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At least 217 records · Page 12

Report on New Mission Concept Study: Stereo X-Ray Corona Imager Mission

Studies of the three-dimensional structure and dynamics of the solar corona have been severely limited by the constraint of single viewpoint observations. The Stereo X-Ray Coronal Imager (SXCI) mission will send a single instrument, an X-ray telescope, into deep space expressly to record stereoscopic images of the solar corona. The SXCI spacecraft will be inserted into a approximately 1 AU heliocentric orbit leading Earth by approximately 25 deg at the end of nine months. The SXCI X-ray telescope forms one element of a stereo pair, the second element being an identical X-ray telescope in Earth orbit placed there as part of the NOAA GOES program. X-ray emission is a powerful diagnostic of the corona and its magnetic fields, and three dimensional information on the coronal magnetic structure would be obtained by combining the data from the two X-ray telescopes. This information can be used to address the major solar physics questions of (1) what causes explosive coronal events such as coronal mass ejections (CMEs), eruptive flares and prominence eruptions and (2) what causes the transient heating of coronal loops. Stereoscopic views of the optically thin corona will resolve some ambiguities inherent in single line-of-sight observations. Triangulation gives 3D solar coordinates of features which can be seen in the simultaneous images from both telescopes. As part of this study, tools were developed for determining the 3D geometry of coronal features using triangulation. Advanced technologies for visualization and analysis of stereo images were tested. Results of mission and spacecraft studies are also reported.

Liewer, Paulett C.↗

Applying Motion Constraints Based on Test Data

MSC ADAMS is a simulation software that is used to analyze multibody dynamics. Using user subroutines, it is possible to apply motion constraints to the rigid bodies so that they match the motion profile collected from test data. This presentation describes the process of taking test data and passing it to ADAMS using user subroutines, and uses the Morpheus free-flight 4 test as an example of motion data used for this purpose. Morpheus is the name of a prototype lander vehicle built by NASA that serves as a test bed for various experimental technologies (see backup slides for details) MSC.ADAMS"TM" is used to play back telemetry data (vehicle orientation and position) from each test as the inputs to a 6-DoF general motion constraint (details in backup slides) The MSC.ADAMS"TM" playback simulations allow engineers to examine and analyze flight trajectory as well as observe vehicle motion from any angle and at any playback speed. This facilitates the development of robust and stable control algorithms, increasing reliability and reducing development costs of this developmental engine The simulation also incorporates a 3D model of the artificial hazard field, allowing engineers to visualize and measure performance of the developmental autonomous landing and hazard avoidance technology ADAMS is a multibody dynamics solver. It uses forces, constraints, and mass properties to numerically integrate equations of motion. The ADAMS solver will ask the motion subroutine for position, velocity, and acceleration values at various time steps. Those values must be continuous over the whole time domain. Each degree of freedom in the telemetry data can be examined separately; however, linear interpolation of the telemetry data is invalid, since there will be discontinuities in velocity and acceleration.

Burlone, Michael↗

Anisotropy in an ambiguous kinetic depth effect

A set of animated stimuli (Lissajous figures), each element of which is physically consistent with two different 3D shapes undergoing rigid rotations about orthogonal axes is presented. Predictions of which shape will be seen are made by utilizing an adaptation of Hildreth's smoothest-velocity-field computation. Results indicate that the ambiquity in 2D visual motion, i.e., the aperture problem, is not resolved before the interpretation of the 3D structure.

