Shoot Video In 26 Different Directions

[Mark Mullins] is working on a project called Quamera: a camera that takes video in every direction simultaneously, creating realtime 3D environments on the fly.

[Mark] is using 26 Arducams, arranging them in a rhombicuboctahedron configuration, which consists of three rings of 8 cameras with each ring controlled by a Beaglebone; the top and bottom rings are angled at 45 degrees, while the center ring looks straight out. The top and bottom cameras are controlled by a fourth Beaglebone, which also serves to communicate with the Nvidia Jetson TX1 that runs everything. Together, these cameras can see in all directions at once, with enough overlap for provide a seamless display for viewers.

In the image to the right, [Mark] is testing out his software for getting the various cameras to work together. The banks of circles and the dots and lines connecting to them represent the computer’s best guess on how to seamlessly merge the images.

If you want to check out the project in person, [Mark] will be showing off the Quamera at the Dover Mini Maker Faire this August. In the meantime, to learn more about the Jetson check out our thorough overview of the board.

Interview: Francesco De Comité Makes Math Visually Awesome

Francesco de Comité is an Associate Professor in Computer Science at the University of Sciences in Lille, France, where he researches the 2D and 3D representation of mathematical concepts and objects. He’s presented papers on a variety of topics including anamorphoses, experiments in circle packing, and Dupin cyclides. His current project involves modeling and 3D printing sea shells. He’ll be presenting a paper on the topic at Bridges Conference in July. You can find his projects on Flickr as well as on Shapeways.

Hackaday: One of your recent projects involves creating fractal patterns and warping them into biologically-correct sea shell shapes, which you then print.

FdC: Modeling seashell shapes is an old topic–Moseley, 1838, D’Arcy Thompson beginning of 20th century. A seashell can be defined as a curve turning around an axis, while translating in the direction of this axis (i.e. on a helicoidal trajectory), and growing in size at the same time. This was modeled for computers in the ’60s by David Raup.

Drawing patterns on seashells was described by Hans Meinhardt using a model of chemical reactions (activator-inhibitor), in the same spirit as Turing’s work on morphogenesis. Combining these two works, and using 3D printers instead of 2D renderers, we can build realistic seashells, either by copying existing shells, or inventing new ones. A 3D model is not just a juxtaposition of a huge number of 2D views: manipulating 3D models can help you understand the object, find details, and so on.

I was curious to see if making a 3D seashell was possible. Moreover, I show that this can be done with simple tools — well, except the 3D printer.
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Hacking An External Mic Port Onto A Camera

A sub-$100 camera competing in the 4K market, the Akaso EK7000 has a few features typical for the range: wifi, 12MP photos at 30 frames per second, and the like. [Foxx D’Gamma] wanted to add an external mic jack to his camera, replacing the internal mic, which featured poor sound pickup due to being buried in the heart of the camera. [Foxx] spent a considerable amount of effort getting the enclosure apart, working gingerly to avoid damaging the display’s ribbon cable, which can’t be disconnected. He also had to deal with the button covers falling out when the case was opened.

[Foxx] desoldered the button mic and added the jack’s wires, and the next challenge presented itself: getting it back together again with the mic port looking good. He had to make sure the jack projected just the right amount from the housing, to ensure the external mic could plug in. Check out both videos below the break.

We’ve featured several cheap camera hacks recently on Hackaday: the ruggedized cheap camera, the cheap 360 degree camera, and the full-spectrum camera all come to mind. It’s a fertile field for not a lot of money!

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Re-Creating The Apollo DSKY’s Display

Apollo astronauts used the DSKY (Display-Keyboard) to interact with the flight computer with a series of 2-digit codes punched into a numeric keypad. Above the keyboard was a high voltage electroluminescent (EL) display whose segments were driven by electromechanical relays; old-ass technology not seen in operation in decades.

