The Holodeck: A Specification
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The Holodeck - Michael Cloran
Copyright © 2020 by Michael Cloran. 804083
All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system, without permission in writing from the copyright owner.
Xlibris
0800-056-3182
www.xlibrispublishing.co.uk
ISBN: Softcover 978-1-9845-9275-0
Hardcover 978-1-9845-9273-6
EBook 978-1-9845-9274-3
Library of Congress Control Number: 2019919335
Rev. date: 02/07/2020
Preface
This book has been formed out of my original research on photonic computer hardware design where I scripted on a whiteboard the operation and theory of a theoretical five-bit photonic computer. After some more research was done, this design was considered by me to be out of date. The tutorial was only a glimpse of what could be possible and had many mistakes due to human error. So I made a decision to design the software to simulate photonic computer hardware algorithms at a proof of concept level. This software project took about five years of design and programming, and now I can simulate photonic hardware at a proof of concept level with a full-blown graphical user interface at a motherboard level, and this software was used to aid in the writing of this book.
As my research path unfolded, I acquired a large set of books on hardware and software design, but I also wanted to include volumetrics as a simulation capability. I also wanted to include theoretical touch capability; thus the sections of the book on holodeck theory were formed (as well as the appropriate title for the book) where I had to research material structure at a molecular level. Hopefully, my theory on how lighting and touch could work in a holodeck environment will hold true.
Also note that with this book project, the hardware algorithms are only at stage 1 of the design pipeline, which is proof of concept level, and the mathematics used is high-level theoretical, as the goal of the book is to show a photonic computer hardware algorithm and how it would work at a proof of concept level. Then once this is achieved, it would show simple volumetrics and introduce holodeck theory, the theory of operation of a holodeck, and how some theoretical concepts could be achieved.
Author
au%20photo.jpgMichael Cloran has a technician diploma in electrical engineering from Kevin Street DIT and a BEng in telecommunications from Dublin City University (DCU). Ever since leaving DCU in 2005, Michael has researched, as a hobby, optical computer design, programming, and 3D graphics. This led to holodeck design theories and concepts and this book.
Acknowledgements
I would like to take this opportunity to thank my publisher Xlibris for their patience, as this book took a long time to get together. I would also like to thank all those who supported me over those long years.
Contents
I. List of Figures
II. List of Tables
III. Introduction
Part 1 The Theoretical Functions of a Photonic Computer
1.1. Introduction
1.2. Optical Switches
Processor Functions
1.3. Shift Left Register
1.4. Shift Right Register
1.5. Arithmetic Shift Right
1.6. Circular Shift Left
1.7. Circular Shift Right
1.9. Adder-Subtractor
1.8. Full Adder
1.10. Signed Multiplier
1.11. Signed Division
1.12. Floating Point Add/Subtract
1.13. Floating Point Signed Multiply
1.14. Floating Point Signed Divide
1.15. Logic Unit
1.16. Two-Bit Magnitude Comparator
Optical Core Theory
1.17. ALU Core Theory
Introduction to Parallelism within a Core
1.17.1. Threading
Holodeck Motherboard Theory
1.18.1. Data Centre Holodeck Motherboard Rough Requirements
1.18.2. Personal Holodeck Ppv Motherboard Rough Requirements
