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HACKING FOR SALONE:
DRONE RACES
EMANUELE / SIMONE
EMANUELE DI SAVERIO
PRINCIPAL DESIGN TECHNOLOGIST
Emanuele started writing software for mobile in the pre-iPhone
era. Didn’t stop since then.
WHO’S ON THE STAGE
SIMONE LIPPOLIS
SENIOR DESIGN TECHNOLOGIST
Simone started writing software when COBOL was a hype word.
Now his interests span from web-bots to data-visualization to
embedded applications and IOT.
FROG IS A GLOBAL
DESIGN AND
STRATEGY FIRM
www.frogdesign.com
EVERYTHING STARTED
ON A BLACK FRIDAY
WE NEEDED
MORE
ENTERTAINING
TO MAKE IT
A CLASSIC GAME
CAME IN OUR HELP
7
TODO LIST
TALK TO EACH OTHER
SENSE EACH OTHER
HARDER, BETTER,
FASTER, STRONGER
TALK TO
EACH OTHER
COMPONENTS
ARCHITECTURE
• Drones on wheel (JumpingSumo by Parrot)
• An open-security 5 Ghz Wi-Fi AP
• Android Smartphones
• A WebSocket Server
Controller
Mobile App
JumpingSumo
linux+busybox
Game Server
NodeJS
Controller
Mobile App
JumpingSumo
linux+busybox
Controller
Mobile App
JumpingSumo
linux+busybox
WebSocket
. .
The Parrot robots work by creating an 802.11ac
themselves - smartphones can connect to that and
control though applications built with the Parrot SDK.
This disables internet access for the smartphones - we
needed to “hack” it.
HACKING CONNECTION
$ telnet 192.168.1.1
accesses the BusyBox environment to edit config
files /etc/init.d/init_manager and
dragon.conf
Drones will connect to your open WiFi at reboot, where
they will find Android phones.
The server doesn’t need to provide much
functionality, but rather route events in a soft-
realtime fashion to the players, with litte
computation.
• WebSockets help avoid TCP RTT
• nodeJS because it can scale to gazillions of
events
We have 4 players at at time :)
A BROKER
SERVER
SENSE
EACH OTHER
WHERE IS MY DRONE?
BLE BEACON/FINGERPRINTING IR MARKER
TANGO
LET DRONES “SEE”
The hardware platform features a front camera for
still photos and streaming.
Specs not great - we’ll need to design around.
Camera Spec
640x480
15 FPS
Fixed focus
Motion JPEG
COLOR BLOBS
Using OpenCV as resource for highly-optimized
algorithm library, we tried to detect color blobs by
• thresholding
• finding contours
• centroids
and applying some heuristics
FIDUCIAL MARKERS
We also res
B&W Square markers are much more
robust and can apply adequate
Hamming-distance encodings.
As an added benefit, they are more
robust with respect to luminosity.
IMAGE PROCESSING PIPELINE
PARROT SDK
IMAGE

RE-ENCODE
ARTOOLKIT
MARKER

COORDINATES
Each of the incoming frames from the drones has
to go through heavy processing to detect a marker.
66 ms
3D MODEL
ROTOTRASLATE

COORDINATES
HARDER,
BETTER,
FASTER,
STRONGER
OUT OF THE JAVALAND
First problem relates to the sheer computation power
needed to conver binary image formats - Java
implementation is just too slow.
We had to port algorithm implementation to
RenderScript to have a fully native implementation
that performs acceptably.
JVM RS RS_MULTI
AVG 283,60 1,73 3,24
STDDEV 38,17 2,49 1,52
MEDIAN 262,11 0,86 2,78
MAX 447,57 10,04 15,18
OUT OF THE GC LAND
The main source of delays in real-time applications
like games is the Garbage Collector - we’re talking
half second freeze on recent hardware.
This means we cannot allocate memory in the game
loop - Android memory profiler tools will help you
discover and eliminate:
• Bitmap.create()
• new Array[]
• Object creations / Autoboxing
FULL CONTROL FLOW
PARROT SDK