Mulligan, Jeffrey B.↗

Visualization of Unsteady Computational Fluid Dynamics

The current compute environment that most researchers are using for the calculation of 3D unsteady Computational Fluid Dynamic (CFD) results is a super-computer class machine. The Massively Parallel Processors (MPP's) such as the 160 node IBM SP2 at NAS and clusters of workstations acting as a single MPP (like NAS's SGI Power-Challenge array and the J90 cluster) provide the required computation bandwidth for CFD calculations of transient problems. If we follow the traditional computational analysis steps for CFD (and we wish to construct an interactive visualizer) we need to be aware of the following: (1) Disk space requirements. A single snap-shot must contain at least the values (primitive variables) stored at the appropriate locations within the mesh. For most simple 3D Euler solvers that means 5 floating point words. Navier-Stokes solutions with turbulence models may contain 7 state-variables. (2) Disk speed vs. Computational speeds. The time required to read the complete solution of a saved time frame from disk is now longer than the compute time for a set number of iterations from an explicit solver. Depending, on the hardware and solver an iteration of an implicit code may also take less time than reading the solution from disk. If one examines the performance improvements in the last decade or two, it is easy to see that depending on disk performance (vs. CPU improvement) may not be the best method for enhancing interactivity. (3) Cluster and Parallel Machine I/O problems. Disk access time is much worse within current parallel machines and cluster of workstations that are acting in concert to solve a single problem. In this case we are not trying to read the volume of data, but are running the solver and the solver outputs the solution. These traditional network interfaces must be used for the file system. (4) Numerics of particle traces. Most visualization tools can work upon a single snap shot of the data but some visualization tools for transient problems require dealing with time.

Haimes, Robert↗

Science opportunity analyzer - a multi-mission tool for planning

For many years the diverse scientific community that supports JPL's wide variety ofinterplanetary space missions has needed a tool in order to plan and develop their experiments. The tool needs to be easily adapted to various mission types and portable to the user community. The Science Opportunity Analyzer, SOA, now in its third year of development, is intended to meet this need. SOA is a java-based application that is designed to enable scientists to identify and analyze opportunities for science observations from spacecraft. It differs from other planning tools in that it does not require an in-depth knowledge of the spacecraft command system or operation modes to begin high level planning. Users can, however, develop increasingly detailed levels of design. SOA consists of six major functions: Opportunity Search, Visualization, Observation Design, Constraint Checking, Data Output and Communications. Opportunity Search is a GUI driven interface to existing search engines that can be used to identify times when a spacecraft is in a specific geometrical relationship with other bodies in the solar system. This function can be used for advanced mission planning as well as for making last minute adjustments to mission sequences in response to trajectory modifications. Visualization is a key aspect of SOA. The user can view observation opportunities in either a 3D representation or as a 2D map projection. The user is given extensive flexibility to customize what is displayed in the view. Observation Design allows the user to orient the spacecraft and visualize the projection of the instrument field of view for that orientation using the same views as Opportunity Search. Constraint Checking is provided to validate various geometrical and physical aspects of an observation design. The user has the ability to easily create custom rules or to use official project-generated flight rules. This capability may also allow scientists to easily impact the cost to science if flight rule changes occur. Data Output generates information based on the spacecraft's trajectory, opportunity search results or based on a created observation. The data can be viewed either in tabular format or as a graph. Finally, SOA is unique in that it is designed to be able to communicate with a variety of existing planning and sequencing tools. From the very beginning SOA was designed with the user in mind. Extensive surveys of the potential user community were conducted in order to develop the software requirements. Throughout the development period, close ties have been maintained with the science community to insure that the tool maintains its user focus. Although development is still in its early stages, SOA is already developing a user community on the Cassini project, which is depending on this tool for their science planning. There are other tools at JPL that do various pieces of what SOA can do; however, there is no other tool which combines all these functions and presents them to the user in such a convenient, cohesive, and easy to use fashion.

SOA science planning mission operations sequence s↗

Evaluating the Usability of Pinchigator, a system for Navigating Virtual Worlds using Pinch Gloves

Appropriate design of two dimensional user interfaces (2D U/I) utilizing the well known WIMP (Window, Icon, Menu, Pointing device) environment for computer software is well studied and guidance can be found in several standards. Three-dimensional U/I design is not nearly so mature as 2D U/I, and standards bodies have not reached consensus on what makes a usable interface. This is especially true when the tools for interacting with the virtual environment may include stereo viewing, real time trackers and pinch gloves instead of just a mouse & keyboard. Over the last several years the authors have created a 3D U/I system dubbed Pinchigator for navigating virtual worlds based on the dVise dV/Mockup visualization software, Fakespace Pinch Gloves and Pohlemus trackers. The current work is to test the usability of the system on several virtual worlds, suggest improvements to increase Pinchigator s usability, and then to generalize about what was learned and how those lessons might be applied to improve other 3D U/I systems.