Part 2.1. Instruction Set Theory
2.1.0. Instruction Set Theory
2.1.1. Instruction Set Listing for RISC-V
2.1.2. Theory and Notes
Part 3. Volumetric Theory of Operation
3.1. Introduction
3.2. Basic Volumetrics
3.3. Advanced Volumetrics
3.4. Holodeck Volumetrics
3.5. Holodeck Lighting Theory
3.6. Holodeck Solidness Theory
Part 4.1. Holodeck Theory of Operation
4.1.0. Architecture Overview
4.1.1. Architecture Mappings from Volumetric
Space to Motherboard Thread Space
4.1.2.1. Basic Scene
4.1.2.2. Light
4.1.2.3. Terrain
4.1.2.4. Sound
4.1.2.5. Touch
4.1.2.6. Different Materials
4.1.2.7. Different Textures
4.1.2.8. Different Colours
4.1.2.9. Resolution of Force Points
4.1.2.9.1. How to Change Update Frequency
4.1.2.10. How a Scene Reacts to Movements of Characters/People
4.1.2.11. Scrolling Scene
4.1.2.11.1. Light
4.1.2.11.2. Terrain
4.1.2.11.3. Sound
4.1.2.11.4. Touch
4.1.2.12. Bounds
Networked and Multi-User Holodeck
4.2.1. Introduction
4.2.2. Architecture Overview
4.2.3. Scene on Main Node
4.2.4. Multiple Ppv Nodes
4.2.5. Ppv Physical Space to Virtual Space
4.2.6. Personal Physical Volumes in More Detail
4.2.7. Network Capability
4.2.8. Multiple Characters
4.2.9. Interaction with Environment
4.2.10. Level of Detail
4.2.11. Sound at a Point
4.2.12. Sound Shield
4.2.13. Light Shield
Holodeck Concepts
4.3.1. Basic Laws of Physics
4.3.2. Basic Airflow/Wind
4.3.3. Basic Rain
4.3.4. Basic Snow
4.3.5. Character Modelling
4.3.5.1. Clothes for Static and Dynamic Scenes
4.3.5.2. Character Appearance for Static and Dynamic Scenes
4.3.6. Rigging a Character in Volumetric Space
4.3.7. Animation
4.3.8. Computer Characters
4.3.9. Real Characters
4.3.10. Weight
4.3.11. Safety Protocols and No Safety Enabled
Conclusion
Appendices
Appendix A
Appendix B
References
List of Figures
1.1. Introduction
Fig.1.1.1. The concept of an electromagnetic wave, part 1
Fig.1.1.2.An electromagnetic wave
Fig.1.1.3. An intensity modulated wave
1.3. Shift Left Register
Fig.1.3.1.Shift left register operation
Fig.1.3.2.Shift left register initial set-up
Fig.1.3.3.Shift left register one bit slot shift left
Fig.1.3.4.Shift left register two bit slot shifts left
Fig.1.3.5.Shift left register three bit slot shifts left
Fig.1.3.6.Shift left register four bit slot shifts left
1.4. Shift Right Register
Fig.1.4.1 shift right register operation
Fig.1.4.2.Optical multimode shift right register being loaded
Fig.1.4.3.Optical multimode shift right register shifted by one bit slot
Fig.1.4.4.Optical multimode shift right register shifted by two bit slots
Fig.1.4.5.Optical multimode shift register shifted by three bit slots
1.5. Arithmetic Shift Right
Fig.1.5.1.Arithmetic shift right operation
1.6. Circular Shift Left
Fig.1.6.1.Circular shift left operation
Fig. 1.6.2. Circular shift left register initial set-up
Fig. 1.6.3. Circular shift left register after one bit shift left
Fig. 1.6.4. Circular shift left register after two bit shifts left
Fig. 1.6.5. Circular shift left register after three bit shifts left
Fig. 1.6.6. Circular shift left register after four bit shifts left
1.7. Circular Shift Right
Fig. 1.7.1. Circular shift right operation
Fig. 1.7.2. Circular shift right register initial set-up
Fig. 1.7.3. Circular shift right register with one bit shift right
Fig. 1.7.4. Circular shift right register with two bit shifts right
Fig. 1.7.5. Circular shift right register with three bit shifts right
Fig. 1.7.6. Circular shift right register with four bit shifts right
1.8. Full Adder
Fig. 1.8.1. Full adder doing sum 1 + 0 + 0 = 1.
Fig. 1.8.2. Full adder showing sum 1 + 1 + 0 = 0, carry 1.
