Bottom Camera vision issues!

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Eric Norton

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Sep 7, 2021, 12:51:25 AM9/7/21
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Hi All,

 I am having issues with the bottom up looking camera. It seems to find the nozzle and it calibrates and calculates the runout but won't calibrate the camera position and rotation no matter what I do. The information in the github is vague on what to do, how far the camera lens to tip of the nozzle has to be, I'm lost in the pipeline setup and adjustments and tried playing with it and might have made it worse in some cases and better in other cases. I know how vision works and I had this thing working before but since I updated the software everything is out of whack and cannot get it to calibrate at all now. This has to be the hardest part so far in this journey aside from not knowing what computer to use. I have several usb cables strewn across my room to my main computer because the computer I spent money on for the PnP machine isn't fast enough apparently. 

I don't know if the nozzle needs to be closer or further away than this:
bottom camera.PNG

bottom capture.PNG
pipeline.PNG

As I said I don't know what in the world I am doing here but any help would be greatly appreciated!!!!

Thanks,

Eric

Eric_OpenPnP_Log.txt

ma...@makr.zone

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Sep 7, 2021, 3:31:35 AM9/7/21
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Hi Eric,

First, I would like to invite you to join the testing version. You can then let Issues & Solutions automatically calibrate your camera. All links here:

https://makr.zone/openpnp-automatic-machine-calibration-with-issues-solutions/676/

For the nozzle tips run-out calibration, try using the self-tuning Circular Symmetry pipeline, I added a link to the Wiki:

https://github.com/openpnp/openpnp/wiki/Nozzle-Tip-Calibration-Setup#pipeline

This Circular Symmetry pipeline is completely self-tuning and rock-stable on my machine. All it needs is the correct diameter of the feature you want to detect (the Vision Diameter on the calibration dialog).

Please report back how it goes. Once many users report it works out of the box, we might make it the default.

_Mark

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Eric Norton

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Sep 7, 2021, 3:42:54 AM9/7/21
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Hi Mark,

 Thank you for responding. I will try this sometime tomorrow and may need some assistance. Ill also forward you the computer specs I'm using as well to see if it would be an issue.

Thanks,

Eric

Eric Norton

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Sep 7, 2021, 12:16:11 PM9/7/21
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Hi Mark,

 I am using this motherboard:


It is a "up to" 2.5 GHz quad core motherboard with cpu and I wonder if this is ok to use? I have 8GB memory on the motherboard too. Both up looking and down looking cameras work but it is a little slow but not too bad. The CPU load is at about 50% with both cameras on and Open PnP running. Is the I5 or better I see the de facto go to or is a little slower ok too or do I need it to be faster? I'm wondering if the new features add to the cpu load and if so by how much? I'm thinking of upgrading the cpu and motherboard again because I want this machine to work and want it to work well. Any thoughts on this? What do you recommend? I want something budget friendly if possible. Also is there a way to offload the vision stuff to a frame grabber of sorts possibly and use a low grade PC? Please let me know your thoughts.

Thanks,

Eric



ma...@makr.zone

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Sep 7, 2021, 3:00:35 PM9/7/21
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Hi Eric,

I'm not the hardware guru, but I don't think any quad core will be an issue for running OpenPnP jobs.

We know that base CPU load can be high on some machine and this is due to DirectX drivers by Windows, i.e. nothing that OpenPnP can improve:

https://makr.zone/camera-fps-cpu-load-and-lighting-exposure/519/

Streaming high quality compressed live video from more than one camera is just a considerable load for the computer. Some base load has to be accepted. I'm not aware that any of this has changed for newer versions of OpenPnP.

We have recently optimized when and how camera frames are sent around in OpenPnP, first and foremost you have the new checkbox Suspend during tasks which will make sure the CPU load is minimized during jobs i.e. there are only still frames of Computer Vision operations displayed in the camera views.

https://github.com/openpnp/openpnp/wiki/Setup-and-Calibration%3A-General-Camera-Setup#general-configuration

Job performance is the critical thing. The rest is "comfort zone", and of course, a faster computer will make things more pleasant.

> I'm wondering if the new features add to the cpu load and if so by how much?

There are some new features that might increase CPU load, but (with some minor exceptions) only when you use them:

  1. Outside OpenPnP: computer monitors have become larger. OpenPnP will likely use more CPU if you now conveniently display all cameras at the same time because you got more screen estate 😉
  2. The new camera auto-calibration will detect and compensate small deviations, such as a slight camera rotation that you had no chance to calibrate manually. This rotation on each frame (30 or 60 or 120 fps!) will certainly eat up additional CPU cycles, but for better detection precision (side note: Tony Luken is working on a better way to do all these compensations in one single whoosh).
  3. If you are using the advanced Camera Settling there will be some additional CPU load, as it is now really analyzing the video feed in real-time and detecting the exact moment when the image is stable. That's quite some crunching going on! On the other hand, by adapting to the situation, you can save a ton of time, at least if you have a badly shaking machine like mine.
  4. Similar when you use the new Establish Level option in Vacuum Sensing. This goes as fast as the controller responds, so with a fast USB connection, it might load the CPU considerably, but it will also adapt to whatever performance is available. 
  5. When you are using advanced motion planning, OpenPnP will be able to do some things in parallel with the motion controller. In earlier versions, it would have waited for each controller response, and done nothing in the mean-time. Even if this was only a few milliseconds on each commands, it can add up. This should make OpenPnP faster overall, especially when you use slow communications and/or multiple controllers. As the same amount of work is done in less time, the average CPU load might be a bit higher. Or in other words: OpenPnP no longer gets these frequent small pauses to "chill a bit".
  6. If you are using Simulated 3rd order Motion Control i.e. Jerk Control Interpolation, there is some additional computation involved for interpolation. I have never heard of a CPU that was too weak, but the load might go up.
  7. Java is a Just in Time (JIT) compiled language. The OpenPnP start up time and the duration of initial siroupy performance has almost certainly become longer, as the code has become larger overall, and a larger portion of it becomes active early on. The advanced motion control does some elaborate number crunching for even the simplest moves (predicting move times etc.) and in the first moves this surely gives the JIT a lot to chew on. But once OpenPnP has done everything a few times it should be fluid.

Other than that, I'm not aware of any new performance hogs.

Everybody, please report (as specifically as possible), if you think there are.

_Mark

Eric Norton

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Sep 8, 2021, 12:59:29 AM9/8/21
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Hi Mark,

 Thank you for the information. I ordered a new cpu and motherboard. It's another quad core but better processor and closer to an "I5" i think. I bought the AMD Phenom ii x4 945 3.0 GHz and an AM3 motherboard. It didn't set me back much and I already have all the other components :-). It should be coming in soon and once it does I'll install the new Open PnP development version you suggest. 

I just want something that works. I built over a hundred boards by hand already and I'm not sure I can handle anymore. I really need this machine operational so it saves my back. I have a bad spine and crouching over all the time is not good for it. I'll let you know how it all goes soon.

Thanks,

Eric

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