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At least 73 records · Page 4

Flash LIDAR Emulator for HIL Simulation

NASA's Autonomous Landing and Hazard Avoidance Technology (ALHAT) project is building a system for detecting hazards and automatically landing controlled vehicles safely anywhere on the Moon. The Flash Light Detection And Ranging (LIDAR) sensor is used to create on-the-fly a 3D map of the unknown terrain for hazard detection. As part of the ALHAT project, a hardware-in-the-loop (HIL) simulation testbed was developed to test the data processing, guidance, and navigation algorithms in real-time to prove their feasibility for flight. Replacing the Flash LIDAR camera with an emulator in the testbed provided a cheaper, safer, more feasible way to test the algorithms in a controlled environment. This emulator must have the same hardware interfaces as the LIDAR camera, have the same performance characteristics, and produce images similar in quality to the camera. This presentation describes the issues involved and the techniques used to create a real-time flash LIDAR emulator to support HIL simulation.

Brewster, Paul F.↗

Meso-beta scale numerical simulation studies of terrain-induced jet streak mass and momentum perturbations

An in-depth analysis of observed gravity waves and their relationship to precipitation bands over the Montana mesonetwork during the 11-12 July 1981 CCOPE case study indicated two episodes of coherent waves. While geostrophic adjustment, shearing instability, and terrain were all implicated separately or in combination as possible wave generation mechanisms, the lack of upper-air data within the wave genesis region made it difficult to define the genesis processes from observations alone. The first part of this paper, 3D Numerical Modeling Studies of Terrain-Induced Mass/Momentum Perturbations, employs a mesoscale numerical model to help diagnose the intricate early wave generation mechanisms during the first observed gravity wave episode. The meso-beta scale numerical model is used to study various simulations of the role of multiple geostrophic adjustment processes in focusing a region for gravity wave genesis. The second part of this paper, Linear Theory and Theoretical Modeling, investigates the response of non-resting rotating homogeneous and continuously stratified Boussinesq models of the terrestrial atmosphere to temporally impulsive and uniformly propagating three-dimensional localized zonal momentum sources representative of midlatitude jet streaks. The methods of linear perturbation theory applied to the potential vorticity (PV) and wave field equations are used to study the geostrophic adjustment dynamics. The total zonal and meridional wind perturbations are separated into geostrophic and ageostrophic components in order to define and follow the evolution of both the primary and secondary mesocirculations accompanying midlatitude jetogenesis forced by geostrophic adjustment processes. This problem is addressed to help fill the gap in understanding the dynamics and structure of mesoscale inertia-gravity waves forced by geostrophic adjustment processes in simple two-dimensional quiescent current systems and those produced by mesoscale numerical models simulating the orographic and diabatic perturbation of three-dimensional quasi-geostrophically balanced synoptic scale jet streaks associated with complex baroclinic severe storm producing environments.

Lin, Yuh-Lang↗

3d Kinematic Passive-steering Control with Roll Compensation for Rover Trajectory Following Over Rough Terrain

Some of the most appealing areas for future planetary surface exploration lie in rough, uneven terrains, such as craters and cold traps, which are currently inaccessible by state-of-the-art robotic systems [1]. To provide modularity for access and in-situ sampling within such extreme environments, Jet Propulsion Laboratory (JPL) and California Institute of Technology have collaborated to develop the DuAxel rover system, a modular robot composed of two Axel rappelling vehicles docked to a central module into a four-wheeled configuration, suited for driving long distances due to articulated passivesteering capabilities [2]. Inspired by Carnegie Mellon’s Zoë rover [3], a 3D kinematic control strategy, leveraging a novel, DuAxel-centric model, has been developed to enable precise trajectory following over rough, flat terrain with presence of obstacles.

