1 / 38

EECS 150 - Components and Design Techniques for Digital Systems Lec 13 – Project Overview

EECS 150 - Components and Design Techniques for Digital Systems Lec 13 – Project Overview David Culler Electrical Engineering and Computer Sciences University of California, Berkeley http://www.eecs.berkeley.edu/~culler http://www-inst.eecs.berkeley.edu/~cs150 You Are Here

andrew
Télécharger la présentation

EECS 150 - Components and Design Techniques for Digital Systems Lec 13 – Project Overview

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. EECS 150 - Components and Design Techniques for Digital Systems Lec 13 – Project Overview David Culler Electrical Engineering and Computer Sciences University of California, Berkeley http://www.eecs.berkeley.edu/~culler http://www-inst.eecs.berkeley.edu/~cs150

  2. You Are Here EECS150 wks 6 - 15 EECS150 wks 1-6 Traversing Digital Design CS61C EE 40 EECS 150, Fa04, Lec 13-Project

  3. Caveats • Today’s lecture provides an overview of the project. • Lab will cover it in MUCH more detail. • Where there are differences, the lab information is correct! • Names of many components are different from what is used in lab, so you won’t be confused… EECS 150, Fa04, Lec 13-Project

  4. 17 9 Basic Pong Game • Court = set of obstacles • fixed position • Paddle = moving obstacle • Position & vertical velocity • Function of joystick • P’ = f ( P, j ) • Ball • 2D position & velocity • [ spin, acc ] • Bounces off walls and paddles • B’ = f ( B, j ,C ) • Score • Ball hitting sides • Effects • Display, audio, … composite video player-0 input player-1 input EECS 150, Fa04, Lec 13-Project

  5. Video & AudioPorts Four 100 Mb Ethernet Ports AC ’97 Codec & Power Amp Video Encoder & Decoder 8 Meg x 32 SDRAM Flash Card & Micro-drive Port Quad Ethernet Transceiver Prototype Area Xilinx Virtex 2000E Seven Segment LEDDisplays Calinx Board EECS 150, Fa04, Lec 13-Project

  6. Add-on card EECS 150, Fa04, Lec 13-Project

  7. 17 9 Project Design Problem Map this application To this technology EECS 150, Fa04, Lec 13-Project

  8. 17 9 Input-Output Constraints • Ball moves within a court • Players control movement of the paddles with joysticks • Observe game as rendered on video display • Bounces off walls and paddles till point is scored • I/O devices provide design constraints composite video ADV7194 8 ITU 601/656 FPGA player-0 input player-1 input N64 controller interface LCD LEDS switches EECS 150, Fa04, Lec 13-Project

  9. 9 17 Input/Output Support • Digitize and abstract messy analog input • Rendering pipeline to translate display objects into byte stream • Off-chip device to translate digital byte stream into composite video composite video ADV7194 8 ITU 601/656 FPGA Video Stream Render Engine Game Physics Joystick Interface player-1 input player-0 input N64 controller interface EECS 150, Fa04, Lec 13-Project

  10. 17 9 ? “Physics” of the Game • Court = set of obstacles • fixed position • Paddle = moving obstacle • Position & vertical velocity • Function of joystick • P’ = f ( P, j ) • Ball • 2D position & velocity • [ spin, acc ] • Bounces off walls and paddles • B’ = f ( B, j ,C ) • Score • Ball hitting sides • Effects • Display, audio, … composite video ADV7194 8 ITU 601/656 FPGA Video Stream Render Engine Game Physics Joystick Interface player-1 input player-0 input N64 controller interface EECS 150, Fa04, Lec 13-Project

  11. composite video ADV7194 9 17 8 ITU 601/656 FPGA Video Stream SDRAM Control Render Engine SDRAM Control frame Data player-1 input 32 Game Physics player-0 input Joystick Interface N64 controller interface board state Representing state • State of the game • Court obstacles • Paddles • Ball • Score • Additional data • Display blocks • Paddle & ball image • Numerals • Frame buffer • SDRAM holds frame buffer • Rendered to frame buffer • Spooled to video encoder • SDRAM has sophisticated interface • Grok Data sheet, design bus controller • FPGA block RAM holds board • also Registers, Counters, … • Timing sequence, Controller state • FIFOs, Packet buffers EECS 150, Fa04, Lec 13-Project

