Operator Library: Prototype
Warning | |
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Disclaimer: This module is part of the prototype library. It is absolutely preliminary and subject to extensive changes, even removal. Therefore, this module must not be used for productive designs. It is included for testing purposes only. |
The module HWMULT multiplies the input link I1 by the input link I2 and the result I1*I2 is available at the output link. It provides identical functionality to the operator Mult. The operator uses dedicated multiplier elements in the FPGA if thoses resources are available.
Property | Value |
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Operator Type | O |
Input Links | I1, data input I2, data input |
Output Link | O, data output of I1*I2 |
Link Parameter | Input Link I1 | Input Link I2 | Output Link O |
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Bit Width | [1, 16] | [1, 16] | auto |
Arithmetic | {unsigned, signed} | as I1 | as I1 |
Parallelism | any | as I1 | as I1 |
Kernel Columns | any | as I1 | as I1 |
Kernel Rows | any | as I1 | as I1 |
Img Protocol | {VALT_IMAGE2D, VALT_LINE1D, VALT_PIXEL0D} | as I1 | as I1 |
Color Format | VAF_GRAY | as I1 | as I1 |
Color Flavor | FL_NONE | as I1 | as I1 |
Max. Img Width | any | as I1 | as I1 |
Max. Img Height | any | as I1 | as I1 |
The use of operator HWMULT is shown in the following examples:
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'Combine Image Data From Two Camera Sources - Building an Overlay Blend'
Tutorial - From equation to implementation. Explanation on how to implement the overlay blend.
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Examples - A high speed and robust laser line detection algorithm. The algorithm determines center of gravity coordinates to obtain sub-pixel resolution results.
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'2D Shading Correction / Flat Field Correction'
Examples - The example shows the implementation of a 2D shading correction. Correction values are stored in frame grabber RAM. The applet performs a high precision offset and gain correction.
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'1D Shading Correction Using Block RAM'
Examples - The example shows an 1D shading correction. The correction values are stored in block RAM memory.
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'1D Shading Correction Using Frame Grabber RAM'
Examples - The example shows an 1D shading correction. The correction values are stored in Frame Grabber RAM.