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At least 145 records · Page 8

Flow Visualization Proposed for Vacuum Cleaner Nozzle Designs

In 1995, the NASA Lewis Research Center and the Kirby Company (a major vacuum cleaner company) began negotiations for a Space Act Agreement to conduct research, technology development, and testing involving the flow behavior of airborne particulate flow behavior. Through these research efforts, we hope to identify ways to improve suction, flow rate, and surface agitation characteristics of nozzles used in vacuum cleaner nozzles. We plan to apply an advanced visualization technology, known as Stereoscopic Imaging Velocimetry (SIV), to a Kirby G-4 vacuum cleaner. Resultant data will be analyzed with a high-speed digital motion analysis system. We also plan to evaluate alternative vacuum cleaner nozzle designs. The overall goal of this project is to quantify both velocity fields and particle trajectories throughout the vacuum cleaner nozzle to optimize its "cleanability"--its ability to disturb and remove embedded dirt and other particulates from carpeting or hard surfaces. Reference

Source record

Design of a video system providing optimal visual information for controlling payload and experiment operations with television

A program was conducted which included the design of a set of simplified simulation tasks, design of apparatus and breadboard TV equipment for task performance, and the implementation of a number of simulation tests. Performance measurements were made under controlled conditions and the results analyzed to permit evaluation of the relative merits (effectivity) of various TV systems. Burden factors were subsequently generated for each TV system to permit tradeoff evaluation of system characteristics against performance. For the general remote operation mission, the 2-view system is recommended. This system is characterized and the corresponding equipment specifications were generated.

Source record

Generator of droplet tracers for holographic flow visualization in water tunnels

Design of a tracer-particle generator for use in holographic flow visualization of complex flow fields is discussed. Desired characteristics of the tracer particles, including a size range of 20 to 200 microns, a spherical shape to facilitate focusing of holograms, and a fluid density near that of ambient particles, are reviewed; a particle injection rate of 100 to 1000 per sec in water tunnels with flow velocities between one and 10 meters per sec is also desirable. The operation of the particle generator, which produces uniform droplets with the specified optical properties, is described.

Charwat, A. F.

F-Hash: Feature-Based Hash Design for Time-Varying Volume Visualization via Multi-Resolution Tesseract Encoding

Interactive time-varying volume visualization is challenging due to its complex spatiotemporal features and sheer size of the dataset. Recent works transform the original discrete time-varying volumetric data into continuous Implicit Neural Representations (INR) to address the issues of compression, rendering, and super-resolution in both spatial and temporal domains. However, training the INR takes a long time to converge, especially when handling large-scale time-varying volumetric datasets. In this work, we proposed F-Hash, a novel feature-based multi-resolution Tesseract encoding architecture to greatly enhance the convergence speed compared with existing input encoding methods for modeling time-varying volumetric data. The proposed design incorporates multi-level collision-free hash functions that map dynamic 4D multi-resolution embedding grids without bucket waste, achieving high encoding capacity with compact encoding parameters. Our encoding method is agnostic to time-varying feature detection methods, making it a unified encoding solution for feature tracking and evolution visualization. Experiments show the F-Hash achieves state-of-the-art convergence speed in training various time-varying volumetric datasets for diverse features. We also proposed an adaptive ray marching algorithm to optimize the sample streaming for faster rendering of the time-varying neural representation.