  12. 9 17 N64 controller interface 8 velocity pause start DQ reset clock (27 MHz) N64 Interface (cp 1) • 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 • Serial interface protocol • Multiple cycles to perform each transaction • Bits obtained serially • Framing (packet start/stop) • Bit encoding • start | data | data | stop composite video ADV7194 8 ITU 601/656 FPGA Video stream SDRAM Control Render Engine SDRAM Control board state Data player-1 input 32 Game Physics player-0 input Joystick Interface EECS 150, Fa04, Lec 13-Project

  13. 9 17 Video Encoder (cp 2) • Rendering engine processes display objects into frame buffer • Renders rectangles, image blocks, … • Drive ADV7194 video encoder device so that it outputs the correct NTSC • Gain experience reading data sheets • Dictates the 27 MHz operation rate • Used throughout graphics subsystem composite video ADV7194 8 ITU 601/656 FPGA Video Stream SDRAM Control Render Engine SDRAM Control board state Data player-1 input 32 Game Physics player-0 input Joystick Interface N64 controller interface EECS 150, Fa04, Lec 13-Project

  14. Announcements • Midterm will be returned in section • Solutions available on-line • Reading: • Video In a Nutshell (by Tom Oberheim) on class web page • Lab project documents (as assigned) EECS 150, Fa04, Lec 13-Project

  15. Digital Video Basics – a little detour • Pixel Array: • A digital image is represented by a matrix of values where each value is a function of the information surrounding the corresponding point in the image. A single element in an image matrix is a picture element, or pixel. A pixel includes info for all color components. • The array size varies for different applications and costs. Some common sizes shown to the right. • Frames: • The illusion of motion is created by successively flashing still pictures called frames. EECS 150, Fa04, Lec 13-Project

  16. The human perceptual system can be fooled into seeing continuous motion by flashing frames at a rate of around 20 frames/sec or higher. Much lower and the movement looks jerky and flickers. TV in the US uses 30 frames/second (originally derived from the 60Hz line current frequency). Images are generated on the screen of the display device by “drawing” or scanning each line of the image one after another, usually from top to bottom. Early display devices (CRTs) required time to get from the end of a scan line to the beginning of the next. Therefore each line of video consists of an active video portion and a horizontal blanking interval portion. A vertical blanking interval corresponds to the time to return from the bottom to the top. In addition to the active (visible) lines of video, each frame includes a number of non-visible lines in the vertical blanking interval. The vertical blanking interval is used these days to send additional information such as closed captions and stock reports. Refresh Rates & Scaning EECS 150, Fa04, Lec 13-Project

  17. Early inventers of TV discovered that they could reduce the flicker effect by increasing the flash-rate without increasing the frame-rate. Interlaced scanning forms a complete picture, the frame, from two fields, each comprising half the scan lines. The second field is delayed half the frame time from the first. Non-interlaced displays are call progressive scan. Interlaced Scanning • The first field, odd field, displays the odd scan lines, the second, even field, displays the even scan lines. EECS 150, Fa04, Lec 13-Project

  18. A natural way to represent the information at each pixel is with the brightness of each of the primary color components: red, green and blue (RBG). In the digital domain we could transmit one number for each of red, green, and blue intensity. Engineers had to deal with issue when transitioning from black and white TV to color. The signal for black and white TV contains the overall pixel brightness (a combination of all color components). Rather than adding three new signals for color TV, they decided to encode the color information in two extra signals to be used in conjunction with the B/W signal for color receivers and could be ignored for the older B/W sets. The color signals (components) are color differences, defined as: Y-B and Y-R, where Y is the brightness signal (component). In the digital domain the three components are called: Y luma, overall brightness CBchroma, Y-B CR chroma,Y-R Note that it is possible to reconstruct the RGB representation if needed. One reason this representation survives today is that the human visual perceptual system is less sensitive to spatial information in chrominance than it is in luminance. Therefore chroma components are usually subsampled with respect to luma component. Pixel Components EECS 150, Fa04, Lec 13-Project

