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Introduction to Computational and Biological Vision

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

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Introduction to Computational and Biological Vision

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  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

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