two
ID:Encoding Methods 570 called unique constellation 572. Companies such as
Motion Analysis and
Vicon use the unique constellation 572 method for identifying human objects
such as player 17.
Furthermore, these same systems are designed to identify the human object
while they are also
tracking their motion. This is the first way the player ID is Obtained 580,
namely during game
surface tracking 582.
Referring now to Fig. 22c, there is shown information similar to Figs. 21a,
21b and 21c to
dramatize Fig. 22d that depicts the image formed in computer 160 based upon
non-uniform multi-
shape 554 reflections. This collection of individual markings 17m that have
been placed at various
locations on player 17 are only used to locate a particular body part and its
orientation rather than to
identify the player 17. In the preferred embodiment that employs these types
of flat 544 markings,
the identification of player 17 is based upon a top surface of the body 564 Id
Location 560.
Referring now to Figs. 23a, 23b, 23c and 23d there is dramatized the problems
inherent with full
body 562 unique constellation 572 player identification. In Fig. 23a, there is
shown two players 17
and 18 that are each pre-marked with a unique constellation of spherical
markers 17sm. The view of
players 17 and 18 is not overlapping in Fig. 23a. The resultant image detected
by computer 160,
namely of circular reflections 17c and 18c, is shown in Fig. 23b. Reflections
17c and 18c are also
not overlapping. Referring now to Fig. 23c, players 17 and 18 are now
overlapping causing the
resultant overlapping of reflections 17c and 18c as shown in Fig. 23d. Note
the considerably more
difficult identification problem presented to computer 160 as players such as
17 and 18 begin to block
each other's view in one or more volume tracking cameras such as 126 or 140.
Referring now to Fig. 24, there is shown a set of preferred helmet stickers
1091d64, 109id00,
109id14 and 1091d13 implementing the uniquely encoded markings 574 method of
ID :Encoding
= Method 570. The markings on stickers 1091d64, 109id00, 109id14 and
109id13 are created using
the special ink formulated to reflect, retroreflect or fluoresce preferably
only the chosen Tracking
Frequency 510. The player id is preferably implemented as a traditional bar
code and could be
embedded on the helmet stickers 109id64, 109id00, 1091d14 and 109id13 in a non-
visible IR or UV
reflective, retroreflective or fluorescent ink. Also depicted is helmet
sticker 109tm that includes a

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special tracking mark designed to help computer 160 both locate helmet 108 as
well as determine its
orientation. This special tracking mark may be created using either a non-
visible IR or UV
reflective, retroreflective or fluorescent ink. Sticker 109id&tm combines both
the id marks as well
as the tracking marks, and can either be created using the same non-visible
frequency, such as both
IR or both UV, or different frequencies, such as one IR and the other UV. Note
the considerably
simpler identification problem presented to computer 160 as it analyzes helmet
stickers such as
109id&tm viewed by area tracking cameras 124. Cameras such as 124 are looking
down upon the
top surface of the bodies of players such as 17 and 18 and are therefore not
expected to experience
information degradation due to player overlapping. Stickers 109id64, 109id00,
109id14 and
1091d13, 109tm and 109id&tm are represented generically as sticker 109 that is
shown attached to
helmet 108.
Referring now to Fig. 25, there is shown the second way in which the player ID
is Obtained 580,
namely outside of game surface tracking 584. Rink entrance and exit 12e as
team bench 12f are in
constant view of one or more area ID & tracking cameras similar to 124 except
with a narrowed
FOV 122v. Narrowing FOV 122v provides an increased pixel resolution per inch
when looking
down upon the players' helmets 108 and attached stickers such as 109tm&id. The
increased pixel
resolution allows for more complex encoding, i.e. patterns with smaller
markings on the limited
space of the helmet sticker 109. The rink playing surface 102 is in constant
view of the scalable area
tracking matrix 504m comprising multiple cameras 124 with normal FOV's 120v.
Also shown are a single set of four movable volume tracking cameras 140-a, 140-
b, 140-c and 140-d
that are for example currently assigned to track the top surface 110 of a
player starting when he first
enters the playing surface 102 from the entranceway 12e. Tracking with cameras
140-a, 140-b, 140-
c and 140-d continues as the player transverses surface 102 and ceases when
player exits surface 102
and enters team benches 12f. Once within bench area 12f, area ID & tracking
cameras similar to
124 track the player and also reconfirm the player's identity by viewing
helmet sticker 109tm&id.
At any time, the player may subsequently leave bench area 12f and reenter
surface 102 where again
his motion is tracked by movable volume cameras 140-a, 140-b, 140-c and 140-d.
Eventually, the
player will either exit the playing area through entrance and exit 12e or
return again to bench 12f and
be tracked and re-identified by the ID & tracking cameras.
Referring now to Fig. 26a, there is shown the first type of Calibration Method
590, namely pre-
tracking 592. Companies such as Motion Analysis and Vicon currently perform
this method in order
to calibrate their fixed volume tracking cameras 126 after they have been set
into place. The
calibration tool 130 comprises two or more markers such as various-sized
spherical balls 17sm
whose dimensions are pre-known and that are affixed on the tool 130 at pre-
known distances from

