1 / 23

Introduction to Computational and Biological Vision

Learn how a computer recognizes checkerboards using image processing techniques despite challenging conditions. Explore step-by-step methods for board identification, orientation, piece detection, and overcoming noise. Understand the limitations and potential improvements for accurate results.

rshawn
Download Presentation

Introduction to Computational and Biological Vision

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Introduction to Computational and Biological Vision Checkerboard Recognition Fledel Yuval Khait Vitaly

  2. Introduction • Allowing a computer to play checkers against a human player on a physical board. • The first step is to “see” the board. • Find the board in the picture. • Find the pieces on the board. • Identify the pieces.

  3. Assumptions • Environment: A computer, a player, a checkers board, a camera. • The checkers board is entirely contained in the image. • The pieces are smaller than the cells. • The image is taken close to zenith over the board. • The background of the image has a relatively small number of lines. • Playable cells are dark.

  4. Goals • Identify the board in the picture • Orientation • Location • Identify the pieces in the pictures. • Color • Location • Emphasis on low false positives.

  5. Step 0 - Acquiring • Acquiring the Image using a cheap webcam. • Low resolution • Barely focused • Noisy • Bad Lighting • Old boards.

  6. Step 1 – Board Orientation • Detect the board orientation: • Canny edge detection. • Hough transform for lines. • Voting for orientations.

  7. Step 1 - Board Orientation • Aligning with the axis Before After

  8. Step 2 – Board Location • Pattern matching: match a line of alternating black and white:

  9. Step 2 – Board Location • Result of image scanning: Best match Cropped image

  10. Step 3 – Board Parity • Statistical detection of luminance over the cells: Top-left-white Top-left-black

  11. Step 4 – White Pieces • Playable cells are black. • A white piece is detectable via luminance. • Noise & lighting artifacts: Some areas are darker than others.

  12. Step 4 – White Pieces • Fighting the noise: subtracting the luminance of the adjacent cell: • The value difference now it over 10 times better Before After

  13. Step 4 – White Pieces • Results:

  14. Step 5 – Black Pieces • Hough transform for circles. • Low threshold - Lots of circles. • Voting over cells instead of pixels. • How many circles do we need to know that the cell contains a piece?

  15. Step 5 – Black Pieces • Clustering! The boundary is the threshold.

  16. Step 5 – Black Pieces • Problem: Noise. • Solution: We did not use any domain knowledge – purge incorrect locations. • Pieces can only be found on playable cells.

  17. Step 5 – Black Pieces • Why didn’t the hough found any white pieces? Because Prewitt et al. Did not find them either!

  18. Step 6 – Results (the good) Before After

  19. Before After Step 6 – Results (the bad) • Lower perspective – Trapezoidal boards.

  20. Before After Step 6 – Results (the ugly) • Some backgrounds may disturb.

  21. Conclusions • Checkerboard detection is hard. • Restrictive environment constrains. • Time consuming (30+ sec/image) – not applicable in real time. • Need a professional equipment. • A cheap webcam result:

  22. Conclusions • The system performance can be improved • Finding the board using a complete board lock (matching more than one column) • Using shading. • Image processing to reduce noise. • Colors instead of grayscale. • Two cameras.

  23. Conclusions • The computer can find what it wants in any picture: Thanks for your attention

More Related