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Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

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At least 235 records · Page 13

Lightweight, low compression aircraft diesel engine

The feasibility of converting a spark ignition aircraft engine to the diesel cycle was investigated. Procedures necessary for converting a single cylinder GTS10-520 are described as well as a single cylinder diesel engine test program. The modification of the engine for the hot port cooling concept is discussed. A digital computer graphics simulation of a twin engine aircraft incorporating the diesel engine and Hot Fort concept is presented showing some potential gains in aircraft performance. Sample results of the computer program used in the simulation are included.

Gaynor, T. L.↗

Results and applications of a space suit range-of-motion study

The range of motion of space suits has traditionally been described using limited 2-D mapping of limb, torso, or arm movements performed in front of an orthogonal grid. A new technique for recovering extra-vehicular (EVA) space suit range-of-motion data during underwater testing was described in a paper presented by the author at the 1988 conference. The new technique uses digitized data which is automatically acquired from video images of the subject. Three-dimensional trajectories are recovered from these data, and can be displayed using 2-D computer graphics. Results of using this technique for the current shuttle EVA suit during underwater simulated weightlessness testing are discussed. Application of the data for use in animating anthropometric computer models is highlighted.

Reinhardt, AL↗

Results and applications of a space suit range-of-motion study

The range of motion of space suits has traditionally been described using limited 2-D mapping of limb, torso, or arm movements performed in front of an orthogonal grid. A new technique for recovering extra-vehicular (EVA) space suit range-of-motion data during underwater testing was described in a paper presented by the author at the 1988 conference. The new technique uses digitized data which is automatically acquired from video images of the subject. Three-dimensional trajectories are recovered from these data, and can be displayed using 2-D computer graphics. Results of using this technique for the current shuttle EVA suit during underwater simulated weightlessness testing are discussed. Application of the data for use in animating anthropometric computer models is highlighted.

Reinhardt, AL↗

Real-Time 3D Visualization

Butler Hine, former director of the Intelligent Mechanism Group (IMG) at Ames Research Center, and five others partnered to start Fourth Planet, Inc., a visualization company that specializes in the intuitive visual representation of dynamic, real-time data over the Internet and Intranet. Over a five-year period, the then NASA researchers performed ten robotic field missions in harsh climes to mimic the end- to-end operations of automated vehicles trekking across another world under control from Earth. The core software technology for these missions was the Virtual Environment Vehicle Interface (VEVI). Fourth Planet has released VEVI4, the fourth generation of the VEVI software, and NetVision. VEVI4 is a cutting-edge computer graphics simulation and remote control applications tool. The NetVision package allows large companies to view and analyze in virtual 3D space such things as the health or performance of their computer network or locate a trouble spot on an electric power grid. Other products are forthcoming. Fourth Planet is currently part of the NASA/Ames Technology Commercialization Center, a business incubator for start-up companies.

Source record↗

Crashworthiness of light aircraft fuselage structures: A numerical and experimental investigation

The dynamic behavior of aircraft fuselage structures subject to various impact conditions was investigated. An analytical model was developed based on a self-consistent finite element (CFE) formulation utilizing shell, curved beam, and stringer type elements. Equations of motion were formulated and linearized (i.e., for small displacements), although material nonlinearity was retained to treat local plastic deformation. The equations were solved using the implicit Newmark-Beta method with a frontal solver routine. Stiffened aluminum fuselage models were also tested in free flight using the UTIAS pendulum crash test facility. Data were obtained on dynamic strains, g-loads, and transient deformations (using high speed photography in the latter case) during the impact process. Correlations between tests and predicted results are presented, together with computer graphics, based on the CFE model. These results include level and oblique angle impacts as well as the free-flight crash test. Comparisons with a hybrid, lumped mass finite element computer model demonstrate that the CFE formulation provides the test overall agreement with impact test data for comparable computing costs.

Nanyaro, A. P.↗

The recovery and utilization of space suit range-of-motion data

A technique for recovering data for the range of motion of a subject wearing a space suit is described along with the validation of this technique on an EVA space suit. Digitized data are automatically acquired from video images of the subject; three-dimensional trajectories are recovered from these data, and can be displayed using three-dimensional computer graphics. Target locations are recovered using a unique video processor and close-range photogrammetry. It is concluded that such data can be used in such applications as the animation of anthropometric computer models.

