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THE OCULUS-F/64 FRAME GRABBER User's Manual

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<strong>THE</strong> <strong>OCULUS</strong>-F/<strong>64</strong><br />

<strong>FRAME</strong> <strong>GRABBER</strong><br />

<strong>User's</strong> <strong>Manual</strong><br />

Edition 2.0, Revision 0<br />

preliminary<br />

CORECO INC.<br />

6969 Trans-Canada Hwy, Suite 142<br />

St-Laurent, Quebec<br />

H4T 1V8<br />

Canada<br />

Technical Support: (514) 333-1301<br />

BBS: (514) 333-6592<br />

24 Hour FAX: (514) 333-1388


NOTICE<br />

Every effort is made to ensure the information in this manual is accurate and<br />

reliable. When changes are made, the manual is updated accordingly in a new<br />

version. Minor changes affect the manual revision number. Major changes,<br />

such as a software update, change the edition number.<br />

When requesting a new manual, please specify the product and software<br />

version you are using, so we can send you the appropriate manual and edition.<br />

CORECO Inc. reserves the right to make changes in specifications at any time<br />

and without notice.<br />

Printing History:<br />

Edition 1 Revision 0 June 1994<br />

Edition 1 Revision 1 June 1994<br />

Edition 1 Revision 2 June 1994<br />

Stock Number:<br />

The Oculus-F/<strong>64</strong> Frame Grabber <strong>User's</strong> <strong>Manual</strong> WA-F<strong>64</strong>M-USERM


Welcome<br />

Congratulations on the purchase of your new Oculus-F/<strong>64</strong> 1 video digitizer<br />

from CORECO.<br />

If this is your first Oculus-F/<strong>64</strong> product, please read carefully chapter 2 for<br />

procedures that are essential to the proper installation, configuration, and<br />

operation of the Oculus-F/<strong>64</strong> video digitizer.<br />

In addition please read the manual summary that follows. The summary along<br />

with the index will allow you to find the information you need for efficient use<br />

of the Oculus-F/<strong>64</strong>.<br />

Experienced users should review this manual for changes and addendum's<br />

concerning the Oculus-F/<strong>64</strong>.<br />

1 Oculus is Latin for eye.<br />

Coreco Inc. Page iii


HOW TO USE THIS MANUAL<br />

Chapter I General Overview<br />

Provides a general introduction to the Oculus-F/<strong>64</strong>, where hardware<br />

features, options and abilities are summarized.<br />

Chapter II Installation and Configuration<br />

An essential chapter detailing installation and configuration, both for<br />

the hardware and software, of the Oculus-F/<strong>64</strong>.<br />

Chapter III The Oculus-F/<strong>64</strong> Block Diagram<br />

Provides a descriptive review of the Oculus-F/<strong>64</strong> hardware structure.<br />

This chapter describes the various hardware systems such that the user<br />

may have an understanding of the standard and optional capabilities<br />

of the Oculus-F/<strong>64</strong>.<br />

Chapter IV <strong>OCULUS</strong>-F/<strong>64</strong> Development Toolkits<br />

Provides a descriptive overview of the ODX Programmers Toolkit<br />

and its use with the Oculus-F/<strong>64</strong>. Application features and<br />

capabilities are highlighted.<br />

Appendix A Summary of Specifications<br />

Provides full specification details pertaining to the Oculus-F/<strong>64</strong> both<br />

for standard and optional configurations.<br />

Appendix B The <strong>OCULUS</strong>-F/<strong>64</strong> Configuration Switches<br />

Describes the configuration switches for setting the base I/O address<br />

and interrupt channel. Refer to this section if you need to make<br />

changes because of conflicts in your system.<br />

Appendix C Input / Output Connectors<br />

Index<br />

Refer to this appendix for specifications on all Oculus-F/<strong>64</strong><br />

connectors.<br />

Page iv The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


TABLE OF CONTENTS<br />

Welcome......................................................................................... iii<br />

How to Use This <strong>Manual</strong> .............................................................. iv<br />

Table Of Contents ......................................................................... v<br />

1.0 GENERAL OVERVIEW....................................................... 1-1<br />

1.1 Introduction............................................................................... 1-3<br />

1.2 Oculus-F/<strong>64</strong>-Compatibility........................................................ 1-3<br />

1.3 Camera Interface ....................................................................... 1-3<br />

1.4 Acquisition Rate........................................................................ 1-3<br />

1.5 Acquisition Resolution.............................................................. 1-4<br />

1.6 Signal Conditioning................................................................... 1-4<br />

1.7 Processing ................................................................................. 1-4<br />

1.8 Memory..................................................................................... 1-5<br />

1.9 Display ...................................................................................... 1-6<br />

1.10 Software Compatibility ........................................................... 1-6<br />

1.11 Oculus-F/<strong>64</strong> Part Numbers...................................................... 1-8<br />

2.0 INSTALLATION AND CONFIGURATION ....................... 2-1<br />

2.1 Introduction............................................................................... 2-3<br />

2.2 Oculus-F/<strong>64</strong> Installation............................................................ 2-4<br />

2.3 Hardware Configuration............................................................ 2-6<br />

2.4 Oculus Intelligent Configuration Program ................................ 2-23<br />

2.5 F<strong>64</strong>PRO Installation.................................................................. 2-23<br />

3.0 <strong>THE</strong> <strong>OCULUS</strong>-F/<strong>64</strong> BLOCK DIAGRAM............................ 3-1<br />

2.1 Introduction............................................................................... 3-3<br />

3.2 Input .......................................................................................... 3-4<br />

3.3 Processing ................................................................................. 3-7<br />

3.4 Output ....................................................................................... 3-9<br />

4.0 <strong>OCULUS</strong>-F/<strong>64</strong> Development Toolkits ................................... 4-1<br />

4.1 info ............................................................................................ 4-3<br />

4.5 Computer Platforms and Operating Systems:............................ 4-3<br />

Appendix A <strong>OCULUS</strong>-F/<strong>64</strong> SPECIFICATIONS ...................... 5-1<br />

A.1 Oculus-F/<strong>64</strong> Configurations ..................................................... 5-3<br />

A.2 Acquisition ............................................................................... 5-3<br />

A.3 Synchronization........................................................................ 5-3<br />

A.4 Camera Inputs .......................................................................... 5-4<br />

A.5 Processing ................................................................................ 5-4<br />

A.6 Memory .................................................................................... 5-4<br />

A.7 Display ..................................................................................... 5-5<br />

A.8 Environmental Conditions........................................................ 5-6<br />

Appendix B <strong>OCULUS</strong>-F/<strong>64</strong> Configuration Switches ................ 6-1<br />

B.1 I/O Base Address Selection ...................................................... 6-3<br />

B.2 Interrupt Channel Selection ...................................................... 6-4<br />

B.3 Configuration Jumpers ............................................................. 6-5<br />

B.4 Physical Location ..................................................................... 6-6<br />

Appendix C <strong>OCULUS</strong>-F/<strong>64</strong> Connectors .................................... 7-2<br />

C.1 Analog Video Input Connector................................................. 7-4<br />

Coreco Inc. Page v


C.2 Analog Video Output Connector .............................................. 7-5<br />

C.3 TTL Digital Video Interface Connector ................................... 7-6<br />

C.4 VGA Pass-Through Connector................................................. 7-7<br />

C.5 Connector Locations................................................................. 7-8<br />

INDEX............................................................................................ 8-1<br />

Page vi The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

CHAPTER 1<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

GENERAL OVERVIEW<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

This chapter covers: ■ Introduction<br />

■ Oculus-F/<strong>64</strong> compatibility<br />

■ Camera Interface<br />

■ Acquisition Rate<br />

■ Acquisition Resolution<br />

■ Signal Conditioning<br />

■ Processing<br />

■ Memory<br />

■ Display<br />

■ Software Compatibility<br />

■ Oculus-F/<strong>64</strong> Part Numbers


Page 1-2 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


1.1 INTRODUCTION<br />

The Oculus-F/<strong>64</strong> is a high performance image acquisition and processing<br />

board for the ISA 16-bit bus. Targeted at sophisticated image processing<br />

applications, Oculus-F/<strong>64</strong> incorporates several dedicated processors which<br />

operate in conjunction with a unique memory architecture to deliver real-time<br />

histograms, real-time arithmetic operations, and high speed 32 bit floating<br />

point image processing. The Oculus-F/<strong>64</strong> reflects Coreco's continuing<br />

commitment to deliver innovative and quality products.<br />

1.2 <strong>OCULUS</strong>-F/<strong>64</strong> COMPATIBILITY<br />

The Oculus-F/<strong>64</strong> is for use ISA standard computers complying with the IEEE<br />

ISA standard. It occupies one or two 16 bit ISA position in the computer<br />

system.<br />

Optional plug-on adapter modules provide industry standard connections to<br />

various cameras. With the adapter installed, the Oculus-F/<strong>64</strong> occupies two slot<br />

positions.<br />

1.3 CAMERA INTERFACE<br />

The Oculus-F/<strong>64</strong> was designed to acquire data from virtually any source and to<br />

simplify interfacing camera and frame grabber. Compatible with RS-170,<br />

CCIR, large array area scan cameras and line scan cameras, the Oculus-F/<strong>64</strong><br />

supports a wide range of resolutions, frame rates and pixel depths. Up to four<br />

analog cameras, (one capable of accepting a differential signal) and one digital<br />

camera (with a 8/10/or 12 bit data path) can be connected to the Oculus-F/<strong>64</strong>.<br />

An optional EIA-422 digital interface supports differential output cameras<br />

typically used in noisy environments. Other connections include horizontal<br />

and vertical sync inputs-and-outputs, trigger inputs-and-outputs for external<br />

event synchronization, a pixel clock input-and-output, and general I/O lines.<br />

Image acquisition from non-standard sources is simplified through Coreco's<br />

Oculus Configuration Program, an interactive program which allows users to<br />

adjust video parameters including pixel clock frequency, sync source, vertical<br />

resolution and other video timing parameters. Timing parameters can then be<br />

stored for later recall.<br />

1.4 ACQUISITION RATE<br />

The Oculus-F/<strong>64</strong> is capable of acquiring data at a rate of up to 40 million<br />

pixels per second. By utilizing a sophisticated digital phase lock loop, the<br />

sampling clock frequency (pixel clock) can be varied from 510 kHz to 40 MHz<br />

in increments of less than 10 kHz, while maintaining pixel jitter to less than<br />

1/6th of a pixel. For applications requiring higher accuracy, the Oculus-F/<strong>64</strong><br />

can accept an external pixel clock.<br />

Coreco Inc., General Overview Page 1-3


1.5 ACQUISITION RESOLUTION<br />

Resolutions ranging from 32 x 32 up to 4k x 4k are possible. Variable frame<br />

rate capability allows data to be captured from high or slow frame rate<br />

cameras, freezing data for later analysis and viewing. The table below<br />

demonstrates capture rates for various types of cameras.<br />

Camera Type Capture Resolution Maximum Capture<br />

Speed<br />

RS-170 <strong>64</strong>0 x 480 30 Frames/sec<br />

CCIR 768 x 575 25 Frames/sec<br />

Large Area Array 1k x 1k 35 Frames/sec<br />

Large Area Array 2k x 2k 9 Frames/sec<br />

Line Scan Camera 1k elements 35,000 Lines/sec<br />

High Frame Rate 512 x512 140 Frames/sec<br />

High Frame Rate 256 x 256 560 Frames/sec<br />

1.6 SIGNAL CONDITIONING<br />

1.7 PROCESSING<br />

Programmable anti-aliasing filter along with range and offset adjustments<br />

allow precise digitization control, maximizing the digitization range over the<br />

video level of interest. After digitization, pixel data passes through input lookup<br />

tables (ILUT), for thresholding, gamma correction or other signal<br />

conditioning functions. For 8 bit data, one-of-thirty two 256 entry look-up<br />

tables can be selected, for 10 bit data, one-of-eight 1024 entry look-up tables<br />

can be selected, and for 12 bit digital data, one-of-two 4096 entry input lookup<br />

tables is available.<br />

The processing and memory architecture of the Oculus-F/<strong>64</strong> was designed for<br />

simultaneous image acquisition and processing. Images can be analyzed in<br />

less than one frame or line time. The high speed memory communications<br />

bandwidth provides access to previously stored images for analysis even while<br />

acquisition is occurring.<br />

Page 1-4 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


1.8 MEMORY<br />

The Oculus-F/<strong>64</strong> incorporates a high speed digital signal processor and graphic<br />

signal processor, both of which operate in conjunction with a real-time<br />

histogram processor and Coreco's proprietary “Image Processing Engine” (IP-<br />

