Ultra-Black Material, Sustainably Made From Wood

Researchers at the University of British Columbia leveraged an unusual discovery into ultra-black material made from wood. The deep, dark black is not the result of any sort of dye or surface coating; it’s structural change to the wood itself that causes it to swallow up at least 99% of incoming light.

One of a number of prototypes for watch faces and jewelry.

The discovery was partially accidental, as researchers happened upon it while looking at using high-energy plasma etching to machine the surface of wood in order to improve it’s water resistance. In the process of doing so, they discovered that with the right process applied to the right thickness and orientation of wood grain, the plasma treatment resulted in a surprisingly dark end result. Fresh from the plasma chamber, a wood sample has a thin coating of white powder that, once removed, reveals an ultra-black surface.

The resulting material has been dubbed Nxylon (the name comes from mashing together Nyx, the Greek goddess of darkness, with xylon the Greek word for wood) and has been prototyped into watch faces and jewelry. It’s made from natural materials, the treatment doesn’t create or involve nasty waste, and it’s an economical process. For more information, check out UBC’s press release.

You have probably heard about Vantablack (and how you can’t buy any) and artist Stuart Semple’s ongoing efforts at making ever-darker and accessible black paint. Blacker than black has applications in optical instruments and is a compelling thing in the art world. It’s also very unusual to see an ultra-black anything that isn’t the result of a pigment or surface coating.

VR Headset With HDMI Input Invites A New Kind Of Cyberdeck

Meta’s Quest VR headset recently got the ability to accept and display video over USB-C, and it’s started some gears turning in folks’ heads. [Ian Hamilton] put together a quick concept machine consisting of a Raspberry Pi 400 that uses a VR headset as its monitor, which sure seems like the bones of a new breed of cyberdeck.

With passthrough on, one still sees the outside world.

The computer-in-a-keyboard nature of the Pi 400 means that little more than a mouse and the VR headset are needed to get a functional computing environment. Well, that and some cables and adapters.

What’s compelling about this is that the VR headset is much more than just a glorified monitor. In the VR environment, the external video source (in this case, the Raspberry Pi) is displayed in a window just like any other application. Pass-through can also be turned on, so that the headset’s external cameras display one’s surroundings as background. This means there’s no loss of environmental awareness while using the rig.

[Note: the following has been updated for clarity and after some hands-on testing] Video over USB-C is technically DisplayPort altmode, and both the video source and the USB-C cable have to support it. In [Ian]’s case, the Raspberry Pi 400 outputs HDMI and he uses a Shadowcast 2 capture card to accept HDMI on one end and outputs video over USB-C on the other.

Here’s how it works: the Quest has a single USB-C port on the side, and an app (somewhat oddly named “Meta Quest HDMI link”) running on the headset takes care of accepting video over USB and displaying it in a window within the headset. The video signal expected is UVC (or USB Video Class), which is what most USB webcams and other video devices output. (There’s another way to do video over USB-C which is technically DisplayPort altmode, and both the video source and the USB-C cable have to support it. That is not what’s being used here; the Quest does not support this format. Neither is it accepting HDMI directly.) In [Ian]’s case, the Raspberry Pi 400 outputs HDMI and he uses a Shadowcast 2 capture card to accept HDMI on one end and output UVC video on the other, which is then fed into the Quest over a USB-C cable.

As a concept it’s an interesting one for sure. Perhaps we’ll see decks of this nature in our next cyberdeck contest?

Symmetrical Gear Spins One-Way, Harvesting Surrounding Chaos

Here’s a novel ratchet mechanism developed by researchers that demonstrates how a single object — in this case a gear shaped like a six-pointed star — can rectify the disordered energy of its environment into one-way motion.

5x speed video of gear in agitated water bath.

The Feynman–Smoluchowski ratchet has alternating surface treatments on the sides of its points, accomplished by applying a thin film layer to create alternating smooth/rough faces. This difference in surface wettability is used to turn agitation of surrounding water into a ratcheting action, or one-way spin.

This kind of mechanism is known as an active Brownian ratchet, but unlike other designs, this one doesn’t depend on the gear having asymmetrical geometry. Instead of an asymmetry in shape, there’s an asymmetry in the gear tooth surface treatments. You may be familiar with the terms hydrophobic and hydrophilic, which come down to a difference in surface wettability. The gear’s teeth having one side of each is what rectifies the chaotic agitation of the surrounding water into a one-way spin. Scaled down far enough, these could conceivably act as energy-harvesting micromotors.

Want more detail? The published paper is here, and if you think you might want to play with this idea yourself there are a few different ways to modify the surface wettability of an object. High voltage discharge (for example from a Tesla coil) can alter surface wettability, and there are off-the-shelf hydrophobic coatings we’ve seen used in art. We’ve even seen an unusual clock that relied on the effect.

What’s New In 3D Scanning? All-In-One Scanning Is Nice

3D scanning is important because the ability to digitize awkward or troublesome shapes from the real world can really hit the spot. One can reconstruct objects by drawing them up in CAD, but when there isn’t a right angle or a flat plane in sight, calipers and an eyeball just doesn’t cut it.

Scanning an object can create a digital copy, aid in reverse engineering, or help ensure a custom fit to something. The catch is making sure that scanning fits one’s needs, and isn’t more work than it’s worth.

I’ve previously written about what to expect from 3D scanning and how to work with it. Some things have changed and others have not, but 3D scanning’s possibilities remain only as good as the quality and ease of the scans themselves. Let’s see what’s new in this area.