Reinhardt, AL↗

Systems simulations supporting NASA telerobotics

Two simulation and analysis environments have been developed to support telerobotics research at the Langley Research Center. One is a high-fidelity, nonreal-time, interactive model called ROBSIM, which combines user-generated models of workspace environment, robots, and loads into a working system and simulates the interaction among the system components. Models include user-specified actuator, sensor, and control parameters, as well as kinematic and dynamic characteristics. Kinematic, dynamic, and response analyses can be selected, with system configuration, task trajectories, and arm states displayed using computer graphics. The second environment is a real-time, manned Telerobotic Systems Simulation (TRSS) which uses the facilities of the Intelligent Systems Research Laboratory (ISRL). It utilizes a hierarchical structure of functionally distributed computers communicating over both parallel and high-speed serial data paths to enable studies of advanced telerobotic systems. Multiple processes perform motion planning, operator communications, forward and inverse kinematics, control/sensor fusion, and I/O processing while communicating via common memory. This paper describes both ROBSIM and TRSS, including their capability, status, and future plans. Also described is the architecture of ISRL and recent telerobotic system studies in ISRL.

Harrison, F. Wallace, Jr.↗

Systems simulations supporting NASA telerobotics

Two simulation and analysis environments have been developed to support telerobotics research at the Langley Research Center. One is a high-fidelity, nonreal-time, interactive model called ROBSIM, which combines user-generated models of workspace environment, robots, and loads into a working system and simulates the interaction among the system components. Models include user-specified actuator, sensor, and control parameters, as well as kinematic and dynamic characteristics. Kinematic, dynamic, and response analyses can be selected, with system configuration, task trajectories, and arm states displayed using computer graphics. The second environment is a real-time, manned Telerobotic Systems Simulation (TRSS) which uses the facilities of the Intelligent Systems Research Laboratory (ISRL). It utilizes a hierarchical structure of functionally distributed computers communicating over both parallel and high-speed serial data paths to enable studies of advanced telerobotic systems. Multiple processes perform motion planning, operator communications, forward and inverse kinematics, control/sensor fusion, and I/O processing while communicating via common memory. Both ROBSIM and TRSS, including their capability, status, and future plans are discussed. Also described is the architecture of ISRL and recent telerobotic system studies in ISRL.

Harrison, F. W., Jr.↗

Zero-gravity movement studies

The use of computer graphics to simulate the movement of articulated animals and mechanisms has a number of uses ranging over many fields. Human motion simulation systems can be useful in education, medicine, anatomy, physiology, and dance. In biomechanics, computer displays help to understand and analyze performance. Simulations can be used to help understand the effect of external or internal forces. Similarly, zero-gravity simulation systems should provide a means of designing and exploring the capabilities of hypothetical zero-gravity situations before actually carrying out such actions. The advantage of using a simulation of the motion is that one can experiment with variations of a maneuver before attempting to teach it to an individual. The zero-gravity motion simulation problem can be divided into two broad areas: human movement and behavior in zero-gravity, and simulation of articulated mechanisms.

Badler, N. I.↗

Interactive display of molecular models using a microcomputer system

A simple, microcomputer-based, interactive graphics display system has been developed for the presentation of perspective views of wire frame molecular models. The display system is based on a TERAK 8510a graphics computer system with a display unit consisting of microprocessor, television display and keyboard subsystems. The operating system includes a screen editor, file manager, PASCAL and BASIC compilers and command options for linking and executing programs. The graphics program, written in USCD PASCAL, involves the centering of the coordinate system, the transformation of centered model coordinates into homogeneous coordinates, the construction of a viewing transformation matrix to operate on the coordinates, clipping invisible points, perspective transformation and scaling to screen coordinates; commands available include ZOOM, ROTATE, RESET, and CHANGEVIEW. Data file structure was chosen to minimize the amount of disk storage space. Despite the inherent slowness of the system, its low cost and flexibility suggests general applicability.

Egan, J. T.↗

The three-dimensional Event-Driven Graphics Environment (3D-EDGE)

Stanford Telecom developed the Three-Dimensional Event-Driven Graphics Environment (3D-EDGE) for NASA GSFC's (GSFC) Communications Link Analysis and Simulation System (CLASS). 3D-EDGE consists of a library of object-oriented subroutines which allow engineers with little or no computer graphics experience to programmatically manipulate, render, animate, and access complex three-dimensional objects.

Freedman, Jeffrey↗

ISS Radiation Shielding and Acoustic Simulation Using an Immersive Environment

The International Space Station Environment Simulator (ISSES) is a virtual reality application that uses high-performance computing, graphics, and audio rendering to simulate the radiation and acoustic environments of the International Space Station (ISS). This CAVE application allows the user to maneuver to different locations inside or outside of the ISS and interactively compute and display the radiation dose at a point. The directional dose data is displayed as a color-mapped sphere that indicates the relative levels of radiation from all directions about the center of the sphere. The noise environment is rendered in real time over headphones or speakers and includes non-spatial background noise, such as air-handling equipment, and spatial sounds associated with specific equipment racks, such as compressors or fans. Changes can be made to equipment rack locations that produce changes in both the radiation shielding and system noise. The ISSES application allows for interactive investigation and collaborative trade studies between radiation shielding and noise for crew safety and comfort.

