Photo: Robert Houser
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Stan Honey, the force behind the creation of
Sportvision's yellow football line, poses on a
miniature football field in the company's
laboratory. The yellow line on the live video
feed is generated to appear as if painted on
the turf behind Honey.
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It is "one of the most significant innovations to
football coverage since instant replay," pronounces
Fred Gaudelli, executive producer of football for the
ABC TV network. And yet it stemmed from a failure in
hockey broadcasts that was rejected by die-hard fans
as a garish gimmick that defaced their game.
If you've watched a pro football broadcast in the
United States lately, you've seen what Gaudelli is
talking about: an eerily realistic bright yellow line
created on the playing field that shows you exactly
how far the offense has to carry the ball to get a
first down. "It makes it easier to watch the game, and
that is what our job is all about," Gaudelli tells
IEEE Spectrum.
That yellow line has become such a staple in U.S.
football that no self-respecting network would think
of televising a game without it. It even won an Emmy
award, for technical innovation. The tiny company
that pioneered the technology, Sportvision Inc., with
offices in Mountain View, Calif. (headquartered in
Chicago), now covers up to 300 games a year with 18
crews. The state-of-the-art workstations the crews
use, along with sensors and other hardware and
software, solve a barrage of fiendishly difficult
image-processing problems in a fraction of a second.
And some casual viewers have no idea that the yellow
line they see on the field is a computer graphics
figment no more "real" than the weather maps that
seem to swirl behind television meteorologists.
The story of the yellow-line system, which is
called 1st & Ten, is a classically circuitous one
that begins in the world of military technology. It
goes into the hockey arena, where an early version of
Sportvision's tracking technology turned the puck
into a flashy orb that streaked across the ice with a
fiery tail. It moves onto the football field. And most
recently, it has branched out into car racing
sponsored by NASCAR (for National Association of
Stock Car Automotive Racing, based in Daytona Beach,
Fla.), where broadcasters conjure up graphics to give
detailed race data in real time. A future version of
the technology will even take NASCAR data and channel it
to homes, where it will control the movements of virtual
cars in interactive video games so couch potatoes can
test their racing skills against the pros.
Faster than a speeding puck
Flash back to 1994. IEEE Member Stan Honey is
executive vice president of
technology for Rupert Murdoch's vast media and
entertainment empire, News
Corp. (Sydney, Australia). It's June, and Honey
is in a meeting with David Hill, then president of News
Corp.'s Fox Sports (now
chairman and CEO of Fox Sports Television
Group). Honey is rhapsodizing about the possibilities of
virtual billboards, which would
let technicians insert any graphics
at will into the images of actual billboards in a
stadium. Hill rejects the idea
(since implemented by Sportvision and
others), but suddenly asks, "Could you track and
highlight a hockey puck?"
Honey responds, "I tracked things a lot harder
than a hockey puck for the military, David, but you
couldn't afford it."
"Just how much would it cost?" Hill asks.
"It would take two years to develop and cost about
$2 million," is the reply.
"You don't understand the economics of sports,"
Hill tells Honey. "Write a memo."
A few days later, back in his office near San
Francisco, Honey gets a call from Murdoch, who gets
right to the point. "David says you can track and
highlight a hockey puck, and you can get it done by
the 1996 January All-Star game, and it'd only cost $2
million," Murdoch says. "That is now your highest
priority. If anybody asks you about the money, tell
them to call me."
With just 18 months to go before the game, Honey
immediately starts assembling his team, relying
heavily on engineers he'd worked with at SRI
International in Menlo Park, Calif., in the early
1980s. The group had developed an over-the-horizon
radar, underwater sensors, and an ultraprecise
radio-positioning system for the military. Some of
them had gone on with Honey when he founded Etak
Inc., the company that pioneered in-car vehicle
navigation; others had stayed at SRI. With the defense
industry slumping, Honey has little trouble arousing
interest in his project to break new ground in TV
sports broadcasting.
The goal is simple. Make the televised image of a
hockey puck glow so it's easier for the viewer to
spot, and, when it's going really fast, put a tail on
it showing its path. Murdoch and company hope the
system can overcome the main complaint about
televised hockey: the trouble that casual viewers have
in following the fast-moving puck on TV screens.
Honey lays out his proposal. To sum up: it's never
been done before, it will undoubtedly be hard, but
it's doable. In other words, it's "just the perfect
project." He quickly gathers a team of 10 and enlists
help from Vista Research LLC (New York City), a group
of defense engineers, and Shoreline Studios Inc.
(Vancouver, B.C., Canada), a spinoff of Silicon
Graphics Inc. (Mountain View, Calif.). The project
becomes "a taste of Camelot" for the engineers
involved, Honey says.
To track the hockey puck, a number of parameters
have to be fed into a computer system and updated
continually. First, the system has to know exactly
where the broadcast cameras are focused. It also has
to have some idea of how each camera lens distorts
the image; different brands of lenses vary. It then has
to figure out which camera's feed is being displayed
to viewers at any moment.
Meanwhile, the system also has to know exactly
where the puck is and how fast it is traveling, and
then it has to create a graphic based on that data
and overlay it onto the video image 60 times a
second. All these things have to be exactly
synchronized, as the cameras are zooming and panning
and the puck is traveling at up to 160 km an hour.
Making it work requires putting infrared
transmitters in each hockey puck. Calibrating the
system proves difficult. It is finally accomplished
by drilling holes in the ice and filling them with
blue dye to enable the system to accurately calculate
locations on the ice. "It took some convincing to be
allowed to do that," recalls Marvin White, now
Sportvision's chief technology officer. Technically,
the project is a success, and it comes in on budget
and on time.
The technology works fine but manages to offend
even hockey fans with its lack of subtlety. Fox
Sports Television Group (Los Angeles) chooses to
highlight the puck with a large, bright, fuzzy blue
spot. A red rocket trail appears, painted right over
the players, when the puck is traveling at high
velocity. "It was comic-strip-like, Flash Gordon,"
Honey says. Called "FoxTrax," it makes its debut at
the 1996 All-Star Game with a series of television
commercials and a huge fanfare. Stacks of newspaper
articles debate its pros and cons, the "Late Show
with David Letterman" spoofs it, and hockey ratings jump
to their highest levels ever.
But serious hockey fans hate it. After three
years, pro hockey broadcasts in the United States
switch networks, and the system dies a quiet death.
"There are two ways for a product to fail," Rick
Cavallaro, Sportvision's vice president of product
development, tells Spectrum. "One is for
it not to work; the other is for people to say it
works great and we hate it."
In hindsight, Honey says, the system would have
been better accepted had it been subtler. Better to
have placed the image of a gray disk under the
puckand underneath the playersand shown the puck's
track only when it was moving faster than a preset
threshold, he says. That track could have been a
clean black line, drawn as if by a drafting tool, making
it clear that it was to provide information, not
entertainment. "It's possible to imagine," Honey
says, "that the diehard fans would have seen that as
an advantage."