All-in-One Handheld Scanning

MIRACO all-in-one 3D scanner by Revopoint uses a quad-camera IR structured light sensor to create 1:1 scale scans.

3D scanner manufacturer Revopoint offered to provide me with a test unit of a relatively new scanner, which I accepted since it offered a good way to see what has changed in this area.

The MIRACO is a self-contained handheld 3D scanner that, unlike most other hobby and prosumer options, has no need to be tethered to a computer. The computer is essentially embedded with the scanner as a single unit with a touchscreen. Scans can be previewed and processed right on the device.

Being completely un-tethered is useful in more ways than one. Most tethered scanners require bringing the object to the scanner, but a completely self-contained unit like the MIRACO makes it easier to bring the scanner to the subject. Scanning becomes more convenient and flexible, and because it processes scans on-board, one can review and adjust or re-scan right on the spot. This is more than just convenience. Taking good 3D scans is a skill, and rapid feedback makes practice and experimentation more accessible.

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This Is Not A Laptop, It’s A KVM Combo

A spare monitor and keyboard are handy things to have around, but they’re a bit of a hassle. They are useful for hardware development, plugging in to headless servers, or firing up a Raspberry Pi or similar single-board computer (SBC). If that’s something you do and portability and storage space are important to you, then you may be interested in the CrowView Note.

I got an opportunity to test and provide feedback on an early version of this unusual device, which is functionally a portable spare monitor plus keyboard (and touchpad) without the bulk and extra cables. Heck, it’s even giving me ideas as the guts of a Cyberdeck build. Let’s take a look.

What It Is

It really looks like a laptop, but it’s actually a 14″ 1920 x 1280 monitor and USB keyboard in a laptop form factor.

There is also an integrated trackpad, speakers and mic, and a rechargeable battery. That makes it capable of providing its own power, and it can even function as a power bank in a pinch. There’s an HDMI input on one side, and on the other is a full-featured USB-C port that accepts video input via the DisplayPort altmode.

Pictured here is a Raspberry Pi 5 with optional PCB adapter to eliminate cables. The three ports (HDMI in, USB-C 5 V out, and USB-A for peripherals) provide all the board needs.

The CrowView Note is a pretty useful device for a workbench where one is often plugging hardware in for development or testing, because there’s no need to manage a separate monitor, keyboard, and mouse.

It is not a laptop, but attaching an SBC like a Raspberry Pi makes it act like one. The three ports conveniently located on the left-hand side (HDMI in, USB-C out for power to the SBC, and USB-A in for peripherals like keyboard and trackpad) are all that are needed in this case. Elecrow offers a “cable eliminator” PCB adapters to make the process of connecting a Raspberry Pi 5 or a Jetson Nano as simple as possible. The result is something that looks and works just like a laptop.

Well, almost. The SBC will still be a separate piece of hardware, whether connected by cables or by one of Elecrow’s PCB adapters. The result is OK for bench work, but especially in the case of the PCB adapter, not particularly rugged. Still, it’s a nice option and makes working on such boards convenient and cable-free.

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Meta Doesn’t Allow Camera Access On VR Headsets, So Here’s A Workaround

The cameras at the front of Meta’s Quest VR headsets are off-limits to developers, but developer [Michael Gschwandtner] created a workaround (Linkedin post) and shared implementation details with a VR news site.

The view isn’t a pure camera feed (it includes virtual and UI elements) but it’s a clever workaround.

The demo shows object detection via MobileNet V2, which we’ve seen used for machine vision on embedded systems like the Raspberry Pi. In this case it is running locally on the VR headset, automatically identifying objects even though the app cannot directly access the front-facing cameras to see what’s in front of it.

The workaround is conceptually simple, and leverages the headset’s ability to cast its video feed over Wi-Fi to other devices. This feature is normally used for people to share and spectate VR gameplay.

First, [Gschwandtner]’s app sets up passthrough video, which means that the camera feed from the front of the headset is used as background in VR, creating a mixed-reality environment. Then the app essentially spawns itself a Chromium browser, and casts its video feed to itself. It is this video that is used to — in a roundabout way — access what the cameras see.

The resulting view isn’t really direct from the cameras, it’s akin to snapshotting a through-the-headset view which means it contains virtual elements like the UI. Still, with passthrough turned on it is a pretty clever workaround that is contained entirely on-device.

Meta is hesitant to give developers direct access to camera views on their VR headset, and while John Carmack (former Meta consulting CTO) thinks it’s worth opening up and can be done safely, it’s not there yet.

Lunar Lander Game Asks You To Write A Simple Autopilot

Everyone likes a good lunar landing simulator, and [Dominic Doty] wrote a fun take on the idea: your goal is to write an autopilot controller to manage the landing. Try it out!

Virtual landers are far cheaper than real ones, thank goodness.

[Dominic] was inspired in part by this simple rocket landing game which is very much an exercise in reflex and intuition, not to mention being much faster-paced than the classic 1979 video game (which you can also play in your browser here.)

[Dominic]’s version has a similar classic look to the original, but embraces a more thoughtful approach. In it, one uses plain JavaScript to try to minimize the lander’s angle, velocity, and angular velocity in order to land safely on the generated terrain.

Want to see if you have the right stuff? Here’s a direct link to Lunar Pilot. Don’t get discouraged if you don’t succeed right away, though. Moon landings have had plenty of failures, and are actually very hard.