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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 271 records · Page 15

Accuracy Enhancement of Nuclear Power Plant Simulators Utilizing High Accuracy Simulation Predictions

More recently, reactor core simulators for core designs associated with commercial nuclear power plants that utilize what is believed to be higher fidelity models have been developed. Features such as neutronics models that utilize transport equation solvers with fine spatial meshes and many energy-groups, thermal-hydraulic models that utilize sub-channel solvers with fine spatial mesh and capable of treating a wide range of fluid conditions, and fuel-coolant chemistry interaction models capable of treating CRUD deposition are to be found in these higher fidelity core simulators. These reactor core simulators require access to higher performance computers, characterized by many processors, cores and large memory. So associated with utilization of these simulators is access to high performance computers and ability to accommodate in one’s workflow longer execution times. By contrast, currently used core simulators by the nuclear industry can execute on engineering workstations and have execution times of seconds to minutes. The desirability for having short execution times is not only desired for support of time critical tasks but supports the mental process of decision making by engineers. The goal of the work reported upon here has the objective of retaining the fidelity of higher fidelity models while retaining the ability to utilize engineering workstations. Beyond the core simulator goal, additional goals of this work include incorporating the just described core simulator capability into a Nuclear Steam Supply System (NSSS) simulator, and to incorporate the resulting capability into an environment supportive of design and operational decision making associated with nuclear power stations. The model selected for the core neutronics model is the NESTLE code, for the core thermal-hydraulic model is the CTF code utilizing coarse mesh, and for the NSSS model is the RELAP5-3D code. WSC’s proprietary 3KEYMASTERTM platform is being used to provide software coupling, user interface, visualization, and reporting. The NESTLE core neutronics simulator was first integrated with the CTF core thermal-hydraulic simulator using CTF developed communication commands which are also used for CTF to communicate with RELAP5-3D under WSC’s proprietary 3KEYMASTERTM platform. To assure NESTLE prediction consistency with higher fidelity core neutronic simulators, buffer codes have been created to automatically generate from output files written by the VERA core simulator the NESTLE nodal neutronic parameter’ library, geometry, and pin-power reconstruction input files, thereby avoiding a number of challenges associated with utilizing lattice physics codes and providing consistency with VERA predictions. To treat absorber rod effects a multi-set library is utilized, where a set refers to a specific absorber rod fully inserted pattern. A coarse spatial mesh CTF model was developed with features added that support using CTF as envisioned in the engineering quality simulator. A hybrid meshing approach was implemented to allow for automated construction of models with mixed levels of refinement. Specifically, a core model could resolve some assemblies at a nodal level (4 subchannels per assembly) and others at a pin-resolution (one subchannel per coolant subchannel in the assembly). The intention is that this will allow for better resolution of limiting conditions such as DNBR and PCT, which are based on local rod and subchannel conditions. Further development was done of features that enhance the capabilities for the envisioned engineering quality simulator that has been developed, but now for RELAP-3D. The RELAP5-3D code development includes ability to model more than 999 components and the addition of the cross-channels turbulence mixing model and the void drift model that are implemented in CTF, aiming to achieve closer prediction agreement of the two codes for transient simulations, specifically, more accurate matches of the overall mass, momentum, and energy exchanges of both the liquid and gas phases between the neighboring core assemblies. Graphics were also developed for the Instructor Station for this project under WSC’s proprietary 3KEYMASTERTM platform to facilitate design and operational decision making.

42 ENGINEERING↗

A Review and Outlook on Experimental Advances and Innovations in Geological CO 2 Storage: Insights from Depleted Gas Reservoirs and Saline Aquifers

Geological storage of carbon dioxide (CO 2 ) in depleted gas reservoirs and deep saline aquifers is a key part of global decarbonization efforts. As carbon capture and storage advances toward commercial-scale deployment, the credibility and scalability of laboratory experiments are increasingly vital for guiding safe and effective field implementation. This review offers a comprehensive, cross-scale evaluation of experimental methodologies, including core flooding, high-pressure, high-temperature systems, microfluidic visualization, and emerging systems such as multilayer commingled/compartmentalized core flooding, 3D-printed micromodels, and AI-powered digital twins. These innovations are demonstrated to enhance representativeness, reproducibility, and real-time insight, thereby addressing the limitations of conventional workflows. A critical analysis of methodological gaps, such as inconsistent pressure–temperature conditions, oversimplified brine chemistry, and a lack of standardization, reveals experimental sources of scale translation errors and performance uncertainty. By comparing the unique challenges of depleted gas reservoirs (such as low water saturation and legacy well leakage) to those of saline aquifers (including pressure buildup and caprock integrity), this review identifies formation-specific priorities for experimental design. Novel contributions include a synthesis of best practices, integration strategies for model calibration, and recommendations for standardizing core handling, saturation procedures, and reporting protocols. Furthermore, this work serves as a guide for developing robust, field-relevant experimental strategies that can increase the deployment and regulatory acceptance of CO 2 storage technologies at scale.