Engine). These elements, combined with a high memory communications<br />

bandwidth, (80 Mbytes/sec on the VRAM bus plus 40 Mbytes/sec on the<br />

DRAM [DSP] bus for a total of 120 Mbytes/sec), provide enough processing<br />

throughput for any imaging application. The following table lists performance<br />

specifications for a standard RS-170 camera with 512 x 512 images.<br />

Function Performed By Time<br />

Histogram Histogram Processor Frame Time<br />

Addition IP-Engine Frame Time<br />

Subtraction IP-Engine Frame Time<br />

Division DSP TBA<br />

Convolution<br />

(Laplacian)<br />

DSP TBA<br />

2D FFT DSP TBA<br />

The Oculus-F/<strong>64</strong> uses VRAM memory to image display and both DRAM and<br />

VRAM memory for image acquisition and processing. Physical frame buffer<br />

arrays can be programmed into smaller logical frame buffers enabling<br />

acquisition and processing of multiple images.<br />

1.8.1 FIELD UPGRADEABLE MEMORY MODULES<br />

Field upgradeable VRAM memory modules, available in sizes of 2, 4, or 8<br />

Mbytes, simplify memory expansion. Oculus-F/<strong>64</strong> products can accommodate<br />

up to 16 Mbytes of VRAM memory and 32 Mbytes of DSP DRAM memory,<br />

and 32 Mbytes GSP DRAM memory for a total of 80 Mbytes of on board<br />

memory.<br />

1.8.2 PROGRAM AND OVERLAY MEMORY<br />

Oculus-F/<strong>64</strong> products accommodate up to 4 Mbytes of graphic and text overlay<br />

memory. TMS34020 GSP program code is stored in on-board DRAM<br />

memory, expandable to a maximum of 32 megabytes. GSP memory can also<br />

be used to store and process image data. TMS320C40 DSP program code is<br />

stored in 128 kbyte of 0 wait-state SRAM memory while operating on DRAM<br />

memory frame buffer which can be expanded to a maximum of 32 Mbytes.<br />

1.8.3 16 BIT <strong>FRAME</strong> BUFFER<br />

Coreco Inc., General Overview Page 1-5


1.9 DISPLAY<br />

The Oculus-F/<strong>64</strong>-DSP16 has a 16 bit frame buffer. In addition to acquiring<br />

and storing highly dynamic images, the Oculus-F/<strong>64</strong>-DSP16 has the added<br />

benefit of allowing mathematical operations to be performed without overflow<br />

or underflow results. When displaying 16 bit images, a display level controller<br />

is used to select which group of 8 bits drives the display circuits.<br />

The Oculus-F/<strong>64</strong> supports single screen operation by overlaying VGA graphic<br />

information (from a VESA standard VGA feature connector) onto the video<br />

from the VRAM frame buffer. All standard VGA and SVGA resolutions are<br />

supported including 1024 x 768 NI and 1280 x 1024 I. (See appendix A for a<br />

list of supported resolutions).<br />

Users of Windows 3.1 can display live, still or processed images in a scaleable<br />

window. Image size can be scaled to fit in a window or for large images, such<br />

as 2k x 2k images, users can pan and scroll to view the entire image.<br />

The Oculus-F/<strong>64</strong> also supports dual screen operation driving VGA, SVGA or<br />

high resolution RGB monitors in addition to RS-170, CCIR or RS-343<br />

monitors. To view very high resolution images the Oculus-F/<strong>64</strong>-DSP16<br />

supports a maximum display resolution of 1600-by-1280.<br />

Three independent output look-up tables offer maximum flexibility in single<br />

screen or dual screen mode. In dual screen mode, independent frame buffer<br />

and overlay output lookup tables allow for graphic overlays and pseudo<br />

colored video images. In single screen mode, VGA information also passes<br />

through an output look-up table, providing a large degree of flexibility.<br />

1.10 SOFTWARE COMPATIBILITY<br />

1.10.1 F/<strong>64</strong>PRO<br />

Oculus-F/<strong>64</strong> ships with a the Windows application, F<strong>64</strong>Pro. Supported<br />

functions are image acquisition, images storage and retrieval, range and offset<br />

controls and a library of image processing functions.<br />

1.10.2 ODX: <strong>OCULUS</strong> DRIVER FOR OC-X DEVICES<br />

The Oculus-F/<strong>64</strong> is supported by a device independent software interface that<br />

provide access to, and enables processing of, digital images. Each driver<br />

function is optimized to use the hardware capabilities of the device for the<br />

fastest results. The programming toolkit is detailed below.<br />

• Oculus Driver Programmers ToolKit (for MS-DOS and MS-Windows).<br />

• Oculus Driver Command Interpreter (ODCI).<br />

• Compilers supported: Microsoft C/C++<br />

Borland C/C++<br />

Page 1-6 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


The Oculus library of C-callable functions provides complete control of the<br />

board. Typical functions include acquisition and display control, frame buffer<br />

read and write operations, and graphic operations. Image processing functions<br />

include histograms, contour following, convolutions and morphological<br />

operations.<br />

1.10.3 OKS: <strong>OCULUS</strong> KERNEL SYSTEM<br />

INTEGRATED SOFTWARE PLATFORM DEDICATED TO IMAGE PROCESSING AND<br />

MACHINE VISION<br />

HIGHLIGHTS:<br />

OKS provides a multilayered, open architecture designed for applications<br />

written for single task operating systems (such as DOS) or multitasking<br />

operating systems (such as Windows). Applications can interface to OKS at<br />

any layer. All layers of OKS are accessible and the interconnection between<br />

layers is automatic. Each layer of OKS is thoroughly documented. (See<br />

chapter 3 for a detailed description).<br />

Allows system integrators to design image processing applications using a<br />

standard platform.<br />

Allows implementing new algorithms quickly and efficiently with its open<br />

architecture.<br />

Provides a device independent interface allowing applications to be ported to<br />

future CORECO boards without modification.<br />

Provides access to fast and flexible graphic and vision primitives.<br />

Coreco Inc., General Overview Page 1-7


1.11 <strong>OCULUS</strong>-F/<strong>64</strong> PART NUMBERS<br />

Part No. DESCRIPTION<br />

<strong>64</strong>80-00080 F/<strong>64</strong>, High Performance Frame Grabber<br />

TMS34020 based frame grabber with 1024 x 1024 x 8 bit frame buffer.<br />

Includes real-time histogram processor, IP-Engine and one megabyte<br />

VRAM memory. The maximum digitization rate is 40 MHz, 20 Mhz<br />

when using IP-Engine with frame buffer.<br />

<strong>64</strong>80-DSP80 F/<strong>64</strong>-DSP, DSP based Image Processor<br />

TMS320C40 based image processing board with 2048 x 1024 x 8 bit<br />

frame buffer and no overlay. Image processing performed by high speed<br />

TMS320C40 DSP, real-time histogram processor and Coreco's IP-<br />

Engine. Inlcudes TMS34020 GSP for display and host control, 2<br />

megabytes VRAM memory and one megabyte DRAM. Maximum<br />

digitization rate is 40 MHz. Maximum display resolution 1280 x 1024.<br />

<strong>64</strong>80-DSP60 F/<strong>64</strong>-DSP16, 16 bit DSP based Image Processor<br />

TMS320C40 based image processing board with 2048 x 1024 x 16 bit<br />

frame buffer. Image processing performed by high speed TMS320C40<br />

DSP, real-time histogram processor and Coreco's IP-Engine. Inlcudes<br />

TMS34020 GSP for display and host control, 4 megabytes VRAM and 4<br />

megabytes of DRAM. Maximum digitization rate is 40 MHz. Display<br />

level controller permits viewing any 8 bits amongst 16. Maximum<br />

display resolution 1600 x 1280.<br />

Accesories Memory Expansion Modules<br />

VRAM expansion modules can be used for image capture, processing<br />

and display<br />

<strong>64</strong>80-62200 Oculus-F/<strong>64</strong> VRAM memory expansion module, 2 Mbyte<br />

2 Mbyte memory for overlay or frame buffer<br />

<strong>64</strong>80-62400 Oculus-F/<strong>64</strong> VRAM memory expansion module, 4 Mbyte<br />

4 Mbyte memory for overlay or frame buffer<br />

<strong>64</strong>80-62800 Oculus-F/<strong>64</strong> VRAM memory expansion module, 8 Mbyte<br />

8 Mbyte memory for overlay or frame buffer<br />

Page 1-8 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


Part No. DESCRIPTION<br />

DRAM expansion modules can be used for image capture and processing<br />

X273-83322 Oculus-F/<strong>64</strong> DRAM memory expansion module, 1 Mbyte<br />

1 Mbyte memory for frame buffer<br />

X273-06322 Oculus-F/<strong>64</strong> DRAM memory expansion module, 4 Mbyte<br />

4 Mbyte display memory for frame buffer<br />

X273-26322 Oculus-F/<strong>64</strong> DRAM memory expansion module, 16 Mbyte<br />

16 Mbyte display memory for frame buffer<br />

X273-46322 Oculus-F/<strong>64</strong> DRAM memory expansion module, 32 Mbyte<br />

Accessories<br />

32 Mbyte display memory for frame buffer<br />

<strong>64</strong>80-42237 EIA-422, 12 bit digital interface<br />

EIA-422 digital interface module. Accepts 12 bit digital information<br />

with DB-37 connector<br />

<strong>64</strong>80-42268 EIA-422, 12 bit digital interface<br />

EIA-422 digital interface module. Accepts 12 bit digital information<br />

with SCSI -2 connector<br />

CM84-VGAC0 VGA Feature Connector<br />

CM84-33800 VGA Terminator<br />

Required for Single Monitor Applications<br />

Required for Single Monitor Applications<br />

<strong>64</strong>80-AD100 Oculus-F/<strong>64</strong> -AD10<br />

10 Bit Interface A/D<br />

Coreco Inc., General Overview Page 1-9


Software<br />

090-99600 Oculus-F/<strong>64</strong> Software Package<br />

Includes TC-Pro executable software, Oculus-F/<strong>64</strong> DOS and Windows<br />

device driver and <strong>User's</strong> <strong>Manual</strong> (included with every board)<br />

090-99001 DOS Developers Toolkit (required for DOS development)<br />

Includes a library of C-callable routines and manuals.<br />

090-99003 Windows Developers Toolkit ( for Windows development)<br />

Includes a library of C-callable routines, TC-Pro source code, DLL and<br />

programmers manual.<br />

090-99??? COOL: Coreco Object Oriented Library<br />

Cables<br />

CM84-33100 Video output cable<br />

Analog Cameras<br />

Implemented as an object oriented architecture.<br />

Provides easy application development for supported CORECO devices.<br />

Increases reliability and readability of application software.<br />

CM84-03200 Four camera analog input cable<br />

CM84-60000 Four camera analog input cable, 3 analog, 1 differential<br />

<strong>Manual</strong><br />

<strong>64</strong>82-60000 Oculus-F/<strong>64</strong> Users <strong>Manual</strong><br />

Page 1-10 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

CHAPTER 2<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

INSTALLATION AND CONFIGURATION<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

This chapter covers: ■ Introduction<br />

■ Oculus-F/<strong>64</strong> Installation<br />

■ Hardware Configuration<br />

■ Oculus Intelligent Configuration<br />

Program<br />

■ F<strong>64</strong>PRO Installation


Page 2-2 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


2.1 INTRODUCTION<br />

This manual assumes that you have a basic knowledge of DOS, Windows, and<br />

how to install hardware into a PC. The hardware installation consists of a few<br />

simple steps as outlined below.<br />

• Verify the factory default base address of the Oculus-F/<strong>64</strong> for conflict in<br />

your computer. If it needs to be changed, please turn to appendix B for<br />

information on changing the base address.<br />

• Opening your computer and selecting a full-length slot (two slot position<br />

for an Oculus-F/<strong>64</strong> with a optional camera adapter module).<br />

