GSA Advanced Golf Simulators
GSA 3D camera ball tracking system
Camera Setup and installation instructions
Click here to see club track camera setup instructions
Click here to see the Line Scan camera setup instructions

Principle of operation
The cameras are triggered by any object that passes over the trigger sensor array.
Image processing will then detect if a flying or rolling golf ball was present in the captured frames
and determine the ball speed, path and launch angle and pass this on to the golf simulator system software
which in turn will calculate the ball's flight trajectory and launch the ball in the system.

The above image is a true live shot from the floor mounted vertical launch angle camera of a ball hit with a 7 iron.
The camera field of view is actually far greater than what is actually required
and captures the player (on the right), the projection screen (on the left) and the floor.
The blue border lines dictate the valid field of view
and the red line dictates the maximim ball height a ball will have to be considerd as a rolling ball or sculled shot.
Note the strong contrast between the background and the ball trace.
This is achieved by setting the camera gain high which amplifies the contrast.
The room is actually much lighter so you are not playing in the dark but the camera sees it as very dark due to the fast shutter speed.
The ball is illuminated by the overhead halogen lamps.

This is the basic floor layout for the 3 (or less) cameras.
The vertical launch camera can be mounted either on the left or right side of the enclosure adjacent to the trigger sensor array.
The overhead ball path camera should be mounted centered and just behind (away from screen, toward hitting mats) of the trigger sensor array.
Club track camera immediately above the tee in the sensor mat.
Putting can be made anywhere behind the 5ft/1.5m wide trigger sensor array.
All other shots should be made from the desired hitting mats.
Connecting the cameras to the PC and basic tests.
Cables and connectors:

The systems are supplied with a number of cables.
For the PX5 system these are:
2 USB camera cables with mini A to B connectors
5 10ft long USB extension cables.
1 15ft RCA camera trigger extension cable
1 15ft RCA trigger signal cable connected to the trigger array with dual outputs
1 4ft USB power cable connected to the trigger array
1 4ft USB cable connected to the sensor mat
Connect the cables as follows:
1. Connect a mini A to B USB cable to each camera
2. Connect one USB extension cable to the floor mounted Vcam camera USB cable to give a 14ft length
3. Connect two USB extension cables to the overhead Hcam camera USB cable to give a 24ft length
4. Connect one USB extension cable to the trigger array USB cable (not required if using a Line Scan camera)
5. Connect one USB extension cable to the sensor mat USB cable
6. Connect one of the trigger RCA signal output cables of the trigger array to the Vcam camera RCA connector (not required if using a Line Scan camera)
7. Connect the 15ft RCA extension cable to the other trigger signal cable of the trigger array and the other end to the Hcam camera RCA connector
Now connect all USB cable ends to the host PC.
When connecting the camera and sensor mat USB cables to the PC you might want to wait until the PC has installed the drivers and you get the "successfully installed" message from Windows
Note: When using muliple cameras, each camera must be connected to a seperate USB bus.
This simply means adding a new PCI USB port card for each camera. These are quite inexpensive (around $15.00).
When connecting the cameras via the USB cables to the PC ensure that each camera is connected to ports on seperate USB buses.
i.e. one camera is connected to a USB port that was supplied by the PC manufacturer and the other to the new USB PCI port.
It's important to differentiate between USB Ports and Buses. They are not the same.
A PCI or Express Card USB card is a seperate USB bus. It may feature multiple Ports but only one extra bus.

Above left is a typical PCI USB card for a desktop PC. Right a USB card for a laptop express card slot.
We recommend using PCI USB cards using the VIA VT6212L chipset as ahown above. (available from www.pcdirect.com)
Cards using the NEC 720100 and NEC 720101 chipsets have been found to cause problems with the cameras so avoid using these carrds.
USB 2.0 ports
Cameras need to be connected to USB 2.0 ports, not USB1.1 or 1.0.
If you are not sure that a port on your PC is indeed USB2 then download this utility program USBView Download
Start the USBView and connect the camera. You should see what port the camera is connected to and whether or not the controller is USB2 Enhanced or not.
When a camera is connected to the PC for the first time, windows will automatically start loading the the camera's driver.
Please wait until you see that the driver has been sucessfully installed.
Manually installing the camera drivers
The camera drivers for Windows XP, Vista and Windows 7 for both 32 bit and 64 bit operating systems are
on the supplied DVD in the Camera Drivers folder or in the GSAControlPanel\Driver folder on your PC after installation of GSA Golf Interface.
USB cables
Systems are supplied with standard non-active as well as active USB extension cables. With most PCs the cameras will function correctly with these cables.
Should you experience problems (e.g. a camera is detected but does not capture images or goes dead active a while) then active USB extension cables should be throughout.

