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Anthony Cioppa

Publications and source records attributed to Anthony Cioppa.

At least 19 recordsLinked to original sources

SoccerNet 2026 Challenges Results

The SoccerNet 2026 Challenges constitute the sixth annual edition of the SoccerNet open benchmarking effort, dedicated to advancing computer vision research in sports video understanding. This year's challenges span five vision-based tasks: (1) Ball Action Anticipation, predicting the timing and class of ball-related actions within a short future window from a preceding observation window; (2) Player-Centric Ball Action Spotting, temporally localizing and classifying ball-related actions while assigning each action to the acting player through team affiliation and jersey number; (3) Novel View Synthesis, rendering images from unobserved camera poses in multi-view football scenes; (4) Spiideo SoccerNet Synloc, localizing athletes in real-world pitch coordinates from a single calibrated static-camera image; and (5) Visual Question Answering, answering multiple-choice questions about football broadcasts across text, image, and video inputs. For each task, participants were provided with annotated data, a unified evaluation protocol, and a public baseline. This edition saw broad participation, with 427 teams submitting 1,129 entries across the five tasks and 28 teams contributing reviewed technical reports. This paper describes each task and its evaluation protocol, presents the challenge leaderboards, and summarizes the leading submissions, with the aim of documenting the current state of each task as measured on held-out challenge data.

cs.CV

Event Detection in Videos: A Framework for the Development of New Methods

Event detection tasks in videos, the most important aspect of video surveillance, aim to detect events either at the pixel-level, frame-level, or clip-level. Plenty of methods intended for event detection in different environments, for various applications, and within different acquisition techniques were introduced. Naturally, the attempts were made as well to classify these algorithms in terms of detection of performance or in terms of real-time abilities. Nevertheless, the lack of a large-scale dataset as well as rigorous performance evaluation methods have biased such comparisons as well as the development of the methods. Given the diversity of existing approaches, we believe it is essential for researchers to position their work within such a rich landscape. Thus, we propose a rigorous framework for developing new methods in event detection for videos. Specifically, this framework is based on three main pillars: datasets, performance evaluation, and scenarios for deploying methods.

cs.CV

TCG-AR: Real-Time Multi-View Augmented Reality for Trading Card Game Streaming

Trading card games are increasingly played and broadcast online, yet live streams remain mostly limited to flat top-down footage of the playing area. Augmenting such streams with virtual models of the played cards would improve the viewing experience, but most existing systems rely on instrumented playing surfaces and embedded chips, which are costly and impractical for casual players and large-scale events. In this work, we present TCG-AR, a novel real-time pipeline that augments trading card games using ordinary RGB cameras alone, without any physical markers or specialized hardware. Our pipeline detects, orients, and identifies the cards on the board, renders virtual content onto each card across all views, and can additionally compose a broadcaststyle view that summarizes the game state for spectators, streaming the augmented feeds to standard broadcasting software such as OBS. To train the detection, orientation, and identification models without manual labeling, we introduce an automatic procedure that generates annotated synthetic training data from a reference set of card images. Then, we evaluate several trained models on a new manually annotated dataset with real images, analyzing performance and runtime throughput that determine real-world usability. Overall, by relying only on commodity cameras and hardware, and by open-sourcing all code, models, and datasets, this work aims to serve as a reference for real-time trading card recognition and to make real-time augmented-reality streaming accessible to the broader community of players and streamers.

cs.CV

Towards Athlete Fatigue Assessment from Association Football Videos

Fatigue monitoring is central in association football due to its links with injury risk and tactical performance. However, objective fatigue-related indicators are commonly derived from subjective self-reported metrics, biomarkers derived from laboratory tests, or, more recently, intrusive sensors such as heart monitors or GPS tracking data. This paper studies whether monocular broadcast videos can provide spatio-temporal signals of sufficient quality to support fatigue-oriented analysis. Building on state-of-the-art Game State Reconstruction methods, we extract player trajectories in pitch coordinates and propose a novel kinematics processing algorithm to obtain temporally consistent speed and acceleration estimates from reconstructed tracks. We then construct acceleration--speed (A-S) profiles from these signals and analyze their behavior as fatigue-related performance indicators. We evaluate the full pipeline on the public SoccerNet-GSR benchmark, considering both 30-second clips and a complete 45-minute half to examine short-term reliability and longer-term temporal consistency. Our results indicate that monocular GSR can recover kinematic patterns that are compatible with A-S profiling while also revealing sensitivity to trajectory noise, calibration errors, and temporal discontinuities inherent to broadcast footage. These findings support monocular broadcast video as a low-cost basis for fatigue analysis and delineate the methodological challenges for future research.

