Engineering PapersSearch

SEARCH · Engineering Papers

Results for “rendering”

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.

Quote a phrase for an exact phrase match. Source license links do not imply unrestricted reuse.

At least 37 records · Page 2

Physics Based Modeling and Rendering of Vegetation in the Thermal Infrared

We outline a procedure for rendering physically-based thermal infrared images of simple vegetation scenes. Our approach incorporates the biophysical processes that affect the temperature distribution of the elements within a scene. Computer graphics plays a key role in two respects. First, in computing the distribution of scene shaded and sunlit facets and, second, in the final image rendering once the temperatures of all the elements in the scene have been computed. We illustrate our approach for a simple corn scene where the three-dimensional geometry is constructed based on measured morphological attributes of the row crop. Statistical methods are used to construct a representation of the scene in agreement with the measured characteristics. Our results are quite good. The rendered images exhibit realistic behavior in directional properties as a function of view and sun angle. The root-mean-square error in measured versus predicted brightness temperatures for the scene was 2.1 deg C.

Smith, J. A.

Algorithms for Haptic Rendering of 3D Objects

Algorithms have been developed to provide haptic rendering of three-dimensional (3D) objects in virtual (that is, computationally simulated) environments. The goal of haptic rendering is to generate tactual displays of the shapes, hardnesses, surface textures, and frictional properties of 3D objects in real time. Haptic rendering is a major element of the emerging field of computer haptics, which invites comparison with computer graphics. We have already seen various applications of computer haptics in the areas of medicine (surgical simulation, telemedicine, haptic user interfaces for blind people, and rehabilitation of patients with neurological disorders), entertainment (3D painting, character animation, morphing, and sculpting), mechanical design (path planning and assembly sequencing), and scientific visualization (geophysical data analysis and molecular manipulation).

Basdogan, Cagatay

Rapid exploration of curvilinear grids using direct volume rendering

Fast techniques for direct volume rendering over curvilinear grids of hexahedral cells are developed. This type of 3D grid is common in computational fluid dynamics and finite element analysis. Four new projection methods are presented and compared with each other and with previous methods for tetrahedral grids and rectilinear grids. All four methods use polygon-rendering hardware for speed. A simplified algorithm for visibility ordering, which is based on a combination of breadth-first and depth-first searches, is described. A new multi-pass blending method is described that reduces visual artifacts that are introduced by linear interpolation in hardware where exponential interpolation is needed. Multi-pass blending is of equal interest to hardware-oriented projection methods used on rectilinear grids. Visualization tools that permit rapid data banding and cycling through transfer functions, as well as region restrictions, are described.

Vangelder, Allen

Dissipative rendering and neural network control system design

Model-based control system designs are limited by the accuracy of the models of the plant, plant uncertainty, and exogenous signals. Although better models can be obtained with system identification, the models and control designs still have limitations. One approach to reduce the dependency on particular models is to design a set of compensators that will guarantee robust stability to a set of plants. Optimization over the compensator parameters can then be used to get the desired performance. Conservativeness of this approach can be reduced by integrating fundamental properties of the plant models. This is the approach of dissipative control design. Dissipative control designs are based on several variations of the Passivity Theorem, which have been proven for nonlinear/linear and continuous-time/discrete-time systems. These theorems depend not on a specific model of a plant, but on its general dissipative properties. Dissipative control design has found wide applicability in flexible space structures and robotic systems that can be configured to be dissipative. Currently, there is ongoing research to improve the performance of dissipative control designs. For aircraft systems that are not dissipative active control may be used to make them dissipative and then a dissipative control design technique can be used. It is also possible that rendering a system dissipative and dissipative control design may be combined into one step. Furthermore, the transformation of a non-dissipative system to dissipative can be done robustly. One sequential design procedure for finite dimensional linear time-invariant systems has been developed. For nonlinear plants that cannot be controlled adequately with a single linear controller, model-based techniques have additional problems. Nonlinear system identification is still a research topic. Lacking analytical models for model-based design, artificial neural network algorithms have recently received considerable attention. Using their universal approximation property, neural networks have been introduced into nonlinear control designs in several ways. Unfortunately, little work has appeared that analyzes neural network control systems and establishes margins for stability and performance. One approach for this analysis is to set up neural network control systems in the framework presented above. For example, one neural network could be used to render a system to be dissipative, a second strictly dissipative neural network controller could be used to guarantee robust stability.

Gonzalez, Oscar R.