Hamilton, George S.↗

2D/3D Visual Tracker for Rover Mast

A visual-tracker computer program controls an articulated mast on a Mars rover to keep a designated feature (a target) in view while the rover drives toward the target, avoiding obstacles. Several prior visual-tracker programs have been tested on rover platforms; most require very small and well-estimated motion between consecutive image frames a requirement that is not realistic for a rover on rough terrain. The present visual-tracker program is designed to handle large image motions that lead to significant changes in feature geometry and photometry between frames. When a point is selected in one of the images acquired from stereoscopic cameras on the mast, a stereo triangulation algorithm computes a three-dimensional (3D) location for the target. As the rover moves, its body-mounted cameras feed images to a visual-odometry algorithm, which tracks two-dimensional (2D) corner features and computes their old and new 3D locations. The algorithm rejects points, the 3D motions of which are inconsistent with a rigid-world constraint, and then computes the apparent change in the rover pose (i.e., translation and rotation). The mast pan and tilt angles needed to keep the target centered in the field-of-view of the cameras (thereby minimizing the area over which the 2D-tracking algorithm must operate) are computed from the estimated change in the rover pose, the 3D position of the target feature, and a model of kinematics of the mast. If the motion between the consecutive frames is still large (i.e., 3D tracking was unsuccessful), an adaptive view-based matching technique is applied to the new image. This technique uses correlation-based template matching, in which a feature template is scaled by the ratio between the depth in the original template and the depth of pixels in the new image. This is repeated over the entire search window and the best correlation results indicate the appropriate match. The program could be a core for building application programs for systems that require coordination of vision and robotic motion.

Bajracharya, Max↗

Human visual performance model for crewstation design

An account is given of a Visibility Modeling Tool (VMT) which furnishes a crew-station designer with the means to assess configurational tradeoffs, with a view to the impact of various options on the unambiguous access of information to the pilot. The interactive interface of the VMT allows the manipulation of cockpit geometry, ambient lighting, pilot ergonomics, and the displayed symbology. Performance data can be displayed in the form of 3D contours into the crewstation graphic model, thereby yielding an indication of the operator's visual capabilities.

Larimer, James↗

Solar Radiation Transport in the Cloudy Atmosphere: A 3D Perspective on Observations and Climate Impacts

The interplay of sunlight with clouds is a ubiquitous and often pleasant visual experience, but it conjures up major challenges for weather, climate, environmental science and beyond. Those engaged in the characterization of clouds (and the clear air nearby) by remote sensing methods are even more confronted. The problem comes, on the one hand, from the spatial complexity of real clouds and, on the other hand, from the dominance of multiple scattering in the radiation transport. The former ingredient contrasts sharply with the still popular representation of clouds as homogeneous plane-parallel slabs for the purposes of radiative transfer computations. In typical cloud scenes the opposite asymptotic transport regimes of diffusion and ballistic propagation coexist. We survey the three-dimensional (3D) atmospheric radiative transfer literature over the past 50 years and identify three concurrent and intertwining thrusts: first, how to assess the damage (bias) caused by 3D effects in the operational 1D radiative transfer models? Second, how to mitigate this damage? Finally, can we exploit 3D radiative transfer phenomena to innovate observation methods and technologies? We quickly realize that the smallest scale resolved computationally or observationally may be artificial but is nonetheless a key quantity that separates the 3D radiative transfer solutions into two broad and complementary classes: stochastic and deterministic. Both approaches draw on classic and contemporary statistical, mathematical and computational physics.

Davis, Anthony B.↗

Silhouettes - An automated three-dimensional plume visualization and tracking system for environmental monitoring

The method of silhouettes proceeds from the premise that the 3D location and shape of an arbitrary object can be approximated via the cross section of a series of conical volumes whose focal points are arranged at sites surrounding the object; the projection of each conical volume onto a picture plane at each focal point is identical to a projection of the outline of the object onto that picture plane. Attention is presently given to the use of the silhouettes method for gas plume dispersion monitoring through the 3D reconstruction of plumes from imagery acquired at strategically located stations in the plumes' path.

