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Dive into the research topics where Vamsidhar Reddy Gaddam is active.

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Featured researches published by Vamsidhar Reddy Gaddam.


acm sigmm conference on multimedia systems | 2013

Bagadus: an integrated system for arena sports analytics: a soccer case study

Pål Halvorsen; Simen Sægrov; Asgeir Mortensen; David K. C. Kristensen; Alexander Eichhorn; Magnus Stenhaug; Stian Dahl; Håkon Kvale Stensland; Vamsidhar Reddy Gaddam; Carsten Griwodz; Dag Johansen

Sports analytics is a growing area of interest, both from a computer system view to manage the technical challenges and from a sport performance view to aid the development of athletes. In this paper, we present Bagadus, a prototype of a sports analytics application using soccer as a case study. Bagadus integrates a sensor system, a soccer analytics annotations system and a video processing system using a video camera array. A prototype is currently installed at Alfheim Stadium in Norway, and in this paper, we describe how the system can follow and zoom in on particular player(s). Next, the system will playout events from the games using stitched panorama video or camera switching mode and create video summaries based on queries to the sensor system. Furthermore, we evaluate the system from a systems point of view, benchmarking different approaches, algorithms and tradeoffs.


ACM Transactions on Multimedia Computing, Communications, and Applications | 2014

Bagadus: An integrated real-time system for soccer analytics

Håkon Kvale Stensland; Vamsidhar Reddy Gaddam; Marius Tennøe; Espen Helgedagsrud; Mikkel Næss; Henrik Kjus Alstad; Asgeir Mortensen; Ragnar Langseth; Sigurd Ljødal; Øystein Landsverk; Carsten Griwodz; Pål Halvorsen; Magnus Stenhaug; Dag Johansen

The importance of winning has increased the role of performance analysis in the sports industry, and this underscores how statistics and technology keep changing the way sports are played. Thus, this is a growing area of interest, both from a computer system view in managing the technical challenges and from a sport performance view in aiding the development of athletes. In this respect, Bagadus is a real-time prototype of a sports analytics application using soccer as a case study. Bagadus integrates a sensor system, a soccer analytics annotations system, and a video processing system using a video camera array. A prototype is currently installed at Alfheim Stadium in Norway, and in this article, we describe how the system can be used in real-time to playback events. The system supports both stitched panorama video and camera switching modes and creates video summaries based on queries to the sensor system. Moreover, we evaluate the system from a systems point of view, benchmarking different approaches, algorithms, and trade-offs, and show how the system runs in real time.


network and operating system support for digital audio and video | 2014

Interactive Zoom and Panning from Live Panoramic Video

Vamsidhar Reddy Gaddam; Ragnar Langseth; Sigurd Ljødal; Pierre Gurdjos; Vincent Charvillat; Carsten Griwodz; Pål Halvorsen

Panorama video is becoming increasingly popular, and we present an end-to-end real-time system to interactively zoom and pan into high-resolution panoramic videos. Compared to existing systems using perspective panoramas with cropping, our approach creates a cylindrical panorama. Here, the perspective is corrected in real-time, and the result is a better and more natural zoom. Our experimental results also indicate that such zoomed virtual views can be generated far below the frame-rate threshold. Taking into account recent trends in device development, our approach should be able to scale to a large number of concurrent users in the near future.


acm sigmm conference on multimedia systems | 2014

Soccer video and player position dataset

Svein Arne Pettersen; Dag Johansen; Håvard D. Johansen; Vegard Berg-Johansen; Vamsidhar Reddy Gaddam; Asgeir Mortensen; Ragnar Langseth; Carsten Griwodz; Håkon Kvale Stensland; Pål Halvorsen

This paper presents a dataset of body-sensor traces and corresponding videos from several professional soccer games captured in late 2013 at the Alfheim Stadium in Tromsø, Norway. Player data, including field position, heading, and speed are sampled at 20Hz using the highly accurate ZXY Sport Tracking system. Additional per-player statistics, like total distance covered and distance covered in different speed classes, are also included with a 1Hz sampling rate. The provided videos are in high-definition and captured using two stationary camera arrays positioned at an elevated position above the tribune area close to the center of the field. The camera array is configured to cover the entire soccer field, and each camera can be used individually or as a stitched panorama video. This combination of body-sensor data and videos enables computer-vision algorithms for feature extraction, object tracking, background subtraction, and similar, to be tested against the ground truth contained in the sensor traces.


picture coding symposium | 2015

Tiling of panorama video for interactive virtual cameras: Overheads and potential bandwidth requirement reduction

Vamsidhar Reddy Gaddam; Hoang Bao Ngo; Ragnar Langseth; Carsten Griwodz; Dag Johansen; Pål Halvorsen

Delivering high resolution, high bitrate panorama video to a large number of users introduces huge scaling challenges. To reduce the resource requirement, researchers have earlier proposed tiling in order to deliver different qualities in different spatial parts of the video. In our work, providing an interactive moving virtual camera to each user, tiling may be used to reduce the quality depending on the position of the virtual view. This raises new challenges compared to existing tiling approaches as the need for high quality tiles dynamically change. In this paper, we describe a tiling approach of panorama video for interactive virtual cameras where we provide initial results showing the introduced overheads and the potential reduction in bandwidth requirement.


