DDR
with LabVIEW FPGA |
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If you haven’t heard of Dance Dance Revolution, you may want to read this. Customers checking out the demo at Embedded Systems Conference
2006 in Most trade show demos for embedded design products aren’t too flashy. Enter the “Intelligent DAQ (data acquisition) Dance Revolution” demo, conclusive proof that our FPGA design tools can handle anything, even the complexity of a fully-working video game, completely implemented in hardware (down to the gates). This was my vision even before I started working at National Instruments, which I was fortunate enough to be able to realize there. After designing the inner-workings of the demo, and proving to Marketing and some interested colleagues that it could really work, 4 of us went to work on it, getting something nice and polished after 2 months or so, on top of our regular jobs. The first public demonstration was at the Embedded Systems
Conference in I was fortunate enough to get to speak about the demo in front 2,000 people at the keynote for our 2006 company conference. The video is here (requires Windows Media Player, I’m speaking during the last half). Happy people enjoying the demo My coworkers Customers at our yearly conference Me and a friend playing (I’m at right) A booth staffer explaining how it works to customers The Chinese copy of the demo The Chinese copy of the audience French keynote presentation on the demo Some technical details System block diagram The demo system consists of a computer running a real-time OS, and the FPGA prototyping card, linked across an industrial PCI bus called a PXI bus. The real-time system is used effectively as an external RAM for the FPGA, to store the 120MB video that serves as the back-drop for the game-play, and the audio data for the available songs. The FPGA is the meat, handling the playing of raw audio, generating video signals to sync up to a VGA monitor, and computing the colors required at each pixel in each frame to make what’s seen on the display look like a video game. It also uses several state machines to track the players’ score and progress throughout the game, and implements a custom digital protocol to interface with the dance pads. Game menu Frame of background video. I modeled the 3d environment, and rendered the fly-through sequence for the game. Another frame |