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pekdb

Here you will find some information about the softwares developed so far.
Two programs has been written to verify the hardware.
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This program verifies that the coordinates are similar to the laser point on the wall. It uses Sercom DLL for serial communication via the UART interface. The area of the camera inside the program is divided into a grid. When the coordinates of the laser point is inside one box it shifts to red. This program doesn't use the calibration files from the calibration software. |
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When this program is receiving coordinates from hardware it controls the mouse pointer in Windows. This give the opportunity to use the laser pointer as a mouse (with no buttons yet). This program does use the calibration files from the calibration software and is therefore a superb program to verify the calibration results. If everything is right, the laserpoint should be at the same location as the mouse pointer in Windows. |
A program for calibrating the coordinates is in the state of development. A camera doesn't necessary film in front of the projector picture. The calibration software tries to find good formulas to deal with that problem, that later a game can take advantage of. You can think of the game on the wall as a 3D object that has been rotated and moved in the picture from the camera. The camera just film in 2D and you need to convert this 2D picture back to 3D and convert the coordinates to the game. Only then the game really knows where you are pointing with the laser pointer when the pistol fires a shoot.
To know more about this 3D algorithms, visit "How to calculate 3D objects".
Below is the not finnished calibration software. It needs the coordinates of the four corners of the projector picture. To receive this coordinates you point with the laser pointer in every corner. The blue figure appears which is the projector picture from the cameras view. At this time you need to manually try to manipulate the red figure to match the blue one. When the red picture is the same as the blue the program has all angels and depth values needed and can save a calibration file. The shooting game can then use this file for converting the coordinates to the right ones inside the game.

In the future I will try to do the calibration process more automatic.
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