Building An Embedded System For Football Match

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Building An Embedded System For Football Match

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VIETNAM NATIONAL UNIVERSITY, HANOI UNIVERSITY OF ENGINEERING AND TECHNOLOGY Bui Van De BUILDING AN EMBEDDED SYSTEM FOR FOOTBALL MATCH APPLICATION WITH FPGA TECHNOLOGY Major: Electronics and Communications Engineering HA NOI - 2014 VIETNAM NATIONAL UNIVERSITY, HANOI UNIVERSITY OF ENGINEERING AND TECHNOLOGY Bui Van De BUILDING AN EMBEDDED SYSTEM FOR FOOTBALL MATCH APPLICATION WITH FPGA TECHNOLOGY Major: Electronics and Communications Engineering Supervisor: Assoc Prof Xuan-Tu Tran HA NOI - 2014 AUTHORSHIP “I hereby declare that the work contained in this thesis is of my own and has not been previously submitted for a degree or diploma at this or any other higher education institution To the best of my knowledge and belief, the thesis contains no materials previously published or written by another person except where due reference or acknowledgement is made.” Signature:……………………………………………… SUPERVISOR’S APPROVAL “I hereby approve that the thesis in its current form is ready for committee examination as a requirement for the Bachelor of Electronics and Communications Engineering degree at the VNU University of Engineering and Technology.” Signature:……………………………………………… TABLE OF CONTENTS BUILDING AN EMBEDDED SYSTEM FOR FOOTBALL MATCH APPLICATION WITH FPGA TECHNOLOGY i Bui Van De ii BUILDING AN EMBEDDED SYSTEM FOR FOOTBALL MATCH APPLICATION WITH FPGA TECHNOLOGY ii Abstract i List of Figures iv List of Tables .vi List of Abbreviations .vii INTRODUCTION vii OVERVIEW OF EMBEDDED SYSTEM AND FPGA TECHNOLOGY 10 SYSTEM OVERVIEW 15 SYSTEM DESIGN 23 EXPERIMENTAL RESULTS AND DISCUSSIONS 46 CONCLUSION 50 References 52 Abstract In recent years, embedded systems have emerged at a faster rate and become pervasive in many field from household products such as microwaves, to automotive products such as air bags sensing and control, to industrial robots The design of embedded systems is now becoming increasingly difficult due to the tight constraints on area usage, size, power consumption and performance In addition to these constraints, many embedded system developers are faced with tight time-to-market deadlines The product should be deployed when the demand for the product still exists, if the demand ceases then the product would not yield any profit for the company To develop these products, various tools and technologies have been used such as microcontroller, DSP processor, ASIC, and FPGA In terms of flexibility, the FPGA is one of the most efficient methods Informally, an FPGA can be thought of as a “blank slate” on which any digital circuit can be configured in the field – that is, after the device has been manufactured, installed in a product, or, in some cases, even after the product has been shipped to the consumer This makes the FPGA device fundamentally different from other Integrated Circuit (IC) devices In short, an FPGA provides programmable “hardware” to the embedded systems developer FPGAs offer a great deal to the embedded systems designer They not only meet the complex and demanding requirements of embedded systems that are becoming so universal today but also offer a low-risk, quick time-to-market solution that designers can easily modify when they need to make changes, fix bugs or create product derivatives at some point in the future In this project we have tried to implement such powerful FPGAs in the design of football match application The aim of the project is to develop a 5-player soccer system on multiple Xilinx FPGA boards using embedded processors Besides making us similar with FPGA technology, the project also makes us understand real-time concepts like scheduling, handling shared resources and priority management and some another typical embedded system requirements The football match has been i succefully implemented on two client FPGAs (each for each football team) and a server FPGA ii Acknowledgement This thesis was done at the Key Laboratory for Smart Integrated System (SIS Lab), VNU University of Engineering and Technology (VNU-UET) under the supervision of Assoc Prof Xuan-Tu Tran First of all, I want to give my sincerely thanks to the faculty members and staffs of the Faculty of Electronics and Telecommunication, VNU-UET for their enthusiasm to guide me to for the background of knowledge I would like to express special thanks to Assoc.Prof Xuan-Tu Tran who always guides me, points out the mistakes, and gives me the instructions and comments during the time to realize this work Without his supervising, I would have many difficulties to finish this thesis I also thank all members of the SIS Lab who always facilitate me to this thesis, answer my questions in a familiar way and share their experience for me as well as make me feel comfortable and better in studying Finally, I want to give the best thank to my parents, my relatives and my friends who always encourage, take care me during the studying and researching period Sincerely, Bui Van De iii List of Figures Figure 2-1: System overview 16 Figure 2-2: Hardware architecture 18 Figure 2-3: Football ground .19 Figure 3-4: Base System Builder Wizard 24 Figure 3-5: Name of My Project 24 Figure 3-6: Select Target Board 25 Figure 3-7: Select Processor to Be Used 25 Figure 3-8: Configure the processor 26 Figure 3-9: Add or Remove External Peripheral 26 Figure 3-10: Summary Screen 27 Figure 3-11: Add Peripherals 28 Figure 3-12: Making Bus Connection .28 Figure 3-13: Assigning Addresses 29 Figure 3-14: Parameterize IP instances 30 Figure 3-15: Connecting Ports .30 Figure 3-16: Make Pin Assignments .31 Figure 3-17: Final Screen 31 Figure 3-18: Export & Launch SDK .32 Figure 3-19: EDK Start Screen 33 iv VGA_U32 x : the x target position player and ball will move to Return Return integer number demonstrate that the function work correctly or not This function is used to dribbling to x target position in the football ground By kicking the ball will small force and following the ball, the ball will always in controls of player The algorithm of this function will be described following First of all, we check three forward direction of player to find out any obstacles-player If there aren’t any obstacles-player in the direction, player will dribble in the direction If there are obstacles-player in the direction, and there aren’t any obstacles-player in the direction player will dribbling in the direction If there are obstacles-player in the and direction, and there aren’t any obstacles-player in the 14 direction player will dribbling in the 14 