1 00:00:00,560 --> 00:00:03,600 Speaker 1: Welcome to brain Stuff from how stuff works dot com 2 00:00:03,600 --> 00:00:08,440 Speaker 1: where smart Happens. Hi and Marshall brain with today's question, 3 00:00:08,840 --> 00:00:12,360 Speaker 1: how do they superimpose the first down line onto the 4 00:00:12,400 --> 00:00:15,880 Speaker 1: field on televised football games? This is one of those 5 00:00:15,920 --> 00:00:19,120 Speaker 1: things that sounds really simple in theory, but it ends 6 00:00:19,200 --> 00:00:22,520 Speaker 1: up being incredibly complicated when you actually try to do it. 7 00:00:22,960 --> 00:00:25,799 Speaker 1: The system that ESPN uses to paint the line is 8 00:00:25,840 --> 00:00:29,000 Speaker 1: called first and ten and it's created by a company 9 00:00:29,040 --> 00:00:33,200 Speaker 1: called sport Vision. The simplest description of the system is this, 10 00:00:33,800 --> 00:00:36,559 Speaker 1: The first down line is drawn on the field with 11 00:00:36,640 --> 00:00:40,000 Speaker 1: the computer so that viewers seeing the game on TV 12 00:00:40,280 --> 00:00:42,839 Speaker 1: can see the line as though it were painted on 13 00:00:42,880 --> 00:00:45,320 Speaker 1: the field. Here are some of the problems that have 14 00:00:45,440 --> 00:00:49,000 Speaker 1: to be solved in order for this system to work. First, 15 00:00:49,280 --> 00:00:52,040 Speaker 1: the system has to know the orientation of the field 16 00:00:52,159 --> 00:00:54,960 Speaker 1: with respect to the camera so that it can paint 17 00:00:55,000 --> 00:00:57,680 Speaker 1: the first down line with the correct perspective from the 18 00:00:57,720 --> 00:01:01,400 Speaker 1: camera's point of view. Second, the system has to know, 19 00:01:01,720 --> 00:01:07,760 Speaker 1: in the same perspective framework exactly where every yard line is. Third, 20 00:01:07,800 --> 00:01:10,720 Speaker 1: given that the camera person can move the camera, the 21 00:01:10,840 --> 00:01:15,360 Speaker 1: system has to be able to sense the cameras movement tilt, pan, zoom, 22 00:01:15,360 --> 00:01:21,360 Speaker 1: and focus and understand the perspective change resulting from that movement. Fourth, 23 00:01:21,640 --> 00:01:25,440 Speaker 1: a football field is not flat. It crests very gently 24 00:01:25,480 --> 00:01:28,160 Speaker 1: in the middle to help rainwater run off, so the 25 00:01:28,240 --> 00:01:33,360 Speaker 1: line calculated by the system has to appropriately follow that curve. Five. 26 00:01:33,880 --> 00:01:37,400 Speaker 1: The football game is shot by multiple cameras at different 27 00:01:37,440 --> 00:01:40,200 Speaker 1: places in the stadium, so the system has to do 28 00:01:40,280 --> 00:01:44,520 Speaker 1: all this work for several different cameras. Six, the system 29 00:01:44,600 --> 00:01:47,640 Speaker 1: has to be able to sense when players, referees, or 30 00:01:47,680 --> 00:01:50,680 Speaker 1: the ball cross over the first down line so it 31 00:01:50,720 --> 00:01:53,840 Speaker 1: doesn't paint the line on top of them. And seventh, 32 00:01:54,200 --> 00:01:57,440 Speaker 1: the system has to be aware of superimposed graphics that 33 00:01:57,480 --> 00:02:00,960 Speaker 1: the network might overlay on the scene. There are probably 34 00:02:01,040 --> 00:02:05,040 Speaker 1: several other complications as well. It's a tough problem. To 35 00:02:05,160 --> 00:02:08,680 Speaker 1: solve these problems. The creators of the first intense system 36 00:02:08,720 --> 00:02:13,360 Speaker 1: combine hardware and software. First, each camera must have very 37 00:02:13,360 --> 00:02:18,320 Speaker 1: sensitive encoders attached so it can read the cameras angle, tilt, zoom, 38 00:02:18,320 --> 00:02:21,720 Speaker 1: and so on and send that information to the system. 39 00:02:21,760 --> 00:02:25,079 Speaker 1: The system must also have a detailed three D model 40 00:02:25,120 --> 00:02:27,960 Speaker 1: of the field so that it knows where each yard 41 00:02:28,000 --> 00:02:32,120 Speaker 1: line is by integrating the tilt, pan, and zoom information 42 00:02:32,160 --> 00:02:35,200 Speaker 1: with the three D model, the system can calculate where 43 00:02:35,200 --> 00:02:38,799 Speaker 1: the line should go. Then the system uses color palettes 44 00:02:38,880 --> 00:02:42,080 Speaker 1: for the field and for the players, referees, and balls 45 00:02:42,120 --> 00:02:46,280 Speaker 1: to recognize pixel by pixel, whether it's looking at the 46 00:02:46,320 --> 00:02:50,280 Speaker 1: field or something else. This way, only the field gets painted. 47 00:02:50,600 --> 00:02:53,800 Speaker 1: According to the sport Vision website, all of this computation 48 00:02:53,919 --> 00:02:57,680 Speaker 1: requires a lot of equipment. There are eight computers, three 49 00:02:57,720 --> 00:03:01,440 Speaker 1: sets of special encoders, and a lot of wiring dedicated 50 00:03:01,480 --> 00:03:05,320 Speaker 1: to generating the virtual first down line in video format. 51 00:03:05,720 --> 00:03:08,320 Speaker 1: Who would have thought that it would be this complicated. 52 00:03:09,360 --> 00:03:12,239 Speaker 1: Do you have any ideas or suggestions for this podcast? 53 00:03:12,639 --> 00:03:15,320 Speaker 1: If so, please send me an email at podcast at 54 00:03:15,320 --> 00:03:18,040 Speaker 1: how stuff works dot com. For more on this and 55 00:03:18,080 --> 00:03:23,200 Speaker 1: thousands of other topics, go to how stuff works dot com.