Fig. 1.8.3. Full adder showing sum 1 + 1 + 1 = 1, carry 1
Fig. 1.8.4. A 4-bit optical full adder showing 2 + 3 = 5.
1.9. Adder subtractor
Fig. 1.9.1 Adder-subtractor with mode set to addition, adding 1 + 1 = 2 (sum = 0, carry = 1).
Fig. 1.9.2 an adder-subtractor with mode set to subtract doing the sum 1 − 1 = 0.
Fig. 1.9.3. The adder-subtractor in mode addition, showing a sum of 1 + 1 = 2 (10 in binary).
Fig. 1.9.4. The adder-subtractor with mode set to subtract, with a sum of 1 − 1 = 0, where the carry can be discarded.
1.10. Signed Multiplier
Fig. 1.10.1. Hardware showing M, A, Q, and Q1 registers initial set-up with wavelengths and intensity levels. The counter for 8-bit registers is set initially to 8.
Fig. 1.10.2. Booth’s algorithm simulation results
1.11. Signed Division
Fig. 1.11.1. Signed division concept block diagram
Fig. 1.11.2. Control flow chart of block diagram Fig. 1.11.1
Fig. 1.11.3. Simulation results for signed division for −7 / 2 = −3, remainder −1
1.12. Floating Point Add/Subtract
Fig. 1.12.1. Flow chart
Fig. 1.12.2. Flow chart
Fig. 1.12.3. Flow chart
Fig. 1.12.4. Flow chart
Fig. 1.12.5. Flow chart
1.13. Floating Point Signed Multiply
Fig. 1.13.1. Flow chart
Fig. 1.13.2. Flow chart
Fig. 1.13.3. Flow chart
1.14. Floating Point Signed Divide
Fig. 1.14.1. Flow chart
Fig. 1.14.2. Flow chart where the normalised result is the same as before.
1.15. Logic Unit
Fig. 1.15.1. AND gate array
Fig. 1.15.2. OR gate array
Fig. 1.15.3 EXOR gate array
Fig. 1.15.4 NOT gate array
1.16. Two-Bit Magnitude Comparator
Fig. 1.16.1. Magnitude comparator, A < B circuit
Fig. 1.16.2. Magnitude comparator for A = B
Fig. 1.16.3. Magnitude comparator for A > B
Fig. 1.16.4. A four-block model magnitude comparator
1.17. ALU Core Theory
Fig. 1.17.0. ALU basics
Introduction to Parallelism within a Core
Fig. 1.17.1. Basic pipelining
1.17.1. Threading
Fig. 1.17.1.1. The concept of points within a voxel
Fig. 1.17.1.2. Basic core layout showing threads and the functions within the threads (branch unit, floating point unit, integer unit and load/store unit)
Fig. 1.17.1.3. Core with RAID-controlled optical discs.
1.18.1. Data Centre Holodeck Motherboard Rough Requirements
Fig. 1.18.1.1. Virtual data centre scene showing a subcell grid unit in voxels
Fig. 1.18.1.2. Mappings of cores in subcell grid unit
Fig. 1.18.1.3. Data centre concept of a layered motherboard of subcell grid units
Fig. 1.18.1.4. Multi-user holodeck concept diagram
1.18.2. Personal Holodeck Ppv Motherboard Rough Requirements
Fig. 1.18.2.1. Ppv display showing concept of subcell grid unit
Fig. 1.18.2.2 Ppv concept of layered motherboard
2.1.2. Theory and Notes
Fig. 2.1.2.3. Shift left
Fig. 2.1.2.4. Shift right
Fig. 2.1.2.5. Arithmetic shift right
Fig. 2.1.2.6. Add
Fig. 2.1.2.7. Subtract
Fig. 2.1.2.8. Signed multiply
Fig. 2.1.2.9. Signed division
Fig. 2.1.2.10. Floating point add/subtract
Fig. 2.1.2.11. Floating point signed multiply
Fig. 2.1.2.12. Floating point signed divide
Fig. 2.1.2.13. Logic unit
Fig. 2.1.2.14. Magnitude comparator
3.2. Basic Volumetrics
Fig. 3.2.1. The concept of a volumetric display
Fig. 3.2.2. The concept of a spatially modulated light wave
Fig. 3.2.3. The concept of a light wave spatially modulated to a point, and that point being a voxel which has a view cone in the direction of the light wave
3.3. Advanced Volumetrics
Fig. 3.3.1. The concept of projecting a voxel from several different angles to widen the view capability of the voxel
3.4. Holodeck Volumetrics
Fig. 3.4.1. Voxel with force points
Fig. 3.4.2. Voxel showing three-point moment triangulation. Possible reflection model.
