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At least 91 records · Page 5

Ionospheric Simulation System for Satellite Observations and Global Assimilative Modeling Experiments (ISOGAME)

ISOGAME is designed and developed to assess quantitatively the impact of new observation systems on the capability of imaging and modeling the ionosphere. With ISOGAME, one can perform observation system simulation experiments (OSSEs). A typical OSSE using ISOGAME would involve: (1) simulating various ionospheric conditions on global scales; (2) simulating ionospheric measurements made from a constellation of low-Earth-orbiters (LEOs), particularly Global Navigation Satellite System (GNSS) radio occultation data, and from ground-based global GNSS networks; (3) conducting ionospheric data assimilation experiments with the Global Assimilative Ionospheric Model (GAIM); and (4) analyzing modeling results with visualization tools. ISOGAME can provide quantitative assessment of the accuracy of assimilative modeling with the interested observation system. Other observation systems besides those based on GNSS are also possible to analyze. The system is composed of a suite of software that combines the GAIM, including a 4D first-principles ionospheric model and data assimilation modules, an Internal Reference Ionosphere (IRI) model that has been developed by international ionospheric research communities, observation simulator, visualization software, and orbit design, simulation, and optimization software. The core GAIM model used in ISOGAME is based on the GAIM++ code (written in C++) that includes a new high-fidelity geomagnetic field representation (multi-dipole). New visualization tools and analysis algorithms for the OSSEs are now part of ISOGAME.

Pi, Xiaoqing↗

Assessing Performance of Radar and Visual Sensing Techniques for Ground-To-Air Surveillance in Advanced Air Mobility

The safe integration of Unmanned Aircraft Vehicles (UAV) within the civil airspace is of great interest to NASA’s Advanced Air Mobility project, which envisions high density of operations in and around urban areas that include both UAV and AAM aircraft. To enable safe autonomous operations of both platforms, reliable airspace surveillance strategies must be designed and experimentally validated in relevant scenarios, where multiple small UAV operate flying in low altitude conditions. An example of such a scenario is described in this paper which provides performance assessment of various sensing strategies experimentally tested during flight campaigns with four UAV completing simultaneous missions from vertiports. Such campaigns are performed by the High Density Vertiplex subproject which assesses a prototype of Urban Air Mobility ecosystem. For the purposes of this work, the flights are observed from multiple sensing nodes each with radar and camera sensors. The visual detection and tracking algorithms achieved 96.1% to 99.9% average tracking coverage of the UAV above the horizon, reaching detection ranges larger than 1 kilometer for octocopter. Radar-based tracking shows a lower coverage mainly due to ground clutter removal challenges but provides comparable detection ranges and meter-level range accuracy.

Federica Vitiello↗

Developer Tools for Evaluating Multi-Objective Algorithms

Multi-objective algorithms for scheduling offer many advantages over the more conventional single objective approach. By keeping user objectives separate instead of combined, more information is available to the end user to make trade-offs between competing objectives. Unlike single objective algorithms, which produce a single solution, multi-objective algorithms produce a set of solutions, called a Pareto surface, where no solution is strictly dominated by another solution for all objectives. From the end-user perspective a Pareto-surface provides a tool for reasoning about trade-offs between competing objectives. From the perspective of a software developer multi-objective algorithms provide an additional challenge. How can you tell if one multi-objective algorithm is better than another? This paper presents formal and visual tools for evaluating multi-objective algorithms and shows how the developer process of selecting an algorithm parallels the end-user process of selecting a solution for execution out of the Pareto-Surface.

multi-objective optimization↗

Motion Cueing Algorithm Development: Piloted Performance Testing of the Cueing Algorithms

The relative effectiveness in simulating aircraft maneuvers with both current and newly developed motion cueing algorithms was assessed with an eleven-subject piloted performance evaluation conducted on the NASA Langley Visual Motion Simulator (VMS). In addition to the current NASA adaptive algorithm, two new cueing algorithms were evaluated: the optimal algorithm and the nonlinear algorithm. The test maneuvers included a straight-in approach with a rotating wind vector, an offset approach with severe turbulence and an on/off lateral gust that occurs as the aircraft approaches the runway threshold, and a takeoff both with and without engine failure after liftoff. The maneuvers were executed with each cueing algorithm with added visual display delay conditions ranging from zero to 200 msec. Two methods, the quasi-objective NASA Task Load Index (TLX), and power spectral density analysis of pilot control, were used to assess pilot workload. Piloted performance parameters for the approach maneuvers, the vertical velocity upon touchdown and the runway touchdown position, were also analyzed but did not show any noticeable difference among the cueing algorithms. TLX analysis reveals, in most cases, less workload and variation among pilots with the nonlinear algorithm. Control input analysis shows pilot-induced oscillations on a straight-in approach were less prevalent compared to the optimal algorithm. The augmented turbulence cues increased workload on an offset approach that the pilots deemed more realistic compared to the NASA adaptive algorithm. The takeoff with engine failure showed the least roll activity for the nonlinear algorithm, with the least rudder pedal activity for the optimal algorithm.