cs.CV

MeshSplatting: Differentiable Rendering with Opaque Meshes

Primitive-based splatting methods like 3D Gaussian Splatting have revolutionized novel view synthesis with real-time rendering. However, their point-based representations remain incompatible with mesh-based pipelines that power AR/VR and game engines. We present MeshSplatting, a mesh-based reconstruction approach that jointly optimizes geometry and appearance through differentiable rendering. By enforcing connectivity via restricted Delaunay triangulation and refining surface consistency, MeshSplatting creates end-to-end smooth, visually high-quality meshes that render efficiently in real-time 3D engines. On Mip-NeRF360, it boosts PSNR by +0.69 dB over the current state-of-the-art MiLo for mesh-based novel view synthesis, while training 2x faster and using 2x less memory, bridging neural rendering and interactive 3D graphics for seamless real-time scene interaction. The project page is available at https://meshsplatting.github.io/.

cs.CV

Pixels or Positions? Benchmarking Modalities in Group Activity Recognition

Group Activity Recognition (GAR) is well studied on the video modality for surveillance and indoor team sports (e.g., volleyball, basketball). Yet, other modalities such as agent positions and trajectories over time, i.e. tracking, remain comparatively under-explored despite being compact, agent-centric signals that explicitly encode spatial interactions. Understanding whether pixel (video) or position (tracking) modalities leads to better group activity recognition is therefore important to drive further research on the topic. However, no standardized benchmark currently exists that aligns broadcast video and tracking data for the same group activities, leading to a lack of apples-to-apples comparison between these modalities for GAR. In this work, we introduce SoccerNet-GAR, a multimodal dataset built from the $64$ matches of the football World Cup 2022. Specifically, the broadcast videos and player tracking modalities for $87{,}939$ group activities are synchronized and annotated with $10$ categories. Furthermore, we define a unified evaluation protocol to benchmark two strong unimodal approaches: (i) competitive video-based classifiers and (ii) tracking-based classifiers leveraging graph neural networks. In particular, our novel role-aware graph architecture for tracking-based GAR directly encodes tactical structure through positional edges connecting players by their on-pitch roles. Our tracking model achieves $77.8\%$ balanced accuracy compared to $60.9\%$ for the best video baseline, while training with $7 \times$ less GPU hours and $479 \times$ fewer parameters ($180K$ vs. $86.3M$). This study provides new insights into the relative strengths of pixels and positions for group activity recognition in sports.

cs.CV

SoccerNet 2025 Challenges Results

The SoccerNet 2025 Challenges mark the fifth annual edition of the SoccerNet open benchmarking effort, dedicated to advancing computer vision research in football video understanding. This year's challenges span four vision-based tasks: (1) Team Ball Action Spotting, focused on detecting ball-related actions in football broadcasts and assigning actions to teams; (2) Monocular Depth Estimation, targeting the recovery of scene geometry from single-camera broadcast clips through relative depth estimation for each pixel; (3) Multi-View Foul Recognition, requiring the analysis of multiple synchronized camera views to classify fouls and their severity; and (4) Game State Reconstruction, aimed at localizing and identifying all players from a broadcast video to reconstruct the game state on a 2D top-view of the field. Across all tasks, participants were provided with large-scale annotated datasets, unified evaluation protocols, and strong baselines as starting points. This report presents the results of each challenge, highlights the top-performing solutions, and provides insights into the progress made by the community. The SoccerNet Challenges continue to serve as a driving force for reproducible, open research at the intersection of computer vision, artificial intelligence, and sports. Detailed information about the tasks, challenges, and leaderboards can be found at https://www.soccer-net.org, with baselines and development kits available at https://github.com/SoccerNet.

cs.CV

LinDeps: A Fine-tuning Free Post-Pruning Method to Remove Layer-Wise Linear Dependencies with Guaranteed Performance Preservation