Fig. 3.4.3. Voxel showing concept of thin line and thicker line
Fig. 3.4.4. Simulation of artificial material showing light and shadow
Fig. 3.4.5. Ray of light being reflected at colour but showing unwanted components
4.1 Holodeck Theory of Operation
4.1.1. Architecture Mappings from Volumetric Space to Motherboard Thread Space
Fig. 4.1.1.1. Cell or personal physical volume
Fig. 4.1.1.1A. A voxel showing voxel length
Fig. 4.1.1.2. Volumetric display
Fig. 4.1.1.3. Volumetric display showing cell and voxel/particle block
Fig. 4.1.1.4. Motherboard block layout showing mappings to threads
4.1.2. Scene
Fig. 4.1.2.1a. Cell/Ppv where person is kept near center of the physical space
Fig. 4.1.2.1b. Virtual space where a person could be anywhere within scene
4.1.2.1. Basic Scene
Fig. 4.1.2.1.0. Scene with ambient light and a point light
4.1.2.2. Light
Fig. 4.1.2.2.1. Scene with ambient light
Fig. 4.1.2.2.2. Spatial light modulator showing voxel and view cone
Fig. 4.1.2.2.3. Simulated point light with several spatially modulated voxels and their view cones
Fig. 4.1.2.2.4. Spotlight in 2D showing view cones
Fig. 4.1.2.2.5. Spotlight in 3D showing view cones
4.1.2.3 Terrain
Fig. 4.1.2.3.2 Reflection
Fig. 4.1.2.3.3. A 2D and 3D view of a basic scene with two observers
Fig. 4.1.2.3.4. The eye
4.1.2.4. Sound
Fig. 4.1.2.4.1. Virtual speaker concept
4.1.2.5. Touch
Fig. 4.1.2.5.1. Force points
Fig. 4.1.2.5.2. Voxel showing reflection from simulated surface
4.1.2.6. Different Materials
Fig. 4.1.2.6.1. Cross section of tree
Fig. 4.1.2.6.2. Holodeck cross section of simulated tree
4.1.2.7. Different Textures
Fig. 4.1.2.7.1. Holodeck simulation of hatchet hitting simulated tree
4.1.2.8. Different Colours
Fig. 4.1.2.8.1. Optical spectrum
4.1.2.9. Resolution of Force Points
Fig. 4.1.2.9.1. Simulation of less dense material concept diagram
Fig. 4.1.2.9.2. Simulation of more dense material concept diagram
4.1.2.9.1. How to Change Update Frequency
Fig. 4.1.2.9.1.1. Ray of light reflecting within a voxel
4.1.2.11. Scrolling Scene
Fig. 4.1.2.11.1. Concept of scrolling scene
4.1.2.11.1. Light
Fig. 4.1.2.11.1.1. Concept of tile with spatial light modulator spatially modulating to the outer surface of the tile/cell in order to create the scene with these light points per voxel on the surface creating the light for the scene
4.1.2.11.2. Terrain
Fig. 4.1.2.11.2.1. Concept of centering the user within the tile
Fig. 4.1.2.11.2.2. Concept of climbing within a tile/cell
Fig. 4.1.2.11.2.3. Concept of walking up a cliff within a tile/cell
4.1.2.11.3. Sound
4.1.2.11.3.1. Concept of virtual sound from within scene
4.1.2.11.4. Touch
Fig. 4.1.2.11.4.1. A wall in a scene with a newton resistance force