Cambridge, Vivien J.↗

Illustrating Surface Shape in Volume Data via Principal Direction-Driven 3D Line Integral Convolution

The three-dimensional shape and relative depth of a smoothly curving layered transparent surface may be communicated particularly effectively when the surface is artistically enhanced with sparsely distributed opaque detail. This paper describes how the set of principal directions and principal curvatures specified by local geometric operators can be understood to define a natural 'flow' over the surface of an object, and can be used to guide the placement of the lines of a stroke texture that seeks to represent 3D shape information in a perceptually intuitive way. The driving application for this work is the visualization of layered isovalue surfaces in volume data, where the particular identity of an individual surface is not generally known a priori and observers will typically wish to view a variety of different level surfaces from the same distribution, superimposed over underlying opaque structures. By advecting an evenly distributed set of tiny opaque particles, and the empty space between them, via 3D line integral convolution through the vector field defined by the principal directions and principal curvatures of the level surfaces passing through each gridpoint of a 3D volume, it is possible to generate a single scan-converted solid stroke texture that may intuitively represent the essential shape information of any level surface in the volume. To generate longer strokes over more highly curved areas, where the directional information is both most stable and most relevant, and to simultaneously downplay the visual impact of directional information in the flatter regions, one may dynamically redefine the length of the filter kernel according to the magnitude of the maximum principal curvature of the level surface at the point around which it is applied.

Interrante, Victoria↗

Graphics and flow visualization in computational fluid dynamics

Techniques for displaying two- and three-dimensional flowfield solutions are described. Several methods of illustrating flow structure are addressed including particle tracing, simulated oil flow, and shock finding. These are incorporated into an interactive graphics program for CFD flowfields, called PLOT3D. Emphasis is made on the difficulty in visualizing three-dimensional flow features, and the importance of color, fast 3D image manipulation, and dynamic movie play-back in displaying such flows. The need for advanced algorithms to identify shock waves, vortices, and separation lines is pointed out. It is likely that the supercomputer will be needed for this process because of the size of 3D and/or unsteady CFD databases.

Buning, P. G.↗

Robotic Vision-Based Localization in an Urban Environment

A system of electronic hardware and software, now undergoing development, automatically estimates the location of a robotic land vehicle in an urban environment using a somewhat imprecise map, which has been generated in advance from aerial imagery. This system does not utilize the Global Positioning System and does not include any odometry, inertial measurement units, or any other sensors except a stereoscopic pair of black-and-white digital video cameras mounted on the vehicle. Of course, the system also includes a computer running software that processes the video image data. The software consists mostly of three components corresponding to the three major image-data-processing functions: Visual Odometry This component automatically tracks point features in the imagery and computes the relative motion of the cameras between sequential image frames. This component incorporates a modified version of a visual-odometry algorithm originally published in 1989. The algorithm selects point features, performs multiresolution area-correlation computations to match the features in stereoscopic images, tracks the features through the sequence of images, and uses the tracking results to estimate the six-degree-of-freedom motion of the camera between consecutive stereoscopic pairs of images (see figure). Urban Feature Detection and Ranging Using the same data as those processed by the visual-odometry component, this component strives to determine the three-dimensional (3D) coordinates of vertical and horizontal lines that are likely to be parts of, or close to, the exterior surfaces of buildings. The basic sequence of processes performed by this component is the following: 1. An edge-detection algorithm is applied, yielding a set of linked lists of edge pixels, a horizontal-gradient image, and a vertical-gradient image. 2. Straight-line segments of edges are extracted from the linked lists generated in step 1. Any straight-line segments longer than an arbitrary threshold (e.g., 30 pixels) are assumed to belong to buildings or other artificial objects. 3. A gradient-filter algorithm is used to test straight-line segments longer than the threshold to determine whether they represent edges of natural or artificial objects. In somewhat oversimplified terms, the test is based on the assumption that the gradient of image intensity varies little along a segment that represents the edge of an artificial object.

