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MIT 6 111 - Study Notes

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Slide 1Virtual Basketball: How Well Do You Shoot?System OverviewAccelerometer & A/D ConverterVelocity & Position Block DiagramCalibrationSlide 7Slide 8CalculationsSlide 10Slide 11Slide 12ConclusionVirtual Basketball: How Well Do You Shoot?Chun Li & Jingwen Ouyang6.111 Spring 2007System OverviewChun Jingwenanalog x 10 analog y 10analog z 10velocity y 10velocity z 10velocity x 10position x 10position y 10position z 10Calibration&Velocity Calculationvga_colors 24 Game Displayvsync, hsync, hblankADXL3303-AxisAccelerometerAccelerometer & A/D Converter•ADXL330 3-axis Accelerometer•±3g range•Operating voltage 3V•300 mV/g sensitivity•AD7810 10-bit A/D Converter•Sample at 1 kHzVelocity & Position Block DiagramSerial InterfaceIntegratorDetermine Release VelocitiesSerial InterfaceSerial InterfaceSCLKCONVSTDOUTX 10SCLKDOUTY 10SCLKDOUTZ 10CONVSTCONVSTTo all modulesDebounce/SynchronizeclkTo all modulesresetacc_x 10acc_y 10acc_z10Calibrationswitch[6:0] height 7pos_xpos_ypos_z 7 7 7sens_x 10sens_y 10sens_z 10IntegratorIntegratorreset enablereset enablereset enablevel_x 20vel_y 20vel_z 20rel_x 20rel_y 20rel_z 20ADXL330 3-Axis AccelerometerAD7810 AD7810 AD7810analog_xanalog_yanalog_z27Mhz_clockReset (button[0])Calibration•Obtain player height•Calculate initial x, y, z positions•Why: Variances•0g bias point•sensitivityDebouncer/ SynchronizerGame LogicDisplay FieldDCMVGA Controllerpixel_clockTo AllResetReplayreset_syncreplay_syncInitial positions10 x 3 10 x 3Initial speeds10 x 3 10 x 3Ball x, y, zPositionsShadowPositionslabkit_clockpixel_count 10 line_count 10 24 rgb_signal1 x 4 VGA signalsGame Display OverviewGet Ball position(FSM)Get Shadow PositionStatusInitial Positions10 x 3Initial speeds10 x 3ball_x,y,zstatusGame Logic210 x 3Shadow_x,y,z10 x 3Calculations•Speed•Vz = g t + Vz (only vertical direction has acceleration)* t = time between each frame•Position•X = Vx t + X •Y = Vy t + Y•X = Vz t + Z•3D to 2D conversion•W = Z + X sin(a) – Y sin(b)•U = X cos(a) + Y cos(b)3D to 2D Converterball_x,y,z10 x 3 ball_x,y10 x 3Display Fieldpixel_count 10 line_count 10 Address CounterFor ROM7 ball_addrROM rgb_ball24RGB Controller24 rgb_signalrgb signals for the shadow, player, scores, and background, which are obtained similarly24 x 4Color Mapping2 color_indexGame Display Interface (1)2+++++4Game Display Interface (2)Conclusion•practice shooting without a court•Whenever•Game for the


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MIT 6 111 - Study Notes

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