• Inserting the Oculus-F/<strong>64</strong> into the PC and securing the bracket.<br />

• Connecting the VGA feature cable and the supplied VGA board<br />

terminator, if using the single monitor mode.<br />

• Connecting the Video Cables.<br />

• Installing configuration software (DOS or windows version) and the<br />

F/<strong>64</strong>Pro demonstration application.<br />

CAUTION: STATIC DISCHARGE<br />

Static electricity can damage the Oculus-F/<strong>64</strong> and other components in your<br />

computer. Always discharge yourself by touching the metallic case of the<br />

computer (with the computer power cord plugged into a grounded outlet),<br />

before handling any computer hardware. Keep the Oculus-F/<strong>64</strong> in its antistatic<br />

bag when it's not installed in a computer.<br />

Coreco Inc., Installation and Configuration Page 2-3


2.2 <strong>OCULUS</strong>-F/<strong>64</strong> INSTALLATION<br />

SETTING <strong>THE</strong> BASE ADDRESS DIP SWITCH<br />

The SW1 DIP switch is used to set the I/O base address of the Oculus-F/<strong>64</strong><br />

board. The factory default Base Address is 280h. The location of SW1 on the<br />

board and diagrams for various address selections, are found in Appendix B of<br />

this manual.<br />

Typically there is no address conflict requiring a change in I/O address. But if<br />

there is, the new address chosen must differ from the addresses of other boards<br />

residing in the computer. Both the DOS and Windows configuration programs<br />

have a configuration item for selecting the new I/O address and both programs<br />

will display a pictorial of the required switch positions.<br />

Caution: Do not use a pencil to set the miniature switches, because the<br />

graphite residue can cause damage to the switches.<br />

O<strong>THE</strong>R SWITCHES AND JUMPERS<br />

In all normal situations, there is no need to change other configuration switches<br />

and jumpers from their factory default. Appendix B details what these defaults<br />

are and when they may need changing.<br />

INSTALLING <strong>THE</strong> <strong>OCULUS</strong>-F/<strong>64</strong> INTO <strong>THE</strong> PC<br />

To install the Oculus-F/<strong>64</strong> into a PC use the following procedure. Please<br />

ensure that you have discharged any static electricity by grounding yourself to<br />

the chassis of the PC before you begin.<br />

• Turn off your computer, but keep it connected to the AC power source.<br />

This maintains a ground connection to the computer chassis. Remove the<br />

cover.<br />

• Choose an available 16-bit full length expansion slot. (Two slots are<br />

required for Oculus-F/<strong>64</strong>'s with camera adapter modules).<br />

• Install the Oculus-F/<strong>64</strong> and secure the bracket with the fastening screw.<br />

This provides a solid electrical ground to prevent damage from static<br />

discharge when connecting or disconnecting cameras and monitors.<br />

• Connect camera and display monitor as described in the following<br />

sections. The suggested power on sequence is display monitor, computer,<br />

and camera.<br />

Page 2-4 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


CONNECTING <strong>THE</strong> VGA FEATURE CABLE FOR SINGLE MONITOR SOLUTIONS<br />

Use of the VGA feature connector is required for single screen operation,<br />

(wherein VGA and video information are both displayed on the same monitor).<br />

The feature connector, (supplied with the Oculus-F/<strong>64</strong>) is the flat ribbon cable.<br />

Connect the cable to the Oculus-F/<strong>64</strong> feature connector (J18) located on top of<br />

the board and the other end to the VGA card feature connector. Never connect<br />

the feature cable with the power on.<br />

Also supplied with the Oculus-F/<strong>64</strong> is a VGA terminator required to simulate a<br />

monitor load on the VGA card. (In single screen operation the VGA monitor<br />

is connected to the Oculus-F/<strong>64</strong> card). The VGA terminator is an encapsulated<br />

plastic DB-15 pin connector.<br />

The feature cable is not required when a separate monitor is used to display<br />

the video images (dual monitor mode) and should be removed from the<br />

Oculus-F/<strong>64</strong> card.<br />

CONNECTING <strong>THE</strong> INPUT VIDEO CABLES<br />

Analog Input Cables<br />

The video source is connected to DB2, the 9 pin connector on the Oculus-F/<strong>64</strong><br />

(see appendix C). Use video input cable Part CM84-03200 (4 analog input) or<br />

Part CM84-60000 (3 analog, 1 differential analog).<br />

Connect the BNC connector marked M1 (Camera #1), M2 (Camera #2), M3<br />

(Camera #3), or M4 (Camera #4) to the video output of the camera.<br />

Digital Input Cables<br />

TBA TBA TBA TBA TBA TBA TBA TBA<br />

CONNECTING <strong>THE</strong> OUTPUT CABLES<br />

Single Monitor Setup<br />

Disconnect your VGA monitor from the VGA card and connect it to the<br />

Oculus-F/<strong>64</strong> board connector labeled DB1, the 15 pin output connector (see<br />

appendix C for location). Connect the VGA terminator provided with the<br />

Oculus-F/<strong>64</strong>, on the output of the VGA card. Connect the feature connector<br />

cable between the Oculus-F/<strong>64</strong> (J18) and the VGA card feature connector.<br />

Dual Monitor Setup<br />

Dual monitor applications do not require the feature connector to be installed.<br />

Carefully remove the feature cable from the Oculus-F/<strong>64</strong> main board. Store it<br />

in the box that the Oculus-F/<strong>64</strong> was shipped in.<br />

Depending on the auxiliary video monitor, the following connections are made.<br />

Coreco Inc., Installation and Configuration Page 2-5


VGA<br />

• Connect the DB15 connector of the auxiliary VGA monitor directly onto<br />

the Oculus-F/<strong>64</strong> board.<br />

RGB<br />

• Connection to an RGB monitor requires the DB15 to BNC cable<br />

(Part 84331). The RGB output cables, R MON, G MON, and B MON<br />

are attached to the corresponding inputs on the auxiliary monitor. The<br />

composite sync cable marked CS MON is also connected to the composite<br />

sync input on the monitor.<br />

• Some RGB monitors require separate horizontal and vertical sync signals.<br />

In this case, HSOUT and VSOUT outputs are connected to the<br />

corresponding inputs on the monitor, instead of CS MON. Other<br />

monitors require a sync signal on one of the color lines. In this case only<br />

the R MON, G MON, and B MON cables need to be connected and sync<br />

is enabled on one of the RGB lines with the hardware configuration<br />

program for the Oculus-F/<strong>64</strong>, as detailed later in this chapter.<br />

RS170 or CCIR Monitor<br />

Use the GREEN output cable and enable sync on green in the display sync<br />

selection of the configuration program. The correct output frequency is<br />

also set via the configuration program.<br />

2.3 HARDWARE CONFIGURATION<br />

INSTALLING <strong>THE</strong> <strong>OCULUS</strong>-F/<strong>64</strong> DEVICE DRIVER<br />

The Device Driver must be installed and configured in order for the Oculus-<br />

F/<strong>64</strong> board to function properly. The installation procedure is:<br />

• Insert the diskette labeled Oculus-F/<strong>64</strong> Device Driver into a drive<br />

of your computer.<br />

• Make that drive the current drive.<br />

• Type INSTALL.<br />

This will install the contents of the diskette into a sub directory called<br />

C:\ODF<strong>64</strong> on the hard disk of your computer and run the Oculus-F/<strong>64</strong><br />

Configuration program. After configuring the Oculus-F/<strong>64</strong> you should take the<br />

time to read and print the various text files in the \ODF<strong>64</strong> directory for<br />

supplemental information.<br />

During installation you are prompted to select the DOS or Windows<br />

configuration program that you want to execute. Please note that both the DOS<br />

configuration program (CONFIG.EXE) and the windows configuration<br />

program (ODF<strong>64</strong>STP.EXE) are installed in the \ODF<strong>64</strong> directory for your use<br />

when required.<br />

Page 2-6 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


For simplicity, the following information is based on the basic DOS<br />

configuration program. The windows version has the same configuration items<br />

but looks different.<br />

INITIAL CONFIGURATION MENU<br />

The initial setup screen allows you to change various default selections as<br />

described below.<br />

Oculus-F/<strong>64</strong> INSTALLATION PROGRAM Version 1.0<br />

[ 1 ] Installation Type WINDOWS<br />

[ 2 ] Oculus-F/<strong>64</strong> Directory c:\ODF<strong>64</strong><br />

[ 3 ] Base Address (hex) 280<br />

Board Revision B<br />

[ 4 ] Quit Installation<br />

[ 5 ] Start Installation<br />

ITEM [ 1 ] INSTALLATION TYPE<br />

Enter Selection: 1<br />

A DOS installation loads the software onto your disk and starts the DOS based<br />

configuration program. The ODF<strong>64</strong>.EXE file is then used to load the<br />

configuration parameters when you use the Oculus-F/<strong>64</strong>. A Windows<br />

installation will additionally start Windows, create a Oculus-F/<strong>64</strong> program<br />

group with icons, and start the windows based configuration program.<br />

ITEM [ 2 ] <strong>OCULUS</strong>-F/<strong>64</strong> DIRECTORY<br />

Allows changing the default drive and directory for the driver installation.<br />

ITEM [ 3 ] BASE ADDRESS<br />

If you have changed the base address on the Oculus-F/<strong>64</strong> , please enter the new<br />

address here.<br />

ITEM [ 5 ] START INSTALLATION<br />

Select to copy all Oculus-F/<strong>64</strong> driver files to the chosen directory.<br />

CONFIGURING <strong>THE</strong> <strong>OCULUS</strong>-F/<strong>64</strong> DEVICE DRIVER<br />

The following description of the Oculus-F/<strong>64</strong> configuration is based on the<br />

DOS configuration program. This is identical to the windows configuration<br />

except for screen design. Both configuration programs create and update the<br />

ODX.INI file located in the windows directory or directory specified by the<br />

DOS environment variable ODXPATH.<br />

Coreco Inc., Installation and Configuration Page 2-7


The initial menu screen of the configuration program appears as follows.<br />

Configuration File Setup<br />

[ 1 ] Directory to ODX.INI: C:\ODF<strong>64</strong><br />

[ 2 ] Boot Drive: C<br />

Note: The Directory to the ODX Configuration file ODX.INI will be<br />

saved in a DOS Environment Variable called ODXPATH. This variable<br />

will be set in the AUTOEXEC.BAT File.<br />

ITEM [ 1 ] DIRECTORY TO ODX.INI<br />

Enter Selection (ESC for Main Menu): 1<br />

By default, the directory where the configuration parameter file (ODX.INI) is<br />

saved is C:\ODF<strong>64</strong>. A different drive and directory can be specified, as<br />

required.<br />

ITEM [ 2 ] BOOT DRIVE<br />

If the boot drive is other than drive C, please specify that drive, so that<br />

AUTOEXEC.BAT can be modified. Your original AUTOEXEC.BAT file<br />

will be renamed to AUTOEXEC.COR.<br />

MAIN MENU: <strong>OCULUS</strong>-F/<strong>64</strong> CONFIGURATION PROGRAM<br />

Oculus-F/<strong>64</strong> CONFIGURATION PROGRAM Version 0.02<br />

MAIN MENU<br />

[ 1 ] Current Device 1<br />

[ 2 ] Number of Device(s) 1<br />

[ 3 ] Hardware/Software Information<br />

[ 4 ] Base Address (hex) 280<br />

[ 5 ] Reset to Default Configuration<br />

[ 6 ] Configure Device<br />

[ 7 ] Configuration File Setup<br />

[ 8 ] Cancel Configuration Program<br />

[ 9 ] Save current Configuration and Quit<br />

Enter Selection: 1<br />

Page 2-8 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


ITEM [ 1 ] CURRENT DEVICE<br />

The Current Device refers to the Oculus-F/<strong>64</strong> board that will be configured.<br />

The default setting of Current Device = 1 assumes the typical case where there<br />

is only one Oculus-F/<strong>64</strong> installed. When multiple Oculus-F/<strong>64</strong> are installed,<br />

the board being configured is selected here. Note that each Oculus-F/<strong>64</strong><br />

installed must be set with different I/O base addresses.<br />

ITEM [ 2 ] NUMBER OF DEVICE(S)<br />

This item declares the number of Oculus-F/<strong>64</strong> boards installed in the computer.<br />

