Frame fetch

As it was previously noted, there are two exposures with different light conditions, to avoid light reflections on the shiny ball sufrace. The result is good image, with no specular points.

After the frame fetching, data in frame buffer is rendered to mach 6-bit monochromatic pixel depth. There are two fixed variables, similar to contrast (gain) and brightness (offset), which are used to adjust every pixel, in the range 1...63 (zero is not used in the picture representation, as it will have some special role in later processing)

All photos are took by the camera from VGA monitor. Here is the top row explanation:

01  Processing step number
00  Recording step (used only in number recording process)
00  Final result (ball number) or error report
0000  Final guess rate in %, ((best result) / (second best result) - 1) * 100
  Total processing time in miliseconds

The numeric field at the right side is 16-bit memory hex dump. It can be scrolled up and down.

    Back to projects 
0. Home
H. Hardware
L. Lighting
1. Frame fetch
2. Ball locate
3. Stretching
4. Unsharp mask
5. Component selection
6. Holes and scratches
7. Component shrink
8. Invert selection
9. Component list
10. Select best circle
11. Angle detection
12. Rotate selected
13. Select broad lines
14. Selected components list
15. Components scaling
16. Histogram
17. MSE and voting
C. Conclusion