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At least 289 records · Page 16

The Optimization of Trained and Untrained Image Classification Algorithms for Use on Large Spatial Datasets

The HARVIST project seeks to automatically provide an accurate, interactive interface to predict crop yield over the entire United States. In order to accomplish this goal, large images must be quickly and automatically classified by crop type. Current trained and untrained classification algorithms, while accurate, are highly inefficient when operating on large datasets. This project sought to develop new variants of two standard trained and untrained classification algorithms that are optimized to take advantage of the spatial nature of image data. The first algorithm, harvist-cluster, utilizes divide-and-conquer techniques to precluster an image in the hopes of increasing overall clustering speed. The second algorithm, harvistSVM, utilizes support vector machines (SVMs), a type of trained classifier. It seeks to increase classification speed by applying a "meta-SVM" to a quick (but inaccurate) SVM to approximate a slower, yet more accurate, SVM. Speedups were achieved by tuning the algorithm to quickly identify when the quick SVM was incorrect, and then reclassifying low-confidence pixels as necessary. Comparing the classification speeds of both algorithms to known baselines showed a slight speedup for large values of k (the number of clusters) for harvist-cluster, and a significant speedup for harvistSVM. Future work aims to automate the parameter tuning process required for harvistSVM, and further improve classification accuracy and speed. Additionally, this research will move documents created in Canvas into ArcGIS. The launch of the Mars Reconnaissance Orbiter (MRO) will provide a wealth of image data such as global maps of Martian weather and high resolution global images of Mars. The ability to store this new data in a georeferenced format will support future Mars missions by providing data for landing site selection and the search for water on Mars.

Kocurek, Michael J.↗

Automated Antenna Design with Evolutionary Algorithms

Current methods of designing and optimizing antennas by hand are time and labor intensive, and limit complexity. Evolutionary design techniques can overcome these limitations by searching the design space and automatically finding effective solutions. In recent years, evolutionary algorithms have shown great promise in finding practical solutions in large, poorly understood design spaces. In particular, spacecraft antenna design has proven tractable to evolutionary design techniques. Researchers have been investigating evolutionary antenna design and optimization since the early 1990s, and the field has grown in recent years as computer speed has increased and electromagnetic simulators have improved. Two requirements-compliant antennas, one for ST5 and another for TDRS-C, have been automatically designed by evolutionary algorithms. The ST5 antenna is slated to fly this year, and a TDRS-C phased array element has been fabricated and tested. Such automated evolutionary design is enabled by medium-to-high quality simulators and fast modern computers to evaluate computer-generated designs. Evolutionary algorithms automate cut-and-try engineering, substituting automated search though millions of potential designs for intelligent search by engineers through a much smaller number of designs. For evolutionary design, the engineer chooses the evolutionary technique, parameters and the basic form of the antenna, e.g., single wire for ST5 and crossed-element Yagi for TDRS-C. Evolutionary algorithms then search for optimal configurations in the space defined by the engineer. NASA's Space Technology 5 (ST5) mission will launch three small spacecraft to test innovative concepts and technologies. Advanced evolutionary algorithms were used to automatically design antennas for ST5. The combination of wide beamwidth for a circularly-polarized wave and wide impedance bandwidth made for a challenging antenna design problem. From past experience in designing wire antennas, we chose to constrain the evolutionary design to a monopole wire antenna. The results of the runs produced requirements-compliant antennas that were subsequently fabricated and tested. The evolved antenna has a number of advantages with regard to power consumption, fabrication time and complexity, and performance. Lower power requirements result from achieving high gain across a wider range of elevation angles, thus allowing a broader range of angles over which maximum data throughput can be achieved. Since the evolved antenna does not require a phasing circuit, less design and fabrication work is required. In terms of overall work, the evolved antenna required approximately three person-months to design and fabricate whereas the conventional antenna required about five. Furthermore, when the mission was modified and new orbital parameters selected, a redesign of the antenna to new requirements was required. The evolutionary system was rapidly modified and a new antenna evolved in a few weeks. The evolved antenna was shown to be compliant to the ST5 mission requirements. It has an unusual organic looking structure, one that expert antenna designers would not likely produce. This antenna has been tested, baselined and is scheduled to fly this year. In addition to the ST5 antenna, our laboratory has evolved an S-band phased array antenna element design that meets the requirements for NASA's TDRS-C communications satellite scheduled for launch early next decade. A combination of fairly broad bandwidth, high efficiency and circular polarization at high gain made for another challenging design problem. We chose to constrain the evolutionary design to a crossed-element Yagi antenna. The specification called for two types of elements, one for receive only and one for transmit/receive. We were able to evolve a single element design that meets both specifications thereby simplifying the antenna and reducing testing and integration costs. The highest performance antenna found using a getic algorithm and stochastic hill-climbing has been fabricated and tested. Laboratory results correspond well with simulation. Aerospace component design is an expensive and important step in space development. Evolutionary design can make a significant contribution wherever sufficiently fast, accurate and capable software simulators are available. We have demonstrated successful real-world design in the spacecraft antenna domain; and there is good reason to believe that these results could be replicated in other design spaces.

