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Spelunking Technologies

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Title: Spelunking Technologies


1
Joel Martin Jean Mohammadi-Aragh Alfred Nuzzolo
Critical Design Review February 26, 2002 CPE
Senior Design II
2
People
Alfred Nuzzolo Jean Mohammadi-Aragh Joel
Martin Dr. Robert Moorhead (Advisor)
3
Problem
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?
4
Solution
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.
5
Refresher
  • Low CAVE Utilization
  • No Architectural Research
  • No Campus Tours
  • Broken Controller
  • Current Controller
  • N64 exterior
  • CS student designed interior
  • Non-standard

6
More Refresher
  • Build a 3D model of
  • MSU in the CAVE
  • Build a better interface
  • to control movement
  • in the CAVE

7
Hardware
8
Hardware
  • All in one overview?
  • PCB layout
  • Assembly code overview (flow chart)
  • Why we should PCB even with trouble.
  • Boot up sequence (problem we overcame)

9
Prototype Hardware
  • Currently Handles
  • Input from PlayStation controller
  • Output of Digital signals

10
Hardware Overview
Immersion Box
Ubicom SX28AC
Digital
11
PlayStation Interface
Ubicom SX28AC
Data
Command
Ground
5V
Select
Clock
Ack
12
Digital Immersion Interface
Ubicom SX28AC
Immersion Box
5V
5V
  • NEC PS7141-2A

13
Analog Immersion InterfaceComing Soon to a CAVE
Near You!
Immersion Box
Ubicom SX28AC
SDA
SCL
I2C
14
CAVETM Hardware Emergency
  • Immersion Box

15
Software
16
Concept 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
17
Old Software
18
Concept Review Continued
19
Old Software
20
Software Overview
Image data
Building data
Parser
model.c
Environment Setup
Image reader
Data reader
Display
Collision
21
Image 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
22
Software Overview
Image data
Building data
Parser
model.c
Environment Setup
Image reader
Data reader
Display
Collision
23
Building 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.
24
Parser 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.

25
Software Overview
Image data
Building data
Parser
model.c
Environment Setup
Image reader
Data reader
Display
Collision
26
Current Software
27
Software Overview
Image data
Building data
Parser
model.c
Environment Setup
Image reader
Data reader
Display
Collision
28
Collision Detection
29
Accomplishments 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

30
Testing
31
Test Specifications
  • Input lt 12 Volts
  • Controller Size
  • Cord Length
  • Standard Type
  • Operating Time
  • Ten Exteriors
  • One Interior

32
Test Plan
  • Team Testing
  • ERC Testing
  • Non-ERC Testing

33
Test Plan Continued
ERC (Controller) Easy Transition Controller
Stress Backwards Compatible
Non-ERC (Demo) Aesthetic Natural
Movement Appropriate Color
Team Specifications Controller Demo
34
Summary
35
Timeline
  • 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 ?

36
Future Ideas
  • Map all building exteriors for campus
  • Map all campus interiors
  • Include sound
  • Implement PS2 rumble pack
  • History lesson (Old Main)
  • Wireless controller

37
The End
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