Convolutional Neural Networks (CNN) are widely used in many computer vision tasks. Yet, their increasing size and complexity pose significant challenges for efficient deployment on resource-constrained platforms. Hence, network pruning has emerged as an effective way of reducing the size and computational requirements of neural networks by removing redundant or unimportant parameters. However, a fundamental challenge with pruning consists in optimally removing redundancies without degrading performance. Most existing pruning techniques overlook structural dependencies across feature maps within a layer, resulting in suboptimal pruning decisions. In this work, we introduce LinDeps, a novel post-pruning method, i.e., a pruning method that can be applied on top of any pruning technique, which systematically identifies and removes redundant filters via linear dependency analysis. Particularly, LinDeps applies pivoted QR decomposition to feature maps to detect and prune linearly dependent filters. Then, a novel signal recovery mechanism adjusts the next layer's kernels to preserve compatibility and performance without requiring any fine-tuning. Our experiments on CIFAR-10 and ImageNet with VGG and ResNet backbones demonstrate that LinDeps improves compression rates of existing pruning techniques while preserving performances, leading to a new state of the art in CNN pruning. We also benchmark LinDeps in low-resource setups where no retraining can be performed, which shows significant pruning improvements and inference speedups over a state-of-the-art method. LinDeps therefore constitutes an essential add-on for any current or future pruning technique.

cs.CV

Triangle Splatting for Real-Time Radiance Field Rendering

The field of computer graphics was revolutionized by models such as Neural Radiance Fields and 3D Gaussian Splatting, displacing triangles as the dominant representation for photogrammetry. In this paper, we argue for a triangle comeback. We develop a differentiable renderer that directly optimizes triangles via end-to-end gradients. We achieve this by rendering each triangle as differentiable splats, combining the efficiency of triangles with the adaptive density of representations based on independent primitives. Compared to popular 2D and 3D Gaussian Splatting methods, our approach achieves higher visual fidelity, faster convergence, and increased rendering throughput. On the Mip-NeRF360 dataset, our method outperforms concurrent non-volumetric primitives in visual fidelity and achieves higher perceptual quality than the state-of-the-art Zip-NeRF on indoor scenes. Triangles are simple, compatible with standard graphics stacks and GPU hardware, and highly efficient: for the \textit{Garden} scene, we achieve over 2,400 FPS at 1280x720 resolution using an off-the-shelf mesh renderer. These results highlight the efficiency and effectiveness of triangle-based representations for high-quality novel view synthesis. Triangles bring us closer to mesh-based optimization by combining classical computer graphics with modern differentiable rendering frameworks. The project page is https://trianglesplatting.github.io/

cs.CV

Action Anticipation from SoccerNet Football Video Broadcasts

Artificial intelligence has revolutionized the way we analyze sports videos, whether to understand the actions of games in long untrimmed videos or to anticipate the player's motion in future frames. Despite these efforts, little attention has been given to anticipating game actions before they occur. In this work, we introduce the task of action anticipation for football broadcast videos, which consists in predicting future actions in unobserved future frames, within a five- or ten-second anticipation window. To benchmark this task, we release a new dataset, namely the SoccerNet Ball Action Anticipation dataset, based on SoccerNet Ball Action Spotting. Additionally, we propose a Football Action ANticipation TRAnsformer (FAANTRA), a baseline method that adapts FUTR, a state-of-the-art action anticipation model, to predict ball-related actions. To evaluate action anticipation, we introduce new metrics, including mAP@$\delta$, which evaluates the temporal precision of predicted future actions, as well as mAP@$\infty$, which evaluates their occurrence within the anticipation window. We also conduct extensive ablation studies to examine the impact of various task settings, input configurations, and model architectures. Experimental results highlight both the feasibility and challenges of action anticipation in football videos, providing valuable insights into the design of predictive models for sports analytics. By forecasting actions before they unfold, our work will enable applications in automated broadcasting, tactical analysis, and player decision-making. Our dataset and code are publicly available at https://github.com/MohamadDalal/FAANTRA.

cs.CV

Can Geometry Save Central Views for Sports Field Registration?