deep learning

Internship in Augmented and Virtual Reality - Rapid Model Import Tool

The integration of virtual and augmented reality, sometimes called mixed reality, is an emerging technology which will likely skyrocket overnight much in the way smartphones did a decade ago. Kennedy Space Center's Augmented and Virtual Reality (AVR) Lab is developing a Rapid Model Import Tool (RMIT) to create a quick and efficient way to bring NASA's complex engineering 3D models into virtual and augmented environments. The long-term objective is to create a tool that will ultimately benefit KSC engineers. Its various uses within NASA can potentially span from astronaut training, to marketing, to public outreach, to name a few. Unity is a prolific cross-platform game engine that allows users to build high quality 2D and 3D games for desktop, mobile, web, and game console platforms. It is perhaps also the most widely used software for virtual reality game development. At the AVR lab, we are looking at alternative uses of Unity to build tools for NASA engineers to perform design, development, testing, and training on spacecraft, rocket delivery systems, ground support equipment, and facilities at KSC. As an intern for the RMIT project, I am charged with the task of performing research on Unity-compatible file types to develop an efficient, affordable, preservative process to bring models from CATIA 3D engineering software into the Unity environment. With a tool called the NASA Enterprise Visualization Application (NEVA), developed by the Boeing Design Visualization group at KSC, we are able to easily convert CATIA's design models to. DAE (also known as COLLADA) and .OBJ file formats. I first reduce the polygon count of the model within CATIA itself, make any necessary tweaks to reduce the model further, and then export using NEVA. The .OBJ or. DAE files that I am left with are then converted by another intern to a Unity-compatible file format using a custom Python script. I have generated extensive documentation of this process in a NEVA User Guide. By the end of this semester, we will have built a solid framework for RMIT based on a thorough understanding of virtual reality specifications and file requirements, allowing future software development teams to go forward with development on the custom tool.

Leap Motion

A Typology of Decision-Making Tasks for Visualization

Despite decision-making being a vital goal of data visualization, little work has been done to differentiate decision-making tasks within the field. While visualization task taxonomies and typologies exist, they often focus on more granular analytical tasks that are too low-level to describe large complex decisions, which can make it difficult to reason about and design decision-support tools. In this paper, we contribute a typology of decision-making tasks that were iteratively refined from a list of design goals distilled from a literature review. Our typology is concise and consists of only three tasks: CHOOSE, ACTIVATE, and CREATE. Although decision types originating in other disciplines exist, we provide definitions for these tasks that are suitable for the visualization community. Our proposed typology offers two benefits. First, the ability to compose and hierarchically organize the tasks enables flexible and clear descriptions of decisions with varying levels of complexities. Second, the typology encourages productive discourse between visualization designers and domain experts by abstracting the intricacies of data, thereby promoting clarity and rigorous analysis of decision-making processes. We demonstrate the benefits of our typology through four case studies, and present an evaluation of the typology from semi-structured interviews with experienced members of the visualization community who have contributed to developing or publishing decision support systems for domain experts. Our interviewees used our typology to delineate the decision-making processes supported by their systems, demonstrating its descriptive capacity and effectiveness. Finally, we present preliminary findings on the usefulness of our typology for visualization design.

97 MATHEMATICS AND COMPUTING

Approach for energy efficient building design during early phase of design process

Energy consumption in the building sector is about 40% of total energy consumed globally and is trending upwards, along with its contribution to greenhouse gas (GHG) emissions. Given the adverse impacts of GHG emissions, it is crucial to integrate energy efficiency into building designs. The most significant opportunities for enhancing energy performance are present during the initial phases of building design, when there is less impact of other design constraints. Various tools exist for simulating different design options and providing feedback in terms of energy consumption and comfort parameters. These simulation outputs must then be analyzed to derive design solutions. This paper presents an innovative approach that utilizes user input parameters, processes them through cloud computing, and outputs easily understandable strategies for energy-efficient building design. The methodology employs Asynchronous Distributed Task Queues (DTQ) - a more scalable and reliable alternative to conventional speedup techniques-for conducting parametric energy simulations in the cloud. The goal of this approach is to assist design teams in identifying, visualizing, and prioritizing energy-saving design strategies from a range of possible solutions for each project. Furthermore, a tool ‘eDOT’ has been developed utilizing the discussed methodology. Unlike existing tools, eDOT leverages artificial intelligence to dynamically generate and provide design strategies during the early phases of design process. By simplifying the simulation process, eDOT enables design teams to make informed, data-driven decisions without needing to interpret complex simulation outputs. A case study simulated for two locations is provided in this paper to demonstrate the effectiveness of eDOT, further underscoring its practical impact on energy-efficient building design.