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each other. The calibration process begins when tool 130 is held up within the
FOV of two cameras
126. Computer 160 receives images from each of these first two cameras and
processes individually
the reflected circles from the calibration tool 130. Using stereoscopic
algorithms that are well known
in the art, the locations of each spherical marker 17sm on tool 130 are
calculated within a local
coordinate system. The operator holding the tool 130 then moves it into the
view of a third camera
126 while still being in view of one of the two prior cameras 126. This
technique is continued until
all of the fixed cameras 126 have been individually added to the calibration
of all previous cameras
126.
The present inventors anticipate that this same technique, although it would
not be ideal, could be
used to pre-calibrate the scalable area tracking matrix 504m. In consideration
of area matrix 504m,
the relative orientation of each camera 124 is primarily side-by-side with its
neighbors, allowing for a
small overlap on the edges of its FOV 120v. Furthermore, the preferred
orientation of FOV 120v is
"top down," rather than the "perspective" view of cameras 126. Given these
arrangements, a
preferable pre-tracking calibration technique would be to use a traditional
calibration plate
incorporating a fixed set of markings held at pre-known distances from each
other. This plate would
then be held in a fixed position facing up at the junctions between every two
cameras 124
overlapping FOV's 120v. Again, using standard techniques well known in the
art, each of the tWo
cameras could then be jointly calibrated by computer 160. Proceeding
throughout all camera
junctions in the same fashion would complete the calibration of the network to
itself. The only
remaining task would be to calibrate the entire matrix 504m to the playing
surface 102, entrance and
exit 12e and team benches 12f. This could be accomplished by placing a marking
at a fixed pre-
known location somewhere within each of the areas of surface 102, entrance and
exit 12e and team
benches 12f. Once captured by computer 160 through one or more cameras within
matrix 504m,
these markings at pre-known locations would serve to register the entire
matrix.
Now referring to Fig. 26b, there is shown the second type of Calibration
Method 590, namely
simultaneously with tracking 594. This process begins after the scalable area
tracking matrix 504m
is itself pre-calibrated as described in the previous paragraph. Once each
overhead camera 124,
within assembly 120c has been calibrated, it will be used as the basis for the
dynamic re-calibration
of movable cameras 140 as they continually change their orientation and FOV.
After calibration,
each camera 124 will have a fixed (X, Y) coordinate system registered with the
playing surface 102,
entrance and exit 12e and team bench 12f. Calibration simultaneous with
tracking 594 begins when a
player 17 enters the view of at least one area tracking camera 124 and is
therefore detected by
computer 160. The markings that computer 160 will be viewing based upon camera
124 will be
those on the top surface of the body 574 including the helmet sticker
109tm&id. Stickers such as

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pre-known in both size and
orientation to each other.
As depicted in Fig. 26b, at least one point on sticker 109tan&id that is in
view of both fixed pre-
calibrated camera 124 and movable camera 140 is first located in local rink
(X, Y) coordinates based
upon information provided by camera 124. Once located, the same point is
analyzed by computer
160 from the images captured by camera 140 along with other measurable
information such as the
current rotations of the panning and tilting mechanisms supporting camera 140
as well as the
zooming mechanism associated with its lens. During analysis, the determined
(X, Y) location of the
captured point is used to center the (X, Y, Z) coordinate system of camera
140. Once centered, the
(Z) height scale can be set and then used to apply to all other common points
in view of both the (X,
Y) camera 124 and the (X, Y, Z) camera 140. These points include not only
those on helmet sticker
1091m&id but also those throughout all the body of player 17.
Furthermore, it is expected that additional volume cameras 140 assigned to
track the same player 17
will similarly be simultaneously calibrated with camera 124. It should be
noted that player 17 may
be straddling a boundary between area tracking cameras 124 and as such two
different volume
cameras 140 may actually be calibrated for the same player 17 by two different
area cameras 124. In
practice, this is immaterial since the pre-calibration by system 160 of the
entire scalable area tracking
matrix 504m can be thought of as creating one large single area (X, Y)
tracking camera. Hence, it
can be seen that each of the volume cameras such as 140 in the present figure
or 140-a, 140-b, 140-c
and 140-d of prior figures that are currently assigned to follow player 17 are
simultaneously
calibrated frame-by-frame to the overhead matrix 540m. Furthermore, once
calibrated the multiple
cameras such as 140-a, 140-b, 140-c and 140-d may be used to stereoscopically
locate markings on
player 17 that are not in view of the overhead matrix 540m.
Referring now to Fig. 27a, there is shown an alternate embodiment 120b to area
(X, Y) tracking
camera assembly 120c that does not include additional overlapping filming
camera 125. In this
alternate embodiment, enclosure 121 houses lamp 10 and tracking camera 124
with visible light filter
124f and is enclosed on the bottom surface by transparent cover 121a through
which tracking energy
11 may transmit. Alternate embodiment of area tracking camera assembly 120b is
also connected to
computer 160 (not depicted) that is in turn connect to video terminal 127 via
cable 121c. Further
shown is player 17 to which tracking patches 107r and 1071 and helmet sticker
109 have been
attached. Also shown are puck 103 with reflective ink 103a and stick 104 with
ink 104a. Shown on
terminal 127 is camera image 128 that includes player 17. The body of player
17 is portrayed as
dimmed due to some reflectance of the non-visible tracking energy while the
patches, stickers and ink
are portrayed as white due to their higher engineered reflectance.