Hornby, Gregory S.↗

Plasmapause Equatorial Shape Determination via the Minimum L Algorithm: Description and Evaluation

The Minimum L Algorithm for determining the equatorial shape of the plasmapause using NASA IMAGE Extreme Ultraviolet (EUV) imagery is described and analyzed. The algorithm operates without human intervention given a single EUV image in which the plasmasphere silhouette boundary has been identified. For each line of sight (LOS) through pixels on the 13 plasmasphere silhouette boundary, the algorithm first finds all magnetic dipole 14 field lines intersected by the LOS and then returns as the plasmasphere s boundary the field line with the minimum L value. The analysis considers the reasonableness, applicability, and accuracy of the algorithm and contrasts it with 17 the well-known Edge Algorithm is also introduced. Application of all three algorithms to real EUV imagery is demonstrated.

Newman, Timothy S.↗

Integration of On-Line and Off-Line Diagnostic Algorithms for Aircraft Engine Health Management

This paper investigates the integration of on-line and off-line diagnostic algorithms for aircraft gas turbine engines. The on-line diagnostic algorithm is designed for in-flight fault detection. It continuously monitors engine outputs for anomalous signatures induced by faults. The off-line diagnostic algorithm is designed to track engine health degradation over the lifetime of an engine. It estimates engine health degradation periodically over the course of the engine s life. The estimate generated by the off-line algorithm is used to update the on-line algorithm. Through this integration, the on-line algorithm becomes aware of engine health degradation, and its effectiveness to detect faults can be maintained while the engine continues to degrade. The benefit of this integration is investigated in a simulation environment using a nonlinear engine model.

Kobayashi, Takahisa↗

cWINNOWER Algorithm for Finding Fuzzy DNA Motifs

The cWINNOWER algorithm detects fuzzy motifs in DNA sequences rich in protein-binding signals. A signal is defined as any short nucleotide pattern having up to d mutations differing from a motif of length l. The algorithm finds such motifs if multiple mutated copies of the motif (i.e., the signals) are present in the DNA sequence in sufficient abundance. The cWINNOWER algorithm substantially improves the sensitivity of the winnower method of Pevzner and Sze by imposing a consensus constraint, enabling it to detect much weaker signals. We studied the minimum number of detectable motifs qc as a function of sequence length N for random sequences. We found that qc increases linearly with N for a fast version of the algorithm based on counting three-member sub-cliques. Imposing consensus constraints reduces qc, by a factor of three in this case, which makes the algorithm dramatically more sensitive. Our most sensitive algorithm, which counts four-member sub-cliques, needs a minimum of only 13 signals to detect motifs in a sequence of length N = 12000 for (l,d) = (15,4).