32 ENERGY CONSERVATION, CONSUMPTION, AND UTILIZATI

Preliminary design of an intermittent smoke flow visualization system

A prototype intermittent smoke flow visualization system for studying the flowfield of an aircraft in flight has been constructed and demonstrated. It provides discrete pulses of dense white smoke suitable for video imaging to determine the unsteady vortex core trajectory of fluid elements in a high angle-of-attack flowfield. Two methods of pulsing the smoke were initially investigated: (1) periodically diverting the smoke between two exit ports and (2) completely blocking the smoke flow for short times. System dynamics have been modeled mathematically, data have been collected in a wind tunnel with blockage times up to 80 milliseconds, and the prototype is currently being flown on a general aviation airplane to collect three-dimensional video data. Three different plenum chamber sizes are available. Data collected so far are consistent and repeatable, though care must be taken to provide adequate contrast levels for accurate video resolution. Camera frame rates of at least 180 frames/second and wide angle lenses for the video cameras are needed to acquire meaningful vortex core velocities and accelerations for the general aviation test aircraft installation.

Ward, D. T.

Design strategies and functionality of the Visual Interface for Virtual Interaction Development (VIVID) tool

Development of interactive virtual environments (VE) has typically consisted of three primary activities: model (object) development, model relationship tree development, and environment behavior definition and coding. The model and relationship tree development activities are accomplished with a variety of well-established graphic library (GL) based programs - most utilizing graphical user interfaces (GUI) with point-and-click interactions. Because of this GUI format, little programming expertise on the part of the developer is necessary to create the 3D graphical models or to establish interrelationships between the models. However, the third VE development activity, environment behavior definition and coding, has generally required the greatest amount of time and programmer expertise. Behaviors, characteristics, and interactions between objects and the user within a VE must be defined via command line C coding prior to rendering the environment scenes. In an effort to simplify this environment behavior definition phase for non-programmers, and to provide easy access to model and tree tools, a graphical interface and development tool has been created. The principal thrust of this research is to effect rapid development and prototyping of virtual environments. This presentation will discuss the 'Visual Interface for Virtual Interaction Development' (VIVID) tool; an X-Windows based system employing drop-down menus for user selection of program access, models, and trees, behavior editing, and code generation. Examples of these selection will be highlighted in this presentation, as will the currently available program interfaces. The functionality of this tool allows non-programming users access to all facets of VE development while providing experienced programmers with a collection of pre-coded behaviors. In conjunction with its existing, interfaces and predefined suite of behaviors, future development plans for VIVID will be described. These include incorporation of dual user virtual environment enhancements, tool expansion, and additional behaviors.

Nguyen, Lac

A Framework for the Design of Effective Graphics for Scientific Visualization

This proposal presents a visualization framework, based on a data model, that supports the production of effective graphics for scientific visualization. Visual representations are effective only if they augment comprehension of the increasing amounts of data being generated by modern computer simulations. These representations are created by taking into account the goals and capabilities of the scientist, the type of data to be displayed, and software and hardware considerations. This framework is embodied in an assistant-based visualization system to guide the scientist in the visualization process. This will improve the quality of the visualizations and decrease the time the scientist is required to spend in generating the visualizations. I intend to prove that such a framework will create a more productive environment for tile analysis and interpretation of large, complex data sets.

Miceli, Kristina D.

Design of an Eye Limiting Resolution Visual System Using Commercial-Off-the-Shelf Equipment

A feasibility study was conducted to determine if a flight simulator with an eye-limiting resolution out-the-window (OTW) visual system could be built using commercial off-the-shelf (COTS) technology and used to evaluate the visual performance of Air Force pilots in an operations context. Results of this study demonstrate that an eye limiting OTW visual system can be built using COTS technology. Further, a series of operationally-based tasks linked to clinical vision tests can be used within the synthetic environment to demonstrate a correlation and quantify the level of correlation between vision and operational aviation performance.

visual systems

The virtual windtunnel: Visualizing modern CFD datasets with a virtual environment

This paper describes work in progress on a virtual environment designed for the visualization of pre-computed fluid flows. The overall problems involved in the visualization of fluid flow are summarized, including computational, data management, and interface issues. Requirements for a flow visualization are summarized. Many aspects of the implementation of the virtual windtunnel were uniquely determined by these requirements. The user interface is described in detail.