McGarey, Patrick↗

Joint 3D-Wind Retrievals with Stereoscopic Views from MODIS and GOES

Atmospheric motion vectors (AMVs), derived by tracking patterns, represent the winds in a layer characteristic of the pattern. AMV height (or pressure), important for applications in atmospheric research and operational meteorology, is usually assigned using observed IR brightness temperatures with a modeled atmosphere and can be inaccurate. Stereoscopic tracking provides a direct geometric height measurement of the pattern that an AMV represents. We extend our previous work with multi-angle imaging spectroradiometer (MISR) and GOES to moderate resolution imaging spectroradiometer (MODIS) and the GOES-R series advanced baseline imager (ABI). MISR is a unique satellite instrument for stereoscopy with nine angular views along track, but its images have a narrow (380 km) swath and no thermal IR channels. MODIS provides a much wider (2330 km) swath and eight thermal IR channels that pair well with all but two ABI channels, o e ring a rich set of potential applications. Given the similarities between MODIS and VIIRS, our methods should also yield similar performance with VIIRS. Our methods, as enabled by advanced sensors like MODIS and ABI, require high-accuracy geographic registration in both systems but no synchronization of observations. AMVs are retrieved jointly with their heights from the disparities between triplets of ABI scenes and the paired MODIS granule. We validate our retrievals against MISR-GOES retrievals, operational GOES wind products, and by tracking clear-sky terrain. We demonstrate that the 3D-wind algorithm can produce high-quality AMV and height measurements for applications from the planetary boundary layer (PBL) to the upper troposphere, including cold-air outbreaks, wildfire smoke plumes, and hurricanes.

Carr, James L.↗

Latest Progress and Results in LEO-GEO and GEO-GEO Stereo AMVs

Atmospheric motion vectors (AMVs), derived by tracking patterns, represent the winds in a layer characteristic of the pattern. AMV height (or pressure), important for applications in atmospheric research and operational meteorology, is usually assigned using observed IR brightness temperatures with a modeled atmosphere and can be inaccurate. Stereoscopic tracking provides a direct geometric height measurement of the pattern that an AMV represents. We extend our previous work with multi-angle imaging spectro–radiometer (MISR) and GOES to moderate resolution imaging spectroradiometer (MODIS) and the GOES-R series advanced baseline imager (ABI). MISR is a unique satellite instrument for stereoscopy with nine angular views along track, but its images have a narrow (380 km) swath and no thermal IR channels. MODIS provides a much wider (2330 km) swath and eight thermal IR channels that pair well with all but two ABI channels, offering a rich set of potential applications. Given the similarities between MODIS and VIIRS, our methods should also yield similar performance with VIIRS. Our methods, as enabled by advanced sensors like MODIS and ABI, require high-accuracy geographic registration in both systems but no synchronization of observations. AMVs are retrieved jointly with their heights from the disparities between triplets of ABI scenes and the paired MODIS granule. We validate our retrievals against MISR-GOES retrievals, operational GOES wind products, and by tracking clear-sky terrain. We demonstrate that the 3D-wind algorithm can produce high-quality AMV and height measurements for applications from the planetary boundary layer (PBL) to the upper troposphere, including cold-air outbreaks, wildfire smoke plumes, and hurricanes.

Atmospheric motion vectors↗

84 South Project Description with Initial Validation Report

The 84 South Project attempts to process Lunar Reconnaissance Orbiter (LRO) DEM data to provide manageable polygonal terrain models of the 84 and 87 South Latitude of the Moon in OBJ formatted models of the South Pole cap along with the 13 Artemis landing regions at manageable resolutions and file sizes. The 84 South Project is a set of 3D polygonal models that represent the 84 latitude South Pole Cap of the Moon at 100 meter per pixel (mpp), and Artemis Landing Regions at 5 mpp. These models were created from publicly available Digital Elevation Map (DEM) data available at https://pgda.gsfc.nasa.gov/products/78.

Moon↗

Simulation of automatic rotorcraft nap-of-the-earth flight in graphics workstation environment

This paper describes a three-dimensional (3D) helicopter flight simulation system. The simulation is designed to be a readily available tool for concept verification and tuning of automatic obstacle-avoidance guidance algorithms. The system has been implemented on networked workstations capable of interactive 3D graphics simulation. The simulation uses realistic terrain and obstacle models. The dynamics of the rotorcraft and the functional capabilities of the range sensors are simulated to provide all the components required to evaluate the guidance function. Standard graphics hardware available on the workstation is utilized to accelerate the range-data calculations for sensor simulation at the guidance rate. An example is given to demonstrate the performance of the obstacle-avoidance capability.