Single-frame sports field registration often serves as the foundation for extracting 3D information from broadcast videos, enabling applications related to sports analytics, refereeing, or fan engagement. As sports fields have rigorous specifications in terms of shape and dimensions of their line, circle and point components, sports field markings are commonly used as calibration targets for this task. However, because of the sparse and uneven distribution of field markings, close-up camera views around central areas of the field often depict only line and circle markings. On these views, sports field registration is challenging for the vast majority of existing methods, as they focus on leveraging line field markings and their intersections. It is indeed a challenge to include circle correspondences in a set of linear equations. In this work, we propose a novel method to derive a set of points and lines from circle correspondences, enabling the exploitation of circle correspondences for both sports field registration and image annotation. In our experiments, we illustrate the benefits of our bottom-up geometric method against top-performing detectors and show that our method successfully complements them, enabling sports field registration in difficult scenarios.

cs.CV

OpenTAD: A Unified Framework and Comprehensive Study of Temporal Action Detection

Temporal action detection (TAD) is a fundamental video understanding task that aims to identify human actions and localize their temporal boundaries in videos. Although this field has achieved remarkable progress in recent years, further progress and real-world applications are impeded by the absence of a standardized framework. Currently, different methods are compared under different implementation settings, evaluation protocols, etc., making it difficult to assess the real effectiveness of a specific technique. To address this issue, we propose \textbf{OpenTAD}, a unified TAD framework consolidating 16 different TAD methods and 9 standard datasets into a modular codebase. In OpenTAD, minimal effort is required to replace one module with a different design, train a feature-based TAD model in end-to-end mode, or switch between the two. OpenTAD also facilitates straightforward benchmarking across various datasets and enables fair and in-depth comparisons among different methods. With OpenTAD, we comprehensively study how innovations in different network components affect detection performance and identify the most effective design choices through extensive experiments. This study has led to a new state-of-the-art TAD method built upon existing techniques for each component. We have made our code and models available at https://github.com/sming256/OpenTAD.

cs.CV

The Tile: A 2D Map of Ranking Scores for Two-Class Classification

In the computer vision and machine learning communities, as well as in many other research domains, rigorous evaluation of any new method, including classifiers, is essential. One key component of the evaluation process is the ability to compare and rank methods. However, ranking classifiers and accurately comparing their performances, especially when taking application-specific preferences into account, remains challenging. For instance, commonly used evaluation tools like Receiver Operating Characteristic (ROC) and Precision/Recall (PR) spaces display performances based on two scores. Hence, they are inherently limited in their ability to compare classifiers across a broader range of scores and lack the capability to establish a clear ranking among classifiers. In this paper, we present a novel versatile tool, named the Tile, that organizes an infinity of ranking scores in a single 2D map for two-class classifiers, including common evaluation scores such as the accuracy, the true positive rate, the positive predictive value, Jaccard's coefficient, and all F-beta scores. Furthermore, we study the properties of the underlying ranking scores, such as the influence of the priors or the correspondences with the ROC space, and depict how to characterize any other score by comparing them to the Tile. Overall, we demonstrate that the Tile is a powerful tool that effectively captures all the rankings in a single visualization and allows interpreting them.

cs.CV

A Hitchhiker's Guide to Understanding Performances of Two-Class Classifiers

Properly understanding the performances of classifiers is essential in various scenarios. However, the literature often relies only on one or two standard scores to compare classifiers, which fails to capture the nuances of application-specific requirements. The Tile is a recently introduced visualization tool organizing an infinity of ranking scores into a 2D map. Thanks to the Tile, it is now possible to compare classifiers efficiently, displaying all possible application-specific preferences instead of having to rely on a pair of scores. This hitchhiker's guide to understanding the performances of two-class classifiers presents four scenarios showcasing different user profiles: a theoretical analyst, a method designer, a benchmarker, and an application developer. We introduce several interpretative flavors adapted to the user's needs by mapping different values on the Tile. We illustrate this guide by ranking and analyzing the performances of 74 state-of-the-art semantic segmentation models through the perspective of the four scenarios. Through these user profiles, we demonstrate that the Tile effectively captures the behavior of classifiers in a single visualization, while accommodating an infinite number of ranking scores. Code for mapping the different Tile flavors is available in supplementary material.

cs.CV

Foundations of the Theory of Performance-Based Ranking

Ranking entities such as algorithms, devices, methods, or models based on their performances, while accounting for application-specific preferences, is a challenge. To address this challenge, we establish the foundations of a universal theory for performance-based ranking. First, we introduce a rigorous framework built on top of both the probability and order theories. Our new framework encompasses the elements necessary to (1) manipulate performances as mathematical objects, (2) express which performances are worse than or equivalent to others, (3) model tasks through a variable called satisfaction, (4) consider properties of the evaluation, (5) define scores, and (6) specify application-specific preferences through a variable called importance. On top of this framework, we propose the first axiomatic definition of performance orderings and performance-based rankings. Then, we introduce a universal parametric family of scores, called ranking scores, that can be used to establish rankings satisfying our axioms, while considering application-specific preferences. Finally, we show, in the case of two-class classification, that the family of ranking scores encompasses well-known performance scores, including the accuracy, the true positive rate (recall, sensitivity), the true negative rate (specificity), the positive predictive value (precision), and F1. However, we also show that some other scores commonly used to compare classifiers are unsuitable to derive performance orderings satisfying the axioms.

