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HAWK-EYE SIMULATION (LBW SYSTEM)

CONTENTS

Introduction Requirement Specifications System Design Conclusion Bibliography

INTRODUCTION

The designed HAWK-EYE is to show how the LBW(leg before the wicket)can be simulated using the Computer graphics.

The HAWK-EYE is interfaced with the MOUSE. We are using the different BUTTONS for working of the HAWK-EYE. The HAWK-EYE can JUDGE the ball pitched inside the yellow zone or not.

This HAWK-EYE is a simple and very basic demonstration of the application of computer graphics.

INTRODUCTION(contd.)

Hawk-Eye is a complex computer system used officially in numerous sports to visually track the trajectory of the ball and display a record of its statistically most likely path as a moving image.

All Hawk-Eye systems are based on the principles of triangulation using the visual images and timing data provided by a number of high-speed video cameras located at different locations and angles around the area of play.

In each frame sent from each camera, the system identifies the group of pixels which corresponds to the image of the ball. It then calculates for each frame the 3D position of the ball by comparing its position on at least two of the physically separate cameras at the same instant in time.

A succession of frames builds up a record of the path along which the ball has travelled. It also "predicts" the future flight path of the ball and where it will interact with any of the playing area features already programmed into the database.

INTRODUCTION(contd.)

OPENGL PROGRAMMING LANGUAGE:

As a software interface for graphics hardware, OpenGL's main purpose is to render two- and three-dimensional objects into a frame buffer. These objects are described as sequences of vertices (which define geometric objects) or pixels (which define images). OpenGL performs several processing steps on this data to convert it to pixels to form the final desired image in the frame buffer.

REQUIREMENT SPECIFICATIONS

Hardware

Specification

Details

Processor :

Intel 386

onwards Compatible

Hardware RAM

:

Hard Disk :

16Mb

3.1 GB

REQUIREMENTS SPECIFICATIONS(contd.)

Software

Specification

Details

Operating System :

above

Language Tool

:

windows XP

and

OpenGL

Compiler : GNU GCC Compiler /C++ complier.

Libraries : Supporting glut32.h, opengl32.h & glu32.h .

Documentation Tool :

Visual C++

6 or

higher versions like 2008.

DESIGN ALGORITHM

2D TRANSFORMATIONS [Translation]

Step 1: Initialize and draw the input object.

Step 2: Accept the necessary input data (such as distance parameter, rotation angle, point of reference, shear parameters, scaling parameter) required for step 3

Step 3: To perform

Translation:

x’ = x + dx

&

y’ = y + dy

DESIGN MODULES

Inbuilt

functions

glClearColor() glClear() glPushMatrix() glTranslatef() glColor3f() glPopMatrix() glutSwapBuffers() glLoadIdentity() glRasterPos2f() glutBitmapCharacter() glutMainLoop()

DESIGN MODULES(contd.)

Inbuilt

functions

glutPostRedisplay() glOrtho2D() glutInit() glutInitDisplayMode() glutInitWindowPosition() glutCreateWindow() init() glutDisplayFunc() glutReshapeFunc() glutMouseFunc() glutIdleFunc()

DESIGN MODULES(contd.)

User

defined

functions

Sprint() display() spindisplay() spindisplayy()

SOURCE CODE EXPLANATION

This project is completed by using some of the Primary functions. First we finished with the ground dimensions using glBegin(GL_LINES) of width 5.0units ,next we did the patches on ground using glColor[34]{f}(); Then we drew pitch of dimensions 150units width,350units long, which is done with the help of GL_POLYGON.

The crease on pitch is drawn using GL_LINES on appropriate length of the pitch and using same functions we did with STUMPS but of different width line.

As we finished with stumps, next bails on the stumps is drawn by using glLineWidth() function, using same function crease on the pitch is drawn.

SOURCE CODE EXPLANATION(contd.)

Then we constructed fences using solid parallelogram, using GL_POLYGON and they are filled with blue and yellow color alternative fashion.

Then by using primitive function glutSolidSphere(GLdouble radius,GLint slices,GLint stacks);we finished with the ball.

Next we placed the ball(i.e.solid sphere) in appropriate position on the pitch, then we used translate() function and swapbuffers(); function in order to get movement of ball.

This is achieved in project by LEFTCLICK of MOUSE button, the interaction is achieved by glutMouseFunc(mouse); in our project.as we press the MIDDLE_BUTTON we can observe the halt of the ball and again pressing the RIGHT_BUTTON we can easily judge the whether batsman is OUT or NOT!!

OUTPUT IMAGES

OUTPUT IMAGES

OUTPUT IMAGES

OUTPUT IMAGES

CONCLUSION

This project was implemented using OpenGL. This project provides us the information about various features of a hawk eye. This project also helps us to analyze how we can use the different standard functions for creating the animated objects and can be used for making a gaming package. This package is very useful for the users since it provides the basic information about various OpenGL functions used for hawk eye.

BIBILOGRAPHY

Books referred

Interactive Computer graphics A Top Down Approach with OpenGL-Edward Angel,5 th Editon, Addison Wesley,2008.

OpenGL programming guide. The official guide to learning OpenGL Version 2.1. 6th edition (2007).