Liang, Shoudan↗

Algorithm for Detecting a Bright Spot in an Image

An algorithm processes the pixel intensities of a digitized image to detect and locate a circular bright spot, the approximate size of which is known in advance. The algorithm is used to find images of the Sun in cameras aboard the Mars Exploration Rovers. (The images are used in estimating orientations of the Rovers relative to the direction to the Sun.) The algorithm can also be adapted to tracking of circular shaped bright targets in other diverse applications. The first step in the algorithm is to calculate a dark-current ramp a correction necessitated by the scheme that governs the readout of pixel charges in the charge-coupled-device camera in the original Mars Exploration Rover application. In this scheme, the fraction of each frame period during which dark current is accumulated in a given pixel (and, hence, the dark-current contribution to the pixel image-intensity reading) is proportional to the pixel row number. For the purpose of the algorithm, the dark-current contribution to the intensity reading from each pixel is assumed to equal the average of intensity readings from all pixels in the same row, and the factor of proportionality is estimated on the basis of this assumption. Then the product of the row number and the factor of proportionality is subtracted from the reading from each pixel to obtain a dark-current-corrected intensity reading. The next step in the algorithm is to determine the best location, within the overall image, for a window of N N pixels (where N is an odd number) large enough to contain the bright spot of interest plus a small margin. (In the original application, the overall image contains 1,024 by 1,024 pixels, the image of the Sun is about 22 pixels in diameter, and N is chosen to be 29.)

Source record↗

Experimental Performance of a Genetic Algorithm for Airborne Strategic Conflict Resolution

The Autonomous Operations Planner, a research prototype flight-deck decision support tool to enable airborne self-separation, uses a pattern-based genetic algorithm to resolve predicted conflicts between the ownship and traffic aircraft. Conflicts are resolved by modifying the active route within the ownship s flight management system according to a predefined set of maneuver pattern templates. The performance of this pattern-based genetic algorithm was evaluated in the context of batch-mode Monte Carlo simulations running over 3600 flight hours of autonomous aircraft in en-route airspace under conditions ranging from typical current traffic densities to several times that level. Encountering over 8900 conflicts during two simulation experiments, the genetic algorithm was able to resolve all but three conflicts, while maintaining a required time of arrival constraint for most aircraft. Actual elapsed running time for the algorithm was consistent with conflict resolution in real time. The paper presents details of the genetic algorithm s design, along with mathematical models of the algorithm s performance and observations regarding the effectiveness of using complimentary maneuver patterns when multiple resolutions by the same aircraft were required.

Karr, David A.↗

Guaranteeing Failsafe Operation of Extended-Scene Shack-Hartmann Wavefront Sensor Algorithm

A Shack-Hartmann sensor (SHS) is an optical instrument consisting of a lenslet array and a camera. It is widely used for wavefront sensing in optical testing and astronomical adaptive optics. The camera is placed at the focal point of the lenslet array and points at a star or any other point source. The image captured is an array of spot images. When the wavefront error at the lenslet array changes, the position of each spot measurably shifts from its original position. Determining the shifts of the spot images from their reference points shows the extent of the wavefront error. An adaptive cross-correlation (ACC) algorithm has been developed to use scenes as well as point sources for wavefront error detection. Qualifying an extended scene image is often not an easy task due to changing conditions in scene content, illumination level, background, Poisson noise, read-out noise, dark current, sampling format, and field of view. The proposed new technique based on ACC algorithm analyzes the effects of these conditions on the performance of the ACC algorithm and determines the viability of an extended scene image. If it is viable, then it can be used for error correction; if it is not, the image fails and will not be further processed. By potentially testing for a wide variety of conditions, the algorithm s accuracy can be virtually guaranteed. In a typical application, the ACC algorithm finds image shifts of more than 500 Shack-Hartmann camera sub-images relative to a reference sub -image or cell when performing one wavefront sensing iteration. In the proposed new technique, a pair of test and reference cells is selected from the same frame, preferably from two well-separated locations. The test cell is shifted by an integer number of pixels, say, for example, from m= -5 to 5 along the x-direction by choosing a different area on the same sub-image, and the shifts are estimated using the ACC algorithm. The same is done in the y-direction. If the resulting shift estimate errors are less than a pre-determined threshold (e.g., 0.03 pixel), the image is accepted. Otherwise, it is rejected.

