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        基于stm32f4的三維旋轉(zhuǎn)顯示平臺

        作者: 時間:2016-09-05 來源:網(wǎng)絡(luò) 收藏

          3.系統(tǒng)軟件設(shè)計

        本文引用地址:http://www.104case.com/article/201609/296520.htm

          3.1軟件控制流程:

          

         

          3.2關(guān)于實時生成體三維顯示數(shù)據(jù)的討論:

          一個瓦片64*32

          LED層FPGA*8:每個16*16LED

          中間層stm32*2:每個4LED層的FPGA,也即32*32

          由于經(jīng)過壓縮,一個led數(shù)據(jù)為4bits

          所以一個stm32每一幀所要生成的數(shù)據(jù)為32*32*0.5bytes = 512bytes

          轉(zhuǎn)速800轉(zhuǎn),一幀1/800s = 1.25ms = 1250000ns

          主頻168Mhz,指令周期 = 5.93ns

          約可執(zhí)行20萬多條指令

          假設(shè)fsmc總線的速度為50Mhz,則每幀寫入的時間大概在0.02ms內(nèi)

          程序總體思路

          事先算出所有電子幀上非零的點,以及連續(xù)0的個數(shù),在每一個電子幀同步后,算出生成下一幀的數(shù)據(jù),寫入fifo

          輸入:線段端點的集合

          //input: endpoints of segments which formed the outline of a 3D model

          //x position with range 0-95

          //y position with range 0-95

          //z position with range 0-128

          /******************************************/

          //from later discussion, one of the Q format

          //type should replace the char type

          /******************************************/

          struct Coordinate_3D

          {

          _iq xPosition;

          _iq yPosition;

          _iq zPosition;

          };

          //after you get the intersection points in 3d coordinate, you need to remap it into 2d coordinate on the very electrical plane,

          //and the conversion is quite simple Coordinate_2D.yPosition = Coordinate_3D.zPosition; Coordinate_2D.xPosition = sqrt(xPosition^2+yPosition^2)

          struct Coordinate_2D

          {

          char xPosition;

          char yPosition;

          };

          struct Line

          {

          struct Coordinate_3D beginPoint;

          struct Coordinate_3D endPoint;

          unsigned char color;

          };

          //frame structure to store the visible points in one electrical frame

          //need to be discussed

          //here's the prototype of the Frame structure, and basically the frame struture should contain the visible points,

          //and the zero points. As we have enclosed the number of zero points after each visible points in their own data structure,

          //only the number of zero points at the beginning of the whole frame should be enclosed in the frame struture

          struct Frame

          {

          int zerosBefore;

          PointQueue_t visiblePointQueue;

          };

          //we need a union structure like color plane with bit fields to store the color imformation of every four FPGAs in one data segment

          //actually, it's a kind of frustrateing thing that we had to rebind the data into such an odd form.

          union ColorPalette

          {

          struct

          {

          unsigned char color1 : 4;

          unsigned char color2 : 4;

          unsigned char color3 : 4;

          unsigned char color3 : 4;

          }distributedColor;

          unsigned short unionColor;

          };

          //and now we need a complete point structure to sotre all the imformation above

          //here we add a weight field = yPosition*96 + xPosition, which will facilitate

          //our sort and calculation of the zero points number between each visible point

          //it's important to understand that, 4 corresponding points on the LED panel

          //will share one visiblepoint data structure.(一塊stm32負責(zé)4塊16*16的LED,每塊對應(yīng)的點的4位顏色信息,拼成16位的數(shù)據(jù)段)

          struct VisiblePoint

          {

          struct Coordinate_2D coord;

          union Colorplane ColorPalette;

          int weight;

          int zerosAfter;

          };

          //as now you can see, we need some thing to store the visible points array

          typedef struct QueueNode

          {

          struct VisiblePoint pointData;

          struct QueueNode * nextNode;

          }QueueNode_t, *QueueNode_ptr;

          typedef struct

          {

          QueueNode_ptr front;

          QueueNode_ptr rear;

          }PointQueue_t;

          //finally, we will have 16*16 words(16 bits)to write into the fifo after each electrial frame sync cmd.

          //it may hard for us to decide the frame structure now, let's see how will the work flow of the algorithm be.

          //firstly, the overall function will be like this

          void Real3DExt(struct Line inputLines[], int lineNumber, struct Frame outputFrames[])

          //then we need some real implementation function to calculate the intersection points

          //with 0 = no intersection points, 1 = only have one intersection points, 2 = the input line coincides the given electrical plane

          //2 need to be treated as an exception

          //the range of the degree is 0-359

          //it's important to mention that each intersection point we calculate, we need to

          //remap its coordinate from a 32*32 field to x,y = 0-15, as each stm32 only have a 32*32

          //effective field(those intersection points out of this range belong to other stm32), which can be decided by its address

          int InterCal(struct Line inputLine, struct VisiblePoint * outputPoint, int degree)

          //so we will need something like this in the Real3DExt function:

          for (int j = 0; j < 360; j++)

          {

          for(int i = 0; i < lineNumber; i++ )

          InterCal(struct Line inputLine, struct VisiblePoint outputPoint, int degree);

          ......