Houck, Jacob A.↗

Portability and Cross-Platform Performance of an MPI-Based Parallel Polygon Renderer

Visualizing the results of computations performed on large-scale parallel computers is a challenging problem, due to the size of the datasets involved. One approach is to perform the visualization and graphics operations in place, exploiting the available parallelism to obtain the necessary rendering performance. Over the past several years, we have been developing algorithms and software to support visualization applications on NASA's parallel supercomputers. Our results have been incorporated into a parallel polygon rendering system called PGL. PGL was initially developed on tightly-coupled distributed-memory message-passing systems, including Intel's iPSC/860 and Paragon, and IBM's SP2. Over the past year, we have ported it to a variety of additional platforms, including the HP Exemplar, SGI Origin2OOO, Cray T3E, and clusters of Sun workstations. In implementing PGL, we have had two primary goals: cross-platform portability and high performance. Portability is important because (1) our manpower resources are limited, making it difficult to develop and maintain multiple versions of the code, and (2) NASA's complement of parallel computing platforms is diverse and subject to frequent change. Performance is important in delivering adequate rendering rates for complex scenes and ensuring that parallel computing resources are used effectively. Unfortunately, these two goals are often at odds. In this paper we report on our experiences with portability and performance of the PGL polygon renderer across a range of parallel computing platforms.

Crockett, Thomas W.↗

Out-of-Core Streamline Visualization on Large Unstructured Meshes

It's advantageous for computational scientists to have the capability to perform interactive visualization on their desktop workstations. For data on large unstructured meshes, this capability is not generally available. In particular, particle tracing on unstructured grids can result in a high percentage of non-contiguous memory accesses and therefore may perform very poorly with virtual memory paging schemes. The alternative of visualizing a lower resolution of the data degrades the original high-resolution calculations. This paper presents an out-of-core approach for interactive streamline construction on large unstructured tetrahedral meshes containing millions of elements. The out-of-core algorithm uses an octree to partition and restructure the raw data into subsets stored into disk files for fast data retrieval. A memory management policy tailored to the streamline calculations is used such that during the streamline construction only a very small amount of data are brought into the main memory on demand. By carefully scheduling computation and data fetching, the overhead of reading data from the disk is significantly reduced and good memory performance results. This out-of-core algorithm makes possible interactive streamline visualization of large unstructured-grid data sets on a single mid-range workstation with relatively low main-memory capacity: 5-20 megabytes. Our test results also show that this approach is much more efficient than relying on virtual memory and operating system's paging algorithms.

Ueng, Shyh-Kuang↗

Reliable fusion of control and sensing in intelligent machines

Although robotics research has produced a wealth of sophisticated control and sensing algorithms, very little research has been aimed at reliably combining these control and sensing strategies so that a specific task can be executed. To improve the reliability of robotic systems, analytic techniques are developed for calculating the probability that a particular combination of control and sensing algorithms will satisfy the required specifications. The probability can then be used to assess the reliability of the design. An entropy formulation is first used to quickly eliminate designs not capable of meeting the specifications. Next, a framework for analyzing reliability based on the first order second moment methods of structural engineering is proposed. To ensure performance over an interval of time, lower bounds on the reliability of meeting a set of quadratic specifications with a Gaussian discrete time invariant control system are derived. A case study analyzing visual positioning in robotic system is considered. The reliability of meeting timing and positioning specifications in the presence of camera pixel truncation, forward and inverse kinematic errors, and Gaussian joint measurement noise is determined. This information is used to select a visual sensing strategy, a kinematic algorithm, and a discrete compensator capable of accomplishing the desired task. Simulation results using PUMA 560 kinematic and dynamic characteristics are presented.