Sidick, Erikin↗

A Local Scalable Distributed Expectation Maximization Algorithm for Large Peer-to-Peer Networks

This paper offers a local distributed algorithm for expectation maximization in large peer-to-peer environments. The algorithm can be used for a variety of well-known data mining tasks in a distributed environment such as clustering, anomaly detection, target tracking to name a few. This technology is crucial for many emerging peer-to-peer applications for bioinformatics, astronomy, social networking, sensor networks and web mining. Centralizing all or some of the data for building global models is impractical in such peer-to-peer environments because of the large number of data sources, the asynchronous nature of the peer-to-peer networks, and dynamic nature of the data/network. The distributed algorithm we have developed in this paper is provably-correct i.e. it converges to the same result compared to a similar centralized algorithm and can automatically adapt to changes to the data and the network. We show that the communication overhead of the algorithm is very low due to its local nature. This monitoring algorithm is then used as a feedback loop to sample data from the network and rebuild the model when it is outdated. We present thorough experimental results to verify our theoretical claims.

Bhaduri, Kanishka↗

An Algorithm for Obtaining the Distribution of 1-Meter Lightning Channel Segment Altitudes for Application in Lightning NOx Production Estimation

An algorithm has been developed to estimate the altitude distribution of one-meter lightning channel segments. The algorithm is required as part of a broader objective that involves improving the lightning NOx emission inventories of both regional air quality and global chemistry/climate models. The algorithm was tested and applied to VHF signals detected by the North Alabama Lightning Mapping Array (NALMA). The accuracy of the algorithm was characterized by comparing algorithm output to the plots of individual discharges whose lengths were computed by hand; VHF source amplitude thresholding and smoothing were applied to optimize results. Several thousands of lightning flashes within 120 km of the NALMA network centroid were gathered from all four seasons, and were analyzed by the algorithm. The mean, standard deviation, and median statistics were obtained for all the flashes, the ground flashes, and the cloud flashes. One-meter channel segment altitude distributions were also obtained for the different seasons.

Peterson, Harold↗

Mapped Landmark Algorithm for Precision Landing

A report discusses a computer vision algorithm for position estimation to enable precision landing during planetary descent. The Descent Image Motion Estimation System for the Mars Exploration Rovers has been used as a starting point for creating code for precision, terrain-relative navigation during planetary landing. The algorithm is designed to be general because it handles images taken at different scales and resolutions relative to the map, and can produce mapped landmark matches for any planetary terrain of sufficient texture. These matches provide a measurement of horizontal position relative to a known landing site specified on the surface map. Multiple mapped landmarks generated per image allow for automatic detection and elimination of bad matches. Attitude and position can be generated from each image; this image-based attitude measurement can be used by the onboard navigation filter to improve the attitude estimate, which will improve the position estimates. The algorithm uses normalized correlation of grayscale images, producing precise, sub-pixel images. The algorithm has been broken into two sub-algorithms: (1) FFT Map Matching (see figure), which matches a single large template by correlation in the frequency domain, and (2) Mapped Landmark Refinement, which matches many small templates by correlation in the spatial domain. Each relies on feature selection, the homography transform, and 3D image correlation. The algorithm is implemented in C++ and is rated at Technology Readiness Level (TRL) 4.