Lam, T.↗

Interactive 3D Mars Visualization

The Interactive 3D Mars Visualization system provides high-performance, immersive visualization of satellite and surface vehicle imagery of Mars. The software can be used in mission operations to provide the most accurate position information for the Mars rovers to date. When integrated into the mission data pipeline, this system allows mission planners to view the location of the rover on Mars to 0.01-meter accuracy with respect to satellite imagery, with dynamic updates to incorporate the latest position information. Given this information so early in the planning process, rover drivers are able to plan more accurate drive activities for the rover than ever before, increasing the execution of science activities significantly. Scientifically, this 3D mapping information puts all of the science analyses to date into geologic context on a daily basis instead of weeks or months, as was the norm prior to this contribution. This allows the science planners to judge the efficacy of their previously executed science observations much more efficiently, and achieve greater science return as a result. The Interactive 3D Mars surface view is a Mars terrain browsing software interface that encompasses the entire region of exploration for a Mars surface exploration mission. The view is interactive, allowing the user to pan in any direction by clicking and dragging, or to zoom in or out by scrolling the mouse or touchpad. This set currently includes tools for selecting a point of interest, and a ruler tool for displaying the distance between and positions of two points of interest. The mapping information can be harvested and shared through ubiquitous online mapping tools like Google Mars, NASA WorldWind, and Worldwide Telescope.

Powell, Mark W.↗

NASA VERVE: Interactive 3D Visualization Within Eclipse

At NASA, we develop myriad Eclipse RCP applications to provide situational awareness for remote systems. The Intelligent Robotics Group at NASA Ames Research Center has developed VERVE - a high-performance, robot user interface that provides scientists, robot operators, and mission planners with powerful, interactive 3D displays of remote environments.VERVE includes a 3D Eclipse view with an embedded Java Ardor3D scenario, including SWT and mouse controls which interact with the Ardor3D camera and objects in the scene. VERVE also includes Eclipse views for exploring and editing objects in the Ardor3D scene graph, and a HUD (Heads Up Display) framework allows Growl-style notifications and other textual information to be overlayed onto the 3D scene. We use VERVE to listen to telemetry from robots and display the robots and associated scientific data along the terrain they are exploring; VERVE can be used for any interactive 3D display of data.VERVE is now open source. VERVE derives from the prior Viz system, which was developed for Mars Polar Lander (2001) and used for the Mars Exploration Rover (2003) and the Phoenix Lander (2008). It has been used for ongoing research with IRG's K10 and KRex rovers in various locations. VERVE was used on the International Space Station during two experiments in 2013 - Surface Telerobotics, in which astronauts controlled robots on Earth from the ISS, and SPHERES, where astronauts control a free flying robot on board the ISS.We will show in detail how to code with VERVE, how to interact between SWT controls to the Ardor3D scenario, and share example code.

3D Visualization↗

High Accuracy 3D Processing of Satellite Imagery

Automatic DSM/DTM generation reproduces not only general features, but also detailed features of the terrain relief. Height accuracy of around 1 pixel in cooperative terrain. RMSE values of 1.3-1.5 m (1.0-2.0 pixels) for IKONOS and RMSE values of 2.9-4.6 m (0.5-1.0 pixels) for SPOT5 HRS. For 3D city modeling, the manual and semi-automatic feature extraction capability of SAT-PP provides a good basis. The tools of SAT-PP allowed the stereo-measurements of points on the roofs in order to generate a 3D city model with CCM The results show that building models with main roof structures can be successfully extracted by HRSI. As expected, with Quickbird more details are visible.

Gruen, A.↗

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↗

Emergency Response Virtual Environment for Safe Schools

An intelligent emergency response virtual environment (ERVE) that provides emergency first responders, response planners, and managers with situational awareness as well as training and support for safe schools is presented. ERVE incorporates an intelligent agent facility for guiding and assisting the user in the context of the emergency response operations. Response information folders capture key information about the school. The system enables interactive 3D visualization of schools and academic campuses, including the terrain and the buildings' exteriors and interiors in an easy to use Web..based interface. ERVE incorporates live camera and sensors feeds and can be integrated with other simulations such as chemical plume simulation. The system is integrated with a Geographical Information System (GIS) to enable situational awareness of emergency events and assessment of their effect on schools in a geographic area. ERVE can also be integrated with emergency text messaging notification systems. Using ERVE, it is now possible to address safe schools' emergency management needs with a scaleable, seamlessly integrated and fully interactive intelligent and visually compelling solution.

