Title: Spelunking Technologies
1Joel Martin Jean Mohammadi-Aragh Alfred Nuzzolo
Critical Design Review February 26, 2002 CPE
Senior Design II
2People
Alfred Nuzzolo Jean Mohammadi-Aragh Joel
Martin Dr. Robert Moorhead (Advisor)
3Problem
The MSU COVE at the ERC is not being fully
utilized. We have developed the following
estimates
Time Frame Time used / total hours Percentage
Mon-Fri (8am-5pm) 25 hours / 45 total hours 56
All other hours 20 hours / 123 total hours 16
Problem How can we increase CAVE usage?
4Solution
Problem How can we increase CAVE
usage? Solution The current controller is
limited in functionality and in need of repair.
Also, there are a limited number of working
demos. We can create an interface to the CAVE
for a PlayStation controller (to allow for
multiple types and easy replacement of
controllers) as well as create a new demo to show
individuals some of the CAVEs abilities.
5Refresher
- Low CAVE Utilization
- No Architectural Research
- No Campus Tours
- Broken Controller
- Current Controller
- N64 exterior
- CS student designed interior
- Non-standard
6More Refresher
- Build a 3D model of
- MSU in the CAVE
- Build a better interface
- to control movement
- in the CAVE
7Hardware
8Hardware
- All in one overview?
- PCB layout
- Assembly code overview (flow chart)
- Why we should PCB even with trouble.
- Boot up sequence (problem we overcame)
9Prototype Hardware
- Currently Handles
- Input from PlayStation controller
- Output of Digital signals
10Hardware Overview
Immersion Box
Ubicom SX28AC
Digital
11PlayStation Interface
Ubicom SX28AC
Data
Command
Ground
5V
Select
Clock
Ack
12Digital Immersion Interface
Ubicom SX28AC
Immersion Box
5V
5V
13Analog Immersion InterfaceComing Soon to a CAVE
Near You!
Immersion Box
Ubicom SX28AC
SDA
SCL
I2C
14CAVETM Hardware Emergency
15Software
16Concept Review
Carpenter at point X870' Y995' at point
X919' Y979' at point X901' Y925' at point
X953' Y907' at point X939' Y863' at point
X886' Y881' at point X868' Y827' at point
X819' Y843' at point X870' Y995'
y
AutoCad
x
y
for all the data // draw the points
glVertex( X, height, Y)
CAVElib
x
z
17Old Software
18Concept Review Continued
19Old Software
20Software Overview
Image data
Building data
Parser
model.c
Environment Setup
Image reader
Data reader
Display
Collision
21Image Data and Reader
Chosen format TGA
height width AGBR AGBR AGBR AGBR AGBR AGBR AGBR
AGBR AGBR AGBR AGBR AGBR
header image data
The Image Reader stores the image data in memory.
Potential Problem limited texture memory
22Software Overview
Image data
Building data
Parser
model.c
Environment Setup
Image reader
Data reader
Display
Collision
23Building Data
Chosen format (x1, y1, z1) (x2, y2, z2) (x3, y3,
z3) (x4, y4, z4) texture.tga
(x2, y2, z2)
(x3, y3, z3)
(x1, y1, z1)
(x4, y4, z4)
To use texture memory more effectively images
can be used more than once.
24Parser and Building Data Reader
Parser developed to ensure duplicate images are
not loaded into memory more than once.
Creates texture ids for each new image file
requested by the building data file.
- Data Reader
- stores the image data in memory
- creates a list of textures-to-be-loaded for
the image reader.
25Software Overview
Image data
Building data
Parser
model.c
Environment Setup
Image reader
Data reader
Display
Collision
26Current Software
27Software Overview
Image data
Building data
Parser
model.c
Environment Setup
Image reader
Data reader
Display
Collision
28Collision Detection
29Accomplishments Jan-Feb 02
- Modified draw_building()
- to handle different textures for different sides
of the buildings - to draw varying polygons (draw roofs in addition
to strict perimeters) - Finished creating textures for
- Simrall
- Carpenter
- Stennis
- Allen
- Swalm
- Lee
- Created scripts to select building data at
runtime instead of compile time - Image and Data readers
- Parser
30Testing
31Test Specifications
- Input lt 12 Volts
- Controller Size
- Cord Length
- Standard Type
- Operating Time
- Ten Exteriors
- One Interior
32Test Plan
- Team Testing
- ERC Testing
- Non-ERC Testing
33Test Plan Continued
ERC (Controller) Easy Transition Controller
Stress Backwards Compatible
Non-ERC (Demo) Aesthetic Natural
Movement Appropriate Color
Team Specifications Controller Demo
34Summary
35Timeline
- Research finalize design - Completed
- CAVE user feedback - Completed
- Map campus to box-world - Completed
- Complete working prototype - Completed
- Map textures to box-world - In Progress
- Map inside of chosen building - Pending
- Comment and document code - In Progress
- Transition from breadboard to PCB - In Progress
- Building data determined at runtime - Completed
- Make attractive case - Pending
- Test design for other PS controllers - Pending
- Finishing Touches ?
36Future Ideas
- Map all building exteriors for campus
- Map all campus interiors
- Include sound
- Implement PS2 rumble pack
- History lesson (Old Main)
- Wireless controller
37The End