DRS_AIP_LBW / app.py
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Update app.py
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import cv2
import numpy as np
import torch
from ultralytics import YOLO
import gradio as gr
from scipy.interpolate import interp1d
import uuid
import os
try:
from OpenGL.GL import *
from OpenGL.GLU import *
from pygame import display, event, QUIT
HAS_OPENGL = True
except ImportError:
print("Warning: PyOpenGL or Pygame not found. 3D visualization will be disabled. Install with 'pip install PyOpenGL PyOpenGL_accelerate pygame'.")
HAS_OPENGL = False
# Load the trained YOLOv8n model
model = YOLO("best.pt")
# Constants
STUMPS_WIDTH = 0.2286 # meters
FRAME_RATE = 20
SLOW_MOTION_FACTOR = 2
CONF_THRESHOLD = 0.3
PITCH_ZONE_Y = 0.8
IMPACT_ZONE_Y = 0.7
IMPACT_DELTA_Y = 20
STUMPS_HEIGHT = 0.711 # meters
PITCH_LENGTH = 20.12 # meters (22 yards)
def process_video(video_path):
if not os.path.exists(video_path):
return [], [], [], "Error: Video file not found"
cap = cv2.VideoCapture(video_path)
frames = []
ball_positions = []
detection_frames = []
debug_log = []
frame_count = 0
while cap.isOpened():
ret, frame = cap.read()
if not ret:
break
frames.append(frame.copy())
frame = cv2.convertScaleAbs(frame, alpha=1.2, beta=10)
results = model.predict(frame, conf=CONF_THRESHOLD)
detections = [det for det in results[0].boxes if det.cls == 0]
if len(detections) == 1:
x1, y1, x2, y2 = detections[0].xyxy[0].cpu().numpy()
ball_positions.append([(x1 + x2) / 2, (y1 + y2) / 2])
detection_frames.append(len(frames) - 1)
cv2.rectangle(frame, (int(x1), int(y1)), (int(x2), int(y2)), (0, 255, 0), 2)
frames[-1] = frame
debug_log.append(f"Frame {frame_count}: {len(detections)} ball detections")
frame_count += 1
cap.release()
if not ball_positions:
debug_log.append("No valid single-ball detections in any frame")
else:
debug_log.append(f"Total valid single-ball detections: {len(ball_positions)}")
return frames, ball_positions, detection_frames, "\n".join(debug_log)
def estimate_trajectory_3d(ball_positions, detection_frames, frames):
if len(ball_positions) < 2:
return None, None, None, None, None, None, "Error: Fewer than 2 valid single-ball detections"
frame_height, frame_width = frames[0].shape[:2]
x_coords = np.array([pos[0] for pos in ball_positions]) / frame_width * PITCH_LENGTH
y_coords = np.array([frame_height - pos[1] for pos in ball_positions]) / frame_height * STUMPS_HEIGHT * 2
z_coords = np.zeros_like(x_coords) # Placeholder for depth
times = np.array([i / FRAME_RATE for i in range(len(ball_positions))])
pitch_idx = 0
for i, y in enumerate(y_coords):
if y < STUMPS_HEIGHT:
pitch_idx = i
break
pitch_point = (x_coords[pitch_idx], y_coords[pitch_idx], 0)
pitch_frame = detection_frames[pitch_idx]
impact_idx = None
for i in range(1, len(y_coords)):
if (y_coords[i] > STUMPS_HEIGHT and
abs(y_coords[i] - y_coords[i-1]) > IMPACT_DELTA_Y * STUMPS_HEIGHT / frame_height):
impact_idx = i
break
if impact_idx is None:
impact_idx = len(y_coords) - 1
impact_point = (x_coords[impact_idx], y_coords[impact_idx], 0)
impact_frame = detection_frames[impact_idx]
# Use cubic interpolation to avoid derivative mismatch
try:
fx = interp1d(times[:impact_idx + 1], x_coords[:impact_idx + 1], kind='cubic', fill_value="extrapolate")
fy = interp1d(times[:impact_idx + 1], y_coords[:impact_idx + 1], kind='cubic', fill_value="extrapolate")
fz = interp1d(times[:impact_idx + 1], z_coords[:impact_idx + 1], kind='cubic', fill_value="extrapolate")
except ValueError as e:
# Fallback to linear if cubic fails (e.g., too few points)
fx = interp1d(times[:impact_idx + 1], x_coords[:impact_idx + 1], kind='linear', fill_value="extrapolate")
fy = interp1d(times[:impact_idx + 1], y_coords[:impact_idx + 1], kind='linear', fill_value="extrapolate")