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Referring now to Fig. 2'7b, there is shown an identical arrangement to Fig.
27a except that player 17
has been first treated with one or more tracking energy absorbent compounds
after which tracking
patches, stickers and inks were applied. Similarly, stick 104 has also been
first treated. As such,
player 17 has now become 17 while stick 104 has become 104t. Due to this novel
application of
energy absorbers, treated player 17 is no longer visible on terminal 127.
Terminal 127 displays
camera image 128 provided by computer 160 in response to the images captured
by the various
tracking cameras 124, 126 and 140.
The present inventors have listed many absorbers and treatments that may be
used especially to
absorb UV frequencies in the prior co-pending application entitled Employing
Electromagnetic By-
Product Radiation in Object Tracking. Such treatments and absorbers are also
well known for the IR
frequencies to someone skilled in the art. Further, the present inventors have
shown that it may also
be similarly beneficial to apply energy reflectors rather than absorbers,
especially with respect to the
background such as player surface 102. What is important is that the intensity
of the reflected signal
off the tracking marks be clearly distinguishable from any reflections off the
background or
foreground (player's body and equipment). To gain this clarity of signal
differentiation, it may be
desirable to either reduce reflections through absorption or to increase
reflection through reflective
materials. This concept of absorbers and reflectors for the control of the
signal-to-noise ratio was not
listed in system 1000 as a separate component since the present inventors see
it as a beneficial
optimization to every possible combination of components listed in 1000.
Referring now to Figs. 28a and 28b, there is shown an advantageous novel
modification to the
preferred embodiment that employs a scalable area-tracking matrix 504m along
with a scalable
movable volume-tracking matrix 506m. Specifically, that portion of the
scalable area-tracking
matrix 504m that was in place to track players such as 17 while they moved
about the playing
surface 102 has been eliminated. The reduction represents a saving in system,
installation and
maintenance costs.
Referring specifically to Fig. 28a, this is made possible by the understanding
that as player 17 with
top surface 110 passes through entrance 12e he will first still be viewed by
the tracking cameras 124
left in place to cover this area, through their FOV's 122v. These cameras will
first identify player 17
and then follow his movements up until he enters player surface 102. As player
17 enters surface
102, the computer 160 will automatically direct cameras 140-a, 140-b, 140-c
and 140-d to pick up
player 17.
Referring specifically to Fig. 28b, as player 17 with top surface 110 is first
viewed, computer 160
will be constantly calculating and revising its prediction of the player's
next movements and therefore
whereabouts. Cameras 140-a, 140-b, 140-c and 140-d will continuously pan, tilt
and zoom to follow

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the travel of player 17. Eventually, player 17 will leave surface 102 and
enter team bench 12f where
he will again be in the view of tracking cameras 124 left in place to cover
this area, through their
FOV's 122v. Computer 160 will constantly monitor player 17 even while he
remains on team bench
121 At some point throughout the competition, player 17 is expected to re-
enter the playing surface
, 102. At this time computer 160 will automatically direct cameras 140-a,
140-b, 140-c and 140-d to
follow the player's travel until he either returns to team bench 12f or leaves
through entrance and exit
12e.
Referring now to Fig. 29a, there is shown another advantageous modification to
the preferred
embodiment for marking foreground objects such as jersey 105. Specifically,
there are three distinct
areas of the foreground object for which it is desirable to have clearly
distinguishable reflected
intensity levels of the tracking energy UV or ER. The first area is the jersey
105 itself. Second,
there is the base 107 of tracking patch 107r and third, there is the tracking
mark 107c of patch 107r.
Correspondingly, there are three appliques described in the present invention
that can create the
desired distinguishable reflected intensity levels: (1) UV and IR absorbent
compounds, (2) UV and
IR reflective compounds, and (3) UV and IR retroreflective compounds. One
possible arrangement
of these compounds is to first apply the absorber to jersey 105, the
reflective compound to base 107
and the retroreflective compound to tracking mark 107c. Two other combinations
thought to be
particularly useful are: (1) Using the retroreflective compound on base 107
and using more absorber
for mark 107c; and (2) Using the reflective compound on jersey 105, the
absorber on base 107 and
the retroreflective compound on mark 107c. Other combinations are anticipated
in combination with
the teachings of the present invention. '
Referring now to Fig. 29b, there is shown another advantageous modification to
the preferred
embodiment for creating a dynamic calibration tool that can be used to help
calibrate the movable
volume tracking matrix 506m simultaneously with tracking 594. Specifically,
precisely measured
and spaced track markings 104m have been placed onto stick 104. The exact
size, shape and spacing
of these markings 104m are immaterial to the concept being presently taught.
Placing these
markings upon a rigid object that is used by each player during the game will
provide computer 160
with a way to verify its calibration estimates of both fixed area tracking
camera 124 and especially
movable volume cameras 140. Another possibility is to place similar markings
onto the pipes of the
goals on either end of the playing surface.
Referring now to Fig. 30, there is shown a further advantageous modification
to the preferred
embodiment for assisting in the dynamic calibration of movable volume tracking
matrix 506m. Rink
playing surface 102 is shown in perspective view in between near boards 103nb
and far boards
103fb. Attached to near boards 103nb are glass support columns such as 105nc
that are holding in

