Electronic Etch-a-Sketch Project Objectives Etch-a

Transcription

Electronic Etch-a-Sketch Project Objectives Etch-a
Electronic Etch-a-Sketch Project
Objectives
 Project Concept and Background
 Broad “brush” overview of the project
 Checkpoint Structure
 Details will be covered in the lab lectures
 Bells and Whistles
 NOTE: anything discussed in the lab lectures and
project checkpoint write-ups supercedes what I
describe here!
 The TAs know the project better than I do!
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Etch-a-Sketch
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Electronic Etch-a-Sketch
 AKA an electronic “paint” machine …
 Recent CS 150 projects: network streaming audio, network
digital “telephone”, pong, video image processing, … audio and/or
video a common theme
 This is a good CS 150 project because …
 It is NOT a processor architecture (take CS 152 for that!)
 Vast majority of digital designs involve interfacing with the real
world, with real world timing constraints!
 Hardware Systems: Input, Processing, Output
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Etch-a-Sketch
 One possible way to do it …

Pen/brush position/size (and special effects) inputs

State of the screen in frame buffer in SDRAM

Modified by drawing semantics

Refresh LCD screen from frame buffer in SDRAM
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Electronic Etch-a-Sketch
 Implement this …
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with this …
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Etch-a-Sketch Block Architecture
Calinx Board
Video & Audio Ports
Four 100 Mb
Ethernet Ports
AC ’97 Codec &
Power Amp
8 Meg x 32
SDRAM
Flash Card &
Micro-drive Port
Quad Ethernet
Transceiver
Checkpoint #4:
Paint Engine
Prototype
Area
Cursor Position
Cursor Size
Brush Color
Xilinx
Virtex 2000E
Seven Segment
LED Displays
Calinx Board
Checkpoint #1:
N64 Game Controller
Interface
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Checkpoint #3:
SDRAM
Controller
Arbiter
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Checkpoint #1: N64 Interface
Checkpoint #2: Video Encoding

 This week in lab!
Pixel Array:

Digital image represented by
matrix of values, where each is a
function of the information
surrounding it in the image; single
element in image matrix: picture
element or pixel (includes info for
all color components)

Array size varies for different
apps and costs: some common sizes
shown
 Continually poll N64 and report state of buttons and analog
joystick
 Issue 8-bit command
 Receive 32-bit response
 Each button response is 32 bit value containing button state and
8-bit signed horizontal and vertical velocities
SIF,
82 Kpx
 Serial interface protocol
 Multiple cycles to perform each transaction

Frames:

 Bits obtained serially--UART-like functionality
Video, 300 Kpx
Illusion of motion created
PC/Mac, 1‡2 Mpx
by successively flashing still
 Framing (packet start/stop)
High-Definition Television (HDTV), 1 Mpx
pictures called frames
 Bit encoding

Checkpoint #2:
NTSC Video
Paint EngineSDRAM Interface
Video Encoder &
Decoder
Workstation, 1 Mpx
High-Definition Television (HDTV), 2 Mpx
start | data | data | stop
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FIGURE 1
Composition of interface data stream
 Frame size, frame rate
 Pixel encodings: RGB, YUV/YCB (Luminance, Chrominance -brightness plus color difference signals)
 Subsampling to reduce data demands (compression trick)
 Inputs: ITU-R BT.601 Format (Digital Broadcast NTSC)
525
Frames/sec
29.97
Pixels/sec
13.5 M
Viewable pixels/line
720
Viewable lines/frame
487

With 4:2:2 chroma sub-sampling,
send 2 words/pixel (Cr/Y/Cb/Y)

