We present algorithms for the efficient insertion and removal of constraints in Delaunay Triangulations. Constraints are considered to be points or any kind of polygonal lines. Degenerations such as edge overlapping, self-intersections or duplicated points are allowed and are automatically detected and fixed on line. As a result, a fully Dynamic Constrained Delaunay Triangulation is achieved, able to efficiently maintain a consistent triangulated representation of dynamic polygonal domains. Several applications in the fields of data visualization, reconstruction, geographic information systems and collision-free path planning are discussed.
In this paper we present SoccerMan, a reconstruction system designed to generate animated, virtual 3D views from two synchronous video sequences of a short part of a given soccer game. After the reconstruction process, which needs also some manual interaction, the virtual 3D scene can be examined and "replayed" from any viewpoint. Players are modeled as so-called animated texture objects, i.e. 2D player shapes are extracted from video and texture-mapped onto rectangles in 3D space. Animated texture objects have shown very appropriate as a 3D representation of soccer players in motion, as the visual nature of the original human motion is preserved. The trajectories of the players and the ball in 3D space are reconstructed accurately. In order to create a 3D reconstruction of a given soccer scene, the following steps have to be executed: 1) Camera parameters of all frames of both sequences are computed (camera calibration). 2) The playground texture is extracted from the video sequences. 3) Trajectories of the ball and the players' heads are computed after manually specifying their image positions in a few key frames. 4) Player textures are extracted automatically from video. 5) The shapes of colliding or occluding players are separated automatically. 6) For visualization, player shapes are texture-mapped onto appropriately placed rectangles in virtual space. SoccerMan is a novel experimental sports analysis system with fairly ambitious objectives. Its design decisions, in particular to start from two synchronous video sequences and to model players by texture objects, have already proven promising.Sports analysis systems can mainly be classified into five
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