The total number must be entered before any one board can be configured.<br />

The default case assumes that there is one Oculus-F/<strong>64</strong>.<br />

ITEM [ 3 ] HARDWARE/SOFTWARE INFORMATION<br />

Selection of Item 3 presents a screen with information about the installed<br />

Oculus-F/<strong>64</strong>, such as board revision, installed memory, software driver<br />

version, etc. If a board fault is suspected, selection of item 3 may display a<br />

message stating that there is a communications error. This will be useful for<br />

problem diagnoses. Please note that the I/O base address must be set correctly.<br />

ITEM [ 4 ] BASE ADDRESS (HEX)<br />

The factory default address is 280h. If a different address is required because<br />

of a conflict in your computer, select an alternative address here. There are<br />

six possible addresses for the Oculus-F/<strong>64</strong>. When a new address is selected, a<br />

screen will display a graphic drawing to assist you with setting the new DIP<br />

switch settings (SW1). Refer to appendix B for the location of SW1.<br />

Base Address (hex)<br />

[ 1 ] 280<br />

[ 2 ] 290<br />

[ 3 ] 2a0<br />

[ 4 ] 2b0<br />

[ 5 ] 2c0<br />

[ 6 ] 2d0<br />

Enter Selection: 2<br />

ITEM [ 5 ] RESET TO DEFAULT CONFIGURATION<br />

Selecting item 5 resets all configuration parameters to a factory default state, if<br />

required.<br />

ITEM [ 6 ] CONFIGURE DEVICE<br />

Coreco Inc., Installation and Configuration Page 2-9


Selecting item 6 will present the Oculus-F/<strong>64</strong> Configuration Menu. The menu<br />

will display the current state of the driver. This state is either defined by the<br />

Oculus-F/<strong>64</strong> section of the ODX.INI file if it exists or the factory defaults for<br />

the Oculus-F/<strong>64</strong>.<br />

Select and modify the configuration items as required to match your setup, as<br />

detailed below.<br />

Configuration Menu<br />

Current Device: 1<br />

[ 1 ] Acqu. Sync Source: Camera Master (Sync on composite<br />

Video)<br />

[ 2 ] Acqu. Type Generic RS-170 / NTSC<br />

[ 3 ] Acqu. Video Format: RS-170 (American) 10.00 MHz<br />

(512x484)<br />

[ 4 ] Camera Connector: Camera #1<br />

[ 5 ] Display Video Format: 512 hor. x 480 ver. pixels<br />

Non-Interlaced<br />

[ 6 ] Memory Format: 512 hor. x 512 ver. pixels<br />

[ 7 ] Output Sync Enable: None<br />

[ 8 ] Pixel Size: 8 bits/pixel<br />

[ 9 ] Custom Camera<br />

[ 10 ] Custom Display<br />

[ 11 ] Bus Interface<br />

[ 12 ] VGA PassThrough<br />

Enter Selection (ESC for Main Menu): 1<br />

SELECTION [ 1 ] ACQU. SYNC SOURCE<br />

The Acquisition Sync Source setting determines whether the input device or<br />

the Oculus-F/<strong>64</strong> board issues the sync information by selecting "Camera<br />

Master" or "Camera Slave" respectively. In the case of "Camera Master" the<br />

user selects the type of sync signal provided by the input device, as shown<br />

below. For monochrome cameras (CCIR, RS170), the selection is Camera<br />

Master (Sync on Composite Video).<br />

For cameras that are driven with separate sync or composite sync, choose<br />

“Camera Slave” and make the appropriate connections using the sync drives<br />

available on the Oculus-F/<strong>64</strong> input cable.<br />

Page 2-10 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


Acquistion Sync Source<br />

[ 1 ] Camera Master (Sync on Composite Video)<br />

[ 2 ] Camera Master (Sync on Composite Sync)<br />

[ 3 ] Camera Master (Separate Sync)<br />

[ 4 ] Camera Slave<br />

SELECTION [ 2 ] ACQU. TYPE<br />

Enter Selection: 1<br />

Acquisition Type allows selecting the camera type. A number of popular<br />

camera types are supported. Note that *.VID files are still required to control<br />

timing parameters except for generic RS-170 or CCIR cameras.<br />

As an example, the Cohu camera (item 6) will operate as a standard RS-170<br />

camera when the acquisition type is Generic RS-170. But if the acquisition<br />

type is specified as the Cohu 4910 Series, the Oculus-F/<strong>64</strong> will support the<br />

Cohu camera's integration mode.<br />

[ 1 ] Other<br />

Acquistion Type<br />

[ 2 ] Generic RS-170/NTSC<br />

[ 3 ] Generic CCIR/PAL<br />

[ 4 ] Kodak MegaPlus XHF, Single Channel<br />

[ 5 ] Kodak MegaPlus XHF, Dual Channel<br />

[ 6 ] Cohu 4910 Series<br />

[ 7 ] Kodak MegaPlus M1.4<br />

[ 8 ] Kodak MegaPlus M1.6<br />

[ 9 ] Kodak MegaPlus M4.2<br />

[ 10 ] Cohu 4110 Digital<br />

[ 11 ] Hamamatsu C4742<br />

[ 12 ] Xillix MicroImager Model 1400<br />

Enter Selection:<br />

Coreco Inc., Installation and Configuration Page 2-11


SELECTION [ 3 ] ACQU. VIDEO FORMAT<br />

The Acquisition Video Format for standard cameras should correspond to the<br />

type of video source that is being used. Choose between RS-170 or CCIR<br />

video source. The pixel clock frequency, expressed in MegaHz determines the<br />

number of pixels digitized per horizontal video line.<br />

Note: For square pixels, choose RS-170 12.27 MHz or CCIR 14.75 MHz.<br />

Acquisition Video Format<br />

Format Pixel Clock Width and Height<br />

[ 1 ] RS-170 (American) 12.27 MHz (<strong>64</strong>0 x 484)<br />

[ 2 ] RS-170 (American) 10.00 MHz (512 x 484)<br />

[ 3 ] CCIR (European) 14.75 MHz (768 x 574)<br />

[ 4 ] CCIR (European) 10.00 MHz (512 x 574)<br />

Enter Selection: 2<br />

SELECTION [ 4 ] CAMERA CONNECTOR<br />

Select the camera input that will be used for the monochrome camera.<br />

Multiple cameras can be connected and selected individually via the<br />

application software.<br />

Camera Connector<br />

[ 1 ] Camera #1<br />

[ 2 ] Camera #2<br />

[ 3 ] Camera #3<br />

[ 4 ] Camera #4<br />

Enter Selection: 1<br />

Page 2-12 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


SELECTION [ 5 ] DISPLAY VIDEO FORMAT<br />

This selection defines the standard Display Video Format of the Oculus-F/<strong>64</strong>.<br />

In dual monitor applications, select the display mode appropriate to the<br />

monitor that will be connected as the display device for the Oculus-F/<strong>64</strong>. As<br />

an example, Super VGA monitors (which connect directly onto the Oculus-<br />

F/<strong>64</strong>), can be typically driven by the Oculus-F/<strong>64</strong> at <strong>64</strong>0 by 480 (72 Hz) or 800<br />

by 600 (72 Hz). The specifications of the monitor should be consulted when<br />

selecting a display resolution.<br />

When the Oculus-F/<strong>64</strong> is configured in the single monitor mode using the<br />

VGA feature cable, the display format must match the video format and<br />

vertical refresh rate that the VGA video board will operate at when in graphics<br />

mode. Please refer to the VGA board manual when verifying the possible<br />

operating modes.<br />

The Oculus-F/<strong>64</strong> supports a wide range of super VGA resolutions and vertical<br />

refresh rates, but there may be modes offered by certain VGA boards that are<br />

not supported. In such cases, use the utilities provided by the VGA board to<br />

set the refresh rate to a combination supported by the Oculus-F/<strong>64</strong> as listed<br />

below. Please note that the Oculus-F/<strong>64</strong> does not require a specific<br />

combination of sync polarity on the video pass-through. All four combinations<br />

are supported.<br />

Coreco Inc., Installation and Configuration Page 2-13


Display Video Format<br />

Hfreq. Vfreq. Interlaced Hpixels Vpixels<br />

(kHz) (Hz)<br />

[ 1 ] 15.734 30 Yes 512 484<br />

[ 2 ] 15.734 30 Yes <strong>64</strong>0 484<br />

[ 3 ] 15.625 25 Yes 512 576<br />

[ 4 ] 15.625 25 Yes 768 576<br />

[ 5 ] 31.50 60 No 512 480<br />

[ 6 ] 37.90 72 No 512 480<br />

[ 7 ] 31.48 60 No <strong>64</strong>0 480<br />

[ 8 ] 37.88 72 No <strong>64</strong>0 480<br />

[ 9 ] 31.47 70 No 720 400<br />

[ 10 ] 35.20 56 No 800 600<br />

[ 11 ] 37.90 60 No 800 600<br />

[ 12 ] 44.00 70 No 800 600<br />

[ 13 ] 48.10 72 No 800 600<br />

[ 14 ] 35.60 87 Yes 1024 768<br />

[ 15 ] 48.40 60 No 1024 768<br />

[ 16 ] 56.50 70 No 1024 768<br />

[ 17 ] 57.90 72 No 1024 768<br />

[ 18 ] 48.90 87 Yes 1280 1024<br />

[ 19 ] 63.70 60 No 1280 1024<br />

[ 20 ] 74.00 70 No 1280 1024<br />

[ 21 ] 76.00 60 No 1600 1200<br />

SELECTION [ 6 ] MEMORY FORMAT<br />

Enter Selection: 7<br />

This selection specifies the dimensions of the logical frame buffers. Physical<br />

memory installed on the Oculus-F/<strong>64</strong> is best utilized when divided up into<br />

multiple, smaller frame buffers, which are still large enough for the camera<br />

acquisition. Each logical frame buffer can be operated on, independently from<br />

image data stored in other logical frame buffers.<br />

Page 2-14 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


The Memory Format should equal or exceed the size of the digitized image so<br />

as to not crop the camera image. Alternatively, using a smaller Memory format<br />

has the advantage of increasing the number of logical frame buffers.<br />

Entry 5, as shown below, allows user defined logical frame buffer<br />

specifications. There are no limitations to the setting except the size of<br />

physical memory.<br />

Memory Format<br />

Width Height<br />

( [5]: User Defined )<br />

[ 1 ] 256 256<br />

[ 2 ] 512 512<br />

[ 3 ] 1024 512<br />

[ 4 ] 1024 1024<br />

[ 5 ] 512 512<br />

Enter Selection: 2<br />

SELECTION [ 7 ] OUTPUT SYNC ENABLE<br />

Output Sync Enable is normally set to NONE. This is the default case where<br />

the display monitor, such as a VGA display, gets horizontal and vertical sync<br />

drive from the separate outputs on the display connector. When required, sync<br />

can be enabled on one of the RGB color outputs, such as when the monitor<br />

used is a RS-170, and requires sync-on-green.<br />

Output Synchronization Enable<br />

[ 1 ] None<br />

[ 2 ] Red Channel<br />

[ 3 ] Green Channel<br />

[ 4 ] Blue Channel<br />

Enter Selection: 1<br />

Coreco Inc., Installation and Configuration Page 2-15


SELECTION [ 8 ] PIXEL SIZE<br />

This selection is applicable only on the Oculus-F/<strong>64</strong> DSP16. Pixel Size<br />

specifies whether a pixel is 8 bits or 16 bits. Note that when using 8 bit pixels,<br />

the number of logical frame buffers is doubled.<br />

Pixel Size<br />

[ 1 ] 8<br />

[ 2 ] 16<br />

Enter Selection: 1<br />

SELECTION [ 9 ] CUSTOM CAMERA<br />

If you require a custom camera definition file, configured with the<br />

CAMERA.EXE program, enter the full path and file name here (such as<br />

c:\path\user.vid).<br />

SELECTION [ 10 ] CUSTOM DISPLAY<br />

If you require a custom display definition file, configured with the<br />

DISPLAY.EXE program, enter the full path and file name here (such as<br />

c:\path\user.vod).<br />

SELECTION [ 11 ] BUS INTERFACE SETUP<br />

The Bus Interface Setup screen defines the method of communication with the<br />

