3D reconstruction from single-view sports broadcast is a pivotal capability for automated analytics and immersive AR/VR replays, yet notoriously ill-posed due to difficult-to-calibrate moving cameras and depth ambiguity. Unlike widely studied racket sports, team sports such as volleyball feature unpredictable multi-contact sequences and high altitude jumps. These dynamics categorically invalidate the standard planar projection assumptions relied upon by existing methods. To resolve these limitations without 3D training supervision, we propose a complete, physics-grounded pipeline tailored to monocular broadcast volleyball. First, we include a correction module to the perspective drift induced by ground-plane projection by coupling temporal jump spotting with Newtonian interpolation for 3D player placement. Second, for 3D ball trajectory estimation, we design a dedicated sub-trajectory segmentation architecture alongside a collision-matching algorithm. By anchoring physical equations to reconstructed 3D hand vertices, we lift noisy ball 2D detections into a spatiotemporally coherent 3D scene. Evaluations on multi-camera benchmarks demonstrate our approach significantly reduces 3D spatial drift compared to 2D-reprojection baselines.
Figures & tables
(a) Input 2D Broadcast View
(b) Reconstructed 3D Scene (Broadcast POV)
(c) Reconstructed 3D Scene (Other POV)
Figure 2: Overview of our proposed two-stage monocular 3D reconstruction pipeline. In the first stage, we extract and position the athletes in 3D world-space, combining smoothed homographic projections with a pose-based jump spotting module to handle aerial phases. In the second stage, we segment 2D ball tracks and explicitly anchor them to the reconstructed athletes, using the predicted 3D collision points to physically constrain the final 3D ballistic trajectory. The blue modules highlight the contributions introduced in this paper.
Figure 3: ButterWorth Filtering and Perspective Drift Correction . The raw 2D homographic projection of a player’s position during a sequence (grey) exhibits high-frequency jitter. While temporal filtering (blue dashed line) stabilizes ground locomotion, it fails during airborne phases (yellow zones). Our physics-informed interpolation (solid red line) overrides the ground-plane.
Table 1: Quantitative Evaluation of 3D Player Reconstruction Components.
Table 3: 3D Ball Trajectory Estimation on VolliQ. Evaluation of 3D spatial accuracy and 2D reprojection error. Our holistic physics-informed approach drastically reduces 3D spatial drift compared to reprojection-based optimization.
Figure 4: Qualitative comparison of 3D trajectory reconstruction on a short rally from Volliq [ 37 ] . Our drag model (green, err: 0.19 m, 12.7 px ) accurately follows the ground truth (red) compared to MonoTrack [ 21 ] (purple, err: 1.69 m, 4.32 px).
Figure 5: Qualitative 3D reconstruction results across diverse game scenarios. Top: 2D input broadcast frames from different rallies. Bottom: corresponding unified 3D scene reconstruction.
Appendix figures & tables12 assets
Supplementary material from the paper’s appendix.
Appendix
Split
# Frames
Avg. Points / Frame
Train
923
5.64
Validation
350
5.32
Test
164
4.53
Appendix
Table S1: Court Calibration Dataset. We report the number of annotated frames per split and the average number of visible court keypoints annotated per frame.
Original [ 17 ]
Merged (Ours)
Split
Clips
Frames
Avg.
Clips
Frames
Avg.
Train
2,152
88,232
41.0
805
69,320
86.1
Val
1,341
54,981
41.0
541
43,331
80.1
Test
1,337
54,817
41.0
548
43,628
79.6
Total
4,830
198,030
41.0
1,894
156,279
82.5
Appendix
Table S2: Trajectory Dataset Merging Statistics. Comparison between the original 41-frame video clips from Saad et al . [ 17 ] and our continuous merged rally sequences.
Split
Annotated Clips
Sub-trajectories
Collisions
Train
135
613
0
Val
87
353
0
Test
155
655
654
Total
377
1,621
654
Appendix
Table S3: Manual Trajectory and Collision Annotations. Statistics of our custom annotations across the subset of merged rally sequences.
