Skip Links

Network World

Curt Monash

How the yellow first-down line on football broadcasts actually works

By CurtMonash on Thu, 01/08/09 - 11:53am.

Fandome offers a fascinating 3 1/2 minute video explaining how the first-down line on football broadcasts* actually works.  Evidently, there's a lot of processing to calculate the exact location being photographed on the field, and a lot more to draw a line in exactly** the right place.

*In American football, a team is allotted four plays to advance the ball at least 10 yards total, where a yard is approximately .9 meters. If it achieves this, it is said to have gotten a "first down."

 **Actually, football fans often claim that the line is off by a foot or two now and then.

Highlights include:

  • "Pan" and "tilt" are measured by optical sensors right on the camera.
  • Focus and two kinds of zoom are measured by connectors to the existing digital outputs of the camera.
  • This is all then encoded into a modem-like audio stream.
  • It is eventually re-encoded into dots at the top of the frames in the video stream.
  • That then gets to a computer, where it is processed to create the actual image of the line.
  • For the line to appear to be under the players, it has to be drawn only on images of the field but not on images of the players.  That's based on color filters, which are straightforward on clear, sunny days, but harder to get right in fog, snow, or mud.

Edit:  A longer, several-years-old (I think) write-up makes further points:

  • The system has to know the orientation of the field with respect to the camera so that it can paint the first-down line with the correct perspective from that camera's point of view.
  • The system has to know, in that same perspective framework, exactly where every yard line is.
  • Given that the cameraperson can move the camera, the system has to be able to sense the camera's movement (tilt, pan, zoom, focus) and understand the perspective change that results from the movement.
  • Given that the camera can pan while viewing the field, the system has to be able to recalculate the perspective at a rate of 30 frames per second as the camera moves.
  • A football field is not flat -- it crests very gently in the middle to help rainwater run off. So the line calculated by the system has to appropriately follow the curve of the field.
  • A football game is filmed by multiple cameras at different places in the stadium, so the system has to do all of this work for several cameras.
  • The system has to be able to sense when players, referees or the ball cross over the first-down line so it does not paint the line right on top of them.
  • The system also has to be aware of superimposed graphics that the network might overlay on the scene.

Some of the details in that article differ from those in the video, but the general idea is the same.

 

Soccer matches on TV show a

0

Soccer matches on TV show a very similar line. I guess this technology could be used for any sport.

30 frames per second is the

0

30 frames per second is the rate for standard definition television. The rate for HD is higher.

You may be confusing frame

0

You may be confusing frame rate and refresh rate.

Why is this called football when in reality is hand-ball?

0

I don't get it. These guys get the ball with their hands! NHL nor NFL!

NHL is the National Hockey League.

0

I don't know how the different sports came to be and don't really care to look it up at the moment. The NFL is way better than soccer. Soccer is lame, too slow, and the fans are insane. Nobody ever killed an NFL player for making a mistake in a game. Of course, most soccer players probably don't carry their own concealed weapons either. LOL!

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Post new comment

The content of this field is kept private and will not be shown publicly.
  • You can use BBCode tags in the text.
  • Lines and paragraphs break automatically.
  • Allowed HTML tags: <p> <strong> <i> <br /> <br> <ul> <ol> <li> <dl> <dt> <dd> <blockquote>

More information about formatting options

CAPTCHA
This question is for testing whether you are a human visitor and to prevent automated spam submissions.
Welcome, visitor. Register Log in
About A World of Bytes

Curt Monash is a leading analyst of and strategic advisor to the software industry. Praised by Lawrence J. Ellison for his "unmatched insight into technology and marketplace trends," Curt was the software/services industry's #1 ranked stock analyst while at PaineWebber, Inc., where he served as a First Vice President until 1987. He subsequently co-founded Evernet, Inc., a $40 million networking systems integrator. Since 1990, he has owned and operated Monash Research, an analysis and advisory firm covering software-intensive sectors of the technology industry. In that period he also has been co-founder, president, or chairman of several other technology startups.

Curt has served as a strategic advisor to many well-known firms, including Oracle, Microsoft, SAP, AOL, CA, and Netezza. Curt earned a Ph.D. in mathematics (Game Theory) from Harvard University. He has held faculty positions in mathematics, economics and public policy at Harvard, Yale, and Suffolk universities.