Mcinroy, John E.↗

Air Traffic Management TestBed: Weather Visualization using Map Tiles

Running realistic simulations and developing algorithms for decision support tools usually require weather data access. This document describes the weather data service capability implemented in the Air Traffic Management (ATM) TestBed. The capability provides ways for querying weather data from the weather products provided by the National Aeronautics and Space Administration’s (NASA) Sherlock ATM Data Warehouse. Depending on use cases, weather data can be queried using a Java application programming interface, web data access, and map tile image access. Map tile images are generated using triangular meshes obtained using the Matching Squares contour algorithm. An analysis determines a grid size that will produce both high image quality and fast image rendering. In addition, the visualization of weather data as map tiles on a TestBed visualization tool called Traffic Viewer is presented.

Chok Fung Lai↗

The change in critical technologies for computational physics

It is noted that the types of technology required for computational physics are changing as the field matures. Emphasis has shifted from computer technology to algorithm technology and, finally, to visual analysis technology as areas of critical research for this field. High-performance graphical workstations tied to a supercommunicator with high-speed communications along with the development of especially tailored visualization software has enabled analysis of highly complex fluid-dynamics simulations. Particular reference is made here to the development of visual analysis tools at NASA's Numerical Aerodynamics Simulation Facility. The next technology which this field requires is one that would eliminate visual clutter by extracting key features of simulations of physics and technology in order to create displays that clearly portray these key features. Research in the tuning of visual displays to human cognitive abilities is proposed. The immediate transfer of technology to all levels of computers, specifically the inclusion of visualization primitives in basic software developments for all work stations and PCs, is recommended.

Watson, Val↗

Grasp synthesis for planar and solid objects

This paper presents an analysis of the mechanics for multifingered grasps of planar and solid objects. Squeezing and frictional effects between the fingers and the grasped objects is fully visualized through our approach. An algorithm for qualitively choosing the grasp points is developed based on the mechanics of grasping. It is shown further that our method can be easily extended for the soft-fingered grasp model where the torsional moments along the contact normals can be transmitted through the grasp points.

Chen, Yu-Che↗

Autonomous Image Processing Algorithms Locate Region-of-Interests: The Mars Rover Application

In this report, we demonstrate that bottom-up IPA's, image-processing algorithms, can perform a new visual task to select and locate Regions-Of-Interests (ROIs). This task has been defined on the basis of a theory of top-down human vision, the scanpath theory. Further, using measures, Sp and Ss, the similarity of location and ordering, respectively, developed over the years in studying human perception and the active looking role of eye movements, we could quantify the efficient and efficacious manner that IPAs can imitate human vision in located ROIS. The means to quantitatively evaluate IPA performance has been an important part of our study. In fact, these measures were essential in choosing from the initial wide variety of IPAS, that particular one that best serves for a type of picture and for a required task. It should be emphasized that the selection of efficient IPAs has depended upon their correlation with actual human chosen ROIs for the same type of picture and for the same required task accomplishment.

Privitera, Claudio↗

Processing Digital Imagery to Enhance Perceptions of Realism

Multi-scale retinex with color restoration (MSRCR) is a method of processing digital image data based on Edwin Land s retinex (retina + cortex) theory of human color vision. An outgrowth of basic scientific research and its application to NASA s remote-sensing mission, MSRCR is embodied in a general-purpose algorithm that greatly improves the perception of visual realism and the quantity and quality of perceived information in a digitized image. In addition, the MSRCR algorithm includes provisions for automatic corrections to accelerate and facilitate what could otherwise be a tedious image-editing process. The MSRCR algorithm has been, and is expected to continue to be, the basis for development of commercial image-enhancement software designed to extend and refine its capabilities for diverse applications.

Woodell, Glenn A.↗

Visual Inference Programming

The goal of visual inference programming is to develop a software framework data analysis and to provide machine learning algorithms for inter-active data exploration and visualization. The topics include: 1) Intelligent Data Understanding (IDU) framework; 2) Challenge problems; 3) What's new here; 4) Framework features; 5) Wiring diagram; 6) Generated script; 7) Results of script; 8) Initial algorithms; 9) Independent Component Analysis for instrument diagnosis; 10) Output sensory mapping virtual joystick; 11) Output sensory mapping typing; 12) Closed-loop feedback mu-rhythm control; 13) Closed-loop training; 14) Data sources; and 15) Algorithms. This paper is in viewgraph form.

