Camera-Based System for Game Recognition
20230310965 · 2023-10-05
Inventors
Cpc classification
A63F13/573
HUMAN NECESSITIES
A63F9/24
HUMAN NECESSITIES
A63F13/213
HUMAN NECESSITIES
A63B2220/05
HUMAN NECESSITIES
A63B67/14
HUMAN NECESSITIES
A63B71/0605
HUMAN NECESSITIES
A63B2225/15
HUMAN NECESSITIES
International classification
A63B71/06
HUMAN NECESSITIES
A63B67/14
HUMAN NECESSITIES
G06T7/246
PHYSICS
Abstract
A system for recognition of objects in a game, the system has a table with playing board for pucks on which the game is played, and reference markings distributed across the playing board that are used together with corner of the playing board in a surface mapping process. At least one area scan camera acquires images of the playing table during a game and reads fiducial marker of pucks that have the fiducial markers. The at least one area scan camera is arranged to cover the playing board and the reference markings. A processing unit processes the images acquired by the at least one camera.
Claims
1. A system for recognition of objects in a game, the system comprising: a table (100), comprising a playing board (110) for pucks (200) on which the game is played, the playing board (110) having sides and corners and defining a surface; reference markings (140) distributed across the playing board (110) that are used together with the corners of the playing board (110) in a process for surface mapping; at least one area scan camera (300) arranged to cover the playing board (300) and the reference markings (140) for acquiring images of the playing board (110) during a game; a processing unit (600) for processing images acquired by the at least one camera (300), wherein each puck (200) comprises a fiducial marker (210), and the at least one camera (300) reads the fiducial marker (210) of the pucks (200).
2. The system according to claim 1, wherein the processing unit (600) communicates with a user interface (500) for game participants to initiate and choose games.
3. The system according to claim 2, wherein the user interface (500) presents processed data from the processing unit (600) about the game.
4. The system according to claim 2, wherein the user interface (500) comprises a display (510).
5. The system according to claim 1, wherein the system comprises at least two area scan cameras (300).
6. The system according to claim 1, wherein the fiducial marker (210) on at least one puck (200) is a RUNE-tag comprising a plurality of circles distributed around an outer edge of the puck (200) or a puck cap configured to be arranged on the puck (200).
7. The system according to claim 1, wherein the playing board (110) comprises scoring regions (130) distributed across the playing board (110).
8. A method for executing steps for playing a game using a system according to claim 1, comprising the steps of: capturing at least one image of at least one puck (200) on a playing board (110) via at least one area scan camera (300); transmitting the captured images to a computer vision processing unit (600); recognizing the fiducial marker (210) of the at least one puck (200); receiving puck positions and orientations of the at least one puck from the computer vision processing unit (600); calculating a state and scoring of all pucks (200) on the table (100) based on the at least one puck positions or puck orientation.
9. The method according to claim 8, wherein the at least one area scan camera (300) captures a plurality of images of the puck (200) on the playing board (110) in order to determine when the puck (200) is in a steady state.
10. The method according to claim 9, comprising a step of identifying a trajectory or path of the puck (200) while the puck (200) moves across the playing board (110) from throwing the at least one puck (200) until it is in the steady state.
11. The method according to claim 9, comprising a step of identifying a spin of the puck (200) while moving by comparing the orientation of the fiducial mark (210) from throwing the at least one puck (200) until it is in the steady state.
12. The method according to claim 9, wherein an unwanted relative movement between the playing board (110) and the at least one camera (300) is detected by comparing reference markings (140) of the playing board (110) with an initial position or relation between the playing board (110) and the at least one camera (300).
13. The method according to claim 9, wherein an order of the game is communicated through a user interface (500).
14. A method for surface mapping of a system according to claim 1, comprising the steps of: capturing images of the table comprising corners and reference markings (140) using at least one camera (300) that is calibrated to account for lens distortion and image sensor parameters; matching the captured image with image templates of coordinates of corners and reference markings (140); computing a transformation of coordinates of the corners and reference markings (140) in the image; mapping the coordinates from the image with the coordinates of the image templates.
15. The method of claim 14, wherein the at least one camera is calibrated via capturing a plurality of images of a checkerboard while the camera and lens parameters stay constant.
16. The method according to claim 14, wherein a plurality of cameras (300) capture images of the table, the plurality of cameras having (300) overlapping views for generation of a full view of the playing board (110).
17. The method according to claim 14, comprising a step of selecting a game on a user interface (500).
18. The method according to claim 17, wherein a projector projects a board image on the table appropriate for the selected game.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
[0099] The above and further features of the invention are set forth in the following detailed description of a non-limiting exemplary embodiment given with reference to the accompanying drawings.