Johnson, Andrew↗

Algorithm Plans Collision-Free Path for Robotic Manipulator

An algorithm has been developed to enable a computer aboard a robot to autonomously plan the path of the manipulator arm of the robot to avoid collisions between the arm and any obstacle, which could be another part of the robot or an external object in the vicinity of the robot. In simplified terms, the algorithm generates trial path segments and tests each segment for potential collisions in an iterative process that ends when a sequence of collision-free segments reaches from the starting point to the destination. The main advantage of this algorithm, relative to prior such algorithms, is computational efficiency: the algorithm is designed to make minimal demands upon the limited computational resources available aboard a robot. This path-planning algorithm utilizes a modified version of the collision-detection method described in "Improved Collision-Detection Method for Robotic Manipulator" (NPO-30356), NASA Tech Briefs, Vol. 27, No. 3 (June 2003), page 72. The method involves utilization of mathematical models of the robot constructed prior to operation and similar models of external objects constructed automatically from sensory data acquired during operation. This method incorporates a previously developed method, known in the art as the method of oriented bounding boxes (OBBs), in which an object is represented approximately, for computational purposes, by a box that encloses its outer boundary. Because many parts of a robotic manipulator are cylindrical, the OBB method has been extended in this method to enable the approximate representation of cylindrical parts by use of octagonal or other multiple-OBB assemblies denoted oriented bounding prisms (OBPs). A multiresolution OBB/OBP representation of the robot and its manipulator arm and a multiresolution OBB representation of external objects (including terrain) are constructed and used in a process in which collisions at successively finer resolutions are detected through computational detection of overlaps between the corresponding OBB and OBP models. For computational efficiency, the process is started at the coarsest resolution and stopped as soon as possible, preferably before reaching the finest resolution. At the coarsest resolution, there is a single OBB enclosing all relevant external objects and a single OBB enclosing the entire robot. At the next finer level of resolution, the coarsest-resolution OBB is divided into two OBBs, and so forth. If no collision is detected at the coarsest resolution, then there is no need for further computation to detect collisions. If a collision is detected at the coarsest resolution, then tests for collisions are performed at the next finer level of resolution. This process is continued to successively finer resolutions until either no more collisions are detected or the finest resolution is reached.

Backes, Paul↗

Reactive Collision Avoidance Algorithm

The reactive collision avoidance (RCA) algorithm allows a spacecraft to find a fuel-optimal trajectory for avoiding an arbitrary number of colliding spacecraft in real time while accounting for acceleration limits. In addition to spacecraft, the technology can be used for vehicles that can accelerate in any direction, such as helicopters and submersibles. In contrast to existing, passive algorithms that simultaneously design trajectories for a cluster of vehicles working to achieve a common goal, RCA is implemented onboard spacecraft only when an imminent collision is detected, and then plans a collision avoidance maneuver for only that host vehicle, thus preventing a collision in an off-nominal situation for which passive algorithms cannot. An example scenario for such a situation might be when a spacecraft in the cluster is approaching another one, but enters safe mode and begins to drift. Functionally, the RCA detects colliding spacecraft, plans an evasion trajectory by solving the Evasion Trajectory Problem (ETP), and then recovers after the collision is avoided. A direct optimization approach was used to develop the algorithm so it can run in real time. In this innovation, a parameterized class of avoidance trajectories is specified, and then the optimal trajectory is found by searching over the parameters. The class of trajectories is selected as bang-off-bang as motivated by optimal control theory. That is, an avoiding spacecraft first applies full acceleration in a constant direction, then coasts, and finally applies full acceleration to stop. The parameter optimization problem can be solved offline and stored as a look-up table of values. Using a look-up table allows the algorithm to run in real time. Given a colliding spacecraft, the properties of the collision geometry serve as indices of the look-up table that gives the optimal trajectory. For multiple colliding spacecraft, the set of trajectories that avoid all spacecraft is rapidly searched on-line. The optimal avoidance trajectory is implemented as a receding-horizon model predictive control law. Therefore, at each time step, the optimal avoidance trajectory is found and the first time step of its acceleration is applied. At the next time step of the control computer, the problem is re-solved and the new first time step is again applied. This continual updating allows the RCA algorithm to adapt to a colliding spacecraft that is making erratic course changes.