(CAMERA)
IMAGE

RE-ENCODE
ARTOOLKIT
MARKER

COORDINATES
3D MODEL
ROTOTRASLATE

COORDINATES
GAME STATE
NETWORK EVENTS
GAS PEDAL
USER INTERFACE
STEERING

(GYRO)
BROKER

SERVER
OTHER
PLAYERS
ACTIONS
FULL CONTROL FLOW
PARROT SDK
IMAGE

RE-ENCODE
ARTOOLKIT
MARKER

COORDINATES
3D MODEL
ROTOTRASLATE

COORDINATES
GAME STATE
NETWORK EVENTS
GAS PEDAL
USER INTERFACE
STEERING
BROKER

SERVER
66 ms
33 ms
~ 15 s
16 ms
~ 50 ms
STEERING

(GYRO)
OTHER
PLAYERS
ACTIONS
Handling all the different events coming in at different
rates would a very complex task to handle in a fully
procedural way in a standard game loop:
REACTIVE STREAMS FTW
while (true) {
acquire_image();
process_markers();
get_steer_input();
get_other_players_input();
apply_cmds_to_drone();
apply_game_events();
update_ui();
}
.
.
.
.
REACTIVE STREAMS FTW
Rx provides common semanthics to express and
manipulate a collection of asynchronous events
RXJAVA
http://www.slideshare.net/hazam/programming-sideways-asynchronous-techniques-for-android
(2014)
Plenty of good introductions to RxJava in the InterWebs
Exercises
https://github.com/jhusain/learnrxjava
KOTLIN MAY BE THE ONE
We may have found a winner.
Kotlin is a deep language with many modern features, including
Functional approaches.
The three best features for Kotlin on Android:
1. Overhead is at compile time, Runtime Overhead is minimal
2. Closures and SAM
3. Java Interoperability is a breeze
One things I’m still undecided if is good or bad: Nullability
FUNCTIONAL REACTIVE PROGRAMMING WITH KOTLIN ON ANDROID - BY GIORGIO NATILI
REFERENCES
https://github.com/frog/a-kart
http://designmind.frogdesign.com/2016/07/
hacking-a-multi-game-user-drone-race/
SIMONE LIPPOLIS
EMANUELE DI SAVERIO
@simonelippolis
@hazam
GAME & UI DESIGN, SERVER DEVELOPMENT
MOBILE DEVELOPMENT, COMPUTER VISION
FEDERICO BRESSAN
ELENA MARENGONI
RACETRACK, DRONE SKIN
DESIGN
RACETRACK, DRONE SKIN
DESIGN
THANKS!
THANKS!
www.frogdesign.com

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Hacking for Salone: Drone Races - Di Saverio; Lippolis - Codemotion Milan 2016