58 GEOSCIENCES↗

Muon Detector Visualization in Unreal Engine

This presentation will describe recent efforts to visualize muon collider detector geometries and col- lision events with modern 3D game development tools, particularly Unreal Engine 5. The workflow from HEP-specific tools to industry standard formats will be described, and an interactive demo will be available.

Lee, Lawrence↗

WM26 Paper Multi-Robot Collaboration for Hazardous Environments

Hazardous nuclear and industrial facilities are rarely designed for robots. Work in these domains demand precise manipulation and robust mobility in cluttered, constrained spaces where off-the-shelf platforms struggle and “one-size-fits-all” machines become costly and complex. Idaho National Laboratory (INL) is developing an autonomous, multi-robot inspection system that coordinates task-specific platforms rather than relying on a single omni-tool robot. An electric truck serves as a power and compute hub for a custom manipulator co-developed with Florida International University (FIU), a commercial mini crawler, a pan–tilt–zoom camera, and a Nexxis Argus LiDAR mapping system. Working in concert, these robots generate spatial, radiation, and temperature maps of the pit environments at the Hanford Waste Tank Farms. These systems will capture visual records and environmental telemetry to allow for analysis post inspection. The system architecture uses Robot Operating System 2 (ROS 2) for publish/subscribe integration, NVIDIA Isaac Sim and Unity for simulation and visualization, and algorithms such as NVBlox to fuse data into unified 3D overlays. This robot-agnostic approach reduces operator burden by enabling autonomy across heterogeneous platforms and lets each robot be used where it is strongest. Having autonomous functions means operators don’t have to fully control multiple different components. The ease of use could allow for more widespread adoption of advanced robotics at waste management sites that see continued use. By coordinating simpler, purpose-built mechanisms, the approach lowers design and manufacturing complexity, reduces capital risk in contaminated settings, and improves controllability for complex inspection and manipulation tasks. We present the architecture, early results, and lessons learned from building and deploying this coordinated multi-robot system, with the goal of accelerating safe, cost-effective adoption of advanced robotics at waste-management sites.

42 - ENGINEERING↗

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↗

STORM Super-Resolution Visualization of Self-Assembled γPFD Chaperone Ultrastructures in Methanocaldococcus jannaschii

Gamma-prefoldin (γPFD), a unique chaperone found in the extremely thermophilic methanogen Methanocaldococcus jannaschii, self-assembles into filaments in vitro, which so far have been observed using transmission electron microscopy and cryo-electron microscopy. Utilizing three-dimensional stochastic optical reconstruction microscopy (3D-STORM), here we achieve ~20 nm resolution by precisely locating individual fluorescent molecules, hence resolving γPFD ultrastructure both in vitro and in vivo. Through CF647 NHS ester labeling, we first demonstrate the accurate visualization of filaments and bundles with purified γPFD. Next, by implementing immunofluorescence labeling after creating a 3xFLAG-tagged γPFD strain, we successfully visualize γPFD in M. jannaschii cells. Through 3D-STORM and two-color STORM imaging with DNA, we show the widespread distribution of filamentous γPFD structures within the cell. These findings provide valuable insights into the structure and localization of γPFD, opening up possibilities for studying intriguing nanoscale components not only in archaea but also in other microorganisms.

37 INORGANIC, ORGANIC, PHYSICAL, AND ANALYTICAL CH↗

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↗

High-Fidelity Roadway Modeling and Simulation

Roads are an essential feature in our daily lives. With the advances in computing technologies, 2D and 3D road models are employed in many applications, such as computer games and virtual environments. Traditional road models were generated by professional artists manually using modeling software tools such as Maya and 3ds Max. This approach requires both highly specialized and sophisticated skills and massive manual labor. Automatic road generation based on procedural modeling can create road models using specially designed computer algorithms or procedures, reducing the tedious manual editing needed for road modeling dramatically. But most existing procedural modeling methods for road generation put emphasis on the visual effects of the generated roads, not the geometrical and architectural fidelity. This limitation seriously restricts the applicability of the generated road models. To address this problem, this paper proposes a high-fidelity roadway generation method that takes into account road design principles practiced by civil engineering professionals, and as a result, the generated roads can support not only general applications such as games and simulations in which roads are used as 3D assets, but also demanding civil engineering applications, which requires accurate geometrical models of roads. The inputs to the proposed method include road specifications, civil engineering road design rules, terrain information, and surrounding environment. Then the proposed method generates in real time 3D roads that have both high visual and geometrical fidelities. This paper discusses in details the procedures that convert 2D roads specified in shape files into 3D roads and civil engineering road design principles. The proposed method can be used in many applications that have stringent requirements on high precision 3D models, such as driving simulations and road design prototyping. Preliminary results demonstrate the effectiveness of the proposed method.

Wang, Jie↗