While deep learning has been widely used for video analytics, such as video classification and action detection, dense action detection with fast-moving subjects from sports videos is still challenging. In this work, we release yet another sports video benchmark \TheName{ } for \emph{ \underline{ P}}ing \emph{ \underline{ P}}ong-\emph{ \underline{ A}}ction detection, which consists of 2,721 video clips collected from the broadcasting videos of professional table tennis matches in World Table Tennis Championships and Olympiads. We work with a crew of table tennis professionals and referees on a specially designed annotation toolbox to obtain fine-grained action labels (in 14 classes) for every ping-pong action that appeared in the dataset, and formulate two sets of action detection problems -- \emph{ action localization} and \emph{ action recognition}. We evaluate a number of commonly-seen action recognition (e.g., TSM, TSN, Video SwinTransformer, and Slowfast) and action localization models (e.g., BSN, BSN++, BMN, TCANet), using \TheName{ } for both problems, under various settings. These models can only achieve 48\% area under the AR-AN curve for localization and 82\% top-one accuracy for recognition since the ping-pong actions are dense with fast-moving subjects but broadcasting videos are with only 25 FPS. The results confirm that \TheName{ } is still a challenging task and can be used as a special benchmark for dense action detection from videos.

Categories: cs.CV cs.LG

P2ANet: A Dataset and Benchmark for Dense Action Detection from Table Tennis Match Broadcasting Videos