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place glass panes such as 105ng. Attached to far boards 103fb are glass
support columns such as
105fc that are holding in place glass panes such as 105fg. Placed on both the
outer (shown) and
inner (not shown) surface of near support columns 105nc are reflective
markings 105nm. Similarly,
placed on both the inner (shown) and outer (not shown) surface of far support
columns 105fc are
reflective markings 105fm. Also shown are markings 103fm on the inner side of
far boards 1031b.
Similar markings on the inner side of near boards 103nb are also anticipated.
Moving about on
surface 102 are players 16 and 17 that are being constantly tracked by movable
cameras 140-b and
140-d as well as 141-b and 141-d, respectively. During player tracking as
cameras such as 140-b,
140-d, 141-b and 141-d pan, tilt and zoom to change their FOV's, they will be
constantly picking up
one or more reflective marks such as 105nm, 105fin and 103fm. The exact size,
shape and spacing
of these markings 105nm, 105fin and 103fm are immaterial to the novel concept
being presently
taught. Placing these markings upon at least the locations specified will
provide computer 160 with a
means of verifying its calibration estimates of movable volume cameras 140.
Summary of Optimized Systems
A careful study of the for prior co-pending applications filed by applicants
and identified above along
with the previously described components 1000 will suffice to teach those
skilled in the art how each
component may operate as a functional part of a complete system. Therefore,
the remainder of this
application, will focus on distinguishing at a higher level the various
possible novel optimized systems
according to the present invention along with discussions as to their
tradeoffs.
Referring now to Fig. 2, there is shown a block diagram depicting all of the
major components 1000
of which a subset has been identified as representative of real-time 3D-object
tracking system 1002.
System 1002 comprises fixed (X, Y, Z) volume tracking assemblies 502 that
employ either visible
light 512 or lR light 514 that is emitted from ring lights 522. This tracking
energy is then reflected
by spherical (attached ball) 542 retroreflective 532 markers that are placed
at various locations on the
subject to be tracked and that create a uniform circular 552 image in camera
assemblies 502. The
full body 562 set of spherical markers 542 form a unique constellation 572
used by system 1002 to
identify each subject during game surface tracking 582. The system 1002 is
calibrated prior to
tracking 592.
While system 1002 accomplishes the goals of real-time 3D tracking, it has
several drawbacks as
follows:
1- Due to its non-uniform approach to camera placement, it is difficult to
scale up to track larger
areas such as a hockey rink;

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2- Due to its strategy of fixed volume tracking accomplished with a complex
overlapping network
of camera field-of-views, the pixels resolution per player is inconsistent and
the system is prone
to lose markers when multiple players bunch up;
3- When using visible light as the tracking energy, the additional red light
is added by the system
because of the need to use ring lights in combination with the retroreflective
markers creating a
lighting system that is intrusive to both players and audience;
4- When using in IR light as the tracking energy, the ring lights do not emit
any additional visible
light in combination with the IR to act as a cue to both players and audience
not to stare at the
lighting;
5- The system employs retroreflective markers in order to obtain the highest
possible signal
reflection but these materials are broad-band reflectors that respond to the
entire visible spectrum
causing unwanted reflections of ambient light sources that is intrusive to
both players and
audience;
6- The retroreflective markers are constructed to be spherical balls that
protrude away from the
body helping to ensure maximum visibility to the tracking cameras by
consistently creating a
circular reflection from any angle, however, this very nature of their
protruding physical form
makes them vulnerable to dislodge during player contact;
7- The uniform circular nature of the retroreflection caused by the spherical
marker is useful for
centroid calculations and therefore determining exact body points, however, it
necessarily forces
more cameras since less player surface area can be marked for viewing using a
spherical shape;
8- By attempting to combine player identification with body joint tracking
the system creates a
difficult requirement that forces camera views away from the top down view
that rarely
experiences inclusions due to player bunching to a perspective view that is
very susceptible to
inclusions;
9- By attempting to combine player identification with body joint tracking the
system creates a
difficult requirement that substantially all markers placed on the full body
must be in view in
order to identify a given player;
10- By attempting to combine player identification with body joint tracking
the system loses an
opportunity to perform player identification off the game surface in either
the player entrance and
exit or on the team benches. (These areas are short on space for adequate
perspective camera
placement and are also very crowed with players who in the case of team
benches are expected
to be sitting therefore additionally hiding markers);
11- By attempting to combine player identification with body joint tracking
the system (a) creates a
difficult requirement that each player have either a substantially different
body shape and
therefore configuration of markers or that additional markers be added to
create a unique pattern,

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and (b) makes using the system with up to twenty some players per team
cumbersome as a pre-
tracking procedure must be instituted to ensure adequate "constellation"
differentiation per
player; and
12- The system has no method of simultaneously calibrating the cameras during
tracking that
precludes the possibility of using movable volume tracking cameras that could
dynamically
reconfigure the tracking volume to better create a uniform pixel resolution
per player and reduce
the number of marker inclusions due to player bunching.
Referring now to Fig. 3, there is shown a block diagram depicting all of the
major components 1000
of which a subset has been identified as the preferred embodiment 1004 of the
present invention.
Preferred embodiment 1004 comprises fixed (X, Y) area tracking assemblies 504
in combination
with movable (X, Y, Z) volume tracking assemblies 506, that employ either TR
light 514 or UV light
516 that is provided by existing lights modified to emit non-visible
frequencies 526. This tracking
energy is then reflected by flat (embedded / applied ink) 544 reflective 534
markers that are placed at
various locations on the subject to be tracked and that create non-uniform
multi-shape 552 images in
camera assemblies 504 and 506. Specially encoded 574 flat 544 markers placed
on the top surface of
the body 564 are used by system 1004, to identify each subject outside of game
surface tracking 584.
In system 1004, while fixed (X, Y) area tracking assemblies 504 are calibrated
prior to tracking,
movable (X, Y, Z) volume tracking assemblies 506 are calibrated simultaneously
with tracking 592.
The preferred embodiment 1004 accomplishes the goals of real-time 3D tracking
without the
limitations of currently available system 1002 providing the following
advantages:
1- By limiting the fixed (X, Y) area tracking matrix to a top view only;the
system creates a
scalable approach to camera placement that provides a substantially uniform
pixel resolution per
area;
2- By implementing a separate matrix of movable (X, Y, Z) volume tracking
cameras to pick up the
remaining side views of the players, the system creates a scalable approach to
camera placement
that provides a substantially uniform pixel resolution per player;
3- By using either or both UV and IR light as the tracking energy that is
emitted as a by-product
from lamp sources that are also providing visible lighting for general
purposes, the system is
both non-intrusive and eye safe;
4- By using reflective as opposed to retroreflective markers the cone of
reflection is opened up such
that separate ring lights are not required whose added energy and visible
light would be intrusive
to both players and audience;
5- By using markers that reflect only the narrow band of tracking energy and
specifically do not
reflect visible light, the marker's reflections are hidden from player and
audience view;