Words/sec = 27M
Encoder runs off a 27MHz clock

Control info (horizontal & vertical
synch) is multiplexed on data lines

Encoder data stream show to right

See video tutorial documents on
course documentation web page!
 Outputs: Component video, S-video to drive LCDs in lab
 Fortunately, Calinx board has a chip on-board that deals with much
of the grungy details …
858
Lines per frame
Luminance
data, Y
736
718 719 720 721
(732)
857
(863) 0
1
2
Chrominance
data, CR
359
360
368
( 366 )
0
1
Chrominance
data, CB
359
360
368
( 366 )
0
1
Replaced by
timing reference
signal
Replaced by
digital blanking data
Replaced by
timing reference
signal
CB 0
Y0
CR 0
Y1
 Interleaved even-odd frames (TV) vs. progress scan (computer and
digital displays)
Pixels per line
First sample
of digital active line
Y 855(861)
CB 428(431)
Y 856(862)
CR 428(431)
Y 857(863)
CB 0
Y0
CR 0
Y1
 NTSC vs. PAL, HDTV, …
Interfacing details for ITU-601
CB 368(366)
Y 736(732)
CR 368(366)

Sample data
for OH instant
CB 359
Y 718
CR 359
Y 719
CB 360
Y 720
CR 360
Y 721
 Video details fairly complex and involve many choices:
ITU-R BT.656 Details
CB 359
Y 718
CR 359
Y 719
Checkpoint #2: Video Encoding
Last sample
of digital active line
Start of
active video
End of
active video
Timing reference signals
Note 1 – Sample identification numbers in parentheses are for 625-line systems where these differ from
those for 525-line systems. (See also Recommendation ITU-R BT.803.)
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D01
Checkpoint #2: Video Encoder
Calinx On-Board Video Encoder

Analog Devices ADV7194: ITU 601/656 in, Composite Video Out

Supports:

Paint engine processes pixels within frame buffer

Drive ADV7194 video encoder device to output correct NTSC video

Gain lots of experience reading data sheets
Multiple input formats and outputs


Operational modes, slave/master

Dictates the 27 MHz operation rate

Used in default mode: ITU-601 as slave

Used throughout graphics subsystem
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Checkpoint #3: SDRAM Interface
s-video output

Digital input side connected to Virtex pins

Analog output side wired to on board
connectors or headers

I2C interface for initialization:

Wired to Virtex
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SDRAM READ Burst Timing
 Memory protocols
 Bus arbitration
 Address phase
 Data phase
 DRAM is large, but few address lines and slow
 Row & col address
 Wait states
 Synchronous DRAM provides fast synchronous access current
block
 Little like a cache in the DRAM
 Fast burst of data
 Arbitration for shared resource
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Checkpoint #4: Paint Engine
Checkpoint Structure and Schedule
 Fed a series of “brush” strokes and effects
 Checkpoint #1: Game Controller Interface (Week 7)




Defined by color (including erase), brush shape (height, width), etc.
Current brush positions
All from N64 Controller interface
NOTE: lots of buttons, and lots of opportunity for extra credit
brush effects
 Renders “paint” into frame buffer within range of pixels at
current cursor position
 Must arbitrate for SDRAM and carry out bus protocol
 Paint engine overlaps writing SDRAM with video interfacing reading
SDRAM to drive LCD display
 Continuously feeding video interface from SDRAM subject to timing
specifications
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 Checkpoint #2: LCD Interface (Week 8)
 Checkpoint #3: Memory Interface (Week 9, 10 -Spans Midterm II)
 Checkpoint #4: Paint Engine/Integration (Week 11, 12, 13+)
 Early Check-off: Wednesday before Thanksgivings
(November 23)
 Standard Check-off: Wednesday, November 30
 Project Final Report: December 7
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Possible Bells and Whistles
 Still thinking about this but here are some ideas;
These are mostly implemented in the paint engine …
 Brush sound effects
 Brush effects, like spray paint, splashes, etc.
 Brush shapes, like square, oval, triangle
 Brush physics, soft vs. hard brush, brush angle, etc. (e.g., Japanese
caligraphy)
 Color mixing rather than overwrite
 Your good idea here
 NOTE: We don’t necessary know how to implement these ourselves!
 NOTE: extra credit will be limited to 20% extra points and no extra
credit unless the standard functionality works
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