direction The figure following describe this function Figure 3-23: Dan bong (dẫn bóng) 3.2.1.3 Chuyen_bong int chuyen_bong(int player_num1, int player_num2) Parameters int player_num1 : define the player will this action int player_num2: the player target who will get the ball from player_num1 Return Return integer number demonstrate that the function work correctly or not The main task of this function is to pass the ball Player1 will calculate, estimating and take action to pass the ball as closest as possible to player2 The algorithm of this function will be described following First of all, we will calculate the distance between player1 and player2 From this number, we can find out the force of player1 Table 3-1 shown us the relation between distance and the speed of player1 Table 3-4: Distance and corresponding speed of player Distance Player speed Distance >=450 45 distance = 360 40 distance = 280 35 distance = 210 30 distance = 150 25 distance = 100 20 distance = 0) && (delta_y > 0)) { if (2*delta_x = 0) && (delta_y > 0)){ if (2*delta_x >=delta_y && delta_x = 0) && (delta_y 620 PLAYER_RADIUS or player[player_num].x_pos < 20 + PLAYER_RADIUS the delta_y coordinate of players will equal to zero We make sure that all players will move in football ground area - When the collision occurs between two players If a moving player comes in contact with a stationary player, the moving player will increase direction to In the case collision occurs between two moving player, we calculate the delta direction between them If delta_dir ==8, each player will increase direction to to avoid player move on top of another If delta_dir! =8, player with smaller direction will continue going and player with bigger direction will stop until collision is no longer occurs After collision, all players will get the initial speed and direction When a moving player comes in contact with ball (delta [...]... 1.1.2 Embedded system An embedded system is a combination of computer hardware, software and electromechanical parts tailored for a dedicated single or combinations of functions The end user cannot program it A user can make choices concerning functionality but cannot change the functionality of the system by adding / replacing software Embedded systems do not provide standard computing services and... bigger system A computerized washing machine is an example of an embedded system where the main system provides a non-computing feature (washing clothes) with the help of an embedded computer Embedded systems are usually constructed with the least powerful computers that can meet the functional and performance requirements This is essential to lower the manufacturing cost of the equipment With an embedded. .. the outdated products The second demand is that the complexity of the embedded system is rapidly increasing With this increase in functionality and complexity of systems, the embedded system design cycle may be longer and require more time and manpower The consumer’s demand for increasing functionality translates directly into the increased complexity of the embedded system on a chip FPGA technology may... real-time concepts like scheduling, handling shared resources, priority management and the constraints in a typical embedded system, the project also makes us understand the process in design embedded system in FPGA technology using Xilinx tool (Embedded Development Kit 12.1) This report is organized as follows Chapter 1 gives a brief overview about embedded systems and its basic concepts, FPGA technology... server for displaying and simulating the football match Chapter 4 concludes the report with a discussion on the achievements from this project and give the near future works which far related to the main topic ix Chapter 1 OVERVIEW OF EMBEDDED SYSTEM AND FPGA TECHNOLOGY 1.1 Introduction to Real-Time Embedded Systems 1.1.1 Real-time systems REAL-TIME SYSTEMS: - Timeliness is the single most important aspect... hard real-time systems whose failure can cause catastrophic results The best way to deal with this situation is the use of Real-time Embedded systems In most of the real-life applications, real-time systems often work in an embedded scenario and most of the embedded systems have real-time processing needs Such software is called Real-time Embedded Software systems In our project we went for the design... on-line systems such as an airline reservation system, which operates in real-time but with much less severe timeliness constraints than, say, a missile control system or a telephone switch An interactive system with better response time is not a real-time system These types of systems are often referred to as soft real time systems In a soft real-time system (such as the airline reservation system) ... an embedded system, the hardware can be identified but the software that really supplies the system s functionality can be hidden and more difficult to analysis The software is already burnt into the on-chip memory and is effectively impossible to access Other components of the embedded system are similarly chosen, so as to lower the manufacturing cost Some systems are mission critical systems which... timing constraints are not met, system failure is said to have occurred” [6] It is essential that the timing constraints of the system are guaranteed to be met Guaranteeing timing behavior requires that the system be predictable The design of a real-time system must specify the timing requirements of the system and ensure that the system performance is both correct and timely There are three types... and share resources among multiple processes The driver layer controls hardware resources and the OS manages memory and processor bandwidth For any given processor core, only one instruction can execute at a time, and processor-based systems are continually at risk of time-critical tasks preempting one another FPGAs, which do not use OSs, minimize reliability concerns with true parallel execution and

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Mục lục

  • 1.2 FPGA technology

    • 1.2.1 What is an FPGA?

    • 1.2.2 Main Benefits of FPGA Technology

    • SYSTEM OVERVIEW

      • 2.1 Introduction to football match demonstration system

      • 2.2 System Analysis

        • 2.2.1. General Purpose Input Output

        • 2.2.3 Universal Asynchronous Receiver Transmitter

        • SYSTEM DESIGN

          • 3.1 Creating an Embedded Hardware System

            • 3.1.2 Select a target board

            • 3.1.3 Select the processor to be used

            • 3.1.5 Add or remove external peripherals

            • EXPERIMENTAL RESULTS AND DISCUSSIONS

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