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Jain, Abhinandan

Publications and source records attributed to Jain, Abhinandan.

At least 19 records

Mid-Air Helicopter Delivery at Mars Using a Jetpack

Mid-Air Helicopter Delivery (MAHD) is a new Entry, Descent and Landing (EDL) architecture to enable in situ mobility for Mars science at lower cost than previous rover missions. It uses a jetpack to slow down a Mars Science Helicopter (MSH) after separation from the backshell, and reach aerodynamic conditions suitable for helicopter take-off in mid air. MAHD's lander-free approach leaves enough room in the aeroshell to accommodate larger rotors. This drastically improves flight performance compared to heritage EDL approaches, notably +60\% science payload mass. MAHD also brings cost savings, a simpler architecture, improved surface access and can reach higher elevations on Mars. This paper introduces a design for the MAHD system architecture and operations. We present a mechanical configuration which fits both MSH and the jetpack within the 2.65-m Mars heritage aeroshell, and a jetpack control architecture which fully leverages the available helicopter avionics. We discuss preliminary numerical models of the flow dynamics resulting from the interaction between the jets, the rotors and the side winds. We define a force-torque sensing architecture capable of handling the wind and trimming the rotors to prepare for safe take-off. Finally, we analyze the dynamic environment and closed-loop control simulation results to demonstrate the preliminary feasibility of MAHD.

Balaram, J.

IRIS: High-fidelity Perception Sensor Modeling for Closed-Loop Planetary Simulations

Perception plays a key role in autonomous and semi-autonomous planetary exploration vehicles. For instance, landers can use computer vision techniques for identifying safe landing locations, aerial vehicles use cameras as navigation sensors, and planetary rovers use them for localization and hazard detection. Engineering simulations of such systems requires the accurate modeling of perception and vision sensors for simulating autonomy scenarios. In addition, the modeling of sensors for landers, aerial and ground vehicles requires the ability to handle large and high-resolution terrains, the accurate modeling of illumination, hi-fidelity rendering via ray/path tracing and the inclusion of sensor characteristics. Vision sensor models strive to simulate sensor reality by using physics principles to model the interaction of light and objects. Furthermore, high frame rate performance is highly desirable for in-the-loop simulations involving vehicle dynamics and control software. In this paper we describe a new sensor modeling capability called Inter-planetary Rendering for Imaging and Sensors (IRIS) that meets these requirements for the real-time and high-fidelity simulation of vision sensors for planetary aerospace and robotics applications.

Elmquist, Asher

A Jupyter Notebook Environment For Multibody Dynamics

DARTS is a rigid/flexible multibody dynamics toolkit for themodeling and simulation of aerospace and robotic vehicles forengineering applications. In this paper we describe an on-line,browser-based environment using Jupyter notebooks to supporttraining needs for the DARTS software. The suite of curated tutorial notebooks is organized into different topic areas, and intomultiple themes within each topic area. The notebooks within atheme use a progression of examples for users to expand theirunderstanding of the software. The topic areas include one onthe DARTS multibody dynamics software and another one on thetheory underlying the multibody dynamics formulation. We alsodescribe a number of Jupyter extensions that were used - andsome developed in house - to enhance the notebook interface foruse with the dynamics simulation software. One significant extension we implemented allows the embedding of live 3D visualizations within simulation notebooks.

Gaut, Aaron

Modeling of Active Tether System Concepts for Planetary Exploration

This paper summarizes an approach for modeling, simulation, and control of tethered systems in which the tether is actively controlled. Various aspects of the system model are described, including tether dynamics, end-effector dynamics, contact interaction and the model of the active tether material. We consider three scenarios: a tether made of an electrically switchable material for small body sampling, a tether for close-proximity operations such as capture and grappling, and a tether harpooning to a small body for sample capture or planetary fly-by.

Quadrelli, Marco B.