Fig. 4.1.2.11.4.2. Water in a scene with a newton resistance to movement force
4.1.2.12. Bounds
Fig. 4.1.2.12.1. Hatchet being swung to penetrate a block of wood
Fig. 4.1.2.12.2. Hatchet cut the block of wood into two pieces
4.2.2. Architecture Overview
Fig. 4.2.2.1. Person physical volume in detail
Fig. 4.2.2.2. Volumetric display complex for 1000 users
Fig. 4.2.2.3. Networked scene with five networked users as example
4.2.3. Scene on Main Node
Fig. 4.2.3.1. Basic scene in virtual space on the main simulation node
4.2.4.Multiple Ppv Nodes
Fig. 4.2.4.1. Volumetric display with two people in it
4.2.5. Ppv Physical Space to Virtual Space
Fig. 4.2.5.1. Volumetric display with two Ppvs and a walkway in the volumetric physical space
4.2.8. Multiple Characters
Fig. 4.2.8.1. Multiple people and multiple computer characters within the scene
4.2.11. Sound at a Point
Fig. 4.2.11.1. Sound at a point in 3D space concept diagram
4.2.12. Sound Shield
Fig. 4.2.12.1. Concept diagram of soundproofing a Ppv
Appendix A
Fig. A.1. Two-input AND gate
Fig. A.2. Three-input AND gate
Fig. A.3. Four-input AND gate
Fig. A.4. Five-input AND gate
Fig. A.5. Six-input AND gate
Fig. A.6. Seven-input AND gate
Fig. A.7. Eight-input AND gate
Fig. A.8. Two-input NAND gate
Fig. A.9. Three-input NAND gate
Fig. A.10. Four-input NAND gate
Fig. A.11. Five-input NAND gate
Fig. A.12. Six-input NAND gate
Fig. A.13. Seven-input NAND gate
Fig. A.14. Eight-input NAND gate
Fig. A.15. Two-input NOR gate
Fig. A.16. Three-input NOR gate
Fig. A.17. Four-input NOR gate
Fig. A.18. Five-input NOR gate
Fig. A.19. Six-input NOR gate
Fig. A.20. Seven-input NOR gate
Fig. A.21. Eight-input NOR gate
Fig. A.22. Two-input OR gate
Fig. A.23. Three-input OR gate
Fig. A.24. Four-input OR gate
Fig. A.25. Five-input OR gate
Fig. A.26. Six-input OR gate
Fig. A.27. Seven-input OR gate
Fig. A.28. Eight-input OR gate
Fig. A.29. Two-input EXOR gate
Fig. A.30. Three-input EXOR gate
Fig. A.31. Four-input EXOR gate
Fig. A.32. Five-input EXOR gate
Fig. A.33. Six-input EXOR gate
Fig. A.34. Seven-input EXOR gate
Fig. A.35. Eight-input EXOR gate
Fig. A.36. NOT gate
Fig. A.37. Low-Pass Filter
Fig. A.38. Band-Pass Filter
Fig. A.39. High-Pass Filter
Fig. A.40. Clock
Fig. A.41. Keyboard hub
Fig. A.42. keyboard
Fig. A.43. Mach-Zehnder interferometer
Fig. A.44. Matching unit
Fig. A.45. One-bit memory unit
Fig. A.46. Monitor hub
Fig. A.47. monitor
Fig. A.48. Optical amplifier
Fig. A.49. Optical coupler 1 × 2
Fig. A.50. Optical coupler 1 × 3
Fig. A.51. Optical coupler 1 × 4
Fig. A.52. Optical coupler 1 × 5
Fig. A.53. Optical coupler 1 × 6
Fig. A.54. Optical coupler 1 × 8
Fig. A.55. Optical coupler