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Soccer On Your Tabletop [Project Page]

Konstantinos Rematas, Ira Kemelmacher-Shlizerman, Brian Curless, Steve Seitz, in CVPR 2018

Teaser Image

Warning: I am in the process of transferring the repo, so some things probably will not work.


This repository contains:

Upconversion of YouTube Soccer videos to 3D

  • Camera Calibration
  • Player Analysis (detection/segmentation/tracking)
  • Player Depth estimation
  • Temporal Game Reconstruction

Scripts for getting training data from video games

  • Electronic Arts FIFA 2016 RenderDoc Depth buffer capture
  • Depth buffer to point cloud

Visualization tools

  • Example Unity project
  • Hololens VS Solution


These are the non "pip3 install" dependencies:

Upconversion of YouTube Soccer videos to 3D

The pipeline contains parts written or depending on python2, python3, cython, C/C++, which makes it a bit difficult to combine everything in one system. Therefore we break it into individual parts that have specific inputs and outputs (eg png to pickle) and communicate through a python3 class that reads, processes and writes the intermediate and final results.

First, download the repo and install its dependencies

# SOCCERCODE=/path/to/soccercode
git clone $SOCCERCODE
pip3 install -r requirements.txt

Let's start by downloading an example dataset

# DATADIR=/path/to/barcelona

  ├── images
      ├── 00000.jpg
      ├── 00001.jpg
      ├── ...

The original video was cropped from YouTube and frames were extracted with avconv.

Run Detectron to get bounding boxes and segmentation masks

mkdir $DATADIR/detectron
# DETECTRON=/path/to/clone/detectron
cp utils/thirdpartyscripts/ ./$DETECTRON/tools/
python2 tools/ --cfg configs/12_2017_baselines/e2e_mask_rcnn_R-101-FPN_2x.yaml --output-dir $DATADIR/detectron --image-ext jpg --wts $DATADIR/images/

Now we can run the calibration step. In the first frame we give 4 manual correspondences and afterwards the camera parameters are optimized to fit a synthetic 3D field to the lines in the image.

python3 demo/ --path_to_data $DATADIR

Next, we estimate poses, near the bounding boxes that Mask-RCNN gave.

# OPENPOSEDIR=/path/to/openpose/
export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/local/cuda/lib64/
python3 demo/ --path_to_data $DATADIR --openpose_dir $OPENPOSEDIR

The estimated poses cover very well the players in terms of localization/extend/etc. We use them to make individual crops of players for every frame for further processing. We use also the poses to refine the instance segmentation.

python3 demo/ --path_to_data $DATADIR
./soccer3d/instancesegm/instancesegm --path_to_data $DATADIR/players/ --thresh 1.5 --path_to_model ./soccer3d/instancesegm/model.yml.gz

We combine the masks from Mask-RCNN and our pose-based optimization and we prepare the data for the network.

The model weights can be found here

# MODELPATH=/path/to/model/
python3 demo/ --path_to_data $DATADIR
python3 soccer3d/soccerdepth/ --path_to_data $DATADIR/players --modelpath $MODELPATH

Next, we convert tje estimated depthmaps to pointclouds.

python3 demo/ --path_to_data $DATADIR

Finally we generate one mesh per frame, with the smooth position of the players, based on tracking. Note that the resolution of the mesh is reduced, so later it can easily fit into Hololens.

python3 demo/ --path_to_data $DATADIR
python3 demo/ --path_to_data $DATADIR

Just to be sure that everything is fine, we can have a simple opengl visualization

python3 demo/ --path_to_data $DATADIR


The unity project and the hololens visual studio solution can be downloaded below (click on the image). The project was done on Unity version 2018.1 and to run the Hololens VS solution you will need a Hololens (with a bluetooth keyboard to place the hologram properly).

Drawing Drawing
Unity project (2018.1)Hololens Visual Studio solution (VS2017 Community)


Upconverting YouTube soccer videos in 3D for viewing in AR/VR devices.Soccer On Your Tabletop




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