Wheeler, Kevin↗

VIPRE: A Tool Aiding the Design for Entry Probe Missions

Exploring planetary atmospheres uncovers important information for how our solar system formed and evolved. While remote sensing is extensively used, some crucial observations require in-situ measurements by an atmospheric probe. Given their scientific importance, probe missions to Saturn, Uranus and Neptune are considered for the coming decades. In anticipation of future probe missions, the software tool VIPRE was developed as proof-of-concept to facilitate selection of probe entry locations. Currently, there is no analytical way to identify which interplanetary trajectory from thousands of feasible launch opportunities is optimal for a considered mission concept. The search and decision process for that solution is complex and relies on the intuition of mission designers, who focus on a subset of trajectories to make the trade space manageable. The idea of VIPRE is to (1) generate a multi-dimensional data cube showing relevant engineering and science parameters simultaneously for thousands of trajectories, and (2) visualize the data for all entry sites over the body's envelope. VIPRE lays the foundation to make the data available for browsing in a 3-D visualization to identify the best family of solutions for a given mission. The paper introduces the validated and verified core algorithms of VIPRE, published on GitHub. VIPRE serves as a basic framework to be used and extended for different purposes. The paper presents the motivation for the development and algorithms. It explains the computation and data visualization strategy, and gives a list of suggested functionalities to extend and further develop VIPRE to fully leverage its potential.

Ice Giants↗

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↗

3D visualization of unsteady 2D airplane wake vortices

Air flowing around the wing tips of an airplane forms horizontal tornado-like vortices that can be dangerous to following aircraft. The dynamics of such vortices, including ground and atmospheric effects, can be predicted by numerical simulation, allowing the safety and capacity of airports to be improved. In this paper, we introduce three-dimensional techniques for visualizing time-dependent, two-dimensional wake vortex computations, and the hazard strength of such vortices near the ground. We describe a vortex core tracing algorithm and a local tiling method to visualize the vortex evolution. The tiling method converts time-dependent, two-dimensional vortex cores into three-dimensional vortex tubes. Finally, a novel approach calculates the induced rolling moment on the following airplane at each grid point within a region near the vortex tubes and thus allows three-dimensional visualization of the hazard strength of the vortices. We also suggest ways of combining multiple visualization methods to present more information simultaneously.

Ma, Kwan-Liu↗

A Parallel Rendering Algorithm for MIMD Architectures

Applications such as animation and scientific visualization demand high performance rendering of complex three dimensional scenes. To deliver the necessary rendering rates, highly parallel hardware architectures are required. The challenge is then to design algorithms and software which effectively use the hardware parallelism. A rendering algorithm targeted to distributed memory MIMD architectures is described. For maximum performance, the algorithm exploits both object-level and pixel-level parallelism. The behavior of the algorithm is examined both analytically and experimentally. Its performance for large numbers of processors is found to be limited primarily by communication overheads. An experimental implementation for the Intel iPSC/860 shows increasing performance from 1 to 128 processors across a wide range of scene complexities. It is shown that minimal modifications to the algorithm will adapt it for use on shared memory architectures as well.

Crockett, Thomas W.↗

RApid Blade and Blade-Vortex InTeraction (RABBIT) Reimagined: Algorithm Improvement and User-Friendly Interface Implementation

Rotorcraft noise source identification and reduction is crucial to the emergence of the Urban Air Mobility (UAM) market. One key rotor noise source is Blade Vortex Interaction (BVI), caused by the rotor blades interacting with the rotor wake. The low-fidelity RApid Blade and Blade-Vortex InTeraction (RABBIT) tool was created to predict the location and characteristics of BVI noise. RABBIT enables engineers to quickly design and simulate UAM configurations and understand BVI occurrences for a desired flight condition. Furthermore, RABBIT can also identify the time and location of blade overlap for coaxial rotors. RABBIT is not a general acoustic prediction tool, but instead utilizes vortex and wake parameters to visualize and predict BVI aerodynamics. RABBIT algorithm has been further developed including reduction of computational time, accounting for BVI source time arrival, improved vortex strength modeling, and BVI impulse factor. A user-friendly app is presented with the intent of bringing RABBIT to the masses to allow engineers from various educational backgrounds to design and begin to understand BVI. Furthermore, RABBIT capabilities are highlighted by a parameter study highlighting key parameters that impact BVIalong with highlighting RABBIT’s ability to identify BVI occurrences from other rotors.

RApid↗