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法廷へ VLM を招く:スポーツにおける空間知能のベンチマーク評価
法廷へ VLM を招く:スポーツにおける空間知能のベンチマーク評価
概要
スポーツは、人間の身体能力と認知能力の限界を押し広げる場として、長らく広範な関心を集めてきた。視覚言語モデル(VLM)における空間知能への関心が高まる中、スポーツは、高強度の人間運動と動的物体間相互作用を理解するための自然的なテストベッドを提供する。これに応え、我々はスポーツシナリオに特化した初の大規模空間知能データセット「CourtSI」を提案する。CourtSI は、バドミントン、テニス、卓球といった代表的なネットスポーツを対象に、空間的カウント、距離測定、局所化、関係推論を体系的に網羅する包括的な分類体系の下、100 万組以上の QA ペアを包含する。定義されたコートの幾何構造を計測のアンカーとして活用し、スポーツシーンを再構築する半自動データエンジンを開発することで、CourtSI のスケーラブルなキュレーションを実現した。さらに、厳密な人間による検証を施した 3,686 組の QA ペアから構成される高品質な評価ベンチマーク「CourtSI-Bench」を導入した。CourtSI-Bench において、25 種類の商用およびオープンソース VLM を評価した結果、人間と AI の間に依然として性能ギャップが存在し、既存の空間知能ベンチマークからの一般化能力が限定的であることが明らかになった。これらの知見は、スポーツシナリオが既存ベンチマークで捉えられている空間知能能力の限界を浮き彫りにすることを示している。さらに、CourtSI 上で Qwen3-VL-8B をファインチューニングしたところ、CourtSI-Bench における精度が 23.5 パーセントポイント向上した。適応済みモデルは、類似だが未見のスポーツに基づいて構築された評価セット「CourtSI-Ext」にも効果的に一般化し、空間認識を備えた解説生成能力の向上も示した。これらの知見を総合すると、CourtSI は、スポーツ分野における VLM の空間知能を進展させるためのスケーラブルな道筋を提供することが示される。
One-sentence Summary
Researchers from Fudan University and Shanghai Artificial Intelligence Laboratory introduce CourtSI, the first large-scale spatial intelligence dataset for sports, which leverages a semi-automatic 3D reconstruction engine to generate over one million metric-accurate QA pairs for fine-grained human-centric reasoning in dynamic net sports scenarios.
Key Contributions
- Sports scenarios present a unique challenge for spatial intelligence due to high-intensity human motion and dynamic object interactions, which existing benchmarks fail to capture as they focus primarily on static scenes and rigid objects.
- The authors introduce CourtSI, a large-scale dataset with over 1M QA pairs, and CourtSI-Bench, a rigorously verified evaluation set, by leveraging a semi-automatic data engine that reconstructs 3D sports scenes using court geometry as metric anchors.
- Evaluations of 25 vision-language models reveal a significant human-AI performance gap, while fine-tuning Qwen3-VL-8B on CourtSI improves benchmark accuracy by 23.5 percentage points and demonstrates strong generalization to unseen sports like pickleball.
Introduction
Vision-language models are increasingly expected to reason about the 3D physical world, yet current benchmarks largely rely on static scenes and rigid objects, leaving a gap in understanding dynamic human motion and non-rigid interactions. Sports offer a high-intensity testbed for this challenge but have been underexplored due to the difficulty of obtaining metrically accurate spatial data from broadcast footage. To address this, the authors introduce CourtSI, the first large-scale dataset and benchmark for spatial intelligence in sports, which leverages the fixed geometry of court lines to reconstruct 3D scenes with centimeter-level accuracy. They further present CourtSI-Bench to rigorously evaluate model performance, revealing significant limitations in existing VLMs while demonstrating that fine-tuning on their data substantially improves spatial reasoning and generalization to unseen sports.
Dataset
CourtSI Dataset Overview
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Dataset Composition and Sources The authors construct CourtSI and its evaluation counterpart, CourtSI-Bench, using broadcast-view images sourced from RacketVision, a large-scale benchmark containing professional net sports clips. The data covers three specific sports: badminton, tennis, and table tennis. The pipeline relies on a semi-automatic data engine that leverages the standardized geometric layouts of sports courts to enable scalable, metric-accurate 3D scene reconstruction.
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Key Details for Each Subset
- CourtSI (Training Set): This large-scale dataset comprises 1,008,941 question-answer pairs generated from 52,481 images spanning 1,057 unique scenes. It includes diverse question types such as spatial counting, distance measurement, localization, and relational reasoning.
- CourtSI-Bench (Evaluation Set): Designed to prevent information leakage, this benchmark contains 3,686 QA pairs sampled from 1,988 images across 382 distinct scenes that do not overlap with the training set. The authors ensure a balanced distribution across the three sports and task categories to facilitate reliable evaluation.
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Data Usage and Processing Strategy The authors employ a deterministic pipeline to generate QA pairs. They first reconstruct 3D scenes and then automatically formulate questions and derive answers based on the recovered spatial states. The process involves:
- Metric-Aware Reconstruction: Using court geometry as anchors to solve for camera parameters via Perspective-n-Point (PnP) solvers, ensuring world-grounded coordinates.
- Object Localization: Converting depth estimation into ground projection estimation for balls and applying similarity transformations to human meshes to correct depth errors based on annotated lowest vertex heights.
- Question Generation: Utilizing 94 predefined templates to create questions that cover both numerical outputs (e.g., distances in meters, 3D coordinates) and multiple-choice options.
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Quality Control and Metadata Construction To ensure reliability, the authors implement a rigorous quality control process. They validate the data engine using a purpose-built multi-view dataset, confirming that ball and player localization errors remain at the centimeter level. For CourtSI-Bench specifically, two annotators independently review all QA pairs with access to 3D visualizations to identify and remove instances with reconstruction failures or ambiguous spatial relationships. The final benchmark is resampled to maintain balance after this human verification step.
Method
The authors propose a semi-automatic data engine to generate a large-scale dataset for spatial understanding in sports. The overall framework transforms raw sports images into a structured dataset containing 1 million QA pairs, enabling the evaluation of spatial capabilities like distance measurement and relational reasoning.

