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Graphical servo simulations in C in a UNIX environment, and mathematical
modeling of servo performance in the C programming language were done by me. I
designed a Multibus interface for an XY servo positioning system involving
digital logic and parallel interfaces. Also, I redesigned the Eurocard servo
controllers into a form that was easily analyzed mathematically and whose
behavior I could predict, with demonstrated higher performance and superior
characteristics. Two cards were used, one to control film feed and another to
control lens movement, each sperately tuned for its unique inertial
load.
ALso, I designed a servo simulator test instrument and a phase measurement
instrument for making adjustments to the servo system. The servo worked just
as the mathematical model based on Laplace-domain analysis predicted, since
the servo bandwidth was under 200 Hz. A mode- switched servo design was
employed using a tachometer-stabilized system that could be mode-switched to
change the feedback characteristics of the servo loop. Modeling used a
time-domain continuation approach using initial conditions in the Laplacian
representation. Another simulation model used state-space methods.
Finally, I developed a 6809-based servo simulator, controller, and analog
I/O multiplexing for production testing of servo controllers, and made
proposals for phase-locked loop velocity regulation. Most of the hardware was
built up and checked out by me personally. The servo controller typeset the
most demanding jobs with a positioning accuracy of 1 micron, at higher speed
than the previous system.
Earlier, as a C programmer in a UNIX environment, I worked on character
generation algorithms for phototypesetters and conversion of vector- outline
characters to a form suitable for an interactive computer graphics terminal,
the spectacular Berthold Magic System. My software contribution
included character representation recoding and smart character fill routines
and produced handsome output on a printer, spinning out character sets as a
batch system that converted alphabet after alphabet from vector-outline form
to run-length-encoded form without human intervention.
Dr. Peter Krumhauer came up with some novel and ingenious methods for
applying the theory of cubic splines to character generation, and I wrote
programs for applying the spline theory to the generation of large multipage
images. Using spline theory to generate characters had already occurred to
myself and other design engineers, but Peter had brilliantly rediscovered some
things that are hard to prove, and carried them further forwards than ever
with ingenious refinements and experiments on the achievable density of the
representations and compaction on his PC. I proposed implementing the
difference equations generating the splines with a 68000 and actually building
something, but our principal results were magnified graphical images that
proved the utility of the method. The differnce engine approach to generating
polynomials solely by additions of differences led to fast algorithms for
character generation from very compact data sets. Flawless characters the size
of billboards could be produced.
Perhaps the most entertaining days I had at that time were the ones in
which I investigated the way polynomial spline characters can be transformed
to produce various distortions, such as barrel projections, pincushion
distortion, and other special effects.
The video memory planes and character scaling hardware in the pipeline
character processor were redone by me for The FOX series of typesetters as
standard Multibus cards.
(Charles River Data Systems: UNOS, UNIX
Version 7, Berkeley UNIX with the CSHELL, also the Bourne Shell, digital video
design, servo system design and simulation, analog design, microprocessor
system design, and computer
graphics.)