Wasfy, Ayman↗

Development of Level of Detail System and First-Person Camera for the GCAS Visualization Suite

The use of data-driven simulations has become standard practice as part of planning for future space missions. These simulations allow visualizing the data interactively to show what the data represents, as well as the importance of the data in the context of the mission. Using this visualized data can enhance users’ understanding of it and accelerate analysis efforts related to missions planned around it. Three-dimensional (3D) visualization software was developed to allow creating 3D representations of various communication systems, as well as the physical terrain of the Moon, for upcoming missions. The goal of this software development effort was to create interactive visualization capabilities in the Glenn Research Center Communication Analysis Suite (GCAS) using data exported from MATLAB® (MathWorks, Inc.) scripts. This software had the functionality to visualize the line of sight and dynamic link margins of the communication satellites orbiting the Earth and the Moon. One important addition to this was the visualization of the terrain data located within the GeoTIFF files, which were produced in an effort to understand the Moon’s terrain. Proper displacement values of this data have to be visualized to showcase where craters are located and how the shadow casting works with said craters at different points of the day, as well as analysis of possible landing sites for future lunar expeditions. The graphics library coded in JavaScript, three.js, had been previously selected for developing this visualization software. The software was revised to conform to modern standards, then further developed to convert the MATLAB® data into JavaScript 3D objects and Blender GL Transmission Format Binary file (GLB) objects, which were to be imported into the scene. In the process, a variety of other testing projects were created to be combined with this project at a later point; these included the first-person camera movements around spherical objects to portray human movement around the Moon, GeoTIFF loading methods, data transfer methods for incorporating the elevation data into the scene, and level of detail (LOD) capabilities to decrease memory usage and rendering time.

Visualization↗

STRIPE: Remote Driving Using Limited Image Data

Driving a vehicle, either directly or remotely, is an inherently visual task. When heavy fog limits visibility, we reduce our car's speed to a slow crawl, even along very familiar roads. In teleoperation systems, an operator's view is limited to images provided by one or more cameras mounted on the remote vehicle. Traditional methods of vehicle teleoperation require that a real time stream of images is transmitted from the vehicle camera to the operator control station, and the operator steers the vehicle accordingly. For this type of teleoperation, the transmission link between the vehicle and operator workstation must be very high bandwidth (because of the high volume of images required) and very low latency (because delayed images can cause operators to steer incorrectly). In many situations, such a high-bandwidth, low-latency communication link is unavailable or even technically impossible to provide. Supervised TeleRobotics using Incremental Polyhedral Earth geometry, or STRIPE, is a teleoperation system for a robot vehicle that allows a human operator to accurately control the remote vehicle across very low bandwidth communication links, and communication links with large delays. In STRIPE, a single image from a camera mounted on the vehicle is transmitted to the operator workstation. The operator uses a mouse to pick a series of 'waypoints' in the image that define a path that the vehicle should follow. These 2D waypoints are then transmitted back to the vehicle, where they are used to compute the appropriate steering commands while the next image is being transmitted. STRIPE requires no advance knowledge of the terrain to be traversed, and can be used by novice operators with only minimal training. STRIPE is a unique combination of computer and human control. The computer must determine the 3D world path designated by the 2D waypoints and then accurately control the vehicle over rugged terrain. The human issues involve accurate path selection, and the prevention of disorientation, a common problem across all types of teleoperation systems. STRIPE is the only semi-autonomous teleoperation system that can accurately follow paths designated in monocular images on varying terrain. The thesis describes the STRIPE algorithm for tracking points using the incremental geometry model, insight into the design and redesign of the interface, an analysis of the effects of potential errors, details of the user studies, and hints on how to improve both the algorithm and interface for future designs.

