TY - JOUR
T1 - Real-time GPU color-based segmentation of football players
AU - Montañés Laborda, M.A.
AU - Torres Moreno, E.F.
AU - Herrero Jaraba, J.E.
AU - Martínez del Rincón, J.
N1 - Copyright 2012 Elsevier B.V., All rights reserved.
PY - 2012/4/1
Y1 - 2012/4/1
N2 - In this paper, we propose a multi-camera application capable of processing high resolution images and extracting features based on colors patterns over graphic processing units (GPU). The goal is to work in real time under the uncontrolled environment of a sport event like a football match. Since football players are composed for diverse and complex color patterns, a Gaussian Mixture Models (GMM) is applied as segmentation paradigm, in order to analyze sport live images and video. Optimization techniques have also been applied over the C++ implementation using profiling tools focused on high performance. Time consuming tasks were implemented over NVIDIA's CUDA platform, and later restructured and enhanced, speeding up the whole process significantly. Our resulting code is around 4-11 times faster on a low cost GPU than a highly optimized C++ version on a central processing unit (CPU) over the same data. Real time has been obtained processing until 64 frames per second. An important conclusion derived from our study is the scalability of the application to the number of cores on the GPU.
AB - In this paper, we propose a multi-camera application capable of processing high resolution images and extracting features based on colors patterns over graphic processing units (GPU). The goal is to work in real time under the uncontrolled environment of a sport event like a football match. Since football players are composed for diverse and complex color patterns, a Gaussian Mixture Models (GMM) is applied as segmentation paradigm, in order to analyze sport live images and video. Optimization techniques have also been applied over the C++ implementation using profiling tools focused on high performance. Time consuming tasks were implemented over NVIDIA's CUDA platform, and later restructured and enhanced, speeding up the whole process significantly. Our resulting code is around 4-11 times faster on a low cost GPU than a highly optimized C++ version on a central processing unit (CPU) over the same data. Real time has been obtained processing until 64 frames per second. An important conclusion derived from our study is the scalability of the application to the number of cores on the GPU.
UR - http://www.scopus.com/inward/record.url?partnerID=yv4JPVwI&eid=2-s2.0-84869158162&md5=e6eba5be3ed36341150ed4a95923ecc8
U2 - 10.1007/s11554-011-0194-9
DO - 10.1007/s11554-011-0194-9
M3 - Article
AN - SCOPUS:84869158162
SN - 1861-8200
VL - 7
SP - 267
EP - 279
JO - Journal of Real-Time Image Processing
JF - Journal of Real-Time Image Processing
IS - 4
ER -