Mchenry, Michael↗

Some Observations on the Current Status of Performing Finite Element Analyses

Aerospace structures are complex high-performance structures. Advances in reliable and efficient computing and modeling tools are enabling analysts to consider complex configurations, build complex finite element models, and perform analysis rapidly. Many of the early career engineers of today are very proficient in the usage of modern computers, computing engines, complex software systems, and visualization tools. These young engineers are becoming increasingly efficient in building complex 3D models of complicated aerospace components. However, the current trends demonstrate blind acceptance of the results of the finite element analysis results. This paper is aimed at raising an awareness of this situation. Examples of the common encounters are presented. To overcome the current trends, some guidelines and suggestions for analysts, senior engineers, and educators are offered.

Raju, Ivatury S.↗

GCAS Visualization Codebase Augmentation Migration to Modern Standards and Feature Enhancements

The Glenn Research Center Communication Analysis Suite (GCAS) includes many analysis tools that can be used to support a wide range of scenarios. It includes a visualization tool that implements the three.js graphics library to display a three-dimensional (3D) representation of its results. This software will enable researchers, engineers, and mission planners to interact intuitively with and understand the results of their analyses, which might not be apparent from raw data. With NASA’s efforts to return humans to the Moon as a part of the Artemis missions, the GCAS has been used extensively for lunar terrain and landing system development analysis, which is vital to ensuring mission achievability and safety. This has created the need to add several significant features to the visualization tool, such as the ability to display the terrain of the lunar surface accurately and to provide information demonstrating how a given region might impact mission objectives. Many of the changes made to the visualization tool can be separated into one of three general advancements: code restructuring to adhere to modern coding standards and practices, new user camera controls for first-person and third-person perspective views, and a terrain generation feature to enable rendering highly accurate terrains based on any celestial body’s digital elevation model (DEM) in GeoTIFF format. These improvements notably elevate the visualization tool's functionality, accuracy, and user interaction while providing a robust foundation for future development.

Visualization↗

SAVA 3: A testbed for integration and control of visual processes

The development of an experimental test-bed to investigate the integration and control of perception in a continuously operating vision system is described. The test-bed integrates a 12 axis robotic stereo camera head mounted on a mobile robot, dedicated computer boards for real-time image acquisition and processing, and a distributed system for image description. The architecture was designed to: (1) be continuously operating, (2) integrate software contributions from geographically dispersed laboratories, (3) integrate description of the environment with 2D measurements, 3D models, and recognition of objects, (4) capable of supporting diverse experiments in gaze control, visual servoing, navigation, and object surveillance, and (5) dynamically reconfiguarable.

Crowley, James L.↗

Terrain Modelling for Immersive Visualization for the Mars Exploration Rovers

Immersive environments are being used to support mission operations at the Jet Propulsion Laboratory. This technology contributed to the Mars Pathfinder Mission in planning sorties for the Sojourner rover and is being used for the Mars Exploration Rover (MER) missions. The stereo imagery captured by the rovers is used to create 3D terrain models, which can be viewed from any angle, to provide a powerful and information rich immersive visualization experience. These technologies contributed heavily to both the mission success and the phenomenal level of public outreach achieved by Mars Pathfinder and MER. This paper will review the utilization of terrain modelling for immersive environments in support of MER.

immersive environments↗

Celestial Mapping System

Celestial Mapping System (CMS) is a software platform developed by Dr. Agrawal’s team to generate virtual 3D globes for celestial bodies. Various layers are built on top of the virtual globe to provide visualization for high-resolution imagery, enable precise measurements, build analytical capabilities and broad range of functionalities to assist planetary scientists and mission planners. In her June 14th presentation, Dr. Agrawal will showcase the user interactive software platform to virtually travel the lunar terrain, place rovers and instruments on the surface of the moon and perform measurements of various geological features including permanently shadowed regions. Her team’s future goals include building interactive 3D globes for other planetary bodies such as Venus, Mars, and Titan in the solar system.

GIS system↗