In this case use only active cables with a max length of 5m (15ft). For overhead cameras requiring 30ft lengths or more then use a 2 or more active USB extension cables.
Suitable active USB cables can be either purchased from us, at your local computer store or at Cables-to-Go
Installing the GSA ccCam Camera Drivers

1. Connect your GSA Camera to a USB 2.0 port on your PC
If a Windows Driver message box opens :
2. Click “Install from a list or specific location” and click “Next”.
3. Select “Don’t search. I will choose the driver to install” and “Next”.
4. Click “Have Disk” and browse to the CameraDrivers folder of where GSAControl Panel was installed. This is usually "c:\Program Files\GSAGolfInterface\CameraDrivers"
5. For 64 bit Windows, select Windows64; for 32 bit Windows select Windows32.
(if you don't know if your OS is 32 bit or 64 bit go to the GSA Control Panel and select the Setup page. The Windows type will be displayed at the top right side of the screen)
7. Select either WindowsXP, WindowsVista or Windows 7 depending on which version of Windows you are using.
8. Select the camera model and click “Next”.
9. You will be prompted to continue installation - click “Continue Anyway” then “Finish” to complete installation
If a Windows Driver message box does not open:

1. Go to the Windows Device Manager.
(to get to the Windows Device Manager go the Windows Control Panel, click on Hardware and Sound and you will see the Device Manager link at the top right hand side of the screen)
2. Go to Other Devices
3. Right click on the USB 2.0 Digital Imaging Camera and select Update Driver
4. Select Browse my computer for driver software

5. Click the Browse button and navigate to the GSAControlPanel (usually installed in the Program Files folder on drive C:)
6. Navigate to the Camera Drivers folder and then to either Wondows 64 or Windows 32 (depending on what operating system type you have)
(if you don't know if your OS is 32 bit or 64 bit go to the GSA Control Panel and select the Setup page. The Windows type will be displayed at the top right side of the screen)
7. Click the Next button to install the camera driver
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10. Start GSA Control Panel . You should see that the camera has been detected and that the camera engine is running
11. Go to the Camera Window of GSA Control Panel and test by selecting Video Mode or clicking the Soft Trigger button.
Dual cameras (PX5 or CX2 system)
Most systems are supplied with two cameras. One for the vertical launch angle and ball speed (Vcam), the other (Hcam) for ball path.
It is important to identify which camera is which before mounting. Usually the cameras are marked Vcam and Hcam on the casing but in case they are not you must identfy the cameras yourself.
To do this, connect both cameras to the PC via the USB cables, start the GSA Control Panel and go to the Cameras window.
The floor mounted Vcam camera is always assigned to camera 1 and the overhead Hcam camera as camera number 2.
With both cameras lying on the floor, point one camera in one direction and the other in another direction so that you will be able to identify which captured image is from which camera.
Click the Soft Trigger button in the Cameras window of GSA Control panel and you should see what camera has been automatically assigned as the Vcam and and what camera has been assigned as the Hcam.
The vertical launch angle camera is mounted either left or right of the trigger sensor array and inline with the trigger array.
The ball path camera is overhead mounted directly above the trigger array.
The ball path camera has a filter attached to it and is boxed in a seperate case. This camera also has 30ft trigger signal and USB cables attached to it.
The vertical launch and speed camera has the shorter 10ft cables.
Start the GSA Control Panel. You should see from the GSA Control Panel's main window that the camera has been detected and that the camera engine is running.
Go to the Setup Window and ensure that the Vertical Camera radio button has been activated.
Go to the Camera Window in GSA Control Panel. You should see that camera 1 has been found.
Click the Soft Trigger button to capture a single new image. You should see that the image has been updated.
Select the Video Stream Mode radio button. You should see that images are being continuously streamed.
You can stay in this mode to allign the camera to the desired FOV and set the focus.
Mounting the cameras
The cameras should be mounted as shown in the above floor plan image for X,Y setups. The distance the floor camera is mounted away from the trigger end should be around 1.5 meters or 5ft.
However, you can mount closer if space is limited.
Once the cameras are mounted , connect the camera USB cables to available USB ports on your PC and the camera trigger cables to the trigger sensor array.

The cameras are supplied with sufficient length high quality USB and trigger cables. (30ft / 10 meter lengths)
Connecting and testing the camera trigger sensors. (not required if using a Line Scan camera. Go to Line Scan camera setup in this case)

The 4ft long sensor trigger array allows you to hit shots from anywhere behind the sensor array (ie from other simulated surfaces).
The unit has 3 cables connected to it. A USB cable and two trigger signal output RCA cables.
The USB cable is connected to any USB connector on your PC (it is only used to supply power to the trigger array).
The trigger output RCA cables are connected to the cameras.
When connected to the PC via the USB cable you will see 5 green lights (LEDs) which indicate that power is getting to all the 5 banks of sensors.
A 6th red LED at the far end indicates that a trigger signal has been generated.
When the overhead lamp is on this red light should normally be off and should only light up when an object passes over the sensors. You can test this by putting your foot over the sensors.
If the red light is constantly on then this indicates that the overhead lamp is not positioned correctly over the unit. Light from the overhead lamp should be reaching down to all the sensors.
Check that the beam is centered over the unit so that light reaches both ends of the trigger unit.
Testing that the trigger sensors are triggering the cameras
Start the GSA Control Panel, select the appropriate camera options on in the Setup window (i.e. Vertical Camera and/or Horizontal Camera - if you have one)
and go to the Cameras window.
You should see that the camera(s) are detected and running.
Starting with camera 1, switch to Video Trigger Mode.
When passing an object ( a club or your foot) over any of the trigger sensors you should see that a new camera image has been captured in the Control Panel's camera image window.
If this is not the case then check that the red light is off in the trigger array and that the RCA output cable from the trigger is connected to the camera.
Now hit or throw a ball over the trigger sensors. You should also see that a new camera image has been captured in the Control Panel's camera image window.
Do the same for camera 2.
Faulting finding tip:
Camera's don't trigger with a ball but do when I pass a larger object over them like my club head, hand or foot.