cs.LG

3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes

Recent advances in radiance field reconstruction, such as 3D Gaussian Splatting (3DGS), have achieved high-quality novel view synthesis and fast rendering by representing scenes with compositions of Gaussian primitives. However, 3D Gaussians present several limitations for scene reconstruction. Accurately capturing hard edges is challenging without significantly increasing the number of Gaussians, creating a large memory footprint. Moreover, they struggle to represent flat surfaces, as they are diffused in space. Without hand-crafted regularizers, they tend to disperse irregularly around the actual surface. To circumvent these issues, we introduce a novel method, named 3D Convex Splatting (3DCS), which leverages 3D smooth convexes as primitives for modeling geometrically-meaningful radiance fields from multi-view images. Smooth convex shapes offer greater flexibility than Gaussians, allowing for a better representation of 3D scenes with hard edges and dense volumes using fewer primitives. Powered by our efficient CUDA-based rasterizer, 3DCS achieves superior performance over 3DGS on benchmarks such as Mip-NeRF360, Tanks and Temples, and Deep Blending. Specifically, our method attains an improvement of up to 0.81 in PSNR and 0.026 in LPIPS compared to 3DGS while maintaining high rendering speeds and reducing the number of required primitives. Our results highlight the potential of 3D Convex Splatting to become the new standard for high-quality scene reconstruction and novel view synthesis. Project page: convexsplatting.github.io.

cs.CV

Physically Interpretable Probabilistic Domain Characterization

Characterizing domains is essential for models analyzing dynamic environments, as it allows them to adapt to evolving conditions or to hand the task over to backup systems when facing conditions outside their operational domain. Existing solutions typically characterize a domain by solving a regression or classification problem, which limits their applicability as they only provide a limited summarized description of the domain. In this paper, we present a novel approach to domain characterization by characterizing domains as probability distributions. Particularly, we develop a method to predict the likelihood of different weather conditions from images captured by vehicle-mounted cameras by estimating distributions of physical parameters using normalizing flows. To validate our proposed approach, we conduct experiments within the context of autonomous vehicles, focusing on predicting the distribution of weather parameters to characterize the operational domain. This domain is characterized by physical parameters (absolute characterization) and arbitrarily predefined domains (relative characterization). Finally, we evaluate whether a system can safely operate in a target domain by comparing it to multiple source domains where safety has already been established. This approach holds significant potential, as accurate weather prediction and effective domain adaptation are crucial for autonomous systems to adjust to dynamic environmental conditions.

cs.CV

Exoplanet Imaging Data Challenge, phase II: Comparison of algorithms in terms of characterization capabilities

In this communication, we report on the results of the second phase of the Exoplanet Imaging Data Challenge started in 2019. This second phase focuses on the characterization of point sources (exoplanet signals) within multispectral high-contrast images from ground-based telescopes. We collected eight data sets from two high-contrast integral field spectrographs (namely Gemini-S/GPI and VLT/SPHERE-IFS) that we calibrated homogeneously, and in which we injected a handful of synthetic planetary signals (ground truth) to be characterized by the data challenge participants. The tasks of the participants consist of (1) extracting the precise astrometry of each injected planetary signals, and (2) extracting the precise spectro-photometry of each injected planetary signal. Additionally, the participants may provide the 1-sigma uncertainties on their estimation for further analyses. When available, the participants can also provide the posterior distribution used to estimate the position/spectrum and uncertainties. The data are permanently available on a Zenodo repository and the participants can submit their results through the EvalAI platform. The EvalAI submission platform opened on April 2022 and closed on the 31st of May 2024. In total, we received 4 valid submissions for the astrometry estimation and 4 valid submissions for the spectrophotometry (each submission, corresponding to one pipeline, has been submitted by a unique participant). In this communication, we present an analysis and interpretation of the results.

astro-ph.IM