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Design Realization lecture 24

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Complex control with many simple chips (e.g. PICs), or with one complex chip (or a PC) ... Application notes for PICs, sample circuit boards. ... – PowerPoint PPT presentation

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Title: Design Realization lecture 24


1
Design Realization lecture 24
  • John Canny
  • 11/18/03

2
Last time
  • Simulation in Matlab/Simulink
  • PID stabilization
  • Automatic code generation - example

3
This time
  • Improvisation application to circuits and
    real-time programming.
  • Optics physics of light.

4
Improvisation
  • Exploration of the design possibilities of a
    medium.
  • Earlier we listed qualities of media.
  • For technical media, list their capabilities.
  • E.g. speed, complexity, cost, reliability, for a
    system network, processor, sensor etc

5
Improvisation extreme designs
  • Trying to achieve a design goal using extreme
    designs
  • E.g. expressive animation using motion only, or
    using high-performance characters.
  • Mood change using lighting only, or camera
    position.
  • Chair designs very light/heavy, simple/complex,
    single material or form

6
Improvisation extreme designs
  • Technical media
  • Recognition with one type of sensor (e.g. light).
  • Complex control with many simple chips (e.g.
    PICs), or with one complex chip (or a PC).
  • Communication with simple network (serial) vs. a
    stack such as ethernet or bluetooth.
  • PC board layout all surface-mount components,
    one-sided vs. two-sided layout, high vs. low
    density.

7
Improvisation pattern libraries
  • Normally, you learn a new medium by finding and
    applying design patterns.
  • Application notes for PICs, sample circuit
    boards.
  • As you become accomplished, you should save your
    own design patterns somewhere.

8
Improvisation challenging conventions
  • Design patterns are a good way to learn, but
    conventions should be challenged regularly.
  • This involves understanding the essential
    functionality of components, e.g.
  • RS485 transceivers as multidrop bus drivers.
  • Battery sensors as A/D converters.
  • Once this is understood, youre free to design
    out of the box.

9
  • Break

10
Why Optics?
  • Most of our interaction with technology is
    visual computers, architecture, games
  • Most of the media we consume are visual TV
    movies, newspaper, DVDs,
  • There are many new component-ized optical
    technologies, and the design possibilities are
    excellent.

11
Optics physics of light
  • Light is electro-magnetic radiation with
    wavelengths from 400-700 nm.
  • Longer wavelengths at thered end of the
    spectrum,grading to violet at the short end.

12
Optics physics of light
  • The eye contains two kinds of light-receptive
    cell called rods and cones.
  • Cones are the color sensors
  • The three typesallow the eye torespond to
    three-way color mixes.

13
Additive color mixes
  • Because of the 3 types of receptor, colors can be
    synthesized using 3 colored emitters
  • Phosphors (in TV and CRT displays)
  • White light with filters (LCD displays,
    projectors)
  • LED displays

14
Color Bases - XYZ
  • To describe color, its convenient to define a
    different basis.
  • The XYZ (CIE) basis uses X,Y coordinates to
    represent color, and Z to represent brightness.
  • Allows colors to be plotted in 2D.
  • They are related to R,G,B by a linear
    transformation
  • R 2.739 -1.145 -0.424 X G
    -1.119 2.029 0.033 Y B 0.138 -0.333
    1.105 Z

15
CIE plot
  • Shows colors in XY coordinates.
  • Saturated (full) colorsat the boundary.
  • Light sources coverregions in the plot.
  • Blended colors arein the convex hullof the
    source.
  • (Line shows blackbody radiation color)

16
HSV
  • Another common basis is HSV (Hue, Saturation,
    Value).
  • Hue is taken to be the angle of the color.
  • Saturation is the distance from the vertical
    axis.
  • Value is the height(brightness).
  • Considered moreintuitive for color choice.

17
YUV
  • The last common basis is YUV (popular in cameras
    and digital images).
  • Y is intensity, U,V encode color (can be
    negative).
  • Y-only gives B/W image.
  • U,V may have fewer bits than Y.
  • Assuming 8-bit (256 colors), transformation is
  • Y 0.299R 0.587G 0.114B
  • U -0.169R - 0.331G 0.500B 128.0
  • V 0.500R - 0.419G - 0.081B 128.0

18
Subtractive color
  • Pigments absorb specific colors, so they subtract
    colors from a painting or document.
  • To mix pigments, we choose pigments that absorb
    just one color
  • K brightness (black to white)
  • Cyan Blue Green White - Red
  • Magenta Blue Red White - Green
  • Yellow Red Green White Blue
  • This gives the CMYK system.

19
High quality color
  • Its not possible to get most pure colors with 3
    phosphors/pigments(all colors are in theconvex
    hull of the basecolors).
  • High-quality systemsuse more colors (e.g.
    7)spaced around the color wheel to provide
    better coverage.

20
Light waves (EM radiation)
  • Light is a form of electromagnetic radiation.
  • E (electric) and B (magnetic) fields are at right
    angles to direction of propagation.

21
2D light wave model
  • Its convenient (for drawing and analysis) to look
    at light wave propagation in 2D.
  • Wavefronts represent maxima of E or B at a given
    time instant.

22
Superposition
  • Light (and other EM radiation) obeys
    superposition
  • The E/B field due to many sources is the sum of
    the field due to each source.
  • A point source generates a spherical wave field.
  • An extended source can be represented as a sum of
    point sources.

23
Wavefronts and Rays
  • From superposition, we can derive that waves
    propagate normal the the wavefront surface, and
    vice-versa.
  • The ray description is most useful for describing
    the geometry of images.

24
Reflection
  • Most metals are excellent conductors.
  • They reduce the E field to zero at the surface.
  • This is equivalent to a field of point sources at
    the surface with opposite polarity.
  • These sources re-radiatethe signal at the
    reflection angle.

25
Reflection Ray representation
  • Using the ray representation, incident and
    reflected light rays make the same angle with the
    surface normal.
  • Incident, reflected rayand normal are all inthe
    same plane.
  • If I, R, N unit vectors
  • I?N R?N
  • I?(N ? R) 0

26
Refraction wave representation
  • In most transparent materials (plastic, glass),
    light propagates slower than in air.
  • At the boundary, wavefronts bend

27
Refraction ray representation
  • In terms of rays, light bends toward the normal
    in the slower material.
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