The problem is caused by light from other lamps getting onto the trigger sensors.
The light from the trigger sensor array overhead lamp is the only light that should get onto those sensors.
If light from any other lamp gets onto the sensors then the shadow of the ball won't be dark enough to trigger the sensors.
Passing a larger object over the sensors will cause the sensors to trigger because a larger object (like your hand or foot) will block the light from all the lamps.
If this is the case but when hitting a ball over them doesn't result in a camera trigger then this is the cause of the problem.
Remedy:
1. Ensure that the sensors are embedded deep down in the flooring and only a slim cutout is exposing them.
2. Adjust the second ball tracking lamp so that it's light is not getting down onto the camera trigger sensors.
Lighting
The simulator is supplied with a 3 halogen lamp track system.
The tracks are shipped in two 4ft lengths and come with a joining connector and a power end connector.
The joined tracks should be mounted on the center line of the enclosure to the screen approximately 9 to 10ft above the floor.
You will need to run a 115v mains power cable to the track.
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In case you have purchased a system without our track lights the recommended Halogen Lamp types are:
1 25° 75 watt lamp is required for the sensor mat or Ccam camera (type Sylvania 75AR111/FL25) 12 v.
1 40° 75 watt lamp for ball tracks, line scan camera or camera sensor trigger arrays. (type Sylvania 75AR111/FL40) 12 v.
1 45° 75 watt lamp for additional camera lighting. (type Sylvania 75AR111/WFL45) 12 v.
Fixture: WAC HHT-936L-BK

The lamp bulbs are supplied seperately and need to be inserted into the fixtures.
Mount the lamps to the track (twist and snap in) in the following order.
Lamp 1 (45 degree 75 watt) nearest the screen
Lamp 2 (25 degree 75 watt) directly over the camera optical sensor trigger array
Lamp 3 (25 degree 75 watt) directly over the club tracking sensor mat.

The above image shows the standard and recommended lighting positioning.
Important Note
The light from the overhead lamps must not get onto the wall that the floor mounted Vcam camera is pointing to as this will cause problems with the image processing.
If it is then you must attach a flap or light barn door to the side of the lamp to prevent this. We can supply shields if required.
To test if the light is reaching the wall just stoop down at the wall and if you can see light beam then the light is getting onto the wall.
Background material in the field of view of the cameras
It is essential that this material is non-reflective! And that there are no reflective objects in the valid field view of the cameras.
Normally both the opposite wall from the floor mounted camera and the surface in the valid field of view of the overhead camera will be covered in some type of carpeting.
A recommended carpet is : Beaullieu of America - Type: Dayside Ebony, Product 6670-890 which is available at your local Home Depot store at around $4.00 a yard.
Regarding the optical sensor camera trigger array, the carpeting should be cut to size in 2 strips and glued to the acrylic glass top of the trigger casing leaving a 1/4 inch space gap for the optical sensors.
The optical sensors are in line with the green LEDs.
This carpet is also very good for lining the inside of your enclosure. Especially for the wall opposite the vertical camera.
You do not have to carpet the complete enclosure: only the part in the valide field of view of the camera.
Example setups for camera systems.
If you having problems cofiguring the various settings required for cameras and triggers try using the example setup/configuration files below.
Download and Unzip the Data folder files in this link to the GSAControPanel/Data folder on your PC. Download here.
The setup and preferences in these files are taken from our showroom setup which is for a 4 camera system. Select your setup from the Setup window in the GSA Control Panel.
Go here for camera trigger assembly instructions.
Go here to see enclosure layout diagram for camera systems.-
Testing the Cameras

Start the GSA Control Panel, select the appropriate camera options on in the Setup window i.e. Vertical Camera and/or Horizontal Camera - if you have these.
Use the presets PX2, PX5, CX3, CX5 etc shown at the top of the Setup Window and go to the Cameras window.
You should see that the camera(s) are detected and running.
Starting with camera 1, switch to Video Stream Mode.
If using multiple cameras, you should ensure that camera 1 is the floor mounted vertical launch camera.
If the view displayed for camera 1 is from the ball path or club track camera then you need to switch the cables to the USB ports.
Caution: Do not remove any camera USB cable while the camera is running. Before hand, shut down the GSA Golf Interface or ProX software.
Otherwise the camera engine may hang which may require re-booting the PC.
With the camera parameters and camera lens settings set to default, the view should be quite dark apart from the illuminated floor and any other objects out of the camera's valid FOV (field of view).
If this is not the case, then you must ensure that anything in the valid FOV is of a non reflective nature and dark.
ie the enclosure's background is dark and there are no other objects in the valid FOV causing reflections.
Camera Focus.
Ensure that the captured images are sharp and clear. Adjust the lens by screwing in or out if not.
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Adjusting the camera's view and setting the valid FOV borders.

The system searches for golf balls only in a certain segment of the captured images and does not use the entire FOV of the camera.
This segment is determined by the blue border lines. In the case of the vertical launch camera this is Min / Max height and Start and End borders.
These define the Valid FOV and are preset but you may need to adjust slightly according to your enclosure.
To test, place two golf balls at either far end of the sensor array trigger but so that they do not actually cover any sensors.
Aim the camera so that both balls are as low as possible in the FOV. Place the balls at different distances if the ball nearest the camera is obscuring the further end ball.
Important Note:
the direction of play in the camera image is always from right to left.
If you have mounted the cameras so that this is reversed, then select the X Reversed setting.
If the ball direction in the camera image is going up to down or vice-versa then you will have to turn the camera 90 degrees.

Select the Min Height button and use the keyboard arrow keys to adjust the Min Height blue border line so that the visible floor is below it.
Select the Max Height for Ball Rolling button and use the keyboard arrow keys to adjust the red border line so that the ball at the far end of the trigger is just below it.