  • 1. HACKING FOR SALONE: DRONE RACES EMANUELE / SIMONE
  • 2. EMANUELE DI SAVERIO PRINCIPAL DESIGN TECHNOLOGIST Emanuele started writing software for mobile in the pre-iPhone era. Didn’t stop since then. WHO’S ON THE STAGE SIMONE LIPPOLIS SENIOR DESIGN TECHNOLOGIST Simone started writing software when COBOL was a hype word. Now his interests span from web-bots to data-visualization to embedded applications and IOT.
  • 3. FROG IS A GLOBAL DESIGN AND STRATEGY FIRM www.frogdesign.com
  • 4.
  • 5. EVERYTHING STARTED ON A BLACK FRIDAY
  • 7. A CLASSIC GAME CAME IN OUR HELP 7
  • 8.
  • 9.
  • 10.
  • 11. TODO LIST TALK TO EACH OTHER SENSE EACH OTHER HARDER, BETTER, FASTER, STRONGER
  • 13. COMPONENTS ARCHITECTURE • Drones on wheel (JumpingSumo by Parrot) • An open-security 5 Ghz Wi-Fi AP • Android Smartphones • A WebSocket Server Controller Mobile App JumpingSumo linux+busybox Game Server NodeJS Controller Mobile App JumpingSumo linux+busybox Controller Mobile App JumpingSumo linux+busybox WebSocket . .
  • 14. The Parrot robots work by creating an 802.11ac themselves - smartphones can connect to that and control though applications built with the Parrot SDK. This disables internet access for the smartphones - we needed to “hack” it. HACKING CONNECTION $ telnet 192.168.1.1 accesses the BusyBox environment to edit config files /etc/init.d/init_manager and dragon.conf Drones will connect to your open WiFi at reboot, where they will find Android phones.
  • 15. The server doesn’t need to provide much functionality, but rather route events in a soft- realtime fashion to the players, with litte computation. • WebSockets help avoid TCP RTT • nodeJS because it can scale to gazillions of events We have 4 players at at time :) A BROKER SERVER
  • 17. WHERE IS MY DRONE? BLE BEACON/FINGERPRINTING IR MARKER TANGO
  • 18. LET DRONES “SEE” The hardware platform features a front camera for still photos and streaming. Specs not great - we’ll need to design around. Camera Spec 640x480 15 FPS Fixed focus Motion JPEG
  • 19. COLOR BLOBS Using OpenCV as resource for highly-optimized algorithm library, we tried to detect color blobs by • thresholding • finding contours • centroids and applying some heuristics
  • 20. FIDUCIAL MARKERS We also res B&W Square markers are much more robust and can apply adequate Hamming-distance encodings. As an added benefit, they are more robust with respect to luminosity.
  • 21.
  • 22. IMAGE PROCESSING PIPELINE PARROT SDK IMAGE
 RE-ENCODE ARTOOLKIT MARKER
 COORDINATES Each of the incoming frames from the drones has to go through heavy processing to detect a marker. 66 ms 3D MODEL ROTOTRASLATE
 COORDINATES
  • 24. OUT OF THE JAVALAND First problem relates to the sheer computation power needed to conver binary image formats - Java implementation is just too slow. We had to port algorithm implementation to RenderScript to have a fully native implementation that performs acceptably. JVM RS RS_MULTI AVG 283,60 1,73 3,24 STDDEV 38,17 2,49 1,52 MEDIAN 262,11 0,86 2,78 MAX 447,57 10,04 15,18
  • 25. OUT OF THE GC LAND The main source of delays in real-time applications like games is the Garbage Collector - we’re talking half second freeze on recent hardware. This means we cannot allocate memory in the game loop - Android memory profiler tools will help you discover and eliminate: • Bitmap.create() • new Array[] • Object creations / Autoboxing
  • 26. FULL CONTROL FLOW PARROT SDK
 (CAMERA) IMAGE
 RE-ENCODE ARTOOLKIT MARKER
 COORDINATES 3D MODEL ROTOTRASLATE
 COORDINATES GAME STATE NETWORK EVENTS GAS PEDAL USER INTERFACE STEERING
 (GYRO) BROKER
 SERVER OTHER PLAYERS ACTIONS
  • 27. FULL CONTROL FLOW PARROT SDK IMAGE
 RE-ENCODE ARTOOLKIT MARKER
 COORDINATES 3D MODEL ROTOTRASLATE
 COORDINATES GAME STATE NETWORK EVENTS GAS PEDAL USER INTERFACE STEERING BROKER
 SERVER 66 ms 33 ms ~ 15 s 16 ms ~ 50 ms STEERING
 (GYRO) OTHER PLAYERS ACTIONS
  • 28. Handling all the different events coming in at different rates would a very complex task to handle in a fully procedural way in a standard game loop: REACTIVE STREAMS FTW while (true) { acquire_image(); process_markers(); get_steer_input(); get_other_players_input(); apply_cmds_to_drone(); apply_game_events(); update_ui(); } . . . .
  • 29. REACTIVE STREAMS FTW Rx provides common semanthics to express and manipulate a collection of asynchronous events
  • 30. RXJAVA http://www.slideshare.net/hazam/programming-sideways-asynchronous-techniques-for-android (2014) Plenty of good introductions to RxJava in the InterWebs Exercises https://github.com/jhusain/learnrxjava
  • 31. KOTLIN MAY BE THE ONE We may have found a winner. Kotlin is a deep language with many modern features, including Functional approaches. The three best features for Kotlin on Android: 1. Overhead is at compile time, Runtime Overhead is minimal 2. Closures and SAM 3. Java Interoperability is a breeze One things I’m still undecided if is good or bad: Nullability FUNCTIONAL REACTIVE PROGRAMMING WITH KOTLIN ON ANDROID - BY GIORGIO NATILI
  • 32.
  • 33. REFERENCES https://github.com/frog/a-kart http://designmind.frogdesign.com/2016/07/ hacking-a-multi-game-user-drone-race/ SIMONE LIPPOLIS EMANUELE DI SAVERIO @simonelippolis @hazam GAME & UI DESIGN, SERVER DEVELOPMENT MOBILE DEVELOPMENT, COMPUTER VISION FEDERICO BRESSAN ELENA MARENGONI RACETRACK, DRONE SKIN DESIGN RACETRACK, DRONE SKIN DESIGN