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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 109 records · Page 6

Model reduction for hypersonic aerodynamics via conservative LSPG projection and hyper-reduction

High-speed aerospace engineering applications rely heavily on computational fluid dynamics (CFD) models for design and analysis due to the expense and difficulty of flight tests and experiments. This reliance on CFD models necessitates performing accurate and reliable uncertainty quantification (UQ) of the CFD models. However, it is very computationally expensive to run CFD for hypersonic flows due to the fine grid resolution required to capture the strong shocks and large gradients that are typically present. Furthermore, UQ approaches are “many-query” problems requiring many runs with a wide range of input parameters. One way to enable computationally expensive models to be used in such many-query problems is to employ projection-based reduced-order models (ROMs) in lieu of the (high-fidelity) full-order model. In particular, the least-squares Petrov–Galerkin (LSPG) ROM (equipped with hyper-reduction) has demonstrated the ability to significantly reduce simulation costs while retaining high levels of accuracy on a range of problems including subsonic CFD applications. This allows computationally inexpensive LSPG ROM simulations to replace the full-order model simulations in UQ studies, which makes this many-query task tractable, even for large-scale CFD models. This work presents the first application of LSPG to a hypersonic CFD application. In particular, we present results for LSPG ROMs of the HIFiRE-1 in a three-dimensional, turbulent Mach 7.1 flow, showcasing the ability of the ROM to significantly reduce computational costs while maintaining high levels of accuracy in computed quantities of interest.

Fluid Dynamics↗

Online learning of quadratic manifolds from streaming data for nonlinear dimensionality reduction and nonlinear model reduction

Here, this work introduces an online greedy method for constructing quadratic manifolds from streaming data, designed to enable in situ analysis of numerical simulation data on the Petabyte scale. Unlike traditional batch methods, which require all data to be available upfront and take multiple passes over the data, the proposed online greedy method incrementally updates quadratic manifolds in one pass as data points are received, eliminating the need for expensive disk input/output operations as well as storing and loading data points once they have been processed. A range of numerical examples demonstrate that the online greedy method learns accurate quadratic manifold embeddings while being capable of processing data that far exceed common disk input/output capabilities and volumes as well as main-memory sizes.

97 MATHEMATICS AND COMPUTING↗

A GPU-based Approach for Path Planning Optimization via Travel Length Reduction

Typically, before constructing an object with an additive manufacturing system, the 3D object must be sent through a process called slicing. Slicing converts a 3D object commonly in the form of an STL file into a set of layers by horizontally intersecting a plane with the object at various heights. At each height, called a layer, multiple 2D polygons can be generated. Each polygon represents a boundary for solid geometry and is called an island. Each island is then comprised of multiple path types in an attempt to optimally fill the polygon. To move between each island and each islands’ paths, travels are inserted. Travels are simply motion by the system to move from one area of construction to another. Travels do not contribute to the construction of the object, and so, are considered wasted motion. In large-scale additive manufacturing, objects can be quite large and the distance between islands can be large as well. As a result, these travels can waste a significant amount of time. Ideally, travels would be as short as possible, however, computing global minimal travel paths is computationally expensive. To combat this problem, researchers at Oak Ridge National Lab developed a GPU-based approach to travel insertion based on a unique factoradic representation. This representation was then utilized by the GPU to solve the Traveling Salesman Problem (TSP). This algorithm was able to compute global minimal travel paths quickly resulting in faster object construction. A general investigation was also carried out to determine when a GPU vs CPU implementation would be beneficial.

Borish, Michael↗