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Gerald-Yamasaki, Michael

Publications and source records attributed to Gerald-Yamasaki, Michael.

Analysis of Space Shuttle Ground Support System Fault Detection, Isolation, and Recovery Processes and Resources

As part of the FDIR (Fault Detection, Isolation, and Recovery) Project for the Constellation Program, a task was designed within the context of the Constellation Program FDIR project called the Legacy Benchmarking Task to document as accurately as possible the FDIR processes and resources that were used by the Space Shuttle ground support equipment (GSE) during the Shuttle flight program. These results served as a comparison with results obtained from the new FDIR capability. The task team assessed Shuttle and EELV (Evolved Expendable Launch Vehicle) historical data for GSE-related launch delays to identify expected benefits and impact. This analysis included a study of complex fault isolation situations that required a lengthy troubleshooting process. Specifically, four elements of that system were considered: LH2 (liquid hydrogen), LO2 (liquid oxygen), hydraulic test, and ground special power.

Gross, Anthony R.

Texture-Based Correspondence Display

Texture-based correspondence display is a methodology to display corresponding data elements in visual representations of complex multidimensional, multivariate data. Texture is utilized as a persistent medium to contain a visual representation model and as a means to create multiple renditions of data where color is used to identify correspondence. Corresponding data elements are displayed over a variety of visual metaphors in a normal rendering process without adding extraneous linking metadata creation and maintenance. The effectiveness of visual representation for understanding data is extended to the expression of the visual representation model in texture.

Gerald-Yamasaki, Michael

An Interpreted Language and System for the Visualization of Unstructured Meshes

We present an interpreted language and system supporting the visualization of unstructured meshes and the manipulation of shapes defined in terms of mesh subsets. The language features primitives inspired by geometric modeling, mathematical morphology and algebraic topology. The adaptation of the topology ideas to an interpreted environment, along with support for programming constructs such, as user function definition, provide a flexible system for analyzing a mesh and for calculating with shapes defined in terms of the mesh. We present results demonstrating some of the capabilities of the language, based on an implementation called the Shape Calculator, for tetrahedral meshes in R^3.

Moran, Patrick J.

How Human Factors Drove the Design and Implementation of the Virtual Windtunnel

This viewgraph presentation describes decisions made at the NASA Ames Research Center during its development of a virtual windtunnel to assist humans in visualizing computational fluid dynamics simulations. User requirements for the system include the simulation of vortical structure, pressure distribution, and overall sense of flow. In addition, the system needs to support a variety of interfaces, excluding head mounts, and needs to use an object oriented approach. Direct manipulation of the system is most user-friendly when limited to only grab and point gestures. 'Visualization control tools' (vtools) improve the realism of the system. The necessary object oriented programming is in C++ and openGL. Users interact with objects called 'tools', which include vtools and tools which control the virtual wind tunnel environment. Other objects include data objects accessed by the visualizations. Visualizations can be added to the system by the user. The presentation includes a discussion of run-time architecture, and issues related to computation and implementation.

Bryson, Steve

3D Simulations of the Richtmyer-Meshkov Instability with Re-Shock

We present results of inviscid simulations, in three dimensions, of Richtmyer-Meshkov instability for high incident shock Mach number. The growth rate of a single harmonic perturbation is quantified and compared with the results of a 2D calculation. Upon re-shock, the perturbation amplitude undergoes a phase reversal while the mean velocity of the interface is zero. Before re-shock the normalized growth rate of a 2D and 3D interface are nearly the same, but the growth rate after re-shock is significantly larger for the 3D than the 2D case. We also examine the evolution of multiple harmonic perturbations. Computational and parallelization issues of the simulation code will also be briefly discussed. The computations were done on the T3E at Pittsburgh Supercomputing Center.

Meiron, Daniel I.

Isosurface Extraction in Time-Varying Fields Using a Temporal Hierarchical Index Tree

Many high-performance isosurface extraction algorithms have been proposed in the past several years as a result of intensive research efforts. When applying these algorithms to large-scale time-varying fields, the storage overhead incurred from storing the search index often becomes overwhelming. this paper proposes an algorithm for locating isosurface cells in time-varying fields. We devise a new data structure, called Temporal Hierarchical Index Tree, which utilizes the temporal coherence that exists in a time-varying field and adoptively coalesces the cells' extreme values over time; the resulting extreme values are then used to create the isosurface cell search index. For a typical time-varying scalar data set, not only does this temporal hierarchical index tree require much less storage space, but also the amount of I/O required to access the indices from the disk at different time steps is substantially reduced. We illustrate the utility and speed of our algorithm with data from several large-scale time-varying CID simulations. Our algorithm can achieve more than 80% of disk-space savings when compared with the existing techniques, while the isosurface extraction time is nearly optimal.