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6- By using flat markers that are embedded into the substrate the marker is no
longer vulnerable to
dislodge during player contact;
7- By using flat markers of non-uniform sizes and shapes the markers are made
visible for more
camera angles thereby reducing the incidence of inclusions;
8- By using flat markers of non-uniform sizes and shapes the markers can be
made to cover
significantly larger surface area thereby reflecting more of the tracking
energy;
9- By using visibly transparent flat markers embedded into the substrate
adding minimal additional
thickness, the system's markers will now be completely undetected by both the
players and the
audience;
10- By first strategically applying a combination of tracking energy
absorptive or reflective
compounds to the background as well as foreground objects the system provides
the ability for
more clearly distinguishing between background reflections, foreground object
reflections and
marker reflections;
11- By separating player identification from the player joint tracking and
isolating the identification
marker to the top surface of the player, the system ensures a higher rate of
player identification
due to fewer inclusions of identification markers;
12- By separating player identification from the player joint tracking and
isolating the identification
marker to the top surface of the player, the system eliminates the importance
of having
substantially all body joint markers in view at all times;
13- By separating player identification from the player joint tracking and
isolating the identification
marker to the top surface of the player, the system provides the possibility
of performing player
identification off the playing surface in the limited area of the entrance and
exit and team benches
where player movement is expected to be significantly reduced thereby
facilitating the
identification process;
14- By separating player identification from the player joint tracking and
isolating the identification
marker to the top surface of the player that can be zoomed in on while in the
restricted
movement areas of the entrance and exit and team benches, encoded markings
similar to bar
codes become feasible, which encode markings can easily handle forty or more
players and
avoid any cumbersome pre-tracking procedure to ensure adequate marker
"constellation"
differentiation per player;
15- By establishing a separate fixed (X, Y) area tracking matrix that may be
pre-calibrated for the X
and Y dimensions and by implementing fixed size and shape relationship markers
on rigid
surfaces such as the player helmet and stick that can be used as calibration
tools, the system
provides dynamic calibration of movable cameras simultaneously with player
tracking;

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16- By providing dynamic calibration of movable cameras simultaneous with
player tracking, the
system further provides the ability to dynamically recreate the optimal
tracking volume for
minimal marker inclusions;
17- By establishing a separate fixed (X, Y) area tracking matrix that
continually locates each player
in (X, Y) space the system provides the ability to automatically direct the
pan, tilt and zoom
aspects of one or more movable cameras to follow each player; and
18- By establishing a system that dynamically follows each player with greater
accuracy and fewer
marker inclusions, the system provides the ability to predict more accurately
the limited range of
movement that could be expected from any player in the next instant, which
ability provides a
second method for automatically directing the pan, tilt and zoom aspects of
one or more movable
cameras to follow each player.
Referring now to Fig. 4, there is shown a block diagram substantially similar
to the preferred
embodiment 1004 except that it employs components taught by the present
inventors to provide a
fluorescent alternative embodiment 1006. Embodiment 1006 specifically employs
existing lights
emitting visible frequencies 524 that are absorbed by fluorescent 526 markers
that in turn emit IR
light 514 for the tracking frequency 510. All other aspects and benefits of
alternate embodiment
1006 are identical to preferred embodiment 1004.
Embodiment 1006 accomplishes the goals of real-time 3D tracking, without the
limitations of system
1002, and provides the following additional advantages:
1- By using fluorescent markers that absorb in the visible region the system
can rely fully upon
existing rink lighting without modifications to its emissions spectrum to
supply the tracking
energy, and
2- By using fluorescent markers that emit in the IR region the system can
remain visually
transparent to players and audience.
Referring now to Fig. 5, there is shown a block diagram substantially similar
to the preferred
embodiment 1004 except that it employs components to provide a visibly
transparent retroreflective
alternative embodiment 1008. Embodiment 1008 specifically employs visibly
transparent
retroreflective 532a markers in combination with ring lights 522 emitting
either IR light 514 or UV
light 516 tracking frequencies 510. All other aspects and benefits of
alternate embodiment 1008 are
identical to preferred embodiment 1004.
Embodiment 1008 accomplishes the goals of real-time 3D tracking, without the
limitations of system
1002, and provides the following additional advantage: using retroreflective
markers that reflect only
the narrow band of tracking frequencies of ER or UV, the system provides for
greater reflected signal
strength while still remaining visibly transparent to both players and
audience.