[Fran Blanche] is working to re-create the DSKY’s display, and is raising funds to make her first prototype. She was actually able to go dismantle a real DSKY at the Smithsonian, and this drove her desire to re-create the DSKY’s unusual display.

As [Fran] points out in her video, cinematic re-creations typically involve LED displays and CGI rather than the authentic EL 7-segs. Who would want that when you could have the original?

The DSKY is one of the most recognizable and historically relevant parts of the Apollo Command Module and it’s also quite rare. There are only a handful of  them around and of course none of them work. [Fran]’s display could help museums, collectors — and yes, moviemakers — re-create DSKYs with greater authenticity.

[Fran] is a good friend of Hackaday. If you missed her Hack Chat on antiquated technology last Friday you can check out the transcript here.

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Float Spectrum, A Sound-Reactive Installation

[Sam Kent] and friends built a sound-reactive LED display as part of the Leeds (UK) Digital Festival and exhibited it at Hyde Park Book Club. The installation consists of a grid of 25 tubes, each one made out of four recycled 2-liter bottles equipped with a string of a dozen WS2812B LEDs controlled by a central Arduino.

Connected to the Arduino via USB, a computer running a Processing application analyzes the audio input and tells the Arduino which LEDs to light and when. The red tube in the center responds to bass, the ring of yellow LEDs mids, and the outer ring glows blue in response to high frequencies.

It’s amazing how just a simple 2-liter makes a rather effective light pipe to amplify the effect of each burst of color. We think this installation would be a great addition to the magnificent LED dance floor we recently looked at from our friends up in Toronto. If you seek an LED art piece that’s a lot easier to move around, what you’re after is a rave shopping cart.

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Chocolate Factory Simulation Makes Bars With LEGO

[Michael Brandl] got to visit the Milka chocolate factory in Bludenz, Austria and was inspired to build this simulation of the production process for the LEGO world 2017 event in Copenhagen.

The process begins with the empty mold riding on a double row of tank treads. Subsequent modules seem to fill the mold with LEGO ingredients, cool the bars, and remove them from the mold. The last two steps rock: [Michael] built a dispenser that drops a tiny cardboard box onto the line, sized to hold 3 LEGO bars. The box rolls to the end of the line and is picked up by a pneumatic gripper that picks up the box and places it on a pallet.

While more whimsical than the LEGO liquid handler we featured recently, there are a lot of interesting robotic techniques to be learned here. On the reverse angle video you can see more of what’s going on with the wiring of the various motors and sensors. There are six EV3 bricks scattered along the length of the assembly line. The bricks control 15 small motors, 2 large motors, 7 touch sensors, and 3 light sensors. [Michael] added some nice touches, like the combo of two color sensors, seen around 1:45 of the reverse angle video, possibly used to keep the factory operations synced.

Check out [Michael’s] Mindstorms sendup of [Anouk Wipprecht’s] drink bot dress. The LEGO version was built for Robotexotica. In addition, he has a lot of projects featured on his site.

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Procedurally Generating Random Medieval Cities

With procedural content generation, you build data algorithmically rather than manually — think Minecraft worlds, replete with all the terrains and mobs you’d expect, but distributed differently for every seed. A lot of games use algorithms similarly to generate appropriate treasure and monsters based on the level of the character.

Game developer [Oleg Dolya] built a random city generator that creates excellently tangled maps. You select what size you want, and the application does the rest, filling in each ward with random buildings. The software also determines the purpose of each ward, so the slum doesn’t have a bunch of huge mansions, but instead sports a tangle of tiny huts. [Oleg] shows a little of how the application works, using polygons created with the guard towers serving as vertices. You can learn more about the project on Reddit.

As new as this project is, it’s limited. All the maps feature a walled community, each has one castle within a bailey, and none of the cities includes a river or ocean port. [Oleg] designed it to make cool-looking maps, not necessarily accurate or historically realistic ones. That said, he’s already tweaked the code to reduce the number of triangular buildings. Next up, he wants to generate shanty towns outside the city walls.