Shen, Han-Wei

Exploring Gigabyte Datasets in Real Time: Architectures, Interfaces and Time-Critical Design

Architectures and Interfaces: The implications of real-time interaction on software architecture design: decoupling of interaction/graphics and computation into asynchronous processes. The performance requirements of graphics and computation for interaction. Time management in such an architecture. Examples of how visualization algorithms must be modified for high performance. Brief survey of interaction techniques and design, including direct manipulation and manipulation via widgets. talk discusses how human factors considerations drove the design and implementation of the virtual wind tunnel. Time-Critical Design: A survey of time-critical techniques for both computation and rendering. Emphasis on the assignment of a time budget to both the overall visualization environment and to each individual visualization technique in the environment. The estimation of the benefit and cost of an individual technique. Examples of the modification of visualization algorithms to allow time-critical control.

Bryson, Steve

Real-Time Lunar Prospector Data Visualization Using Web-Based Java

The Lunar Prospector was co-developed by NASA Ames Research Center and Lockheed Martin, and was launched on January 6th, 1998. Its mission is to search for water ice and various elements in the Moon's surface, map its magnetic and gravity fields, and detect volcanic activity. For the first time, the World Wide Web is being used to graphically display near-real-time data from a planetary exploration mission to the global public. Science data from the craft's instruments, as well as engineering data for the spacecraft subsystems, are continuously displayed in time-varying XY plots. The craft's current location is displayed relative to the whole Moon, and as an off-craft observer would see in the reference frame of the craft, with the lunar terrain scrolling underneath. These features are implemented as Java applets. Analyzed data (element and mass distribution) is presented as 3D lunar maps using VRML and Javascript. During the development phase, implementations of the Java Virtual Machine were just beginning to mature enough to adequately accommodate our target featureset; incomplete and varying implementations were the biggest bottleneck to our ideal of ubiquitous browser access. Bottlenecks notwithstanding, the reaction from the Internet community was overwhelmingly enthusiastic.

Deardorff, D. Glenn

New Challenges in Visualization of Computational Fluid Dynamics

The development of visualization systems for analyzing computational fluid dynamics data has been driven by increasing size and complexity of the data. New extensions to the system domain into analysis of data from multiple sources, parameter space studies, and multidisciplinary studies in support of integrated aeronautical design systems provide new g challenges for the visualization system developer. Recent work at NASA Ames Research Center in visualization systems, automatic flow feature detection, unsteady flow visualization techniques, and a new area, data exploitation, will be discussed in the context of NASA information technology initiatives.

Gerald-Yamasaki, Michael

elVis: An Interactive System For Visualization of Unsteady Fluid Flow

ElVis is a prototype system with allows for the interactive visualization of unsteady fluid flow. The increasing computational power applied to fluid dynamics simulations presents the enormous challenge to the visualization system designer to apply a wide range of technologies to the analysis process with ever increasing demands on performance. Visualization of the results of unsteady fluid flow simulations presents the challenge of exploring very large and complex data sets. Since exploration is a trial and error process, it is of utmost importance that the time required to execute a trial (i.e., create a visualization) be at a minimum in order to provide real time interaction.

Gerald-Yamasaki, Michael

Visualization of Computational Fluid Dynamics

Scientific visualization serves the dual purpose of exploration and exposition of the results of numerical simulations of fluid flow. Along with the basic visualization process which transforms source data into images, there are four additional components to a complete visualization system: Source Data Processing, User Interface and Control, Presentation, and Information Management. The requirements imposed by the desired mode of operation (i.e. real-time, interactive, or batch) and the source data have their effect on each of these visualization system components. The special requirements imposed by the wide variety and size of the source data provided by the numerical simulation of fluid flow presents an enormous challenge to the visualization system designer. We describe the visualization system components including specific visualization techniques and how the mode of operation and source data requirements effect the construction of computational fluid dynamics visualization systems.

Gerald-Yamasaki, Michael

The distributed virtual windtunnel

An implementation of a distributed virtual environment for the shared interactive visualization of large unsteady three-dimensional flowfields is described. Computation of the visualizations is performed on a Convex C3240 computer, and the visualization data are transferred over a high-speed network to a Silicon Graphics Iris workstation for rendering. A boom-mounted six-degree-of-freedom head-position-sensitive stereo CRT (cathode ray tube) system is used for display. A hand-position-sensitive glove controller is used for controlling various tracers for the visualization of the flow. User commands are sent to the Convex, which interprets these commands and computes the corresponding visualization. With this architecture, several users may share and cooperatively control the visualization generated by the Convex. The distributed architecture is also interesting to those using conventional screen and mouse interfaces.

Bryson, Steve