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Referring now to Fig. 6, there is shown a block diagram substantially similar
to the preferred
embodiment 1004 except that it employs components to provide a game surface id
tracking
alternative embodiment 1010. Embodiment 1010 specifically uses fixed (X, Y)
area tracking
assemblies 504 to read the encoded marking 574 player id located on the top
surface of the body 564
during game surface tracking 582. All other aspects and benefits of alternate
embodiment 1010 are
identical to preferred embodiment 1004.
Embodiment 1010 accomplishes the goals of real-time 3D tracking, without the
limitations of system
1002, and providing the following additional advantage: identifying players
simultaneously with
game surface tracking the system provides the option of eliminating separate
area tracking cameras in
the non-playing surfaces of the entrance and exit passageway and team benches.
Referring now to Fig. 7, there is shown a block diagram substantially similar
to the system 1002
except that it employs components to provide a non-visible variation 1012.
Variation 1012
specifically uses the visibly transparent retroreflective markers 532a first
taught by the present
inventors in their co-pending application rather than traditional visibly
retroreflective markers as
currently used. Variation 1012 further limits the tracking frequencies 510 to
either IR light 514 or
UV light 516 and employs flat (embedded / applied ink) 544 non-uniform multi-
shape 554 markers.
Variation 1012 incrementally improves upon the real-time 3D tracking
implemented by system 1002
by providing the following additional advantages:
1- By using markers that reflect only the narrow band of tracking energy
and specifically do not
reflect visible light, the marker's reflections are hidden from player and
audience view;
2- By using flat markers that are embedded into the substrate the marker is no
longer vulnerable to
dislodge during player contact;
3- By using flat markers of non-uniform sizes and shapes the markers are made
visible for more
camera angles thereby reducing the incidence of inclusions;
4- By using flat markers of non-uniform sizes and shapes the markers can be
made to cover
significantly larger surface area thereby reflecting more of the tracking
energy, and
5- By using visibly transparent flat markers embedded into the substrate
adding minimal thickness,
the system's markers will now be completely undetected by both the players and
the audience.
Referring now to Fig. 8, there is shown a block diagram substantially similar
to the non-visible
variation 1012 except that it employs additional components to provide a top
surface of body encoded
id variation 1014. Variation 1014 specifically uses flat 544 non-uniform 554
top surface of body 564
encoded markings 574 to establish each player's identification during game
surface tracking 582.
Variation 1014 incrementally improves upon the real-time 3D tracking
implemented by non-visible
variation 1012 by providing the following additional advantages:

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1- By separating player identification from the player joint tracking and
isolating the identification
marker to the top surface of the player, the system ensures a higher rate of
player identification
due to fewer inclusions of identification markers,
2- By separating player identification from the player joint tracking and
isolating the identification
marker to the top surface of the player, the system eliminates the importance
of having
substantially all body joint markers in view at all times, and
3- By separating player identification from the player joint tracking and
isolating the identification
marker to the top surface of the player, the system provides the possibility
of performing player
identification off the playing surface in the limited area of the entrance and
exit passageway and
team benches where player movement is expected to be significantly reduced
thereby facilitating
the identification process.
Referring now to Fig. 9, there is shown a block diagram substantially similar
to the top surface of
body encoded id variation 1014 except that it employs additional components to
provide outside of
game surface id variation 1016. Variation 1016 specifically establishes each
player's identification
outside of game surface tracking 584 using fixed (X, Y) area tracking
assemblies 504 at least in these
restricted areas.
Variation 1016 incrementally improves upon the real-time 3D tracking
implemented by top surface
of body encoded id variation 1014 by providing the following additional
advantages:
1- By separating player identification into the outside of game surface
areas such as the entrance
and exit passageway and team benches, the identification marker on the top
surface of the player
that can be zoomed in on without affecting body marker tracking while on the
game surface.
The possibility of zoomed fields of view for the fixed volume cameras in these
special areas
makes encoded markings similar to bar codes feasible. These encoded markings
can easily
handle forty or more players and avoid any cumbersome pre-tracking procedure
to ensure
adequate marker "constellation" differentiation per player.
2- By using fixed (X, Y) area tracking cameras at least in the identification
areas of the entrance
and exit passageway and team benches, total camera use is made more efficient.
The top-down
orientation of the (X, Y) camera is better suited than the perspective
orientation of the (X, Y, Z)
camera for zoom-in viewing of the top surface where the encoded markings are
located.
Referring now to Fig. 10, there is shown a block diagram substantially similar
to outside of game
surface id variation 1016 except that it employs additional components to
provide existing light
source variation 1018. Variation 1018 specifically employs existing lights
modified to emit non-
visible frequencies 526 whose tracking energy is returned by the markers using
the reflective 534
Marker: Emission Method 530.