The Start blue border should be set exactliy in line with the line of trigger sensors.
To ensure this place a golf ball next to and in line with the sensors and grab an image by clicking the Soft Trigger button in the Camera window.
Move the Start Border line so that the line is down the center of the ball in the image.

Double check by taking a shot so that you can see that the start of the ball trace is in the valid FOV.
The above image (sent in from a customer that reported that the measured ball speeds were too slow and carry distances were too short)
shows that the ball trace is starting way behind the start border line. The start border must be moved to just behind the beginning of the trace so that the full trace length is in the valid FOV.
The Left End and Max Height border lines should be set to cut out any bright objects in the FOV.
Ball Speed : Setting the scale factor for correct ball speed detection
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Ball speed is directly proportional to the length of the ball trace captured by the camera during the exposure time.
In order to calculate ball speed we need factors two factors: Time and Distance. This is then used in the equation : Speed = Distance/Time
Time is simply the camera's shutter speed i.e. exposure time.
Distance is the length of the ball trace.
As the camera sees only pixels a real distance-to-pixel scale factor must be used to calculate the real distance travelled.
The system uses the scale value to calculate the real distance (in centi-meters or inches) the ball has travelled during the exposure time.
Thus, adjusting the scale factor will increase or decrease the measured ball speed and thus the carry distance of a shot.
To set the scale setting place a yard stick or any object of a known length on the floor in front of the vertical camera at the same distance as the tee on the hitting mat.

In the Vertical launch camera window of the GSA Control Panel click the Soft Trigger button to capture an image so that the yard stick is visible.
Move the Start Border line to one end of the object and the Left End line to the other end.
Adjust the Scale factor so that the calculated length (shown at the bottom of the image window) is equal to the known length of the yard stick or object in the captured image.
Camera default settings
Default camera settings for the Vcam Vertical launch angle ball tracking camera

As of GSA Control Panel version V7.4.7.6 (5th March 2012) the default camera settings are displayed along side the setting when the mouse is over it.
Use these as guidlines when making adjustments to any of the camera settings.
Testing the vertical launch camera.
Select Video Trigger Mode and hit a ball.
You should then see the trace of a brightly lit ball in the image with two green crosses at either end.
The read out at top right of the screen should show the measured launch angle and ball speed.
If the ball trace is not completely within the blue border lines, then adjust these accordingly.
If you do not see anything, then check that the trigger function of the camera by passing an object (a club or your foot) over the trigger sensors.
You should see that the camera will take a shot every time.
Depending on your specific lighting conditions, you should adjust shutter speed, camera gain and gray scale to obtain ball trace images similar to those shown below.
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Captured image of full 3 wood shot

Captured image of sand wedge shot.
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Chips and small shots and the Ball Launch Position

The above screen shot shows the trace of the ball trailing off in the valid FOV due to the low launch ball speed.
This situation will cause false launch angle readings if the Ball Launch Position (vertical red line) is not set behind the Start border.
Notice that the RAW angle (the angle calculated from the raw camera image without calibration) is actually negative (-9.42 degrees).
In order to prevent this we now recommenend that the Ball Launch Position always be set so that the launch angle be calculated from the ground
to the first point in the ball trace. Here, this gives a 20.07 degree launch angle.
Chip shot distance adjustment
As of version 7.4.7.2 (1st March 2012) of the Control Panel the launch angle of a chip shot will automatically be increased to reduce the roll out on the green.
This is done by automatically setting the launch position to the sand position which is normally 24 inches closer to the screen than the tee or normal shot position.
See below to learn how to set the sand position.
Note: because of this, even though you may not have sand and rough panels the rough and sand positions should be set.
Drivers and Playing on a tee

If using a set launch position (as described above) and driving off a tee the system will need to either know what tee height you are using
or temporarily revert to the trace ends method in order to calulate the launch angle correctly.
The two options are then:
1. You set a fixed tee height in the system (via the Sensor Settings window). This will require that you always tee up with the same height though.
2. You set the Drivers: Trace angle option on so that the launch angle is only calculated between the two trace ends when the ball is on the tee box and ignores the set launch position temporarily. This method doesn't then need to know what the tee height is.

Ball Launch Position
When setting the ball launch position you might find that this position is not in the field of view of the camera. i.e. it's further right.
In this case continue moving the launch position further right untill you see the launch position wrap around in the camera window - as above.
The distance that launch position is from the trigger is displayed in inches and centimeters.
Phsically measure the distance the launch (tee) position is on the sensor mat to the trigger array and set the luanch position in the camera window to correspond to this.
Another way of doing this is to make a shot so that you can see the trace in the camera window.
Then move the launch position so that the launch angle is the same as the RAW angle - as shown in the above image.

Sand and Rough launch Positions
If you have sand and rough panels you should set these positions in the Vcam camera
so that the system can calculate the vertical launch angle from these positions when hitting from sand or rough.
As of version 7.4.7.2 of the Control Panel these positions can be automatically set to their defaults by right clicking anywhere on the screen when in Sand or Rough positioning mode.
The positions are shown in fainter shades or yellow (sand position) and green (rough) position. They will normally be 12 inches and 24 inches ahead of the normal launch position on the tee.
Adjusting the measured ball speed.
The speed of the ball is dependant on the distance the ball travelled within the camera time frame (shutter speed).
The camera sees only pixels so a real distance-to-pixel scale factor must be used to calculate the real distance travelled.
Thus, adjusting the Scale factor will alter the measured ball speed which in turn will adjust the distance/carry the ball will have in the golf simulation software.