  19. Chroma Subsampling • Variations include subsampling horizontally, both vertically and horizontally. • Chroma samples are coincident with alternate luma samples or are sited halfway between alternate luna samples. EECS 150, Fa04, Lec 13-Project

  20. Common Interchange Format (CIF) Developed for low to medium quality applications. Teleconferencing, etc. Variations: QCIF, 4CIF, 16CIF Examples of component streaming: line i: Y CR Y Y CR Y Y… line i+1: Y CB Y Y CB Y Y… Alternate (different packet types): line i: Y CR Y CB Y CR Y CB Y … line i+1: Y Y Y Y Y … Bits/pixel: 6 components / 4 pixels 48/4 = 12 bits/pixel Common Interchange Format (CIF) Example 1: commonly used as output of MPEG-1 decoders. EECS 150, Fa04, Lec 13-Project

  21. Formerly, CCIR-601. Designed for digitizing broadcast NTSC (national television system committee) signals. Variations: 4:2:0 PAL (European) version Component streaming: line i: Y CB Y CR Y CB Y CR Y … line i+1: Y CB Y CR Y CB Y CR Y … Bits/pixel: 4 components / 2 pixels 40/2 = 20 bits/pixel ITU-R BT.601 Format The Calinx board video encoder supports this format. EECS 150, Fa04, Lec 13-Project

  22. Analog Devices ADV7194 Supports: Multiple input formats and outputs Operational modes, slave/master VidFX project will use default mode: ITU-601 as slave 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. Calinx Video Encoder EECS 150, Fa04, Lec 13-Project

  23. Interfacing details for ITU-601. Pixels per line 858 Lines per frame 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 need to send 2 words/pixel (1 Y and 1 C). words/sec = 27M, Therefore encoder runs off a 27MHz clock. Control information (horizontal and vertical synch) is multiplexed on the data lines. Encoder data stream show to right: ITU-R BT.656 Details EECS 150, Fa04, Lec 13-Project

  24. Control is provided through “End of Video” (EAV) and “Start of Video” (SAV) timing references. Each reference is a block of four words: FF, 00, 00, <code> The <code> word encodes the following bits: F = field select (even or odd) V = indicates vertical blanking H = 1 if EAV else 0 for SAV Horizontal blanking section consists of repeating pattern 80 10 80 10 … ITU-R BT.656 Details EECS 150, Fa04, Lec 13-Project

  25. Analog Devices ADV7185 Takes NTSC (or PAL) video signal on analog side and outputs ITU601/ITU656 on digital side. Many modes and features not use by us. VidFX project will use default mode: no initialization needed. Generates 27MHz clock synchronized to the output data. Digital input side connected to Virtex pins. Analog output side wired to on board connectors or headers. Camera connection through “composite video”. Calinx Video Decoder (not this term) analog side digital side EECS 150, Fa04, Lec 13-Project

  26. composite video ADV7194 9 17 8 ITU 601/656 FPGA Video Stream SDRAM Control Render Engine SDRAM Control frame Data player-1 input 32 Game Physics player-0 input Joystick Interface N64 controller interface board state SDRAM interface (cp 3) • 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 EECS 150, Fa04, Lec 13-Project

  27. SDRAM READ burst timing (for later) EECS 150, Fa04, Lec 13-Project

  28. 9 17 Rendering Engine • Fed series of display objects • Obstacles, paddles, ball • Each defined by bounding box • Top, bottom, left, right • Renders object into frame buffer within that box • Bitblt color for rectangles • Copy pixel image • Must arbitrate for SDRAM and carry out bus protocol composite video ADV7194 8 ITU 601/656 FPGA Video Enc. i/f SDRAM Control Render Engine SDRAM Control Data player-1 input 32 board state Game Physics player-0 input Joystick Interface N64 controller interface EECS 150, Fa04, Lec 13-Project