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Variation 1018 incrementally improves upon the real-time 3D tracking
implemented by outside of
game surface id variation 1016 by providing the following additional
advantages:
1- By switching to reflective markers as opposed to retroreflective, the cone
of reflected energy is
greatly expanded and can now be thought of as omni-directional thus
eliminating the need to
keep the camera's lens in close proximately to the emitting light source, and
2- By using existing lights as the tracking energy source, no additional
energy is required and
therefore added to the ambient lighting that would among other problems raise
the temperature
and add additional production, installation and maintenance costs to the
system.
Referring now to Fig. 11, there is shown a block diagram substantially similar
to existing light
source variation 1018 except that it employs additional components to provide
fluorescent variation
1020. Variation 1020 specifically employs existing lights emitting visible
frequencies 524 that are
absorbed by fluorescent 526 markers that in turn emit IR light 514 for the
tracking frequency 510.
Variation 1020 incrementally improves upon the real-time 3D tracking
implemented by existing light
source variation 1018 by providing the following additional advantages:
1- By using fluorescent markers that absorb in the visible region the system
can rely fully upon
existing rink lighting without modifications to its emissions spectrum to
supply the tracking
energy, and
2- By using fluorescent markers that emit in the IR region the system can
remain visually
transparent to players and audience.
Referring now to Fig. 12, there is shown a block diagram substantially similar
to outside of game
surface id variation 1016 except that it employs additional components to
provide movable volume
tracking variation 1022. Variation 1022 specifically employs movable (X, Y, Z)
volume tracking
assemblies 506 along with a calibration method 590 that is performed
simultaneously with tracking
594.
Variation 1022 incrementally improves upon the real-time 3D tracking
implemented by outside of
game surface id variation 1016 by providing the following additional
advantages:
1- Since both fixed area and fixed volume tracking assemblies are pre-
calibrated prior to tracking,
by adding pre-known markers to rigid surfaces such as the player's helmet and
stick or the
boards and their glass support columns, the system is now able to calibrate
movable cameras
simultaneously with tracking, and
2- By adding movable (X, Y, Z) volume tracking cameras that can remain
calibrated as they pan,
tilt and zoom, the system can automatically augment the combined FOV created
by existing fixed
volume tracking cameras whenever anticipated player bunching is expected to
create an
unacceptable level of marker inclusions.

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In summary, Fig. 1 represents those components either in use within currently
available systems such
as Motion Analysis or Vicon or the corresponding novel components taught by
the present inventors.
At least the following components are considered to be novel and first taught
by the present inventors
for use within a multi-object tracking system:
1. fixed (X, Y) area tracking cameras 504 as a Camera Assemblies 500,
2. movable (X, Y, Z) volume tracking cameras 506 as a Camera Assemblies 500,
3. UV light 516 as a Tracking Frequency 510,
4. existing lights emitting visible frequencies 524 as an Energy Source 520,
5. existing lights modified to emit non-visible frequencies 526 as an Energy
Source 520,
6. retroreflective (visibly transparent) 532b as an Emission Method for a
Marker 530,
7. reflective (visibly transparent) 534 as an Emission Method for a Marker
530,
8. fluorescent (visibly transparent) 536 as an Emission Method for a Marker
530,
9. flat (embedded / applied ink) 544 as a Physical Form for a Marker 540,
10. non-uniform multi-shape 554 as a(Reflective Shape for a Marker 550,
11. top surface of body 564 as a Location for the Identification 560,
12. encoded markings 574 as an Encoding Method for the Identification 570,
13. outside of game surface tracking 584 as a time to Obtain the
Identification 580, and
14. simultaneously with tracking 594 as a time to perform the Calibration
Method 590.
Fig. 2 represents the system 1002 that comprises a combination of components
known and taught for
use within a multi-object tracking system. Figs. 7 through Fig. 12 represent
some of the possible
and useful variations of the system 1002 including various of the additional
components either first
taught by the present inventors or first considered for use within such multi-
object tracking systems
by the present inventors. Fig. 3 represents the preferred embodiment 1004 for
a multi-object
tracking system. Figs. 4 through Fig. 6 represent some of the possible and
useful alternate
compositions of the system 1002 in consideration of known and taught
components being applied in a
novel way.
There are other novel components first taught by the present inventors that
are not specifically
identified in any of the Figs. 1 through 12. Three such important compOnents
are:
1- the use of absorbers or reflectors to control the reflectivity of
background and foreground objects
creating a clear distinction between their detected energy intensities and
that of the tracking
markers,
2- the use of strategically placed markings on one or more rigid objects
moving about with the
players such as their helmet and stick in order to assist in the dynamic
calibration of especially
the movable volume tracking cameras, and

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3- the use of strategically placed markings on one or more surfaces of the
background such as the
boards or their glass support columns to assist in the dynamic calibration of
especially the
movable volume tracking cameras.
The use of these components is considered to be important and equally
applicable to any such system
1002 through 1022.
Conclusion, Ramifications, and Scope of Invention
Thus the reader will see that the present invention successfully:
1- teaches the fundamental component groups necessary for a multi-object real-
time 3D object
tracking system;
2- identifies those individual components already in use within currently
available systems and to
which component groups they belong;
3- teaches those novel components suggested by the present inventors in this
and their other four
co-pending applications and to which component groups they belong;
4- teaches how the novel components allow systems to better function in a live
application with
multiple colliding objects, for instance a sporting event such as ice hockey;
5- identifies the composition of multi-object real-time 3D object-tracking
systems in terms of actual
components used from each group;
6- teaches a novel preferred embodiment for a multi-object real-time 3D
object-tracking system best
suited for a live sporting event such as ice hockey in terms of actual
components used from each
group;
7- teaches several novel alternative embodiments using one or more components
of the systems
mixed into the preferred embodiment, and
8- teaches several novel variations using one or more of the novel components
mixed into the
system.
Furthermore, the reader will also see that, for at least the preferred
embodiment and to a great extant
its alternates as well as the variations of the systems, the present inventors
have taught how to
construct a system that:
1- is scalable and therefore comprises uniform assemblies that are combinable
into a matrix
designed to increase tracking coverage in terms of area, volume or the number
of objects while
still maintaining uniform performance;
2- is minimally intrusive upon the objects to be tracked and upon the
surrounding environment
especially if that environment is a live setting;
3- maximizes tracking signal-to-noise ratio;
4- minimizes manufacturing and installation costs, and
5- simplifies maintenance and operation for the user.