Oculus-F/<strong>64</strong> and the host computer system. The Bus Interface main menu is as<br />

shown below.<br />

Bus Interface Setup<br />

[ 1 ] Mapping: I/O Mapped<br />

[ 2 ] Memory Map Address: D0<br />

[ 3 ] Memory Map Size: 8K<br />

[ 4 ] Memory Map Bus Width: 16-bit<br />

Enter Selection (ESC for Configuration Menu): 1<br />

The first item, Bus Interface Mapping, configures the Oculus-F/<strong>64</strong> for I/O<br />

addressed communications and data transfers or direct memory mapped<br />

transfers.<br />

Page 2-16 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


I/O addressed communication is the default case, where the base address set by<br />

switches SW1 defines the 16 address block used by the Oculus-F/<strong>64</strong>. This is<br />

the most trouble free configuration, requiring only that the base address be<br />

unused in the host computer. As an example, using the factory default I/O<br />

address of 280, the I/O address range 280 to 28f needs to be free. (Note that all<br />

addressing is described in hex format).<br />

Bus Interface Mapping<br />

[ 1 ] Memory Mapped<br />

[ 2 ] I/O Mapped<br />

Enter Selection: 2<br />

The alternative mode of communication is by memory map addressing. This<br />

method requires that a portion of the computer's address space be mapped to<br />

access a portion of the Oculus-F/<strong>64</strong> frame buffer memory. The potential for<br />

conflict is high unless the various preparations, as described below, are<br />

performed. If the Oculus-F/<strong>64</strong> is configured for memory mapped interfacing,<br />

conflicts will quickly show themselves by a crashed application or computer,<br />

since all communications are via memory map.<br />

For memory mapped communications, two items need to be defined. Memory<br />

Map Address defines the base memory of the block of addresses that will be<br />

pointed to the Oculus-F/<strong>64</strong>. The second is Memory Map Size which defines<br />

the size of the continuous addresses used for direct memory addressing. The<br />

two selection screens are shown below.<br />

Memory Map Address (ie: D0000 = D0)<br />

Enter Value [ C8..FFE] ( D0) ? D0<br />

Coreco Inc., Installation and Configuration Page 2-17


Memory Map Size<br />

[ 1 ] 8K<br />

[ 2 ] 16K<br />

[ 3 ] 32K<br />

[ 4 ] <strong>64</strong>K<br />

[ 5 ] 128K<br />

[ 6 ] 256K<br />

[ 7 ] 512K<br />

[ 8 ] 1Mb<br />

[ 9 ] 2Mb<br />

[ 10 ] 4Mb<br />

Enter Selection: 1<br />

DOS MEMORY MAP SETUP EXAMPLE<br />

Oculus-F/<strong>64</strong> DOS applications are able to use memory mapping in an unused<br />

upper memory block (below 1Mbyte) of the host computer. As an example,<br />

suppose you want to configure a <strong>64</strong>k memory map size starting at address<br />

D0000. (Note that PC addressing is often described using the segment portion<br />

only, such as D000).<br />

The required steps are as follows:<br />

• Verify that your computer system BIOS does not shadow the upper<br />

memory block that you wish to use. In this example, the block from<br />

D0000 to DFFFF must not be shadowed. Please refer to your computer<br />

system manual for information on upper memory or adapter BIOS<br />

shadowing selection.<br />

Page 2-18 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


• Configure your memory manager to not use the memory block you wish to<br />

use. As examples, various memory managers are described below.<br />

MS-DOS EMM386 (Expanded-Memory Emulator)<br />

Modify the command line by adding the exclude option:<br />

(i.e. device=EMM386.EXE x=D000-DFFF)<br />

386MAX (Qualitas)<br />

Add the following line to the file 386max.pro:<br />

RAM = D000-DFFF<br />

QEMM-386 (Quarterdeck Expanded Memory Manager-386)<br />

Add the following command line option:<br />

x=D000-DFFF<br />

• Configure the Oculus-F/<strong>64</strong> board to use memory mapping at starting<br />

address D0 and that the memory map size is <strong>64</strong>k.<br />

Warning: Errors in memory mapped interfacing configuration can crash<br />

your computer system when executing Oculus-F/<strong>64</strong> applications.<br />

WINDOWS MEMORY MAP SETUP EXAMPLE<br />

Oculus-F/<strong>64</strong> windows applications such as F<strong>64</strong>PRO.EXE can utilize memory<br />

mapped interfacing, where the memory mapped block is located below the 1<br />

Mbyte boundary or above. The requirements are defined below.<br />

Memory Mapping Below 1 Mbyte: In this case all of the setup requirements<br />

for DOS applications must be performed, as stated in the previous section.<br />

In addition, windows must be made aware of the memory range required, so as<br />

to prevent a conflict. For the same example as above where the required<br />

memory map block is D0000 to DFFFF, modify SYSTEM.INI (located in your<br />

windows directory), as shown below.<br />

In SYSTEM.INI under the section [386Enh] add the statement:<br />

EMMExclude=D000-DFFF<br />

Memory Mapping Above 1 Mbyte: In this case the constraints described for<br />

DOS and windows application for memory mapping below 1 Mbyte, do not<br />

exist. The only requirement is that there is no physical memory located in the<br />

address space that will be used for memory mapping. This includes system<br />

memory and memory located on other plug in boards. Additionally, the<br />

Oculus-F/<strong>64</strong> has an upper limit for the start of the memory mapped block at<br />

FFE000 (8k below the 16 Mbyte address) and the memory mapped block can<br />

not go above 16 Mbyte. Note that the 16 Mbyte limitation is because the PC<br />

ISA 16 bit expansion slot can not address above that boundary.<br />

Coreco Inc., Installation and Configuration Page 2-19


As an example suppose that your computer system has 8 Mbyte of memory<br />

installed with no other adapter board using any memory space. The Oculus-<br />

F/<strong>64</strong> memory mapped block can be assigned to start at the 8 Mbyte address<br />

and can be as large as 4 Mbyte if that amount of memory is installed on the<br />

Oculus-F/<strong>64</strong>.<br />

Thus first choose the Memory Map Address as 800 (which implies 800000),<br />

then select the Memory Map Size between 8k to 4 Mbyte (limited by the<br />

memory on the Oculus-F/<strong>64</strong>.<br />

MEMORY MAP BUS WIDTH<br />

The last configuration item for Memory Mapped communications is the data<br />

word width used. The factory default is 16 bit accesses, but can be change to 8<br />

bit. You need to change it to 8 bit if you experience data corruption or other<br />

signs of conflicts.<br />

One example of possible conflict is when a memory map block is assigned to<br />

start at the C8000 address. VGA video boards have BIOS PROMs addressed<br />

typically at C0000 to C7FFF. If the VGA BIOS access is 8 bits, limitations in<br />

PC expansion bus design specifications for plug-in boards, might unknowingly<br />

cause conflicts with 16 bit Oculus-F/<strong>64</strong> communication. Changing the Oculus-<br />

F/<strong>64</strong> Memory Map Bus Width to 8 bits should solve the problem.<br />

Memory Map Bus Width<br />

[ 1 ] 8-bit<br />

[ 2 ] 16-bit<br />

Enter Selection: 2<br />

SELECTION [ 12 ] VGA PASSTHROUGH SETUP<br />

For single monitor DOS applications, the default VGA video mode is 16 color.<br />

If your DOS application is written for the 256 color VGA mode, you need to<br />

change the VGA Mode configuration here to 256 Color.<br />

Please note that Windows applications using the ODF<strong>64</strong>.DLL, (such as<br />

F<strong>64</strong>PRO), automatically detect the number of colors (16 or 256) of the<br />

windows video driver. The windows configuration program does not have this<br />

configuration item. If you are using the DOS configuration program, you do<br />

not need to change this configuration item.<br />

Page 2-20 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


VGA PassThrough Setup<br />

[ 1 ] VGA Mode 16 Colors<br />

[ 2 ] VGA 16-color Keying Color 4<br />

[ 3 ] VGA 256-color Keying Color 239<br />

[ 4 ] VGA Clock Phase Normal<br />

Enter Selection (ESC for Configuration Menu): 1<br />

Vga Mode<br />

[ 1 ] 16 Colors<br />

[ 2 ] 256 Colors<br />

Enter Selection: 1<br />

The VGA keying color used in an application can be changed from the factory<br />

default choices to any one of the available colors in both 16 and 256 color<br />

mode. The two choices are independent of each other. The defaults are 4 in<br />

16 color mode and 239 in 256 color mode. Enter the value of the keying color<br />

used in your application if different then the factory defaults.<br />

VGA 16-color Keying Color<br />

Enter Value [ 0.. 15] ( 4) ? 4<br />

VGA 256-color Keying Color<br />

Enter Value [ 0..255] (239) ? 239<br />

The last selection box of the VGA PassThrough Setup is for VGA Clock<br />

Phase. This item is a simple phase invert switch identified as Normal or Invert.<br />

There is no right or wrong position and is totally dependent on the<br />

characteristics of the VGA board being used. If there seems to be image jitter<br />

when in single monitor mode, select the alternate VGA clock phase. One of<br />

the two positions will provide a stable image.<br />

Coreco Inc., Installation and Configuration Page 2-21


ITEM [ 7 ] CONFIGURATION FILE SETUP -<br />

This selection on the main menu selects the Configuration File Setup screen.<br />

This is the same screen that is initially presented when installing the Oculus-<br />

F/<strong>64</strong> driver. Select this item if you need to make changes to Oculus-F/<strong>64</strong> file<br />

locations. Refer to the description near the beginning of this section for more<br />

information.<br />

ITEM [ 8 ] CANCEL CONFIGURATION PROGRAM<br />

Select this item if you wish to quit the configuration program without making<br />

any changes.<br />

ITEM [ 9 ] SAVE CURRENT CONFIGURATION AND QUIT<br />

Select this item when you have completed the Oculus-F/<strong>64</strong> configuration. The<br />

ODX.INI file will be updated with all modified parameters.<br />

Windows applications for the Oculus-F/<strong>64</strong> (such as F<strong>64</strong>PRO) automatically<br />

utilize the configuration information in ODX.INI via the ODF<strong>64</strong>.DLL (see<br />

Oculus-F/<strong>64</strong> windows development toolkit for implementation information).<br />

For DOS Oculus-F/<strong>64</strong> applications, the Oculus-F/<strong>64</strong> driver interface (which<br />

reads the ODX.INI file), is loaded into memory via the F<strong>64</strong>.BAT file.<br />

F<strong>64</strong>.BAT needs to be executed before any Oculus-F/<strong>64</strong> DOS application can<br />

run. Thus F<strong>64</strong>.BAT can be executed from AUTOEXEC.BAT for<br />

convenience, and only needs to be run again between computer boot-ups if the<br />

configuration of the Oculus-F/<strong>64</strong> is changed.<br />

Page 2-22 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


2.4 <strong>OCULUS</strong> INTELLIGENT CONFIGURATION PROGRAM<br />

TBA TBA TBA TBA TBA TBA TBA TBA TBA<br />

2.5 F<strong>64</strong>PRO INSTALLATION<br />

F<strong>64</strong>PRO.EXE is Coreco's Oculus-F/<strong>64</strong> demo windows application. It allows<br />

acquisition control, frame buffer selection, various video data filter operations,<br />

and file I/O. F<strong>64</strong>PRO provides simple diagnostic functions along with basic<br />

frame buffer operations, such that a Oculus-F/<strong>64</strong> user can be acquiring and<br />

saving images immediately. In addition, the source code for F<strong>64</strong>PRO forms<br />

the main programming example for the Oculus-F/<strong>64</strong> Windows development<br />

toolkit.<br />

Installation is straight forward, as most windows applications are.<br />

• Insert the distribution disk into a floppy drive.<br />

• Within windows Program Manager, select File Run and type a:install (or<br />

b:install).<br />

• Accept the default drive and directory offered for installation or change it<br />

if you wish.<br />

• The install program will create a Oculus-F/<strong>64</strong> program group if it does not<br />

exist and a F<strong>64</strong>PRO icon will be placed in it. Start F<strong>64</strong>PRO as any other<br />

windows application.<br />

Coreco Inc., Installation and Configuration Page 2-23


• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

CHAPTER 3<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

<strong>THE</strong> <strong>OCULUS</strong>-F/<strong>64</strong> BLOCK DIAGRAM<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