Verhage, Joshua E.↗

(abstract) Synthesis of Speaker Facial Movements to Match Selected Speech Sequences

We are developing a system for synthesizing image sequences the simulate the facial motion of a speaker. To perform this synthesis, we are pursuing two major areas of effort. We are developing the necessary computer graphics technology to synthesize a realistic image sequence of a person speaking selected speech sequences. Next, we are developing a model that expresses the relation between spoken phonemes and face/mouth shape. A subject is video taped speaking an arbitrary text that contains expression of the full list of desired database phonemes. The subject is video taped from the front speaking normally, recording both audio and video detail simultaneously. Using the audio track, we identify the specific video frames on the tape relating to each spoken phoneme. From this range we digitize the video frame which represents the extreme of mouth motion/shape. Thus, we construct a database of images of face/mouth shape related to spoken phonemes. A selected audio speech sequence is recorded which is the basis for synthesizing a matching video sequence; the speaker need not be the same as used for constructing the database. The audio sequence is analyzed to determine the spoken phoneme sequence and the relative timing of the enunciation of those phonemes. Synthesizing an image sequence corresponding to the spoken phoneme sequence is accomplished using a graphics technique known as morphing. Image sequence keyframes necessary for this processing are based on the spoken phoneme sequence and timing. We have been successful in synthesizing the facial motion of a native English speaker for a small set of arbitrary speech segments. Our future work will focus on advancement of the face shape/phoneme model and independent control of facial features.

graphics audio digitizing morphing enunciation pho↗

Image pattern recognition supporting interactive analysis and graphical visualization

Image Pattern Recognition attempts to infer properties of the world from image data. Such capabilities are crucial for making measurements from satellite or telescope images related to Earth and space science problems. Such measurements can be the required product itself, or the measurements can be used as input to a computer graphics system for visualization purposes. At present, the field of image pattern recognition lacks a unified scientific structure for developing and evaluating image pattern recognition applications. The overall goal of this project is to begin developing such a structure. This report summarizes results of a 3-year research effort in image pattern recognition addressing the following three principal aims: (1) to create a software foundation for the research and identify image pattern recognition problems in Earth and space science; (2) to develop image measurement operations based on Artificial Visual Systems; and (3) to develop multiscale image descriptions for use in interactive image analysis.

Coggins, James M.↗

Computational Modeling to Limit the Impact Displays and Indicator Lights Have on Habitable Volume Operational Lighting Constraints

NASA has demonstrated an interest in improving astronaut health and performance through the installment of a new lighting countermeasure on the International Space Station. The Solid State Lighting Assembly (SSLA) system is designed to positively influence astronaut health by providing a daily change to light spectrum to improve circadian entrainment. Unfortunately, existing NASA standards and requirements define ambient light level requirements for crew sleep and other tasks, yet the number of light-emitting diode (LED) indicators and displays within a habitable volume is currently uncontrolled. Because each of these light sources has its own unique spectral properties, the additive lighting environment ends up becoming something different from what was planned or researched. Restricting the use of displays and indicators is not a solution because these systems provide beneficial feedback to the crew. The research team for this grant used computer-based computational modeling and real-world lighting mockups to document the impact that light sources other than the ambient lighting system contribute to the ambient spectral lighting environment. In particular, the team was focused on understanding the impacts of long-term tasks located in front of avionics or computer displays. The team also wanted to understand options for mitigating the changes to the ambient light spectrum in the interest of maintaining the performance of a lighting countermeasure. The project utilized a variety of physical and computer-based simulations to determine direct relationships between system implementation and light spectrum. Using real-world data, computer models were built in the commercially available optics analysis software Zemax Optics Studio(c). The team also built a mockup test facility that had the same volume and configuration as one of the Zemax models. The team collected over 1200 spectral irradiance measurements, each representing a different configuration of the mockup. Analysis of the data showed a measurable impact on ambient light spectrum. This data showed that obvious design techniques exist that can be used to bind the ambient light spectrum closer to the planned spectral operating environment for the observer's eye point. The following observations should be considered when designing an operational environment that is dominated by computer displays. When more light is directed into the field of view of the observer, the greater the impact it will make on various human factors issues that depend on spectral shape and intensity. Because viewing angle has a large part to play in the amount of light flux on the crewmember's retina, beam shape, combined with light source location is an important factor for determining percent probable incident flux on the observer from any combination of light sources. Computer graphics design and display lumen output are major factors influencing the amount of spectrally intense light projected into the environment and in the viewer's direction. Use of adjustable white point display software was useful only if the predominant background color was white and if it matched the ambient light system's color. Display graphics that used a predominantly black background had the least influence on unplanned spectral energy projected into the environment. Percent reflectance makes a difference in total energy reflected back into an environment, and within certain architectural geometries, reflectance can be used to control the amount of a light spectrum that is allowed to perpetuate in the environment. Data showed that room volume and distance from significant light sources influence the total spectrum in a room. Smaller environments had a homogenizing effect on total light spectrum, whereas light from multiple sources in larger environments was less mixed. The findings indicated above should be considered when making recommendations for practice or standards for architectural systems. The ambient lighting system, surface reflectance, and display and indicator implementation all factor into the users' spectral environment. A variety of low-cost solutions exist to mitigate the impact of light from non-architectural lighting systems, and much potential for system automation and integration of display systems with the ambient environment. This team believes that proper planning can be used to avoid integration problems and also believes that human-in-the-loop evaluations, real-world test and measurement, and computer modeling can be used to determine how changes to a process, display graphics, and architecture will help maintain the planned spectral operating lighting environment.