The core of the method is a 3D scene reconstruction pipeline. It begins with raw images where player meshes are recovered using PromptHMR and SAM3 to generate bounding boxes, followed by a height correction step. Simultaneously, the court geometry is established through manual annotation of ground and height points. A PnP solver utilizes these points to estimate metric-aware camera parameters. Ball annotations are also performed by marking 2D locations and projecting them to ground positions. These components are integrated to create a fully reconstructed 3D scene.

The court annotation process specifically involves defining 3D bounding boxes or planes for different sports, such as badminton, tennis, and table tennis, to ensure accurate spatial grounding.

To standardize spatial reasoning, the system adopts a specific coordinate system where the origin (0,0,0) is located at the intersection of the far baseline and the left doubles sideline (or the top-left corner of the table surface). The X-axis extends along the sideline towards the camera, the Y-axis extends along the far baseline to the right, and the Z-axis is vertical.
Based on these reconstructed 3D scenes, the authors generate a diverse set of question-answer pairs. These include numerical questions regarding distances and coordinates, multiple-choice questions (MCQs) for relational reasoning, and counting tasks.

Experiment
- Evaluation of 25 vision-language models on CourtSI-Bench reveals that while proprietary models approach human performance, they often struggle with instruction compliance and require post-processing to extract answers, whereas most open-source models fail significantly on metric-sensitive tasks like distance measurement.
- Human evaluators outperform all models overall but show notable limitations in estimating absolute distances and localization, highlighting the need for advanced 3D perception capabilities in sports scenarios.
- Fine-tuning on the CourtSI dataset yields substantial improvements in spatial intelligence, particularly for distance measurement, demonstrating the effectiveness of the curated data for enhancing model reasoning.
- Error analysis identifies perspective projection and 3D-to-2D ambiguity as primary failure modes, causing performance degradation as the discrepancy between 3D reality and 2D image appearance increases.
- Cross-sport evaluation on an unseen pickleball dataset confirms that while fine-tuning improves generalization, significant challenges remain in transferring spatial reasoning across different sports.
- Application testing on spatial-aware commentary generation shows that fine-tuned models successfully transfer learned spatial capabilities to downstream tasks, producing more accurate and contextually relevant descriptions without sacrificing linguistic quality.
- Comparisons with monocular scene reconstruction methods indicate that leveraging court geometry leads to superior camera calibration and player localization accuracy compared to standard depth estimation pipelines.