[0100] The invention will be further described below in connection with exemplary embodiments which are schematically shown in the drawings, wherein:
[0101]
[0102]
[0103]
[0104] The following reference numbers and signs refer to the drawings:
TABLE-US-00001 TABLE 1 100 Table 110 Playing board 120 Crate 130 Score markings/scoring regions 140 Reference markings 200 Puck 210 Fiducial marker 300 Camera 400 Lighting fixture 500 Touch screen/User interface 510 Displays for game information and visualizations 600 Processing unit/computer
DETAILED DESCRIPTION
[0105] Various aspects of the disclosure are described more fully hereinafter with reference to the accompanying drawings. This disclosure may, however, be embodied in many different forms and should not be construed as limited to any specific structure or function presented throughout this disclosure. Rather, these aspects are provided so that this disclosure will be thorough and complete, and will fully convey the scope of the disclosure to those skilled in the art. Based on the teachings herein one skilled in the art should appreciate that the scope of the disclosure is intended to cover any aspect of the disclosure disclosed herein, whether implemented independently of or combined with any other aspect of the disclosure. For example, an apparatus may be implemented, or a method may be practiced using any number of the aspects set forth herein. In addition, the scope of the disclosure is intended to cover such an apparatus or method which is practiced using other structure, functionality, or structure and functionality in addition to or other than the various aspects of the disclosure set forth herein. It should be understood that any aspect of the disclosure disclosed herein may be embodied by one or more elements of a claim.
[0106] The inventive embodiments will be further described in connection with exemplary embodiments which are schematically shown in the drawings.
[0107]
[0108] The key components of the system comprise the table 100 comprising a playing board 110 and a crate 120. Where the crate 120 is the structure surrounding the playing board 110 and receives the pucks falling off the playing board 110 together with the shuffleboard sand. The pucks 200 are tracked by one or more area scan cameras 300 such that their fiducial markers 210 can be read on the whole playing surface 110. The computer vision algorithms that process the image are executed on a processing unit 600. The processing unit 600 is operatively connected with the camera, processing images captured by the camera. Players can interact with the system through a user interface 500 preferably using a touchscreen. Based on the current game rules the scores and other visualizations are presented to the user on one or more screens, displays or projectors 510.
[0109] The user interface 500 is configured as an input device to detect game options selected by a user. The user selects or chooses between a set of pre-programmed game options from a menu allowing the user to e.g. select between different game types, levels, graphics, etc. and to initiate the start of the game. The monitor or projector 510 displays game information prior to and during the course of the game and at the end of the game. The game information displayed is dependent on where in the course of the game being at any given time, and the given information can span from information on when to throw a puck 200, who to throw a puck 200, the path of the puck 200, the end position of the puck 200, information on a previously thrown puck 200 being hit and follow the new path of puck 200 being hit, scorings during the game and final scoring results, the information to be communicated on said monitor or projector 510 may comprise an inexhaustible pre-programmed information to be communicated.
[0110] The top surface of the playing board 110 comprises a set of scoring segments or scoring lines.
[0111]
[0112] With markers alternated around the edge or circumference, a logo can be integrated into the fiducial marker.
[0113]
[0114] To obtain sharp images of moving objects with a camera 300 a short exposure time is required. To make sure enough light hits the image sensor, artificial lighting 400 may be required. This way the fiducial marker 210 identity can be read while the puck 200 is moving. This allows for a smooth game experience for the players, by keeping the visualization on the monitors 510 synchronized with the real puck positions in real time.
[0115] When using a plurality of cameras 300, their digital images may be stitched together using the reference markings 140 for the surface mapping process.
[0116] In embodiments, to automate the software setup and increase robustness, the camera position may be determined by detecting certain features, such as corners or centre logos on the left or right of the table 100.
[0117] In embodiments, the cameras 300 can be used to detect gestures as a user interface during game play. When the user holds a puck, the system knows that it is held by a legitimate user. With a gesture such as a circle the system knows that the puck is not thrown and a menu can be projected on to the gaming surface. The user can move the puck to interact with the projected menu.
[0118] In embodiments, a projector can be used to project the game onto the playing surface. This takes away the need of monitors to show the game progression and will make the games more immersive.
[0119] In embodiments, smart pucks can have embedded LEDs and sensors that receive a command from the game machine, processing unit, computer or the like to determine what colour the LED light should have, and change colour based on game mode, which team is playing, etc. The LED-light is controlled by a microcontroller positioned within the smart puck. Using a built-in accelerometer or gyro, the smart puck can detect collisions and change brightness of the LED-light based on this.