Clark, T. A.↗

Halftoning method for the generation of motion stimuli

This paper describes a novel computer-graphic technique for the generation of a broad class of motion stimuli for vision research, which uses color table animation in conjunction with a single base image. Using this technique, contrast and temporal frequency can be varied with a negligible amount of computation, once a single-base image is produced. Since only two-bit planes are needed to display a single drifting grating, an eight-bit/pixel display can be used to generate four-component plaids, in which each component of the plaid has independently programmable contrast and temporal frequency. Because the contrast and temporal frequencies of the various components are mutually independent, a large number of two-dimensional stimulus motions can be produced from a single image file.

Mulligan, Jeffrey B.↗

User Directed Tools for Exploiting Expert Knowledge in an Immersive Segmentation and Visualization Environment

Volumetric data sets have become common in medicine and many sciences through technologies such as computed x-ray tomography (CT), magnetic resonance (MR), positron emission tomography (PET), confocal microscopy and 3D ultrasound. When presented with 2D images humans immediately and unconsciously begin a visual analysis of the scene. The viewer surveys the scene identifying significant landmarks and building an internal mental model of presented information. The identification of features is strongly influenced by the viewers expectations based upon their expert knowledge of what the image should contain. While not a conscious activity, the viewer makes a series of choices about how to interpret the scene. These choices occur in parallel with viewing the scene and effectively change the way the viewer sees the image. It is this interaction of viewing and choice which is the basis of many familiar visual illusions. This is especially important in the interpretation of medical images where it is the expert knowledge of the radiologist which interprets the image. For 3D data sets this interaction of view and choice is frustrated because choices must precede the visualization of the data set. It is not possible to visualize the data set with out making some initial choices which determine how the volume of data is presented to the eye. These choices include, view point orientation, region identification, color and opacity assignments. Further compounding the problem is the fact that these visualization choices are defined in terms of computer graphics as opposed to language of the experts knowledge. The long term goal of this project is to develop an environment where the user can interact with volumetric data sets using tools which promote the utilization of expert knowledge by incorporating visualization and choice into a tight computational loop. The tools will support activities involving the segmentation of structures, construction of surface meshes and local filtering of the data set. To conform to this environment tools should have several key attributes. First, they should be only rely on computations over a local neighborhood of the probe position. Second, they should operate iteratively over time converging towards a limit behavior. Third, they should adapt to user input modifying they operational parameters with time.

Senger, Steven O.↗

Towards exascale for wind energy simulations

We examine large-eddy-simulation modeling approaches and computational performance of two open-source computational fluid dynamics codes for the simulation of atmospheric boundary layer flows that are of direct relevance to wind energy production. The first code, NekRS, is a high-order, unstructured-grid, spectral element code. The second code, AMR-Wind, is a second-order, block-structured, finite-volume code with adaptive mesh refinement capabilities. The objective of this study is to co-develop these codes in order to improve model fidelity and performance for each. These features will be critical for running ABL-based applications such as wind farm analysis on advanced computing architectures. To this end, we investigate the performance of NekRS and AMR-Wind on the Oak Ridge Leadership Facility supercomputers Summit, using 4 to 800 nodes (24 to 4,800 NVIDIA V100 GPUs), and Crusher, the testbed for the Frontier exascale system, using 18 to 384 Graphics Compute Dies on AMD MI250X GPUs. We compare strong- and weak-scaling capabilities, linear solver performance, and time to solution. We also identify leading inhibitors to parallel scaling.

17 WIND ENERGY↗