This chapter covers: ■ Introduction<br />

■ Input<br />

■ Processing<br />

■ Output


Page 3-2 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


3.1 INTRODUCTION<br />

The <strong>OCULUS</strong>-F/<strong>64</strong> monochrome frame grabber is a singleor dual slot ISA bus<br />

board. There are three versions available:<br />

• Oculus F/<strong>64</strong> Acquisition, processing and display with 8 bit<br />

frame buffer<br />

• Oculus F/<strong>64</strong>-DSP Acquisition, processing, display with 8 bit frame<br />

buffer and high performance DSP<br />

• Oculus F/<strong>64</strong>-DSP16 High performance imaging board with DSP and 16<br />

bit frame buffer<br />

The Oculus-F/<strong>64</strong> has a flexible acquisition section which provides easy<br />

interfacing to different video sources. The input video format is programmable<br />

and limited only by the amount of memory installed on board and the 40 MHz<br />

maximum sampling rate. The TMS34020 graphic processor provides basic<br />

image processing functionality and also provides acquisition control (up to 40<br />

MegaSamples/sec).<br />

The Oculus-F/<strong>64</strong>-DSP and F/<strong>64</strong>-DSP16 are equipped with the TMS320C40<br />

DSP. This provides enhanced acquisition sampling rates, a powerful general<br />

image processing engine, and control for the Oculus-F/<strong>64</strong> bus interface.<br />

Real-time IP Engine and histogram processor provide point processing on<br />

incoming or feedback images. Optional 16-bit ( Oculus-F/<strong>64</strong>-DSP16) point<br />

processing is also available at half the speed when feedback is used (up to 20<br />

MegaSamples/sec with feedback).<br />

There are two types of memory used as frame buffer memory on the<br />

Oculus-F/<strong>64</strong>, VRAM and DRAM, up to a total of 80 Mbytes. A maximum of<br />

16 Mbytes VRAM memory can be installed. The VRAM memory stores<br />

images that can be viewed via the Oculus-F/<strong>64</strong> display system. The remaining<br />

memory is composed of standard 32-bit SIMM DRAM but its contents can not<br />

be viewed directly via the display circuits. A maximum of 32 Mbytes of<br />

DRAM can be installed for the DSP system and another 32 Mbytes of DRAM<br />

can be installed for the GSP. The minimal configuration is 1Mb of frame<br />

buffer memory and 1Mb of GSP memory.<br />

The acquisition and display sections are totally independent. The display<br />

frequencies can be genlocked to a VGA board (VGA pass-through) or<br />

generated on the board. The highest display resolution is 1600-by-1280 at<br />

60Hz. Three separate Look-Up-Tables for VGA, overlay, and video buffer are<br />

provided and can be used simultaneously. The Oculus-F/<strong>64</strong>-DSP16 also<br />

incorporates a display leveling circuit for displaying any 8 bits from the 16-bit<br />

images.<br />

Coreco Inc., The <strong>OCULUS</strong>-F/<strong>64</strong> Block Diagram Page 3-3


3.2 INPUT<br />

DB9<br />

1<br />

2<br />

3<br />

4 (Diff)<br />

CS<br />

VS<br />

Analog Input<br />

HS/CS<br />

Optional Camera<br />

Adapter Module<br />

34 Pin Header<br />

Analog Input<br />

Source<br />

Selector and<br />

Anti-alaising<br />

Filter<br />

Digital Interface<br />

Control signals<br />

Trigger<br />

Clock<br />

40 MHz A/D<br />

8 Bits<br />

Sync<br />

Separator<br />

and<br />

Acquisition<br />

Control<br />

12 Bit Digital Data path<br />

General I/O<br />

3.2.1 ANALOG INPUT SELECTOR AND ANTI-ALAISING FILTER<br />

8<br />

Input<br />

Look-Up<br />

Table<br />

8/16<br />

Bit<br />

Data<br />

Four analog cameras can be connected via the male DB-9 input connector.<br />

One input is capable of accepting a differential camera output signal typically<br />

used in electrically noisy environments. The input selection is made by<br />

software commands.<br />

Two software selectable anti-alaising filters are available. One with low-pass<br />

filter corner set at 20 Mhz and the second is programmable to have a corner<br />

frequency from 1Mhz to 10 Mhz. Additionally, a filter by-pass selection is<br />

available, if required.<br />

Inputs are by default AC coupled but can be DC coupled. Selection of input<br />

coupling is made by software.<br />

3.2.2 ANALOG TO DIGITAL CONVERTER<br />

Input video is digitized via the analog to digital converter at various standard<br />

sampling rates or optionally at custom rates up to 40 million pixels per second.<br />

The sampling clock frequency (pixel clock) can be varied from 510 kHz to 40<br />

MHz in increments of less than 10 kHz, while maintaining pixel jitter to less<br />

than 1/6th of a pixel.<br />

A/D converter range and offset controls allow adjusting the digitized range of<br />

the input video. As shown in the figures below any portion of the video input<br />

can be selected for digitization to one of 256 gray levels, over the selected<br />

range. The effects of range and offset on the acquired image are similar to<br />

brightness and contrast controls on a video monitor.<br />

Page 3-4 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


Error! Not a valid filename.<br />

Digitizing the entire signal. Digitizing a lower portion only.<br />

Range Control<br />

Error! Not a valid filename.<br />

Digitizing a central portion. Digitizing a small portion.<br />

3.2.3 DIGITAL INPUT INTERFACE<br />

Offset Control<br />

The Digital Interface port (J18) provides a general purpose TTL video<br />

interface. As detailed in appendix C, the 34 pin interface provides a flexible<br />

means of connecting a large variety of digital sources or analog sources via<br />

supplemental . Industry standard input and output control signals (such as<br />

external horizontal and vertical sync, external pixel clock, external trigger) are<br />

supplemented by 8 general I/O pins that are defined in software by using the<br />

Oculus Configuration Program. Video data words can be 8, 10, or 12 bits.<br />

With 10 or 12 bit sources captured on an Oculus-F/<strong>64</strong> 16 bit board, the<br />

acquisition data is justified to the lower bits of the 16 bit word. For example, a<br />

12 bit source uses data bits 0 to 11, with bits 12 to 15 set to 0.<br />

Coreco Inc., The <strong>OCULUS</strong>-F/<strong>64</strong> Block Diagram Page 3-5


3.2.4 OPTIONAL DIGITAL INPUT ADAPTER MODULES<br />

To facilitate connecting various cameras, plug on adapter modules are<br />

available that translate the Oculus-F/<strong>64</strong> digital input connector to the required<br />

connector mounted on a standard PC expansion card bracket. Note that the<br />

Oculus-F/<strong>64</strong> requires two slots in the computer when the adapter is installed.<br />

Various adapters are available such as the standard EIA-422 interface used by<br />

various camera manufacturers, and other varieties such as the 68 pin SCSI type<br />

connector.<br />

3.2.5 VARIABLE ACQUISITION PARAMETERS<br />

Image acquisition from non-standard sources is simplified through Coreco's<br />

Oculus Configuration Program, an interactive program which allows users to<br />

adjust video parameters including pixel clock frequency, sync source, vertical<br />

resolution and other video timing parameters. Timing parameters can then be<br />

stored for later recall.<br />

3.2.6 INPUT LOOK-UP TABLE<br />

After digitization, pixel data passes through an input look-up table (ILUT), for<br />

thresholding, gamma correction or other signal conditioning functions. The<br />

driver default loads the ILUT with a linear ramp such that there is a one-to-one<br />

correspondence between input data and output data.<br />

For 8 bit data, one-of-thirty two 256 entry look-up tables can be selected, for<br />

10 bit data one-of-eight 1024 entry tables are available, and for 12 bit data, two<br />

4096 entry look-up tables are available.<br />

Users can pre-program the available ILUTs with various transformation<br />

functions and switch between them with a single instruction.<br />

Page 3-6 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


3.3 PROCESSING<br />

From<br />

Acquisition<br />

Section<br />

8/16 Bit<br />

Data<br />

Coreco<br />

F/<strong>64</strong> Bus<br />

Coreco<br />

IP-Engine<br />

Feedback<br />

8/16 Bit, 40 Mbyte/sec<br />

DRAM Frame<br />

Buffer<br />

1-32 Mbytes<br />

6 Channels, 8 Bits each<br />

20 Mbytes/sec<br />

16 Bit<br />

3.3.1 IP ENGINE<br />

10 Bit<br />

MUX /<br />

DEMUX<br />

8/16 to 32<br />

Bus<br />

Arbitrator<br />

Histogram<br />

Processor<br />

TMS320C40<br />

40 MHz DSP<br />

(optional)<br />

80 Mbyte/sec<br />

To 16 Bit ISA Bus<br />

TMS34020<br />

40 MHz GSP<br />

TMS34094<br />

Host<br />

Interface<br />

VRAM Frame<br />

Buffer<br />

1-16 Mbytes<br />

To Display<br />

Section<br />

4 Channels,<br />

8 Bits each<br />

To Overlay<br />

LUT<br />

Coreco Inc., The <strong>OCULUS</strong>-F/<strong>64</strong> Block Diagram Page 3-7<br />

32 Bits<br />

GSP DRAM<br />

1 to 32 Mbytes<br />

Overlay<br />

Frame<br />

Buffer<br />

Coreco's proprietary IP-Engine performs real-time image averaging,<br />

subtractions, and logical operations. The IP-Engine is a 40 MIP processor<br />

which performs mathematical operations between incoming images and images<br />

already stored in a selected frame buffer. The flexibility of the IP-Engine<br />

allows it to be factory programmed with custom functions, for real-time<br />

execution of repetitive operations.<br />

3.3.2 HISTOGRAM PROCESSOR<br />

The Oculus-F/<strong>64</strong> series incorporates a real-time histogram processor which<br />

produces histograms on images ranging in size up to 4k by 4k. Real-time<br />

histograms facilitate object identification, object detection and intensity<br />

analysis. The histogram processor operates independently of any other<br />

processor, with input data (8 or 10 bit only) read from the IP-Engine output<br />

bus. The histogram processor result data is read directly by the GSP, allowing<br />

for display of that data or transfer to the on-board DSP or host system<br />

application.<br />

3.3.3 TMS34020 GRAPHIC SIGNAL PROCESSOR<br />

The TMS34020 GSP advanced 32 bit processor is standard on all Oculus-F/<strong>64</strong><br />

boards. This high performance 40 MHz processor is optimized for imaging<br />

and graphics applications because of its unique array addressing support and<br />

efficient manipulation of hardware-supported data types such as pixels and<br />

2-dimensional pixel arrays. The GSP architecture provides for high<br />

performance in moving large blocks of data, data management, display control<br />

and refresh, image processing, and host communications. The TMS34020 is<br />

also responsible for all operations within the graphics overlay plane.