If you find that high shots are carrying too far in the game software, you can use the Speed Decrease setting in the Vcam window to adjust this.
A user defined percentage decrease is evenly spread over a vertical launch angle range from a user defined launch angle to 60 degrees.
The above image shows a setting that would gradually take 25 percent off the speed over a vertical launch angle range from 40 degrees to 60 degrees.
The spread is then 20 degrees ( 40 to 60) which means that the ball speed will be reduced by 1.25 percent (25 / 20) for every degree over 40 degrees.
In the above example, the ball speed - and thus the carry and roll - will be reduced by 25 percent if the launch angle is 60 degrees or greater and 1,25 percent if the launch angle is 40 degrees
When setting, use the left and right arrow keys on your PC to adjust the percentage or speed decrease and the up and down arrow keys to adjust the vertical launch angle range.
Adjusting the roll distance when putting.
To increase the distance the ball rolls when putting you just need to increase the putting scale.
The default is 2.200. If you increase to 2.500 the ball will roll further. If set to 2.000 the ball roll less.
In order to adjust the putting scale the system must be in putting mode. This is indicated when the Putting radio button lit.
In order to switch to putting mode when GSA Golf is running the selected club must be a putter or the ball should be on a green.
If GSA Golf is not running then you can activate putting mode just by clicking the Putting radio button.
You will then see that the Scale text switches to Putting Scale. You can then adjust with the keyboard arrow keys.
Vertical Camera Line width checking.
The optional Line Width Checking feature is used to verify that the camera image is actually of a golf ball in flight or rolling in the Vertical camera
and not any other object or persons in the valid FOV.
It is mainly used to avoid inadvertant shots being launched when players walk over the camera trigger sensors to pick up balls.
When this feature is active - switch on/off in the camera window - the following error messages will be displayed in the camera window if this check fails:
1. "Error: Angle could not be calculated because line width check failed."
Remedy when image is of a valid flying ball: Decrease Min Ball Size - Increase Max Ball Size.
2. "Error: Ball rolled a too short distance when not in putting mode."
This is a hard coded error condition. Balls must always roll a minimum distance when not in putting mode.
This is to avoid images produced by a players foot being picked up by the camera as he/she walks over the trigger sensors (to pick up balls) being inadvertantly identified as a small putt or ball roll.
3. "Error: Line width check failed. Line width less than min ball size."
Remedy when image is of a valid flying ball: Increase Min Ball Size.
4. "Error: Ball rolled from start to end.
Remedy when image is of a rolling flying ball: Move left valid FOV border further left. Make sure that the illuminated floor is not being picked up as a ball trace.
If so, increase the Min FOV Height so that only a rolling ball trace is picked up and not the floor.
5. "Error: Ball start position too far away from trigger position."
Remedy when image is of a valid flying ball: Move FOV Start position nearer to trigger position.
6. "Error: Angle could not be calculated because VPC > Max VPC
This error is normally due to other objects in the FOV. VPC stands for Valid Pixel Count.
Remedy when image is of a valid flying ball and no other objects are in the FOV. Use the F8 and F9 to keys to adjust the VPC number. It's default is 5000.
Overhead ball path camera.

The overhead camera captures the trace of a ball to measure ball path.
The overhead / horizontal ball path detection camera features a filter to reduce the amount of light reaching the camera image sensor.

Default camera settings for CCcam Camera 2 Horizontal camera. Notice the Putting shutter speed of 70,000 micro seconds and -5db gain.
An alternative - and actually more accurate - method of measuring ball path from the overhead camera is to set the Ball Launch Position.
If you place the Ball Launch position at the tee on the sensor mat (A) then the ball path will be measured from point A to point B.
If the Ball Launch Position is not set then the ball path will be neasured from point B to point C.
While this is OK for slower shots and putting, fast shots capture a much fainter ball trace and errors can occur. Notice that in the above screen shot that the
Raw ball path angle was only 1.56 degrees left when in actual fact it was 6.06 degrees left. We therefore recommend only using this method.

The above screen shot is of the new Ball Path camera panel showing the user adjustable ball launch position.
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Contrast too faint: image processing failed -------------------------------------Contrast sufficient: image processing correct
A common problem with the overhead camera is that the contrast between the synthetic grass flooring and the trace of a fast ball is insufficient and the trace isn't detected correctly.
A fast ball leaves a faint trace in the captured image and the synthetic grass flooring can reflect a lot of high level gray scale pixel reflections.
If you find difficulty adjusting the camera settings to compensate for this, a solution is to either cover the sensor trigger array with a non reflective 6 to 12 inch wide strip of carpet
or to mask off the area directly in front of the trigger sensors (4ft * 1ft) and spray paint with a mat black or dark green color.
Regarding the non-reflective carpet covering for the trigger casing:
It is essential that this material is non-reflective.
A recommended carpet is : Beaullieu of America - Type: Dayside Ebony, Product 6670-890 which is available at your local Home Depot store at around $4.00 a yard.
The carpeting should be cut to size in 2 strips and glued to the acrylic glass top of the trigger casing leaving a 1/4 inch space gap for the optical sensors.
The optical sensors are in line with the green LEDs.
This carpet is also very good for lining the inside of your enclosure. Especially for the wall opposite the vertical camera.


