Hand Tracking Pong

   Hanting Lu (hl855@cornell.edu)

   Kedari Elety (kre27@cornell.edu)

"A game of pong between two players, play by controlling the paddles using a hand tracking mechanism."

Project Soundbyte

pic_with_bruce

• hardware/software tradeoffs

The main trade off we made is instead of using NIOS to implement the game interface part of the project, we implemented all our design in hardware. Doing this made the code implementation slightly complex for the game logic part, which required us to use two 2D buffers to store the down sampled and pong interface frame in one buffer. However, this gave us the added advantage of speed, concurrency and easy debugging.

Another tradeoff of our design is that instead of using SRAM to hold the temporal data, we simply used two register arrays as the frame buffers. This has a significant drawback on compiling time(15 min each time) and logic elements on the FPGA, but saves us a lot of trouble that comes with synchronizing the SDRAM, SRAM, and VGA controller, especially when we need to read and write data simultaneously or at multiple locations.

• Existing Copyrights

Our project make use of a modified top module code from altera (copyrights are kept intact in the code), time average filter written by Prof. Bruce, and the VGA Control Module written by a previous student Skyler Schneider. More details are discussed in the Intellectual Property Considerations in the Conclusion section.