On Oculus-F/<strong>64</strong> boards without the optional DSP installed, the TMS34020<br />

GSP is responsible for data acquisition, at a maximum digitization rate of 40<br />

million samples/sec. When the IP-Engine is being used, for example during<br />

real-time additions or subtractions, the maximum acquisition rate is limited to<br />

20 million samples/sec. The GSP operates with the VRAM frame buffer, the<br />

GSP program memory which can also be used for frame buffers, and the<br />

Overlay frame buffer.<br />

3.3.4 TMS320C40 DIGITAL SIGNAL PROCESSOR<br />

For applications requiring even higher performance, the <strong>OCULUS</strong>-F/<strong>64</strong> can be<br />

supplemented with the TMS320C40, a 32 bit floating point digital signal<br />

processor capable of performing over 250 Million Operations Per Second<br />

(MOPS). The TMS320C40's high performance is achieved through the<br />

precision and wide dynamic range of the floating-point units, multiple<br />

operations per clock cycle, large on-chip memory, a high degree of parallelism,<br />

six full duplex communications channels controlled by a DMA coprocessor,<br />

and two 80 Mbyte/sec local buses for connection to high speed memory.<br />

The local buses provide enough data throughput to process and acquire images<br />

simultaneously. Convolutions, complex 2D filters or FFT's are accelerated by<br />

using the 32 bit floating point processing unit of the TMS320C40, which<br />

performs over 20 million floating point operations per second.<br />

3.3.5 DISPLAY MEMORY<br />

Display memory (also used for image acquisition and processing) is composed<br />

of VRAM type memory. The minimum memory installation is 1 Mbyte<br />

(soldered on board) and field upgradeable VRAM modules, available in 2, 4 or<br />

8 Mbytes, can be added to a maximum of 16 Mbytes. See appendix B for<br />

jumper positions when adding VRAM display memory.<br />

To achieve a high data transmission bandwidth to the display section, 4<br />

channels of 8 bit data (16 bit data on the 16 Bit Oculus-F/<strong>64</strong>) are implemented.<br />

3.3.6 PROGRAM AND OVERLAY MEMORY<br />

Oculus-F/<strong>64</strong> products accommodate up to 4 Mbytes of graphic and text overlay<br />

memory. TMS34020 GSP program code is stored in on-board DRAM<br />

memory, expandable to a maximum of 32 megabytes. GSP memory can also<br />

be used to store and process image data. TMS320C40 DSP program code is<br />

stored in the DRAM frame buffer and can be expanded to a maximum of 32<br />

Mbytes.<br />

3.3.7 CORECO'S-F/<strong>64</strong> BUS<br />

Six channels of 8 bit data form the Coreco's-F/<strong>64</strong> Bus. Available only with the<br />

optional DSP, these channels support an 20 Mbyte/sec data transfer rate for<br />

interfacing to compatable products.<br />

Page 3-8 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


3.4 OUTPUT<br />

VGA Feature<br />

Connector<br />

16 Bit to 8 Bit<br />

Display Level<br />

Controller<br />

From VRAM Frame Buffer<br />

From GSP<br />

32 Bits<br />

8 Bits<br />

VGA<br />

LUT<br />

Video<br />

LUT<br />

Overlay<br />

LUT<br />

3.4.1 DISPLAY LEVEL CONTROLLER<br />

VGA /<br />

Overlay<br />

Keyer<br />

Video<br />

Output<br />

MUX<br />

The Display Level Controller is implement only on Oculus-F/<strong>64</strong>'s with the 16<br />

Bit data option. Any 8 bit portion of the 16 bit frame buffer video can be<br />

selected as the input to the Video Output LUT.<br />

3.4. 2 VIDEO OUTPUT LUT<br />

The high bandwidth data channels from the Display Memory forms the input to<br />

the Video Output Look-Up Table. The video LUT is a set of three 256-by-8<br />

tables, providing a RGB output for the monochrome frame buffer data. This<br />

provides for user programmed pseudo color display data for image<br />

enhancement. The driver default loads the video LUT with linear ramps for<br />

unaltered monochrome output video.<br />

3.4.3 OVERLAY <strong>FRAME</strong> BUFFER AND LUT<br />

The Overlay Frame Buffer is a 7 bit data buffer typically used for static<br />

graphics such as text annotation. Camera images can not be directly acquired<br />

in the overlay buffer but image data can be transferred to it by the application.<br />

The output of the Overlay feeds a dedicated RGB Look-Up Table providing<br />

color attributes applied to the overlay video.<br />

3.4.4 VGA PASS THROUGH, LUT, AND KEYER<br />

For single monitor applications, a dedicated RGB VGA LUT is implemented<br />

for storing a copy of the VGA board's color palette. The VGA LUT is updated<br />

automatically whenever a DOS or Windows application changes the VGA<br />

board palette. Standard VGA, super VGA, and 8514 type boards are<br />

supported.<br />

Coreco Inc., The <strong>OCULUS</strong>-F/<strong>64</strong> Block Diagram Page 3-9<br />

R<br />

G<br />

B


The VGA Keyer manages the keying of frame buffer video into the VGA pass<br />

through video. The keying color is selected via software.<br />

3.4.5 OUTPUT MUX<br />

The Output Mux performs the multiplexing of the various display sources and<br />

pass through video if in one monitor mode. The combined RGB output then<br />

drives the digital-to-analog converter for output to VGA, Super VGA, or<br />

RS170 display monitors.<br />

Note that when pass through video is used, the VGA monitor is driven by the<br />

computer's VGA board. Thus the Oculus F/<strong>64</strong> video output format must match<br />

the computer's VGA resolution and refresh rate for proper operation.<br />

Page 3-10 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

CHAPTER 4<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

<strong>OCULUS</strong>-F/<strong>64</strong> Development Toolkits<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

This chapter covers: ■ info


Page 4-2 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


4.1 INFO<br />

4.5 COMPUTER PLATFORMS AND OPERATING<br />

SYSTEMS:<br />

COMPILERS:<br />

COOL DOS based Imaging Applications require:<br />

AT class or later computers & DOS 3.0 or later.<br />

COOL Windows based Imaging Applications require:<br />

386 class or later computers & Windows 3.1 or later.<br />

COOL Applications<br />

require:<br />

ODX Applications<br />

require:<br />

Microsoft Visual C++ (Version 1.0 or later)<br />

and Borland C++ (Version 3.1 or later)<br />

compilers are supported (large memory<br />

model).<br />

Microsoft C (Version 7.0 or later), Turbo C<br />

(Version 2.0 and later), Borland C (Version<br />

3.0 and later).<br />

Coreco Inc., The <strong>OCULUS</strong>-F/<strong>64</strong> Development Toolkits Page 4-3


Page 4-4 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

APPENDIX A<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

<strong>OCULUS</strong>-F/<strong>64</strong> SPECIFICATIONS<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

This chapter covers: ■ Oculus-F/<strong>64</strong> Configurations<br />

■ Acquisition<br />

■ Synchronization<br />

■ Camera Inputs<br />

■ Processing<br />

■ Memory<br />

■ Display<br />

■ Environmental Conditions


Page 5-2 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


A.1 <strong>OCULUS</strong>-F/<strong>64</strong> CONFIGURATIONS<br />

Oculus F/<strong>64</strong> Acquisition, processing and display with 8 bit frame buffer<br />

Oculus F/<strong>64</strong>-DSP Acquisition, processing, display with 8 bit frame buffer and<br />

high performance DSP<br />

Oculus F/<strong>64</strong>-DSP16 High performance imaging board with DSP and 16 bit<br />

frame buffer<br />

A.2 ACQUISITION<br />

Digitization rate (no IP-Engine<br />

operations)<br />

Digitization rate (with IP-Engine<br />

operations)<br />

F/<strong>64</strong> F/<strong>64</strong>-DSP F/<strong>64</strong>-DSP16<br />

40 MHz 40 MHz 40 Mhz (8 or<br />

16 bit data)<br />

20 MHz 40 MHz 20 Mhz (16<br />

bit data)<br />

Digitization accuracy 8 bits 8 bits 10 bits<br />

Digital input 8 bits 8 bits 12 bits<br />

Input look-up tables 32 x 256<br />

entry<br />

Maximum acquisition resolution 4k x 4k<br />

w/ optional<br />

memory<br />

A.3 SYNCHRONIZATION<br />

Applies to all Oculus-F/<strong>64</strong> Products<br />

32 x 256<br />

entry<br />

32 x 256,<br />

8 x 1024<br />

2 x 4096<br />

4k x 4k 4k x 4k<br />

Pixel clock range 510 kHz to 40 MHz, increments of about 10 kHz<br />

Pixel clock jitter 1/6th pixel worst case<br />

Input signals Hsync, Vsync, trigger, pixel clock, control<br />

Output signals Hsync, Vsync, trigger, pixel clock, control<br />

Coreco Inc., Apendix A <strong>OCULUS</strong>-F/<strong>64</strong> Specifications Page 5-3


A.4 CAMERA INPUTS<br />

A.5 PROCESSING<br />

Four analog video inputs are provided. Three are 75 ohm single ended video<br />

inputs and the fourth can be single ended or differential input.<br />

A connector provides a general purpose TTL digital video interface. An<br />

optional RS-422 converter board can be added to this added to interface RS-<br />

422 output digital cameras.<br />

F/<strong>64</strong> F/<strong>64</strong>-DSP F/<strong>64</strong>-DSP16<br />

Control processor TMS34020 TMS34020 TMS34020<br />

Image processor TMS34020 TMS320C40 TMS320C40<br />

Arithmetic processor IP-Engine IP-Engine IP-Engine<br />

Statistical processor Histogram Processor with 24 bit results<br />

A.6 MEMORY<br />

F/<strong>64</strong> F/<strong>64</strong>-DSP F/<strong>64</strong>-DSP16<br />

VRAM frame buffer (standard) 1 Mbyte 2 Mbytes 4 Mbytes<br />

DRAM frame buffer (standard) ◆ 1 Mbyte 4 Mbytes<br />

GSP program memory 1 Mbyte standard, expandable to 32 Mbytes<br />

Overlay memory (standard) ◆ ◆ ◆<br />

Maximum VRAM memory<br />

expansion<br />

Maximum DRAM memory<br />

expansion<br />

16 Mbytes 16 Mbytes 16 Mbytes<br />

◆ 32 Mbytes 32 Mbytes<br />

Overlay memory expansion 4 Mbytes 4 Mbytes 4 Mbytes<br />

Page 5-4 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


A.7 DISPLAY<br />

RESOLUTION TYPE VERTICAL<br />

FREQUENCY<br />

(Hz)<br />

HORIZONTAL<br />

FREQUENCY<br />

(Khz)<br />

PIXEL<br />

CLOCK<br />

(Mhz)<br />

ASPECT<br />

RATIO<br />

SCANNING<br />

TYPE<br />

512 x 484 NTSC 30 Hz 15.734 10.133 5:4 int.<br />

<strong>64</strong>0 x 484 NTSC 30 Hz 15.734 12.270 1:1 int.<br />

512 x 576 PAL 25 15.625 10.000 5:4 int.<br />

768 x 576 PAL 25 15.625 14.750 1:1 int.<br />

512 x 480 VGA 60 31.5 20.000 5:4 non-int.<br />

512 x 480 VGA 72 37.9 24.786 5:4 non-int.<br />

<strong>64</strong>0 x 480 VGA 60 31.48 25.175 1:1 non-int.<br />

<strong>64</strong>0 x 480 VGA 72 37.88 31.200 1:1 non-int.<br />

720 x 400 TEXT 70 31.47 27.600 non-int<br />

800 x 600 SVGA 56 35.2 36.000 1:1 non-int.<br />

800 x 600 SVGA 60 37.9 40.000 1:1 non-int.<br />

800 x 600 SVGA 70 44.0 48.600 1:1 non-int.<br />

800 x 600 SVGA 72 48.1 50.000 1:1 non-int<br />

1024 x 768 8514 86 35.6 44.900 1:1 int.<br />

1024 x 768 SVGA 60 48.4 65.000 1:1 non-int.<br />

1024 x 768 SVGA 70 56.5 75.000 1:1 non-int.<br />

1024 x 768 SVGA 72 57.9 78.000 1:1 non-int.<br />

1280 x 1024 SVGA 87 48.9 77.300 1:1 int<br />

1280 x 1024 SVGA 60 63.7 110.000 1:1 non-int.<br />

1280 x 1024 SVGA 70 74 135.000 1:1 non-int.<br />

1600 x 1200 SVGA 60 76 170.00 1:1 non-int.<br />

Coreco Inc., Apendix A <strong>OCULUS</strong>-F/<strong>64</strong> Specifications Page 5-5


A.8 ENVIRONMENTAL CONDITIONS<br />

Temperature range 0 - 70 Celsius<br />

Humidity 90% non-condensing<br />

FCC Class A<br />

Typical Power Consumption.<br />

Voltage Without DSP With DSP<br />

(Volts) Current<br />

(Amp.)<br />

Power (Watts) Current<br />

(Amp.)<br />

Power<br />

(Watts)<br />

+ 5 3 15 4 20<br />

+12 tbd tbd tbd tbd<br />

- 12 tbd tbd tbd tbd<br />

- 5 tbd tbd tbd tbd<br />

Total ??? tbd tbd tbd<br />

Page 5-6 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

APPENDIX B<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

<strong>OCULUS</strong>-F/<strong>64</strong> Configuration Switches<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