Thereafter adjust the valid FOV borders to only view this strip.
Putting
When putting, a different set of camera settings are used. Primarily the camera shutter speed is greatly inscreased.
Notice that the Putting button is on here indicating that the system is in putting mode.
When in this mode the cameras are automatically switched over to the slower putting shutter speed and gain.
When playing a game this mode is automatically selected when the player selects a putter or the ball is on a green.
When testing and adjusting the camera settings for putting you will either have to be on a green in GSA Golf
or you should run the GSA Control Panel without GSA Golf running and switch to putting mode manually.

Side/Vertical camera image of a putt. Notice that the ball trace is below the red "Max Height for ball rolling" line in the image from the vertical camera when putting.
Important Note: When you putt ensure that only the ball and not the putter head goes over the trigger sensors or in the line scan camera's FOV.

Overhead / horizontal camera image of a putt.
New alternative ball path detection method when Putting

As of versions of ProX and GSA Control Panel from 26th August 2010 a new alternative method of measuring the putting ball path is available.
This method can be more accurate but requires that the ball be placed (ie putted) from a known place.
It has been introduced because some users - due to various lighting conditions and reflection charactistics of the putting surface - experience weak ball trace contrast from the overhead camera when putting.
In this case the correct ball path may not always be detected correctly.
The above screen shot shows how the ball path is detected from a known position to the the first point of the trace. The raw trace shows 11.31 degrees left while the new method shows 9.71 degrees left.
The above example actually shows a clearly defined ball trace so is correct but if your trace is fainter then you might want to use this new method instead.
The method requires that you set a particular place behind the camera trigger array (usually about 12 inches / 20 cm behind the trigger inline with the tee position).
This should be marked on the putting surface with a clear white mark.
To setup place a ball on the marked spot and soft trigger the camera to get a new image containing the ball. Insure the system is in Putting Mode (Click the Putting radio button)
Then use the new Putting Ball Position XY adjustments to set the putting ball position (shown here in turquoise). Set the position to the top of the ball.
Once the individual cameras are setup and working, the system can be checked with just the GSA Control Panel running.

With just the Control Panel running, after every shot you should see the "Launch Data Ready" message.
All parameters sent to the game software (E6, GSA Golf or ProX) are displayed.

Click the "Show Club Angles" button to see the shot analysis screen.
Club track camera.

Line scan camera.

Click here to see the Line Scan camera setup instructions
Ball Spin and spin axis tilt camera.

To capture ball spin and spin axis tilt, balls must have a black reference line marked around the ball.
You can make the line yourself with a permanent ink marker pen and golf ball marker template available at most good golf stores or purchase our ready made printed balls.
The above image is a true camera image of a ball captured just micro-seconds after it has been struck.
To freeze frame the ball like this the camera shutter speed must be very fast. Default is 6 micro seconds.
The camera is overhead mounted pointing directly down on to the tee position on the camera trigger hitting mat.
Note that because the ball spin camera is fitted with a zoom lens that the ball min and max sizes have to be substantially increased.
Image scan processing routines find the ball and the line position. The line angle is the axis tilt of the spin.
This in actual fact is more important than the spin rate itself as it is the spin tilt that causes the ball to curve in its flight. i.e. draws, fades, slices and hooks.
The spin rate is calculated from the amount of shift to the right the line has made. A user adjustable shift-distance to rpm scale factor is available.
Camera window explained

