Transcript Lecture 24
Design Realization
lecture 24
John Canny
11/18/03
Last time
Simulation in Matlab/Simulink
PID stabilization
Automatic code generation - example
This time
Improvisation: application to circuits and realtime programming.
Optics: physics of light.
Improvisation
Exploration of the design possibilities of a
medium.
Earlier we listed “qualities” of media.
For technical media, list their capabilities.
E.g. speed, complexity, cost, reliability,… for a
system: network, processor, sensor etc…
Improvisation – extreme designs
Trying to achieve a design goal using “extreme”
designs:
E.g. expressive animation using motion only, or
using high-performance characters.
Mood change using lighting only, or camera position.
Chair designs: very light/heavy, simple/complex,
single material or form…
Improvisation – extreme designs
Technical media:
Recognition with one type of sensor (e.g. light).
Complex control with many simple chips (e.g. PICs),
or with one complex chip (or a PC).
Communication with simple network (serial) vs. a
stack such as ethernet or bluetooth.
PC board layout: all surface-mount components,
one-sided vs. two-sided layout, high vs. low density.
Improvisation – pattern libraries
Normally, you learn a new medium by finding
and applying design patterns.
Application notes for PICs, sample circuit boards.
As you become accomplished, you should save
your own design patterns somewhere.
Improvisation: challenging conventions
Design patterns are a good way to learn, but
conventions should be challenged regularly.
This involves understanding the essential
functionality of components, e.g.
RS485 transceivers as multidrop bus drivers.
Battery sensors as A/D converters.
Once this is understood, you’re free to design
“out of the box”.
Break
Why Optics?
Most of our interaction with technology is
visual: computers, architecture, games
Most of the media we consume are visual: TV
movies, newspaper*, DVDs,…
There are many new component-ized optical
technologies, and the design possibilities are
excellent.
Optics – physics of light
Light is electro-magnetic
radiation with wavelengths
from 400-700 nm.
Longer wavelengths at the
red end of the spectrum,
grading to violet at the
short end.
Optics – physics of light
The eye contains two kinds of light-receptive
cell called rods and cones.
Cones are the
color sensors:
The three types
allow the eye to
respond to threeway color mixes.
Additive color mixes
Because of the 3 types of receptor, colors can
be synthesized using 3 colored emitters:
Phosphors (in TV and CRT displays)
White light with filters (LCD displays, projectors)
LED displays
Color Bases - XYZ
To describe color, its convenient to define a
different basis.
The XYZ (CIE) basis uses X,Y coordinates to
represent color, and Z to represent brightness.
Allows colors to be plotted in 2D.
They are related to R,G,B by a linear
transformation:
[R] = [ 2.739 -1.145 -0.424 ] [X]
[G] = [ -1.119 2.029 0.033 ] [Y]
[B] = [ 0.138 -0.333 1.105 ] [Z]
CIE plot
Shows colors in XY coordinates.
Saturated (full) colors
at the boundary.
Light sources cover
regions in the plot.
Blended colors are
in the convex hull
of the source.
(Line shows black
body radiation color)
HSV
Another common basis is HSV (Hue,
Saturation, Value).
Hue is taken to be the angle of the color.
Saturation is the
distance from the
vertical axis.
Value is the height
(brightness).
Considered more
intuitive for color choice.
YUV
The last common basis is YUV (popular in
cameras and digital images).
Y is intensity, U,V encode color (can be
negative).
Y-only gives B/W image.
U,V may have fewer bits than Y.
Assuming 8-bit (256 colors), transformation is:
Y = 0.299*R + 0.587*G + 0.114*B
U = -0.169*R - 0.331*G + 0.500*B + 128.0
V = 0.500*R - 0.419*G - 0.081*B + 128.0
Subtractive color
Pigments absorb specific colors, so they
subtract colors from a painting or document.
To mix pigments, we choose pigments that
absorb just one color:
K: brightness (black to white)
Cyan: Blue + Green = White - Red
Magenta: Blue + Red = White - Green
Yellow: Red + Green = White – Blue
This gives the CMYK system.
High quality color
Its not possible to get most pure colors with 3
phosphors/pigments
(all colors are in the
convex hull of the base
colors).
High-quality systems
use more colors (e.g. 7)
spaced around the
color wheel to provide
better coverage.
Light waves (EM radiation)
Light is a form of electromagnetic radiation.
E (electric) and B (magnetic) fields are at right
angles to direction of propagation.
2D light wave model
Its convenient (for drawing and analysis) to
look at light wave propagation in 2D.
Wavefronts represent maxima of E or B at a
given time instant.
Superposition
Light (and other EM radiation) obeys
superposition:
The E/B field due to many sources is the sum of the
field due to each source.
A point source generates a spherical wave
field.
An extended source can be represented as a
sum of point sources.
Wavefronts and Rays
From superposition, we can derive that waves
propagate normal the the wavefront surface,
and vice-versa.
The ray description is most useful for
describing the geometry of images.
Reflection
Most metals are excellent conductors.
They reduce the E field to zero at the surface.
This is equivalent to a field of point sources at
the surface with opposite polarity.
These sources re-radiate
the signal at the reflection
angle.
Reflection – Ray representation
Using the ray representation, incident and
reflected light rays make the same angle with
the surface normal.
Incident, reflected ray
and normal are all in
the same plane.
If I, R, N unit vectors:
IN = RN
I(N R) = 0
Refraction – wave representation
In most transparent materials (plastic, glass),
light propagates slower than in air.
At the boundary, wavefronts bend:
Refraction – ray representation
In terms of rays, light bends toward the normal
in the slower material.