Modeling and Simulation of Vehicle Dynamics on the Surface of Phobos

In this paper we analyze the dynamics of a spacecraft in proximity of Phobos by developing the equations of motion of a test mass in the Phobos rotating frame using a model based on circularly-restricted three body problem, and by analyzing the dynamics of a ATHLETE hopper vehicle interacting with the soil under different soil-interaction conditions. The main conclusion of the numerical studies is that the system response is dominated by the stiffness and damping parameters of the leg springs, with the soil characteristics having a much smaller effect. The system simulations identify ranges of parameters for which the vehicle emerges stably (relying only on the passive viscoelastic damper at each leg) or unstably (needing active attitude control) from the hop. The implication is that further experimental and possibly computational modeling work, as well as site characterization (from precursor missions) will be necessary to obtain validated performance models.

soil-structure interaction

Dtest Testing Software

This software runs a suite of arbitrary software tests spanning various software languages and types of tests (unit level, system level, or file comparison tests). The dtest utility can be set to automate periodic testing of large suites of software, as well as running individual tests. It supports distributing multiple tests over multiple CPU cores, if available. The dtest tool is a utility program (written in Python) that scans through a directory (and its subdirectories) and finds all directories that match a certain pattern and then executes any tests in that directory as described in simple configuration files.

Jain, Abhinandan

pyam: Python Implementation of YaM

pyam is a software development framework with tools for facilitating the rapid development of software in a concurrent software development environment. pyam provides solutions for development challenges associated with software reuse, managing multiple software configurations, developing software product lines, and multiple platform development and build management. pyam uses release-early, release-often development cycles to allow developers to integrate their changes incrementally into the system on a continual basis. It facilitates the creation and merging of branches to support the isolated development of immature software to avoid impacting the stability of the development effort. It uses modules and packages to organize and share software across multiple software products, and uses the concepts of link and work modules to reduce sandbox setup times even when the code-base is large. One sidebenefit is the enforcement of a strong module-level encapsulation of a module s functionality and interface. This increases design transparency, system stability, and software reuse. pyam is written in Python and is organized as a set of utilities on top of the open source SVN software version control package. All development software is organized into a collection of modules. pyam packages are defined as sub-collections of the available modules. Developers can set up private sandboxes for module/package development. All module/package development takes place on private SVN branches. High-level pyam commands support the setup, update, and release of modules and packages. Released and pre-built versions of modules are available to developers. Developers can tailor the source/link module mix for their sandboxes so that new sandboxes (even large ones) can be built up easily and quickly by pointing to pre-existing module releases. All inter-module interfaces are publicly exported via links. A minimal, but uniform, convention is used for building modules.

Myint, Steven

Next Generation Simulation Framework for Robotic and Human Space Missions

The Dartslab team at NASA's Jet Propulsion Laboratory (JPL) has a long history of developing physics-based simulations based on the Darts/Dshell simulation framework that have been used to simulate many planetary robotic missions, such as the Cassini spacecraft and the rovers that are currently driving on Mars. Recent collaboration efforts between the Dartslab team at JPL and the Mission Operations Directorate (MOD) at NASA Johnson Space Center (JSC) have led to significant enhancements to the Dartslab DSENDS (Dynamics Simulator for Entry, Descent and Surface landing) software framework. The new version of DSENDS is now being used for new planetary mission simulations at JPL. JSC is using DSENDS as the foundation for a suite of software known as COMPASS (Core Operations, Mission Planning, and Analysis Spacecraft Simulation) that is the basis for their new human space mission simulations and analysis. In this paper, we will describe the collaborative process with the JPL Dartslab and the JSC MOD team that resulted in the redesign and enhancement of the DSENDS software. We will outline the improvements in DSENDS that simplify creation of new high-fidelity robotic/spacecraft simulations. We will illustrate how DSENDS simulations are assembled and show results from several mission simulations.

Dartslab

High-Performance Modeling and Simulation of Anchoring in Granular Media for NEO Applications