These include:
1. Shutter speed (set according to lighting conditions) Default is 10,000 micro seconds.
2. Gain (set according to lighting conditions) default is 20db.
3. Min Gray Scale: When images are captured, software scanning routines will look for a golf ball in the image.
In order for the search to succeed there must be a good contrast between the background and the ball. Depending on lighting conditions this contrast may vary.
ie. the background may not be as dark and the ball not as bright. In any case, the ball must be distinctively brighter than anything else in the background.
You set this Minimum Gray Scale parameter to the minimum brightness (or gray level) of the ball. The value is from 0 (black) to 255 (white).
4. Ball min and max sizes: Depending on the distance the ball is from the camera, the image size of the ball will vary slightly.
The scanning routines use this value to help indentify a golf ball within the image.
5. Min Height, Max Height, Left end, Start border: These four parameters dictate the valid Field of View (FOV).
This is used to block out any parts of the image that may contain static objects in the camera's field of view (e.g. the floor) that may cause problems for the ball search scanning routines.
The scanning routines will only search within these borders of the image.
Max Height for a rolling ball: Set this red border line to the maximum height a rolling ball will have as seen through the camera's lens.
All balls found under this level will then be considered as a ball rolling on the ground.
6. Min Ball Speed: For the vertical launch monitor camera only, the ball must attain a minimum ball speed to pass within the cameras FOV in a straight trajectory line.
If the ball is hit with a slow speed (ie a chip) its trajectory will curve down within the cameras valid FOV and the calculated launch angle will not be correct.
7. Ball Launch Position: When set to the launch position - ie where you strike the ball - the launch angle will be calculated from this co-ordinate to the first co-ordinate in the ball trace.
8. Software Trigger: All cameras are triggered by an electrical signal sent to the camera when a ball or club head passes over one of the optical camera trigger sensors.
When testing and during setup you can simulate this hardware trigger by clicking this button.
9. Camera Assignments: The 4 radio buttons under each main Camera button allow you to assign the camera to a particular function.
The 4 functions are : Vcam - Vertical Launch Angle and ball speed, Hcam - Horizontal camera for ball path, Ccam - Club track camera and Bcam - ball spin and spin axisi tilt detection camera.
10. Video Trigger mode , Video Stream Mode: When a camera is in trigger mode, frames will only be captured (grabbed) with either a hardware or software trigger.
When in Video Stream mode, frames will be live captured and displayed at the standard frame rate in real time.
11. X,Y shift and X Y reversed buttons: These buttons allow you to move the image in the field of view (FOV) instead of having to physically move the camera.
If the camera has been mounted up side down or left to right you can correct this by reversing the camera axis image instead of re-mounting the camera.
12. Segment Screen: The camera image displayed is only half the actual size of the image. This is because the size of the image is greater than the window.
When in Segment screen mode you will see a segment of the full size image. This is either one of the four corners or the center.
13. Defaults button: Press this button with the shift key down to set all parameters to their default values.
14. Calibration: No longer required. As of last year, ultra low distortion lenses are being used that elliminate the need to calibrate the camers.
Ensure all settings are cleared by holding the ctrl key down and clicking the Enter button.
15. Scale: The system uses this value to calculate the distance the ball has travelled and - with the shutter speed - the ball speed.
The camera sees only pixels so a real distance-to-pixel scale factor must be used to calculate the real distance travelled.
16. Drivers: Trace angle Select this option so that when teeing off the launch angle is measured only from the trace and not from a pre-defined launch position.
The system then doesn't need to know the tee height.
Segment screen: The camera's resolution is double that of the camera view window.
If you want to see the image in full resolution then only a quarter segment of the image can be shown at a time. Top/Left, Botom/Left, Top/Right or Botton/right segments
17. Putting Shutter speed (set according to lighting conditions) When putting, a seperate camera shutter speed and gain setting will be used in order to account for the much slower ball speeds.
18. Putting Gain (set according to lighting conditions)
19. Putting Indicator set when putting and is only used for test purposes to show which shutter speed and gain setting is used.
20. No multiple triggers Select this option on to prevent the following club head from re-triggering the cameras after the ball. The default setting is always on.
21. Line width checking.
The optional Line Width Checking feature is used to verify that the camera image is actually of a golf ball in flight or rolling in the Vertical camera
and not any other object or persons in the valid FOV.
It is mainly used to avoid inadvertant shots being launched when players walk over the camera trigger sensors to pick up balls.
22. RAW angle Raw angles are those that are calculated directly from the captured image frame without any calibration.
When a fixed ball launch position has been set (by moving the "Ball Launch X" line behind - to the right of - the Start Border the "Launch angle" will be the calculated from this position to the end of the trace.
The Raw angle is the angle between the two ends of the ball trace in the image.
23. Cam Left click this if the floor mounted camera has been mounted on the left side of the enclosure.
24. Left/Right speed adjust when hitting the ball to the left or right the ball trace in the camera image will appear slightly shorter or longer.
If the ball is traveling towards the camera the trace will appear longer, if away from the camera it will appear shorter.
As the length of the trace determines the ball speed some adjustment is required to compensate for this.
The ball path range is -20 to +20 degrees and this adjustment percent factor is used to adjust the ball speed in gradual steps.
e.g. If this percentage is set to 10% and the ball's path is 20 degrees towards the camera then the full 10% will be subtracted from the ball speed.
If the ball's path is only half this - i.e.10 degrees towards the camera - then half of this percentage i.e. 5% will be subtracted from the ball's speed.
25. Allow ball under ball rolling height some very low shots start under the maximum height for a ball to roll. Select this option on to allow the system to detect very low shots.
26. Motion sensor on We have a new motion sensor that detects if someone is moving around in the enclosure and in the field of view of the cameras (usally to pick up balls).
In this situation it is possible that the system will inadvertantly detect what looks like a ball and launch a shot in the game. The motion sensor will temporarily de-activate the cameras to prevent this.
26. Sand Pos / Rough pos click once for Sand and once again for Rough If you have sand and rough panels then the system should know where these are so that when you play from these positions the correct launch angle will be measured.
The positions are shown in faint yellow and dark green lines just in front of the normal launch position. Adjust to the middle of the sand and rough panels.
Setup window explained