  29. 9 17 board state Game Physics • Divide time into two major phases • Render • Compute new board • Compute phase is divided into 255 ticks • Each tick is small enough that paddles and board can only move a small amount • Makes fixed point arithmetic each • New paddle pos/vel based on old pos/vel and joystick velocity • New ball is based on old ball pos/vel and all collisions • Stream all obstacles and paddles by the ball next state logic to determine bounce composite video ADV7194 8 ITU 601/656 FPGA Video Encode SDRAM Control Render Engine SDRAM Control Data player-1 input 32 Game Physics player-0 input Joystick Interface N64 controller interface More when we look at arithmetic EECS 150, Fa04, Lec 13-Project

  30. 9 9 17 17 Network Multiplayer Game composite video composite video ADV7194 ADV7194 FPGA FPGA SDRAM SDRAM Control Control Data Data 32 32 board state board state network EECS 150, Fa04, Lec 13-Project

  31. Rendezvous & mode of operation • Player with host device publishes channel and ID • Write it on the white board • Set dip switches to select channel • Start game as host • Wait for guest attach • Start game as guest • Send out attach request • Host compute all the game physics • Local joystick and remote network joystick as inputs • Receive Joystick movement packets and xlate to equivalent of local • Determines new ball and paddle position • Transmits court update packets • Network remote device must have fair service • Both devices render display locally EECS 150, Fa04, Lec 13-Project

  32. Board encoder CC2420 Joystick decoder Host Device (player 0) composite video ADV7194 8 ITU 601/656 Video Stream SPI SDRAM Render Engine Control Network Interface controller SDRAM Control Data 32 board state Game Physics Joystick Interface player-1 input player-0 input N64 controller interface EECS 150, Fa04, Lec 13-Project

  33. CC2420 Joystick Encoder Guest Device (player 1) composite video ADV7194 8 ITU 601/656 Video Stream SPI SDRAM Render Engine Control Network Interface controller SDRAM Control Data 32 board state Board decoder Joystick interface player-1 input N64 controller interface EECS 150, Fa04, Lec 13-Project

  34. Usual case is that MAC protocol encapsulates IP (internet protocol) which in turn encapsulates TCP (transport control protocol) with in turn encapsulates the application layer. Each layer adds its own headers. Other protocols exist for other network services (ex: printers). When the reliability features (retransmission) of TCP are not needed, UDP/IP is used. Gaming and other applications where reliability is provided at the application layer. MAC MAC IP IP TCP UDP application layer ex: http Streaming Ex. Mpeg4 Protocol Stacks Layer 2 Layer 3 Layer 4 Layer 5 Layer 2 Layer 3 Layer 4 Layer 5 EECS 150, Fa04, Lec 13-Project

  35. Usually divided into three hardware blocks. (Application level processing could be either hardware or software.) MAG. “Magnetics” chip is a transformer for providing electrical isolation. PHY. Provides serial/parallel and parallel/serial conversion and encodes bit-stream for Ethernet signaling convention. Drives/receives analog signals to/from MAG. Recovers clock signal from data input. MAC. Media access layer processing. Processes Ethernet frames: preambles, headers, computes CRC to detect errors on receiving and to complete packet for transmission. Buffers (stores) data for/from application level. Application level interface Could be a standard bus (ex: PCI) or designed specifically for application level hardware. MII is an industry standard for connection PHY to MAC. Standard Hardware-Network-Interface application level interface MAC (MAC layer processing) PHY (Ethernet signal) MAG (transformer) Ethernet connection Media Independent Interface (MII) Calinx has no MAC chip, must be handled in FPGA. You have met ethernet. IEEE 802.15.4 will look similar…yet different EECS 150, Fa04, Lec 13-Project

  36. 802.15.4 Frames EECS 150, Fa04, Lec 13-Project

  37. Packet protocols • Framing definitions • IEEE 802.15.4 • Packet formats • Request game • Joystick packet • Board Packet EECS 150, Fa04, Lec 13-Project

  38. Schedule of checkpoints • CP1: N64 interface (this week) • CP2: Digital video encoder (week 8) • CP3: SDRAM controller (two parts, week 9-10) • CP4: IEEE 802.15.4 (cc2420) interface (wk 11-12) • unless we bail out to ethernet • Overlaps with midterm II • Project CP: game engine (wk 13-14) • Endgame • 11/29 early checkoff • 12/6 final checkoff • 12/10 project report due • 12/15 midterm III EECS 150, Fa04, Lec 13-Project

More Related