Bryson, Steve

Integration for navigation on the UMASS mobile perception lab

Integration of real-time visual procedures for use on the Mobile Perception Lab (MPL) was presented. The MPL is an autonomous vehicle designed for testing visually guided behavior. Two critical areas of focus in the system design were data storage/exchange and process control. The Intermediate Symbolic Representation (ISR3) supported data storage and exchange, and the MPL script monitor provided process control. Resource allocation, inter-process communication, and real-time control are difficult problems which must be solved in order to construct strong autonomous systems.

Draper, Bruce

Large-scale visualization of digital sky surveys

Designed and developed within JPL/Caltech's supercomputing and visualization environment, the virtual observatory software described in this paper permits high performance visualization and analysis of large sky images and catalogs.

sky survey

Detailed design package for design of a video system providing optimal visual information for controlling payload and experiment operations with television

A detailed description of a video system for controlling space shuttle payloads and experiments is presented in the preliminary design review and critical design review, first and second engineering design reports respectively, and in the final report submitted jointly with the design package. The material contained in the four subsequent sections of the package contains system descriptions, design data, and specifications for the recommended 2-view system. Section 2 contains diagrams relating to the simulation test configuration of the 2-view system. Section 3 contains descriptions and drawings of the deliverable breadboard equipment. A description of the recommended system is contained in Section 4 with equipment specifications in Section 5.

Source record

Enabling Parametric Optimal Ascent Trajectory Modeling During Early Phases of Design

During the early phases of engineering design, the costs committed are high, costs incurred are low, and the design freedom is high. It is well documented that decisions made in these early design phases drive the entire design's life cycle. In a traditional paradigm, key design decisions are made when little is known about the design. As the design matures, design changes become more difficult -- in both cost and schedule -- to enact. Indeed, the current capability-based paradigm that has emerged because of the constrained economic environment calls for the infusion of knowledge acquired during later design phases into earlier design phases, i.e. bring knowledge acquired during preliminary and detailed design into pre-conceptual and conceptual design. An area of critical importance to launch vehicle design is the optimization of its ascent trajectory, as the optimal trajectory will be able to take full advantage of the launch vehicle's capability to deliver a maximum amount of payload into orbit. Hence, the optimal ascent trajectory plays an important role in the vehicle's affordability posture as the need for more economically viable access to space solutions are needed in today's constrained economic environment. The problem of ascent trajectory optimization is not a new one. There are several programs that are widely used in industry that allows trajectory analysts to, based on detailed vehicle and insertion orbit parameters, determine the optimal ascent trajectory. Yet, little information is known about the launch vehicle early in the design phase - information that is required of many different disciplines in order to successfully optimize the ascent trajectory. Thus, the current paradigm of optimizing ascent trajectories involves generating point solutions for every change in a vehicle's design parameters. This is often a very tedious, manual, and time-consuming task for the analysts. Moreover, the trajectory design space is highly non-linear and multi-modal due to the interaction of various constraints. Additionally, when these obstacles are coupled with The Program to Optimize Simulated Trajectories [1] (POST), an industry standard program to optimize ascent trajectories that is difficult to use, it requires expert trajectory analysts to effectively optimize a vehicle's ascent trajectory. As it has been pointed out, the paradigm of trajectory optimization is still a very manual one because using modern computational resources on POST is still a challenging problem. The nuances and difficulties involved in correctly utilizing, and therefore automating, the program presents a large problem. In order to address these issues, the authors will discuss a methodology that has been developed. The methodology is two-fold: first, a set of heuristics will be introduced and discussed that were captured while working with expert analysts to replicate the current state-of-the-art; secondly, leveraging the power of modern computing to evaluate multiple trajectories simultaneously, and therefore, enable the exploration of the trajectory's design space early during the pre-conceptual and conceptual phases of design. When this methodology is coupled with design of experiments in order to train surrogate models, the authors were able to visualize the trajectory design space, enabling parametric optimal ascent trajectory information to be introduced with other pre-conceptual and conceptual design tools. The potential impact of this methodology's success would be a fully automated POST evaluation suite for the purpose of conceptual and preliminary design trade studies. This will enable engineers to characterize the ascent trajectory's sensitivity to design changes in an arbitrary number of dimensions and for finding settings for trajectory specific variables, which result in optimal performance for a "dialed-in" launch vehicle design. The effort described in this paper was developed for the Advanced Concepts Office [2] at NASA Marshall Space Flight Center

Holt, James B.