REMOTE CONTROL↗

Wargaming in Both Rectilinear and Hexagonal Spaces

There are two main approaches to managing wargame entity interactions (movement, line of sight, area of effect, etc) freespace and gridded In the freespace approach, the units exist as entities in a continuous volume of (usually) Cartesian 3D space. They move in any direction (based on interaction with "terrain" that occupies the same space) and interact with each other based on references and displacements from their position in that space. In the gridded approach, space is broken up into (usually regular) shaped pieces. Units are considered to occupy the entire volume of one of these pieces, movement, line of sight, and other interactions are based on the relationships among the spaces rather than the absolute positions of the units themselves. Both approaches have advantages and drawbacks. The general issue that this discussion has addressed is that there is no "perfect" approach to implementing a wargaming battlespace. Each of them (and this extends to others not discussed) has different sets of advantages and disadvantages. Nothing will change that basic nature of the various approaches, nor would it be desirable to do so. Along with the advantages, the challenges define the feel of the game and focus the thinking of the players on certain aspects and away from others. The proposed approach to combining square and hexagonal approaches, which we will call the rhombus interface, leverages rhombuses constructed from equilateral triangles into which the hexagon can be decomposed to bridge the gap between the approaches, maintain relative consistency between the two as much as possible, and provide most of the feel of the hexagonal approach.

Hoover, Alex↗

Celestial Mapping System and Digital Lunar Library Initiative

We are preparing to create an interactive, global 3D lunar environment with integrated dataset and AI/ML tools to provide unique value to mission planners, scientists and the entire lunar community. This lunar environment will be based on NASA Ames Celestial Mapping System (CMS) [1] and Digital Lunar Library (DLL) Initiative. CMS provides a 3D virtual Lunar Globe with extensive user friendly tool sets, that include high resolution terrain visualization, elevation profiles, measurement kits, slope analysis, path optimization, line of sight analysis, equipment planning and placement tools and many other functionalities [1]. It has a thick client with less overhead to access hardware resources. This allows features such as terrain profiling and distance calculations to be performed on the client and on the fly. The application is developed to provide situational and domain awareness on the Lunar surface, planning capabilities for equipment placements and traverse path optimization. As data becomes available, CMS has the capabilities to integrate data sets that change dynamically in real-time, which will be useful for monitoring satellites and remotely-sensed data on the Lunar surface. CMS supports importing synthetic features in a variety of 3D, 2D, vector and raster formats. In the future, these capabilities will be enhanced by incorporating AI/ML tools and a plug-in architecture to enable customization by the user groups. With the help of DLL we will be able to : 1) Amplify the value of lunar information with AI-powered data enhancements 2) Acquire and integrate lunar data with AI-assisted georectification and homogenization 3) Analyze lunar data with advanced 3D visualization, intelligent search-by-example 4) Apply lunar data insights to specific use cases with an open plug-in architecture. The CMS-DLL initiative will have several potential use cases for NASA and the lunar community in general, including subsurface lava tube visualization and analysis, soil analysis, in-situ lunar resource visualization and representation on 3D globe, and data analytics for utilization. REFERENCES: [1] https://celestial.arc.nasa.gov/

3D Globe↗

Preventing Camera Clipping Through Varied Terrain and Other Planetary Objects

Within the scope of computer visualization systems and technologies, camera objects allow users to navigate three-dimensional (3D) scenes much like a person would navigate the real world. As such, when one seeks to model a scene or environment based on real-world laws, the camera must often follow these same conventions. Accomplishing this in the world of computer renderings presents unique challenges for defining space, spatial relations, depth, distance, and height. Therefore, movement for a camera must be specifically designated and processed by the program in order to achieve accurate movement representations. Although this thought process involves each aspect of camera movement, one specific aspect of camera movement is the primary focus of this report: ensuring that the camera does not clip through an object and appear subsurface. This is important to mimic real-world movements because people in the real world would not go beneath the solid-surface terrain unless they intended to do so. By working with numerical definitions, equations, and variables, a computer can relate an object to its existence in space. Thus, such challenges in camera movements with computationally rendered 3D spaces can be mitigated.

Kristie O'Brien↗