international symposium on multimedia | 2013

Efficient Implementation and Processing of a Real-Time Panorama Video Pipeline

Marius Tennøe; Espen Helgedagsrud; Mikkel Næss; Henrik Kjus Alstad; Håkon Kvale Stensland; Vamsidhar Reddy Gaddam; Dag Johansen; Carsten Griwodz; Pål Halvorsen

High resolution, wide field of view video generated from multiple camera feeds has many use cases. However, processing the different steps of a panorama video pipeline in real-time is challenging due to the high data rates and the stringent requirements of timeliness. We use panorama video in a sport analysis system where video events must be generated in real-time. In this respect, we present a system for real-time panorama video generation from an array of low-cost CCD HD video cameras. We describe how we have implemented different components and evaluated alternatives. We also present performance results with and without co-processors like graphics processing units (GPUs), and we evaluate each individual component and show how the entire pipeline is able to run in real-time on commodity hardware.


acm sigmm conference on multimedia systems | 2014

Be your own cameraman: real-time support for zooming and panning into stored and live panoramic video

Vamsidhar Reddy Gaddam; Ragnar Langseth; Håkon Kvale Stensland; Pierre Gurdjos; Vincent Charvillat; Carsten Griwodz; Dag Johansen; Pål Halvorsen

High-resolution panoramic video with a wide field-of-view is popular in many contexts. However, in many examples, like surveillance and sports, it is often desirable to zoom and pan into the generated video. A challenge in this respect is real-time support, but in this demo, we present an end-to-end real-time panorama system with interactive zoom and panning. Our system installed at Alfheim stadium, a Norwegian premier league soccer team, generates a cylindrical panorama from five 2K cameras live where the perspective is corrected in real-time when presented to the client. This gives a better and more natural zoom compared to existing systems using perspective panoramas and zoom operations using plain crop. Our experimental results indicate that virtual views can be generated far below the frame-rate threshold, i.e., on a GPU, the processing requirement per frame is about 10 milliseconds. The proposed demo lets participants interactively zoom and pan into stored panorama videos generated at Alfheim stadium and from a live 2-camera array on-site.


content based multimedia indexing | 2016

Crowdsourcing as self-fulfilling prophecy: Influence of discarding workers in subjective assessment tasks

Michael Riegler; Vamsidhar Reddy Gaddam; Martha Larson; Ragnhild Eg; Pål Halvorsen; Carsten Griwodz

Crowdsourcing has established itself as a powerful tool for multimedia researchers, and is commonly used to collect human input for various purposes. It is also a fairly widespread practice to control the contributions of users based on the quality of their input. This paper points to the fact that applying this practice in subjective assessment tasks may lead to an undesired, negative outcome. We present a crowdsourcing experiment and a discussion of the ways in which control in crowdsourcing studies can lead to a phenomenon akin to a self-fulfilling prophecy. This paper is intended to trigger discussion and lead to more deeply reflective crowdsourcing practices in the multimedia context.


ACM Transactions on Multimedia Computing, Communications, and Applications | 2015

The Cameraman Operating My Virtual Camera is Artificial: Can the Machine Be as Good as a Humanq

Vamsidhar Reddy Gaddam; Ragnhild Eg; Ragnar Langseth; Carsten Griwodz; Pål Halvorsen

In this article, we argue that the energy spent in designing autonomous camera control systems is not spent in vain. We present a real-time virtual camera system that can create smooth camera motion. Similar systems are frequently benchmarked with the human operator as the best possible reference; however, we avoid a priori assumptions in our evaluations. Our main question is simply whether we can design algorithms to steer a virtual camera that can compete with the user experience for recordings from an expert operator with several years of experience? In this respect, we present two low-complexity servoing methods that are explored in two user studies. The results from the user studies give a promising answer to the question pursued. Furthermore, all components of the system meet the real-time requirements on commodity hardware. The growing capabilities of both hardware and network in mobile devices give us hope that this system can be deployed to mobile users in the near future. Moreover, the design of the presented system takes into account that services to concurrent users must be supported.


international symposium on multimedia | 2014

An Evaluation of Debayering Algorithms on GPU for Real-Time Panoramic Video Recording

Ragnar Langseth; Vamsidhar Reddy Gaddam; Håkon Kvale Stensland; Carsten Griwodz; Pål Halvorsen

Modern video cameras normally only capture a single color per pixel, commonly arranged in a Bayer pattern. This means that we must restore the missing color channels in the image or the video frame in post-processing, a process referred to as debayering. In a live video scenario, this operation must be performed efficiently in order to output each frame in real-time, while also yielding acceptable visual quality. Here, we evaluate debayering algorithms implemented on a GPU for real-time panoramic video recordings using multiple 2K-resolution cameras.

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Marius Tennøe

Simula Research Laboratory

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