Scharf, Daniel↗

Benefits Assessment of Algorithmically Combining Generic High Altitude Airspace Sectors

In today's air traffic control operations, sectors that have traffic demand below capacity are combined so that fewer controller teams are required to manage air traffic. Controllers in current operations are certified to control a group of six to eight sectors, known as an area of specialization. Sector combinations are restricted to occur within areas of specialization. Since there are few sector combination possibilities in each area of specialization, human supervisors can effectively make sector combination decisions. In the future, automation and procedures will allow any appropriately trained controller to control any of a large set of generic sectors. The primary benefit of this will be increased controller staffing flexibility. Generic sectors will also allow more options for combining sectors, making sector combination decisions difficult for human supervisors. A sector-combining algorithm can assist supervisors as they make generic sector combination decisions. A heuristic algorithm for combining under-utilized air space sectors to conserve air traffic control resources has been described and analyzed. Analysis of the algorithm and comparisons with operational sector combinations indicate that this algorithm could more efficiently utilize air traffic control resources than current sector combinations. This paper investigates the benefits of using the sector-combining algorithm proposed in previous research to combine high altitude generic airspace sectors. Simulations are conducted in which all the high altitude sectors in a center are allowed to combine, as will be possible in generic high altitude airspace. Furthermore, the algorithm is adjusted to use a version of the simplified dynamic density (SDD) workload metric that has been modified to account for workload reductions due to automatic handoffs and Automatic Dependent Surveillance Broadcast (ADS-B). This modified metric is referred to here as future simplified dynamic density (FSDD). Finally, traffic demand sets with increased air traffic demand are used in the simulations to capture the expected growth in air traffic demand by the mid-term.

Bloem, Michael↗

Algorithms for High-Speed Noninvasive Eye-Tracking System

Two image-data-processing algorithms are essential to the successful operation of a system of electronic hardware and software that noninvasively tracks the direction of a person s gaze in real time. The system was described in High-Speed Noninvasive Eye-Tracking System (NPO-30700) NASA Tech Briefs, Vol. 31, No. 8 (August 2007), page 51. To recapitulate from the cited article: Like prior commercial noninvasive eyetracking systems, this system is based on (1) illumination of an eye by a low-power infrared light-emitting diode (LED); (2) acquisition of video images of the pupil, iris, and cornea in the reflected infrared light; (3) digitization of the images; and (4) processing the digital image data to determine the direction of gaze from the centroids of the pupil and cornea in the images. Most of the prior commercial noninvasive eyetracking systems rely on standard video cameras, which operate at frame rates of about 30 Hz. Such systems are limited to slow, full-frame operation. The video camera in the present system includes a charge-coupled-device (CCD) image detector plus electronic circuitry capable of implementing an advanced control scheme that effects readout from a small region of interest (ROI), or subwindow, of the full image. Inasmuch as the image features of interest (the cornea and pupil) typically occupy a small part of the camera frame, this ROI capability can be exploited to determine the direction of gaze at a high frame rate by reading out from the ROI that contains the cornea and pupil (but not from the rest of the image) repeatedly. One of the present algorithms exploits the ROI capability. The algorithm takes horizontal row slices and takes advantage of the symmetry of the pupil and cornea circles and of the gray-scale contrasts of the pupil and cornea with respect to other parts of the eye. The algorithm determines which horizontal image slices contain the pupil and cornea, and, on each valid slice, the end coordinates of the pupil and cornea. Information from multiple slices is then combined to robustly locate the centroids of the pupil and cornea images. The other of the two present algorithms is a modified version of an older algorithm for estimating the direction of gaze from the centroids of the pupil and cornea. The modification lies in the use of the coordinates of the centroids, rather than differences between the coordinates of the centroids, in a gaze-mapping equation. The equation locates a gaze point, defined as the intersection of the gaze axis with a surface of interest, which is typically a computer display screen (see figure). The expected advantage of the modification is to make the gaze computation less dependent on some simplifying assumptions that are sometimes not accurate

Talukder, Ashit↗

Implementation on Landsat Data of a Simple Cloud Mask Algorithm Developed for MODIS Land Bands