fz = interp1d(times[:impact_idx + 1], z_coords[:impact_idx + 1], kind='linear', fill_value="extrapolate")
print(f"Warning: Cubic interpolation failed, falling back to linear. Error: {str(e)}")
t_full = np.linspace(times[0], times[impact_idx] + 0.5, 50)
full_trajectory = list(zip(fx(t_full), fy(t_full), fz(t_full)))
vis_trajectory = list(zip(x_coords, y_coords, z_coords))[:impact_idx + 1]
return full_trajectory, vis_trajectory, pitch_point, pitch_frame, impact_point, impact_frame, "Trajectory estimated"
def lbw_decision(ball_positions, full_trajectory, frames, pitch_point, impact_point):
if not frames or not full_trajectory:
return "Error: No data", None, None, None
frame_height, frame_width = frames[0].shape[:2]
stumps_x = PITCH_LENGTH / 2
stumps_y = 0
stumps_width = STUMPS_WIDTH
pitch_x, pitch_y, _ = pitch_point
impact_x, impact_y, _ = impact_point
in_line_threshold = stumps_width / 2
if abs(pitch_x - stumps_x) > in_line_threshold:
return f"Not Out (Pitched outside line at x: {pitch_x:.1f})", full_trajectory, pitch_point, impact_point
if abs(impact_x - stumps_x) > in_line_threshold or impact_y < stumps_y:
return f"Not Out (Impact outside line at x: {impact_x:.1f})", full_trajectory, pitch_point, impact_point
hit_stumps = False
for x, y, z in full_trajectory:
if (abs(x - stumps_x) < in_line_threshold and
abs(y - stumps_y) < STUMPS_HEIGHT / 2):
hit_stumps = True
break
if hit_stumps:
if abs(x - stumps_x) < in_line_threshold * 0.1:
return f"Umpire's Call - Not Out", full_trajectory, pitch_point, impact_point
return f"Out (Ball hits stumps)", full_trajectory, pitch_point, impact_point
return f"Not Out (Missing stumps)", full_trajectory, pitch_point, impact_point
def generate_slow_motion(frames, vis_trajectory, pitch_point, pitch_frame, impact_point, impact_frame, detection_frames, output_path, decision, frame_width, frame_height):
if not frames:
return None
fourcc = cv2.VideoWriter_fourcc(*'mp4v')
out = cv2.VideoWriter(output_path, fourcc, FRAME_RATE / SLOW_MOTION_FACTOR, (frame_width, frame_height))
trajectory_points = np.array([[p[0] * frame_width / PITCH_LENGTH, frame_height - (p[1] * frame_height / (STUMPS_HEIGHT * 2))] for p in vis_trajectory], dtype=np.int32).reshape((-1, 1, 2))
for i, frame in enumerate(frames):
# Draw stumps outline (scaled back to pixel coordinates)
stumps_x = frame_width / 2
stumps_y = frame_height * 0.8
stumps_width_pixels = frame_width * (STUMPS_WIDTH / PITCH_LENGTH)
stumps_height_pixels = frame_height * (STUMPS_HEIGHT / (STUMPS_HEIGHT * 2))
cv2.line(frame, (int(stumps_x - stumps_width_pixels / 2), int(stumps_y)),
(int(stumps_x + stumps_width_pixels / 2), int(stumps_y)), (255, 255, 255), 2)
cv2.line(frame, (int(stumps_x - stumps_width_pixels / 2), int(stumps_y - stumps_height_pixels)),
(int(stumps_x - stumps_width_pixels / 2), int(stumps_y)), (255, 255, 255), 2)
cv2.line(frame, (int(stumps_x + stumps_width_pixels / 2), int(stumps_y - stumps_height_pixels)),
(int(stumps_x + stumps_width_pixels / 2), int(stumps_y)), (255, 255, 255), 2)
# Draw crease line
cv2.line(frame, (int(stumps_x - stumps_width_pixels / 2), int(stumps_y)),
(int(stumps_x + stumps_width_pixels / 2), int(stumps_y)), (255, 255, 0), 2)
if i in detection_frames and trajectory_points.size > 0:
idx = detection_frames.index(i) + 1
if idx <= len(trajectory_points):
cv2.polylines(frame, [trajectory_points[:idx]], False, (0, 0, 255), 2) # Blue trajectory
if pitch_point and i == pitch_frame:
x = pitch_point[0] * frame_width / PITCH_LENGTH
y = frame_height - (pitch_point[1] * frame_height / (STUMPS_HEIGHT * 2))
cv2.circle(frame, (int(x), int(y)), 8, (0, 255, 0), -1) # Green for pitching
cv2.putText(frame, "Pitching", (int(x) + 10, int(y) - 10),
cv2.FONT_HERSHEY_SIMPLEX, 0.5, (0, 255, 0), 1)
if impact_point and i == impact_frame:
x = impact_point[0] * frame_width / PITCH_LENGTH
y = frame_height - (impact_point[1] * frame_height / (STUMPS_HEIGHT * 2))
cv2.circle(frame, (int(x), int(y)), 8, (0, 0, 255), -1) # Red for impact
cv2.putText(frame, "Impact", (int(x) + 10, int(y) + 20),
cv2.FONT_HERSHEY_SIMPLEX, 0.5, (0, 0, 255), 1)
if impact_point and i == impact_frame and "Out" in decision:
cv2.putText(frame, "Wickets", (int(stumps_x) - 50, int(stumps_y) - 20),
cv2.FONT_HERSHEY_SIMPLEX, 0.5, (0, 165, 255), 1) # Orange for wickets
for _ in range(SLOW_MOTION_FACTOR):
out.write(frame)
out.release()
return output_path
def draw_3d_scene(trajectory, pitch_point, impact_point, decision):
if not HAS_OPENGL:
return
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glBegin(GL_LINES)
for i in range(len(trajectory) - 1):
glColor3f(0, 0, 1) # Blue trajectory
glVertex3f(trajectory[i][0], trajectory[i][1], trajectory[i][2])
glVertex3f(trajectory[i + 1][0], trajectory[i + 1][1], trajectory[i + 1][2])
glEnd()
glColor3f(0, 1, 0) # Green pitch
glBegin(GL_QUADS)
glVertex3f(0, 0, 0)
glVertex3f(PITCH_LENGTH, 0, 0)
glVertex3f(PITCH_LENGTH, 0, -1)
glVertex3f(0, 0, -1)
glEnd()
glColor3f(1, 1, 1) # White stumps
glBegin(GL_LINES)
glVertex3f(PITCH_LENGTH / 2 - STUMPS_WIDTH / 2, 0, 0)
glVertex3f(PITCH_LENGTH / 2 - STUMPS_WIDTH / 2, STUMPS_HEIGHT, 0)
glVertex3f(PITCH_LENGTH / 2 + STUMPS_WIDTH / 2, 0, 0)
glVertex3f(PITCH_LENGTH / 2 + STUMPS_WIDTH / 2, STUMPS_HEIGHT, 0)
glEnd()
if pitch_point:
glColor3f(0, 1, 0) # Green
glPushMatrix()
glTranslatef(pitch_point[0], pitch_point[1], pitch_point[2])
glutSolidSphere(0.1, 20, 20)
glPopMatrix()
if impact_point:
glColor3f(1, 0, 0) # Red
glPushMatrix()
glTranslatef(impact_point[0], impact_point[1], impact_point[2])
glutSolidSphere(0.1, 20, 20)
glPopMatrix()
if "Out" in decision:
glColor3f(1, 0.65, 0) # Orange
glRasterPos3f(PITCH_LENGTH / 2, STUMPS_HEIGHT, 0)
for char in "Wickets":
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, ord(char))
display.flip()
def init_3d_window(width, height):
if not HAS_OPENGL:
return
pygame.init()
display.set_mode((width, height), DOUBLEBUF | OPENGL)
gluPerspective(45, (width / height), 0.1, 50.0)
glTranslatef(0.0, -5.0, -30)
glEnable(GL_DEPTH_TEST)
def drs_review(video):
frames, ball_positions, detection_frames, debug_log = process_video(video)
if not frames:
return f"Error: Failed to process video\nDebug Log:\n{debug_log}", None
full_trajectory, vis_trajectory, pitch_point, pitch_frame, impact_point, impact_frame, trajectory_log = estimate_trajectory_3d(ball_positions, detection_frames, frames)
decision, full_trajectory, pitch_point, impact_point = lbw_decision(ball_positions, full_trajectory, frames, pitch_point, impact_point)
frame_height, frame_width = frames[0].shape[:2]
output_path = f"output_{uuid.uuid4()}.mp4"
slow_motion_path = generate_slow_motion(frames, vis_trajectory, pitch_point, pitch_frame, impact_point, impact_frame, detection_frames, output_path, decision, frame_width, frame_height)
if HAS_OPENGL:
init_3d_window(800, 600)
from OpenGL.GLUT import glutInit, glutSolidSphere
glutInit()
for _ in range(100): # Limited frames for demo
draw_3d_scene(full_trajectory, pitch_point, impact_point, decision)
event.pump()
debug_output = f"{debug_log}\n{trajectory_log}"
return f"DRS Decision: {decision}\nDebug Log:\n{debug_output}", slow_motion_path
# Gradio interface
iface = gr.Interface(
fn=drs_review,
inputs=gr.Video(label="Upload Video Clip"),
outputs=[
gr.Textbox(label="DRS Decision and Debug Log"),
gr.Video(label="Slow-Motion Replay with 2D Annotations")
],
title="AI-Powered 3D DRS for LBW",
description="Upload a video clip for 3D DRS analysis with pitching (green), impact (red), and wickets (orange) visualization, and 2D annotated video output."
)
if __name__ == "__main__":
iface.launch()