This chapter covers: ■ I/O Base Address Selection<br />

■ Interrupt Channel Selection<br />

■ Configuration Jumpers<br />

■ Physical Location


Page 6-2 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


B.1 I/O BASE ADDRESS SELECTION<br />

The I/O Base Address is set by dipswitch SW1-1 to SW1-3 as shown in the<br />

figure below.<br />

ON<br />

1 2 3 4 5 6 7 8<br />

ON ON<br />

Bit Set to 1 Bit Set to 0<br />

I/O Base Address Select<br />

I/O Base Address Select<br />

I/O Base Address Select<br />

The following page shows switch positions for various IO base addresses.<br />

Please verify that the factory default IO address or your chosen IO address is<br />

not in use by other optional devices installed in your computer.<br />

Coreco Inc., Appendix B <strong>OCULUS</strong>-F/<strong>64</strong> Configuration Switches Page 6-3


1 2 3 4 5 6 7 8<br />

1 2 3 4 5 6 7 8<br />

1 2 3 4 5 6 7 8<br />

1 2 3 4 5 6 7 8<br />

1 2 3 4 5 6 7 8<br />

1 2 3 4 5 6 7 8<br />

B.2 INTERRUPT CHANNEL SELECTION<br />

IO-Address = 2D0 hex<br />

IO-Address = 2C0 hex<br />

IO-Address = 2B0 hex<br />

IO-Address = 2A0 hex<br />

IO-Address = 290 hex<br />

IO-Address = 280 hex<br />

Normally, interrupt channels are not used. With certain applications utilizing<br />

custom firmware, the use of an interrupt channel might be required. In this<br />

case, the interrupt channel selected must not be in use by any other device<br />

installed in your computer.<br />

The Interrupt Channel is selected via SW1-4 to SW1-8 as shown below.<br />

Page 6-4 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong><br />

ON<br />

ON<br />

ON<br />

ON<br />

ON<br />

ON


ON<br />

1 2 3 4 5 6 7 8<br />

ON ON<br />

Interrupt Channel<br />

NOT Selected<br />

B.3 CONFIGURATION JUMPERS<br />

GSP PROGRAM MEMORY SIZE SELECTION<br />

B3<br />

B3<br />

Interrupt Channel 15 Select<br />

Interrupt Channel 14 Select<br />

Interrupt Channel 12 Select<br />

Interrupt Channel 11 Select<br />

Interrupt Channel 10 Select<br />

Interrupt Channel<br />

Selected<br />

GSP Program memory size: 1Mb (256k x 32)<br />

GSP Program memory size: 4Mb, 16Mb, or 32Mb<br />

1 Mbyte is the factory default GSP DRAM memory that is installed. If<br />

additional DRAM modules are required, then jumper B3 must be moved as<br />

shown above. Refer to the last page of this appendix for the physical location<br />

of B3.<br />

Coreco Inc., Appendix B <strong>OCULUS</strong>-F/<strong>64</strong> Configuration Switches Page 6-5


J10 - LATTICE FPGA DECODE PROGRAMMING<br />

J10<br />

The jumper J10 is installed only for field programming of the FPGA. It is not<br />

required for normal board operation.<br />

B.4 PHYSICAL LOCATION<br />

J10<br />

SW1<br />

B3<br />

Location of B3, J10 and SW1.<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

Page 6-6 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


APPENDIX C<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

<strong>OCULUS</strong>-F/<strong>64</strong> Connectors<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

This chapter covers: ■ Analog Video Input Connector<br />

■ Analog Video Output Connector<br />

■ TTL Digital Video Interface<br />

Connector<br />

■ VGA Pass-through Connector<br />

■ Connector Locations<br />

Page 7-2 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


Coreco Inc., <strong>OCULUS</strong>-F/<strong>64</strong> Index Page 7-3


C.1 Analog Video Input Connector<br />

Pin No. Description ( DB2 )<br />

1 Analog Video Input 3<br />

2 Differential Analog Video Input [-]<br />

3 Analog Video Input 2<br />

4 Differential Analog Video Input [+]<br />

5 Analog Video Input 1<br />

6 Active Low Composite Sync Input (analog or TTL)<br />

7 Analog Video Input 4<br />

8 Active Low Vertical Sync Output (TTL) in master mode<br />

9 Active Low Horizonal Sync or Composite Sync Output (TTL) in<br />

master mode<br />

DB9 Case All Ground Shields<br />

1 2 3 4 5<br />

6 7 8 9<br />

Male DB-9 connector (DB2) as viewed facing the mounting bracket of the<br />

board, from the rear of the computer.<br />

Page 7-4 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


C.2 Analog Video Output Connector<br />

Pin No. Description ( DB1 )<br />

1 Analog Red<br />

2 Analog Green<br />

3 Analog Blue<br />

4, 9, 12, 15 No Connection<br />

6 Red Ground<br />

7 Green Ground<br />

8 Blue Ground<br />

5, 10, 11 Digital Ground<br />

13 Horizontal Display Sync.<br />

14 Vertical Display Sync.<br />

5 4 3 2 1<br />

10 9 8 7 6<br />

15 14 13 12 11<br />

Female DB-15 connector (DB1) as viewed facing the mounting bracket of the<br />

board, from the rear of the computer.<br />

Coreco Inc., <strong>OCULUS</strong>-F/<strong>64</strong> Index Page 7-5


C.3 TTL Digital Video Interface Connector<br />

Pin No. Name Description ( J17 )<br />

34 GROUND Digital Ground<br />

1, 2, 3, 4, 5, 6, 7, 8,<br />

9, 10, 11, 12<br />

13, 14, 15, 16, 17,<br />

18, 19, 20<br />

TTLVIN [ 0:11 ] TTL Digital Video Inputs<br />

GIO [ 0:7 ] General I/O bits<br />

22 VINSEL3 Video Input Select bit 3<br />

31 -ECS Active low Composite Sync Input (TTL)<br />

28 -EHS Active low Horizontal Sync Input (TTL)<br />

27 -EVS Active low Vertical Sync Input (TTL)<br />

26 -EBLK Active low Vertical Blanking Input (TTL)<br />

30 -EODD Active low ODD Field Input (TTL)<br />

29 OUTCLK TTL Output Clock (to video source)<br />

21 ECLK Active high Clock Input (TTL)<br />

25 -ECLK Active low Clock Input (TTL)<br />

23 -AVS Active low Vertical Sync Output (TTL) in master mode<br />

24 -AHS Active low Horizonal Sync or Composite Sync Output<br />

(TTL) in master mode<br />

32 EXTRG Active high External Trigger Input<br />

33 reserved reserved<br />

34 - Pin Male Header Connector ( J17 ) view when facing the board.<br />

2 4 ... 32 34<br />

1 3 ... 31 33<br />

Page 7-6 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


C.4 VGA Pass-Through Connector<br />

Pin No. Name Description ( J18 )<br />

1, 3, 5, 13, 15, 17,<br />

19, 21, 23<br />

GROUND Digital Ground<br />

2, 4, 6, 8, 10, 12, 14, 16 VD[0:7] VGA Data (color index, Hi-color, True color)<br />

7, 9, 11, 25 NC No Connection<br />

18 VGADOT VGA Pixel Clock<br />

20 VGABLK VGA Blanking<br />

22 VGAHS VGA Horizontal Sync<br />

24 VGAVS VGA Vertical Sync<br />

26 - Pin Male Header Connector ( J18 ) view when facing the board.<br />

25 23 ... 3 1<br />

26 24 ... 4 2<br />

Coreco Inc., <strong>OCULUS</strong>-F/<strong>64</strong> Index Page 7-7


C.5 Connector Locations<br />

J18<br />

DB1 DB2<br />

J17<br />

Page 7-8 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


Coreco Inc., <strong>OCULUS</strong>-F/<strong>64</strong> Index Page 7-9


• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

INDEX<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

<strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong><br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •<br />

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •


Page 8-2 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


A<br />

Accesories. See Part Numbers<br />

Acquisition Sync Source, 2-10<br />

Acquisition Video Format, 2-12<br />

adapter modules, 3-6<br />

ALU, 3-3<br />

Analog Input Cables, 2-5<br />

Analog Input Selector, 3-4<br />

analog to digital converter, 3-4<br />

Anti-alaising Filter, 3-4<br />

architecture-software. See OKS<br />

B<br />

base address, 2-4, 2-9<br />

BLOCK DIAGRAM-chapter, 3-1<br />

Bus Interface, 2-16<br />

Bus Interface Mapping. See Bus Interface<br />

C<br />

Cables. See Part Numbers<br />

camera input, 2-12<br />

Camera Slave, 2-10<br />

CAMERA.EXE. See Custom Camera<br />

camera-supported, 1-3<br />

CCIR Monitor, 2-6<br />

communications error, 2-9<br />

compatibility-Oculus-F/<strong>64</strong>, 1-3<br />

Compilers, 1-6, 4-3<br />

CONFIG.EXE, 2-6<br />

Configuration Switches, 6-1<br />

Connectors, 7-2<br />

Coreco’s-F/<strong>64</strong> Bus, 3-8<br />

Custom Camera, 2-16<br />

Custom Display, 2-16<br />

D<br />

Development Toolkits, 4-1<br />

Device Driver, 2-6<br />

digital input, 3-6<br />

Digital Input Cables, 2-5<br />

Digital Interface port, 3-5<br />

display leveling, 3-3<br />

Display Video Format, 2-13<br />

DISPLAY.EXE. See Custom Display<br />

display-supported, 1-6<br />

DRAM, 3-3<br />

DSP, 3-8<br />

DSP16, 1-6<br />

Coreco Inc., <strong>OCULUS</strong>-F/<strong>64</strong> Index Page 8-3


E<br />

EIA-422 interface, 3-6<br />

F<br />

F/<strong>64</strong>Pro, 1-6<br />

F<strong>64</strong>.BAT, 2-22<br />

F<strong>64</strong>PRO Installation, 2-23<br />

GSP, 3-7<br />

G<br />

H<br />

Hardware Configuration, 2-6<br />

histogram, 3-3<br />

histogram processor, 3-7<br />

ILUT, 3-6<br />

input coupling, 3-4<br />

input look-up table. See ILUT<br />

installation-hardware, 2-4<br />

IP-Engine, 3-7<br />

I<br />

L<br />

local buses, 3-8<br />

Look-Up-Tables, 3-3<br />

M<br />

memory, 1-5<br />

Memory Format, 2-14<br />

Memory Map Address. See Bus Interface<br />

Memory Map Bus Width. See Bus Interface<br />

O<br />

Oculus Kernel System. See OKS<br />

Oculus-F/<strong>64</strong> Part Numbers. See Part Numbers<br />

<strong>OCULUS</strong>-F/<strong>64</strong> SPECIFICATIONS, 5-1<br />

ODF<strong>64</strong>.DLL, 2-22<br />

ODF<strong>64</strong>STP.EXE, 2-6<br />

ODx, 1-6<br />

ODX.INI, 2-7<br />

ODXPATH, 2-7<br />

Page 8-4 The <strong>OCULUS</strong>-F/<strong>64</strong> <strong>User's</strong> <strong>Manual</strong>


OKS, 1-7<br />

OLUT, 3-9<br />

Output Cables, 2-5<br />

Output Mux, 3-10<br />

Output Sync Enable, 2-15<br />

Overlay Frame Buffer, 3-9<br />

overlay memory, 3-8<br />

P<br />

Part Numbers, 1-8<br />

pixel clock, 1-3, 3-4<br />

pixel jitter, 3-4<br />

pixel size, 2-16<br />

processing, 1-4<br />

program memory, 3-8<br />

range and offset, 3-4<br />

resolution, 1-4<br />

RGB monitor, 2-6<br />

RS170 Monitor, 2-6<br />

R<br />

S<br />

signal conditioning, 1-4<br />

single monitor mode, 2-13<br />

single screen operation, 2-5<br />

software-tools, 1-6<br />

SW1, 2-4<br />

TMS320C40, 3-3<br />

TMS34020, 3-3<br />

T<br />

V<br />

Variable Acquisition Parameters, 3-6<br />

versions-Oculus-F/<strong>64</strong>, 3-3<br />

VGA feature connector, 2-5<br />

VGA keying color, 2-21<br />

VGA monitor, 2-6<br />

VGA Pass Through, LUT, and Keyer, 3-9<br />

VGA PassThrough Setup, 2-20<br />

VGA terminator, 2-5<br />

video output LUT. See OLUT<br />

VRAM, 3-3<br />

Coreco Inc., <strong>OCULUS</strong>-F/<strong>64</strong> Index Page 8-5

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