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While the above description contains many details, these should not be
construed as limitations on the
scope of the invention, but rather as an exemplification of preferred
embodiments thereof. Many
aspects of the system's functionality are beneficial by themselves without
other aspects being present
as will be appreciated by those skilled in the art. Furthermore, all of the
novel combinations of
components taught have anticipated application beyond that of the tracking of
live sporting events.
Examples of other applications include but are not limited to the tracking of
human actors for the
creation of animated film sequences, the tracking of human subjects for
medical research, as well as
other object tracking functions currently preformed by existing systems.
From the foregoing detailed description of the present invention, it will be
apparent that the invention
has a number of advantages, some of which have been described above and others
that are inherent
in the invention. Also, it will be apparent that modifications can be made to
the present invention
without departing from the teachings of the invention. Accordingly, the scope
of the invention is
only to be limited as necessitated by the accompanying claims.

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

For a clearer understanding of the status of the application/patent presented on this page, the site Disclaimer , as well as the definitions for Patent , Administrative Status , Maintenance Fee  and Payment History  should be consulted.

Administrative Status

Title Date
Forecasted Issue Date 2015-02-03
(86) PCT Filing Date 2002-11-20
(87) PCT Publication Date 2003-05-30
(85) National Entry 2004-05-17
Examination Requested 2007-11-19
(45) Issued 2015-02-03
Deemed Expired 2016-11-21

Abandonment History

Abandonment Date Reason Reinstatement Date
2006-11-20 FAILURE TO PAY APPLICATION MAINTENANCE FEE 2007-08-22
2010-11-22 FAILURE TO PAY APPLICATION MAINTENANCE FEE 2011-01-28
2012-11-20 FAILURE TO PAY APPLICATION MAINTENANCE FEE 2013-11-13

Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Application Fee $400.00 2004-05-17
Maintenance Fee - Application - New Act 2 2004-11-22 $100.00 2004-11-08
Maintenance Fee - Application - New Act 3 2005-11-21 $100.00 2005-11-17
Reinstatement: Failure to Pay Application Maintenance Fees $200.00 2007-08-22
Maintenance Fee - Application - New Act 4 2006-11-20 $100.00 2007-08-22
Maintenance Fee - Application - New Act 5 2007-11-20 $200.00 2007-11-14
Request for Examination $800.00 2007-11-19
Maintenance Fee - Application - New Act 6 2008-11-20 $200.00 2008-11-17
Maintenance Fee - Application - New Act 7 2009-11-20 $200.00 2009-11-16
Reinstatement: Failure to Pay Application Maintenance Fees $200.00 2011-01-28
Maintenance Fee - Application - New Act 8 2010-11-22 $200.00 2011-01-28
Registration of a document - section 124 $100.00 2011-06-01
Maintenance Fee - Application - New Act 9 2011-11-21 $200.00 2011-11-16
Reinstatement: Failure to Pay Application Maintenance Fees $200.00 2013-11-13
Maintenance Fee - Application - New Act 10 2012-11-20 $250.00 2013-11-13
Maintenance Fee - Application - New Act 11 2013-11-20 $250.00 2013-11-13
Final Fee $150.00 2014-11-12
Maintenance Fee - Application - New Act 12 2014-11-20 $125.00 2014-11-18
Registration of a document - section 124 $100.00 2015-09-25
Registration of a document - section 124 $100.00 2015-09-25
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
MAXX HOLDINGS, INC.
Past Owners on Record
AMAN, JAMES A.
HALLER, WILLIAM R.
HOLBER, ROBERT H.
INTHEPLAY, INC.
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Abstract 2004-05-17 2 72
Claims 2004-05-17 8 388
Drawings 2004-05-17 32 846
Description 2004-05-17 52 3,307
Representative Drawing 2004-05-17 1 34
Cover Page 2004-07-22 2 53
Description 2010-08-26 54 3,401
Claims 2010-08-26 6 290
Claims 2012-06-21 7 334
Representative Drawing 2015-01-13 1 18
Cover Page 2015-01-13 1 50
PCT 2004-05-17 1 54
Assignment 2004-05-17 3 114
Correspondence 2011-02-23 2 71
Correspondence 2011-06-20 1 17
Fees 2004-11-08 1 38
Assignment 2011-06-01 5 430
Correspondence 2011-06-01 2 111
Fees 2005-11-17 1 36
Fees 2008-11-17 1 34
Prosecution-Amendment 2007-11-19 1 40
Correspondence 2011-06-23 1 19
Correspondence 2011-06-23 1 19
Correspondence 2011-06-23 1 25
Fees 2009-11-16 1 36
Prosecution-Amendment 2010-02-26 3 128
Fees 2011-01-28 2 62
Prosecution-Amendment 2010-08-26 15 674
Correspondence 2011-05-30 1 17
Correspondence 2011-06-15 1 29
Assignment 2011-07-08 1 29
Correspondence 2011-11-14 2 88
Correspondence 2011-12-01 1 16
Correspondence 2011-12-01 1 14
Prosecution-Amendment 2011-12-22 2 51
Fees 2011-11-16 1 48
Prosecution-Amendment 2012-06-21 9 397
Fees 2013-11-13 1 51
Correspondence 2014-03-10 1 16
Correspondence 2014-11-12 1 46
Fees 2014-11-18 1 55