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Virtual Juggling Report FINAL v1.pdfTable of ContentsList of FiguresOverviewModule StructureCamera Input ModuleControllerLevel to PulseVideo ProcessorHand DetectorHand LogicBall ManagerBlock Random Access Memory (BRAM)PhysicsDisplayOutput ModuleAggregate Ball Sprite MemoryTestingConclusionAppendix: Verilog SourceComplete Source.pdflabkit.pdfLocal Diskfile:///C|/Documents%20and%20Settings/cwilkens/My%20Documents/College/6.111/Final%20Project/Verilog%20Files/Verilog%20Source%20as%20Text/labkit.txtvirtual_juggling.pdfLocal Diskfile:///C|/Documents%20and%20Settings/cwilkens/My%20Documents/College/6.111/Final%20Project/Verilog%20Files/Verilog%20Source%20as%20Text/virtual_juggling.txtvj_video_processor.pdfLocal Diskfile:///C|/Documents%20and%20Settings/cwilkens/My%20Documents/College/6.111/Final%20Project/Verilog%20Files/Verilog%20Source%20as%20Text/vj_video_processor.txtyuv_to_rgb.pdfLocal Diskfile:///C|/Documents%20and%20Settings/cwilkens/My%20Documents/College/6.111/Final%20Project/Verilog%20Files/Verilog%20Source%20as%20Text/yuv_to_rgb.txtvj_controller.pdfLocal Diskfile:///C|/Documents%20and%20Settings/cwilkens/My%20Documents/College/6.111/Final%20Project/Verilog%20Files/Verilog%20Source%20as%20Text/vj_controller.txtvj_level_to_pulse.pdfLocal Diskfile:///C|/Documents%20and%20Settings/cwilkens/My%20Documents/College/6.111/Final%20Project/Verilog%20Files/Verilog%20Source%20as%20Text/vj_level_to_pulse.txtvj_bm_ball_manager.pdfLocal Diskfile:///C|/Documents%20and%20Settings/cwilkens/My%20Documents/College/6.111/Final%20Project/Verilog%20Files/Verilog%20Source%20as%20Text/vj_bm_ball_manager.txtvj_bm_physics.pdfLocal Diskfile:///C|/Documents%20and%20Settings/cwilkens/My%20Documents/College/6.111/Final%20Project/Verilog%20Files/Verilog%20Source%20as%20Text/vj_bm_physics.txtvj_bm_display.pdfLocal Diskfile:///C|/Documents%20and%20Settings/cwilkens/My%20Documents/College/6.111/Final%20Project/Verilog%20Files/Verilog%20Source%20as%20Text/vj_bm_display.txtvj_output.pdfLocal Diskfile:///C|/Documents%20and%20Settings/cwilkens/My%20Documents/College/6.111/Final%20Project/Verilog%20Files/Verilog%20Source%20as%20Text/vj_output.txtdivide.pdfLocal Diskfile:///C|/Documents%20and%20Settings/cwilkens/My%20Documents/College/6.111/Final%20Project/Verilog%20Files/Verilog%20Source%20as%20Text/divide.txtbram70x32.pdfLocal Diskfile:///C|/Documents%20and%20Settings/cwilkens/My%20Documents/College/6.111/Final%20Project/Verilog%20Files/Verilog%20Source%20as%20Text/bram70x32.txtdebounce.pdfLocal Diskfile:///C|/Documents%20and%20Settings/cwilkens/My%20Documents/College/6.111/Final%20Project/Verilog%20Files/Verilog%20Source%20as%20Text/debounce.txtdisplay_16hex.pdfLocal Diskfile:///C|/Documents%20and%20Settings/cwilkens/My%20Documents/College/6.111/Final%20Project/Verilog%20Files/Verilog%20Source%20as%20Text/display_16hex.txtntsc2zbt.pdfLocal Diskfile:///C|/Documents%20and%20Settings/cwilkens/My%20Documents/College/6.111/Final%20Project/Verilog%20Files/Verilog%20Source%20as%20Text/ntsc2zbt.txtvideo_decoder.pdfLocal Diskfile:///C|/Documents%20and%20Settings/cwilkens/My%20Documents/College/6.111/Final%20Project/Verilog%20Files/Verilog%20Source%20as%20Text/video_decoder.txtvideo_zbt.pdfLocal Diskfile:///C|/Documents%20and%20Settings/cwilkens/My%20Documents/College/6.111/Final%20Project/Verilog%20Files/Verilog%20Source%20as%20Text/video_zbt.txtzbt_6111.pdfLocal Diskfile:///C|/Documents%20and%20Settings/cwilkens/My%20Documents/College/6.111/Final%20Project/Verilog%20Files/Verilog%20Source%20as%20Text/zbt_6111.txtVirtual Juggling Chris Wilkens and David Rush 6.111 December 14, 2005 Abstract: The Virtual Juggling Simulator is designed to allow a user to juggle virtual balls by moving their hands in the air. A camera is focused on a user whose hands are found by using a threshold for the input color. The hand’s position, velocity and state (based on past and current velocities) are calculated and passed on to a Ball Manager. The Ball Manager determines each ball’s new position, velocity and state determined on by their old states and the current inputs. The Ball Manager then passes on to the Output module if and where to display each of the 31 balls on the next frame and the balls are overlaid onto the raw image passed from the camera and displayed on a monitor. The balls’ state includes if it is in play, in a hand, in the right hand or left hand, its direction and what its x and y velocity and position are. The hands can be in a throw or catch state. Button and switch inputs are wired from the labkit to reset system, add to or remove balls from the system and to set the gravity for the system. The functionalities of the system are controlled by the major Video Processor, Ball Manager, Output and Controller modules each with a number of submodules.Table of Contents Table of Contents................................................................................................................ii List of Figures....................................................................................................................iii Overview............................................................................................................................. 1 Module Structure ................................................................................................................ 2 Camera Input Module ..................................................................................................... 3 Controller........................................................................................................................ 4 Level to Pulse.............................................................................................................. 5 Video Processor .............................................................................................................. 5 Hand Detector............................................................................................................. 6 Hand Logic.................................................................................................................. 7 Ball Manager................................................................................................................... 8 Block Random Access Memory (BRAM)................................................................ 10 Physics ......................................................................................................................
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