NASA is interested in designing a spacecraft capable of visiting a near-Earth object (NEO), performing experiments, and then returning safely. Certain periods of this mission would require the spacecraft to remain stationary relative to the NEO, in an environment characterized by very low gravity levels; such situations require an anchoring mechanism that is compact, easy to deploy, and upon mission completion, easy to remove. The design philosophy used in this task relies on the simulation capability of a high-performance multibody dynamics physics engine. On Earth, it is difficult to create low-gravity conditions, and testing in low-gravity environments, whether artificial or in space, can be costly and very difficult to achieve. Through simulation, the effect of gravity can be controlled with great accuracy, making it ideally suited to analyze the problem at hand. Using Chrono::Engine, a simulation pack age capable of utilizing massively parallel Graphic Processing Unit (GPU) hardware, several validation experiments were performed. Modeling of the regolith interaction has been carried out, after which the anchor penetration tests were performed and analyzed. The regolith was modeled by a granular medium composed of very large numbers of convex three-dimensional rigid bodies, subject to microgravity levels and interacting with each other with contact, friction, and cohesional forces. The multibody dynamics simulation approach used for simulating anchors penetrating a soil uses a differential variational inequality (DVI) methodology to solve the contact problem posed as a linear complementarity method (LCP). Implemented within a GPU processing environment, collision detection is greatly accelerated compared to traditional CPU (central processing unit)- based collision detection. Hence, systems of millions of particles interacting with complex dynamic systems can be efficiently analyzed, and design recommendations can be made in a much shorter time. The figure shows an example of this capability where the Brazil Nut problem is simulated: as the container full of granular material is vibrated, the large ball slowly moves upwards. This capability was expanded to account for anchors of different shapes and penetration velocities, interacting with granular soils.

Quadrelli, Marco B.

Large Terrain Continuous Level of Detail 3D Visualization Tool

This software solved the problem of displaying terrains that are usually too large to be displayed on standard workstations in real time. The software can visualize terrain data sets composed of billions of vertices, and can display these data sets at greater than 30 frames per second. The Large Terrain Continuous Level of Detail 3D Visualization Tool allows large terrains, which can be composed of billions of vertices, to be visualized in real time. It utilizes a continuous level of detail technique called clipmapping to support this. It offloads much of the work involved in breaking up the terrain into levels of details onto the GPU (graphics processing unit) for faster processing.

Myint, Steven

Investigating the Mobility of Light Autonomous Tracked Vehicles using a High Performance Computing Simulation Capability

This paper is concerned with the physics-based simulation of light tracked vehicles operating on rough deformable terrain. The focus is on small autonomous vehicles, which weigh less than 100 lb and move on deformable and rough terrain that is feature rich and no longer representable using a continuum approach. A scenario of interest is, for instance, the simulation of a reconnaissance mission for a high mobility lightweight robot where objects such as a boulder or a ditch that could otherwise be considered small for a truck or tank, become major obstacles that can impede the mobility of the light autonomous vehicle and negatively impact the success of its mission. Analyzing and gauging the mobility and performance of these light vehicles is accomplished through a modeling and simulation capability called Chrono::Engine. Chrono::Engine relies on parallel execution on Graphics Processing Unit (GPU) cards.

tracked vehicles

Minimal Coordinate Formulation of Contact Dynamics in Operational Space

In recent years, complementarity techniques have been developed for modeling non-smooth contact and collision dynamics problems for multi-link robotic systems. Normally, in this approach, a linear complementarity problem (LCP) is set up using 6n non-minimal coordinates for a system with n links together with all the unilateral constraints and inter-link bilateral constraints on the system. In this paper, we use operational space dynamics to develop a complementarity formulation for contact and collision dynamics that uses minimal coordinates. The use of such non-redundant coordinates results in much smaller size LCP problems and the automatic enforcement of the inter-link bilateral constraints. Furthermore, we exploit operational space low-order computational algorithms to overcome some of the bottlenecks in using minimal coordinates.

contact dynamics

DspaceOgreTerrain 3D Terrain Visualization Tool

DspaceOgreTerrain is an extension to the DspaceOgre 3D visualization tool that supports real-time visualization of various terrain types, including digital elevation maps, planets, and meshes. DspaceOgreTerrain supports creating 3D representations of terrains and placing them in a scene graph. The 3D representations allow for a continuous level of detail, GPU-based rendering, and overlaying graphics like wheel tracks and shadows. It supports reading data from the SimScape terrain- modeling library. DspaceOgreTerrain solves the problem of displaying the results of simulations that involve very large terrains. In the past, it has been used to visualize simulations of vehicle traverses on Lunar and Martian terrains. These terrains were made up of billions of vertices and would not have been renderable in real-time without using a continuous level of detail rendering technique.

Myint, Steven