          }

          /******************************************/

          //simple float format version of InterCal

          /******************************************/

          //calculate formula

          //Q = [-1,1,-1];

          //P = [1,1,-1];

          //V = Q - p = [-2,0,0];

          //Theta = pi/6;

          //Tmp0 = Q(1)*sin(Theta) - Q(2)*cos(Theta);

          //Tmp1 = V(1)*sin(Theta) - V(2)*cos(Theta);

          //Result = Q - (Tmp0/Tmp1)*V

          float32_t f32_point0[3] = {-1.0f,1.0f,-1.0f};

          float32_t f32_point1[3] = {1.0f,1.0f,-1.0f};

          float32_t f32_directionVector[3], f32_normalVector[3], f32_theta,

          f32_tmp0, f32_tmp1, f32_tmp2, f32_result[3];

          arm_sub_f32(f32_point0,f32_point1,f32_directionVector,3);

          f32_theta = PI/6.0f;

          f32_normalVector[0] = arm_sin_f32(f32_theta);

          f32_normalVector[1] = arm_cos_f32(f32_theta);

          f32_normalVector[2] = 0.0f;

          arm_dot_prod_f32(f32_point0, f32_normalVector, 3, &f32_tmp0);

          arm_dot_prod_f32(f32_directionVector, f32_normalVector, 3, &f32_tmp1);

          f32_tmp2 = f32_tmp0/f32_tmp1;

          arm_scale_f32(f32_normalVector, f32_tmp2, f32_normalVector, 3);

          arm_sub_f32(f32_point0, f32_normalVector, f32_result, 3);

          //and than we need to decide whether to add a new visible point in the point queue, or to update

          //the color field of a given point in the point queue(as 4 visible point share one data structure). from this point, you will find that, it may be

          //sensible for you not to diretly insert a new point into the end of point queue but to insert it in order

          //when you build the pointqueue. it seems more effective.

          void EnPointQueue(PointQueue_t * inputQueue, QueueNode_t inputNode);

          //finally we will get an sorted queue at the end of the inner for loop

          //than we need to calculate the number of invisible points between these visible points

          //and to store it in each frame structure. the main purpose to do so is to offer an quick generation

          //of the blank point(color field = 16'b0) between each electrical frame

          //the work flow will be like this:

          loop

          {

          dma output of the blank points;

          output of the visible points;

          }

          /******************************************/

          //some points need more detailed discussion

          /******************************************/

          //1.memory allocation strategy

          //a quite straight forward method will be establishing a big memnory pool in advance, but the drawback of this method

          //is that it's hard for you to decide the size of the memory pool. Another way would be the C runtime library method,

          // and you can use build-in function malloc to allocate the memory, but it will be a quite heavy load for the m3 cpu

          // as you need dynamic memeory allocation throughout the algorithm.

          //2.the choice of Q format of the IQMATH library

          //from the discussion above, the range of the coordnate is about 1-100, but the range of sin&cos is only 0-1,so there's a large gap between them.

          //may be we can choose iq24?? Simultaneously, another big problem will be the choice between IQMATH and arm dsp library as their q format is

          //incompatible with each other. as far as my knowledge is concerned, we should choose IQMATH with m3 without fpu, and cmsis dsp library with m4 with fpu.

          //more detail discussion about the range of the algorithm

          //x,y range is -64 to 64

          //the formula is

          //Tmp0 = Q(1)*sin(Theta) - Q(2)*cos(Theta);

          //Tmp0 range is -128 to 128

          //Tmp1 = V(1)*sin(Theta) - V(2)*cos(Theta);

          //Tmp1 range is -128 to 128

          //Result = Q - (Tmp1/Tmp2)*V

          //because the minimal precision of the coordinate is 1, so if the result of Tmp1/Tmp2 is bigger than 128, the Result will be

          //saturated. With the same reson, if (Tmp1/Tmp2)*V >= 128 or <= -127, the result will be saturated

          4.系統(tǒng)創(chuàng)新

          其一,由于高效解析算法的提出,大幅簡化了真三維顯示器顯示數(shù)據(jù)的獲取難度,只需在PC端獲得當前較為標準化的三維圖形的三角面頂點數(shù)據(jù)流文件,即可在真三維顯示平臺上顯示出來,使得真三維顯示器的整體顯示流程大為簡化。

          其二,由于顯示體的結(jié)構(gòu)分為并行的若干區(qū)塊,各個區(qū)塊只顯示自身的部分,因此顯示屏幕的擴大并不會造成數(shù)據(jù)計算量的大幅增加,這就使得本顯示器的擴展性大大增強,可以適用于多種多樣的顯示范圍與領(lǐng)域。

          其三,由于高效算法的優(yōu)化與區(qū)塊化顯示的優(yōu)勢,并行結(jié)構(gòu)的計算量相對較少,這就使得實時控制得以實現(xiàn),大大增強了真三維顯示器的應(yīng)用領(lǐng)域。

          其四,高效算法與區(qū)塊化顯示使得本三維體顯示器不需要如國內(nèi)外其他同類產(chǎn)品的中所需的高速傳輸方式,因此大大減少了從產(chǎn)品研發(fā)到材料再到加工中各個環(huán)節(jié)的成本。

          5.評測與結(jié)論

          在作品的過程中,我們發(fā)現(xiàn)本作品雖然還不是很成熟,也同樣具備較大的應(yīng)用前景與價值。價格成本的極大降低,使得真三維立體顯示的門檻很低,那么在一些對清晰度要求不高,但是希望多層次全角度呈現(xiàn)三維圖像的應(yīng)用領(lǐng)域,我們的真三維立體顯示器能發(fā)揮較大的作用。

          附錄

          

         

          

         

          


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