Figure S1 : Agent Collision Distribution. Frequency of each physical source across our annotated dataset.
Dataset
Rallies
Frames per View
Sub-trajectories
VolliQ
10
3066
101
Appendix
Table S4: VolliQ 3D Benchmark Statistics. Overview of the synchronized four-camera evaluation dataset, reporting the number of rallies, duration in frames per viewpoint, total multi-view frame count, and evaluated sub-trajectories.
Figure S2 : 2D Court Template with Keypoint IDs. Distribution of the 65 annotated semantic keypoints defined across the metric court space ( 1800 cm×900 cm ). The non-linear distribution along the Y -axis increases keypoint density near the foreground to counteract broadcast perspective foreshortening.
Method
Accuracy (%) ↑
F1-Score (%) ↑
DeepBall †
50.7
64.4
DeepBall-Large †
57.5
70.4
BallSeg †
17.5
19.5
TrackNetV2 †
73.8
83.6
ResTrackNetV2 †
74.7
84.2
MonoTrack †
75.9
85.1
Appendix
Table S5: 2D Ball Tracking Performance on the Volleyball Dataset. Evaluation with a distance threshold τ=4 px . Methods marked with ( † ) are directly reported from WASB [ 33 ] . TrackNetV3 integrates both TrackNet and InPaintNet.
2D Reproj. RMSE (px) ↓
3D RMSE (m) ↓
Method
AN01
AN02
AN03
AN04
VolliQ (3D)
MonoTrack [ 21 ]
90.6
3.89
131.0
53.7
1.55
Theoretical Bounds (Using 3D GT Start/End Points)
Pure Ballistics
26.3
19.2
26.6
29.1
0.380
With Drag
24.9
17.9
24.5
26.9
0.293
Our 3D Pipeline (Using Triangulated 3D Hand Bounds)
Appendix
Table S6: Cross-View Reprojection vs. Metric 3D Accuracy on VolliQ. MonoTrack [ 21 ] optimizes its trajectory via 2D reprojection on camera AN02 (its best-performing viewpoint among all 4 views) using GT triangulated foot positions and GT camera calibration. Our physics-informed methods operate purely in metric 3D space using 3D boundary constraints. The resulting 3D trajectories are reprojected onto all four views to diagnose projective overfitting and showcase reprojection methods flaws.
Figure S3: Qualitative 2D Reprojection and 3D Trajectory Comparisons on VolliQ. Visual comparison between MonoTrack [ 21 ] (purple), our physics-informed lifting formulation with aerodynamic drag (green), and Ground Truth (red) across two distinct rally sequences.
Figure S4: Step-by-Step Visualization of Intermediate Pipeline Stages. Visual walkthrough on the teaser rally frame: (a) raw input feed; (b) 2D bounding boxes and tracklet IDs; (c) homography estimation and projected court grid; (d) SMPL body mesh recovery; (e) jump event spotting; (f) localized 2D ball position; (g) temporal TCN deflection probabilities across the rally (pink vertical bar indicates the query frame); (h) heuristic wrist proximity and velocity scoring attributing the collision; (i, j) final 3D scene reconstructed in Blender.
Figure S5: Qualitative 3D Reconstruction Visualizations (Part 1/2). Paired comparisons between monocular broadcast input frames (left) and the complete metric 3D scene reconstructed in Blender (right).
Figure S6: Qualitative 3D Reconstruction Visualizations (Part 2/2). Additional paired comparisons demonstrating cross-camera stability, player grounding, and aerial spike reconstructions from uncalibrated monocular broadcast feeds.
State Key Laboratory of Human-Machine Hybrid Augmented Intelligence, Institute of Artificial Intelligence and Robotics, Xi’an Jiaotong University, China · University of East Anglia, Norwich, NR47TJ, United Kingdom