This letter assesses the performance on Landsat-7 images of a modified version of a cloud masking algorithm originally developed for clear-sky compositing of Moderate Resolution Imaging Spectroradiometer (MODIS) images at northern mid-latitudes. While data from recent Landsat missions include measurements at thermal wavelengths, and such measurements are also planned for the next mission, thermal tests are not included in the suggested algorithm in its present form to maintain greater versatility and ease of use. To evaluate the masking algorithm we take advantage of the availability of manual (visual) cloud masks developed at USGS for the collection of Landsat scenes used here. As part of our evaluation we also include the Automated Cloud Cover Assesment (ACCA) algorithm that includes thermal tests and is used operationally by the Landsat-7 mission to provide scene cloud fractions, but no cloud masks. We show that the suggested algorithm can perform about as well as ACCA both in terms of scene cloud fraction and pixel-level cloud identification. Specifically, we find that the algorithm gives an error of 1.3% for the scene cloud fraction of 156 scenes, and a root mean square error of 7.2%, while it agrees with the manual mask for 93% of the pixels, figures very similar to those from ACCA (1.2%, 7.1%, 93.7%).

Oreopoulos, Lazaros↗

Algorithm for Rapid Searching Among Star-Catalog Entries

An algorithm searches a star catalog to identify guide stars within the field of view of a telescope or camera. The algorithm is fast: the number of computations needed to perform the search is approximately proportional to the logarithm of the number of stars in the catalog. The algorithm requires the prior organization of the star catalog into a hierarchy utilizing independent spherical coverings (see figure), such that each successively higher level contains fewer elements. In the lowest and most numerous level of the hierarchy, the elements are individual stars in the star catalog. The next higher level contains a spherical covering (a constellation of n points on a sphere that minimizes the maximum distance of any point on the sphere from the closest one of the n points), the next higher level contains a smaller spherical covering, and so forth, ending at the highest level, which contains one element representing the point of entry into the search structure. With necessary exceptions at the lowest and highest levels, each element at each level is labeled in terms of the element to which it is linked in the next higher level and the first element to which it is linked in the next lower level. Each element is also labeled in terms of (1) its coordinates on the celestial sphere and (2) the largest angular distance to any element in any lower level in the hierarchy. The elements at all levels of the hierarchy are numbered on a single list, such that the elements of each constellation at each level are numbered consecutively. The algorithm is recursive. The input required to start the algorithm comprises the coordinates of a point on the celestial sphere. Attention is then focused on individual elements of the hierarchy, starting from the topmost one, as follows: The angle between the input point and the element under consideration is calculated. If the calculated angle is larger than the sum of (1) the predetermined angle to the most distant element plus (2) the half field of view of the telescope, then no stars will be within the field of view and this recursive part of the algorithm is terminated.

Liebe, Carl Christian↗

Integrated Graphics Operations and Analysis Lab Development of Advanced Computer Graphics Algorithms

The focus of this project is to aid the IGOAL in researching and implementing algorithms for advanced computer graphics. First, this project focused on porting the current International Space Station (ISS) Xbox experience to the web. Previously, the ISS interior fly-around education and outreach experience only ran on an Xbox 360. One of the desires was to take this experience and make it into something that can be put on NASA s educational site for anyone to be able to access. The current code works in the Unity game engine which does have cross platform capability but is not 100% compatible. The tasks for an intern to complete this portion consisted of gaining familiarity with Unity and the current ISS Xbox code, porting the Xbox code to the web as is, and modifying the code to work well as a web application. In addition, a procedurally generated cloud algorithm will be developed. Currently, the clouds used in AGEA animations and the Xbox experiences are a texture map. The desire is to create a procedurally generated cloud algorithm to provide dynamically generated clouds for both AGEA animations and the Xbox experiences. This task consists of gaining familiarity with AGEA and the plug-in interface, developing the algorithm, creating an AGEA plug-in to implement the algorithm inside AGEA, and creating a Unity script to implement the algorithm for the Xbox. This portion of the project was unable to be completed in the time frame of the internship; however, the IGOAL will continue to work on it in the future.

Wheaton, Ira M.↗