The Sensor System Configuration section should show what optical sensor systems - if any - and what cameras are being used.
Use the product Presets at the top of the window to set these automatically.
If you have Sand and/or Rough panels set these two options on. The sytem will then caluculate the launch angle from the positions you have set these in the Vcam window.
With camera ball tracking systems you won't need to adjust the carries for indivudual clubs so the De-activate Carry Factors should be on.
If you have a Sand and/or Rough Panel and play from these when the ball is either in the Sand Trap or in rough the system won't pick up any valid club data. Switch the Allow ball launch with club data with SW on in this case.
The system won't normally launch a ball without valid club data being detected. If you are using a club tracking camera and want to use clubs
without club tracking reflective dots then switch the "Always allow ball to launch without club data" option on.
If club data is detecetd then it will be used but if not then the ball will fly anyway but the club data will be set to ball data. i.e. club path will be equal to ball path and club face angle will be set square relative to ball path.
Max (relative to path) calculated club face angle can be used to make the system more forgiving and easier to play for high handicap players. When set to a low number, hooks and slices will be reduced to draws and fades.
Possible Problems and camera fault finding
Image tearing
Image tearing is when the captured image from the camera is split or only partial images are captured by the camera.
In multiple camera setups the images or parts of the images appear swapped. ie whole or part images from one camera appear in the frame from other cameras.
The cause of this is insufficient bandwidth on the USB bus. (Firewire cameras are better at dealing with high data rates but are more expensive.)
The solution is to use seperate USB buses for each camera. This simply means adding a new PCI USB port card for each camera.
These are quite inexpensive (around $25.00). The only problem being that you may run out of PCI slots in the PC if adding more cameras.
Our custom PCs feature 4 PCI slots for up to 4 cameras.
Fast shots not being detected
This is usually caused by insufficient contrast between the ball and the background so that the cameras can't find or recognize the ball trace.
The faster the ball is travelling, the fainter the trace will be so it is important to have sufficient overhead lighting and that the background in the camera's field of view is a dark non reflective material.
e.g. dark colored or black drapes.
Equally important is that the light from the overhead lamps is not reaching the adjacent wall (vertical camera) and that there is little ambient light in the enclosure.
ie daylight coming through windows etc. You wouldn't want this anyway as the brightness and contrast of the projected image on the screen would suffer.
Camera is detected but goes off-line, dead or freezes after taking a few shots.
This is usually caused by too long USB cables with weak or corrupt data.
To test for this, connect the camera to the PC without any USB extension cables. i.e. just with the 6ft mini A camera USB cable.
Go the camera window in the control panel and switch to Video Stream mode. You should see that the camera is capturing images at a steady 15 or so frames per second.
You should also see that the green LED on the back of the camera is stays on.
If this is not the case then try using a different USB cable. If the problem persists then contact us as this could be a faulty camera, although this is very unlikely
Assuming the first test is successful, close the control panel and disconnect the camera. Add one of the USB extension cables to the camera and repeat the above test.
If you now find that the camera does not capture frames when in video stream mode then it is the cable causing the problem.
If the USB extension cable is not an active one then replace with an active one that is no longer than 15ft. If you require more USB cable length then only add active USB extensions.
go here to see some typical setup problems that customers have reported.
Support:
Storing Camera images
To help with support we sometimes require the actual camera image and not just a screen shot of it.
Press F7 in the camera window to store the current image to a file.
Default file name is "CamImage.bmp" located in the root folder of the ControlPanel.
The image is also written to the Windows ClipBoard so you can paste it into any graphics tool like Paint.
go here to see support instructions on how to make screen shots
Why use camera triggers?
We have opted to use a camera trigger method mainly in order to keep the price of the system as low as possible and to ensure that the image data is captured at a very precise and known time.
Free running firewire cameras that are capable of 150 fps are at least double the price and the image processing would usually require a second dedicated processor (ie PC) to process the images.
You would normally require at least two cameras so the image processing would have to handle 300 frames a second.
As the host PC is usually very busy rendering complex 3D scenes, it would not have time to do this.
However, we do offer a line scan camera that can be used to trigger the ball tracking cameras if you would prefer this.
Go to the Camera Products page to see more about this and pricing.
Elaboration on why we use camera triggers:
As you probably know all cameras - including video cameras - just take individual pictures (shots).
If the camera takes upwards of 24 pictures per second (24 frames per second) and you play the sequence back it appears to our eyes as smooth motion.
However, this is just an optical illusion as our eyes are relatively slow. In reality it is still a sequence of individual pictures (frames).
If a camera is taking pictures at a rate of 24 frames per second then each individual shot takes 0.041 seconds (1/24).
Although this sounds really fast, it is slow compared to golf balls travelling at up to 200 mph.
Golf club heads and balls travel at high speeds (100 200 mph) and will travel comparatively long distances in 0.041 seconds.
Example:
a club head travelling at 100 mph (160kph) will travel 6.14ft (1.86 meters) in 0.041 seconds.
a golf ball travelling at 200 mph (320kph) will travel 12.28ft (3.72 meters) in 0.041 seconds.
If we want to capture a video of these objects in this time period then the camera’s field of view (FOV) would have to extend over large distances which
is not possible in the confined space of a golf simulator enclosure.
The object of cameras in a golf simulator is not only to capture the ball in flight but also to measure its speed.
For this we would require at least two frames taken at a known time interval or time frame.
We can then detect the distance the ball travelled in this time period and thus calculate its speed i.e. Speed = distance/time.
If we say the cameras field of view is 6 ft (1.8meters) and we need to capture two frames of a ball travelling at max speed of 200 mph
then the camera must be able to capture the two frames within 3 ft (90 cm). ie half the FOV.
We would thus need a camera capable of capturing frames at 4 times the normal rate of 24 frames per second. ie 96 frames per second.
Going further, if we want to capture the club head at impact to the ball in order to see and measure the club face angle and club speed
the camera’s FOI (Field of Interest) would have to be down to only an inch (2.54cm) or so.
In order to capture two frames of the club head in this very short distance and at a max speed of 100 mph (160kmh) then the camera must be
capable of capturing frames at a rate of around 4000 frames per second.
Such cameras exist of course but the price is prohibitively high (upwards of $10,000).
In addition, data transfer at these high rates to the host PC and the following image processing required would be such a high burden on the performance of PC
that it wouldn’t have any time to do anything else. Host PCs in a golf simulator are usually very busy just rendering 3D graphic scenes
so there’d be no time to process the incoming data from cameras at these high rates.
You would basically require a high performance PC for every camera.
Fortunately there is a solution to this problem. This involves using an external trigger signal to trigger the camera to take a shot at the exact moment
in time when the club head is just before the impact to the ball.
The trigger is generated from an optical sensor that is embedded in the hitting mat just behind the ball.
Likewise, we can use less expensive cameras to track the ball by using optical sensors to trigger the cameras.
The cameras in this case are not in free running mode - ie continuously capturing frames - but are just idling and waiting for a trigger signal.
This is known as camera trigger mode.
The host PC is then free to do all the wonderful 3D graphics rendering and is only interrupted when a incoming image arrives from a trigger signal.