Direct Volume Rendering with Shading via Three-Dimensional Textures

A new and easy-to-implement method for direct volume rendering that uses 3D texture maps for acceleration, and incorporates directional lighting, is described. The implementation, called Voltx, produces high-quality images at nearly interactive speeds on workstations with hardware support for three-dimensional texture maps. Previously reported methods did not incorporate a light model, and did not address issues of multiple texture maps for large volumes. Our research shows that these extensions impact performance by about a factor of ten. Voltx supports orthographic, perspective, and stereo views. This paper describes the theory and implementation of this technique, and compares it to the shear-warp factorization approach. A rectilinear data set is converted into a three-dimensional texture map containing color and opacity information. Quantized normal vectors and a lookup table provide efficiency. A new tesselation of the sphere is described, which serves as the basis for normal-vector quantization. A new gradient-based shading criterion is described, in which the gradient magnitude is interpreted in the context of the field-data value and the material classification parameters, and not in isolation. In the rendering phase, the texture map is applied to a stack of parallel planes, which effectively cut the texture into many slabs. The slabs are composited to form an image.

Van Gelder, Allen

Direct Volume Rendering with Shading via Three-Dimensional Textures

A new and easy-to-implement method for direct volume rendering that uses 3D texture maps for acceleration, and incorporates directional lighting, is described. The implementation, called Voltx, produces high-quality images at nearly interactive speeds on workstations with hardware support for three-dimensional texture maps. Previously reported methods did not incorporate a light model, and did not address issues of multiple texture maps for large volumes. Our research shows that these extensions impact performance by about a factor of ten. Voltx supports orthographic, perspective, and stereo views. This paper describes the theory and implementation of this technique, and compares it to the shear-warp factorization approach. A rectilinear data set is converted into a three-dimensional texture map containing color and opacity information. Quantized normal vectors and a lookup table provide efficiency. A new tesselation of the sphere is described, which serves as the basis for normal-vector quantization. A new gradient-based shading criterion is described, in which the gradient magnitude is interpreted in the context of the field-data value and the material classification parameters, and not in isolation. In the rendering phase, the texture map is applied to a stack of parallel planes, which effectively cut the texture into many slabs. The slabs are composited to form an image.

VanGelder, Allen

Rendering Three-Dimensional Solar Coronal Structures

An X-ray or EUV image of the corona or chromosphere is a 2D representation of an extended 3D complex for which a general inversion process is impossible. A specific model must be incorporated in order to understand the full 3D structure. We approach this problem by modeling a set of optically-thin 3D plasma flux tubes which we render these as synthetic images. The resulting images allow the interpretation of the X-ray/EUV observations to obtain information on (1) the 3D structure of X-ray images, i.e., the geometric structure of the flux tubes, and on (2) the internal structure using specific plasma characteristics, i.e., the physical structure of the flux tubes. The data-analysis technique uses magnetograms to characterize photospheric magnetic fields and extrapolation techniques to form the field lines. Using a new set of software tools, we have generated 3D flux tube structures around these field lines and integrated the plasma emission along the line of sight to obtain a rendered image. A set of individual flux-tube images is selected by a non-negative least-squares technique to Provide a match with an observed X-ray image. The scheme minimizes the squares of the differences between the synthesized image and the observed image with a non-negative constraint on the coefficients of the brightness of the individual flux-tube loops. The derived images are used to determine the specific photospheric foot points and physical data, i.e., scaling laws for densities and loop lengths. The development has led to Computer efficient integration and display software that is compatible for comparison with observations (e.g., Yohkoh SXT data, NIXT, or EIT). This analysis is important in determining directly the magnetic field configuration, which provides the structure of coronal loops, and indirectly the electric currents or waves, which provide the energy for the heating of the plasma. We have used very simple assumptions (i.e., potential magnetic fields and isothermal corona) to provide an initial test of the techniques before complex models are introduced. We have separated the physical and geometric contributions of the emission for a set of flux tubes and concentrated, in this initial study, on the geometric contributions by making approximations to the physical contributions. The initial results are consistent with the scaling laws derived from Yohkoh SXT data.

Gary, G. Allen

Rendering Three-Dimensional Solar Coronal Structures of Active Region 8227

Coronal X-ray and EUV synthesized images are constructed of Active Region 8227 (May-June 1996) and are compared with Yohkoh/SXT, SOHO/EIT, and TRACE observations. Using the rendering technique of Gary (1997) and Alexander, Gary, and Thompson (1998), specific geometric and physical models are used to integrated the plasma emission along the line of sight to obtain a rendered image. The specific instrumental profiles are convolved in the integration process as well as specific heating functions. We analyze coronal X-ray and EUV structures by constructing synthesized image and comparison with observations provide test of specific physical models. We investigate how different pressure distributions within the active region loop system affect the emission characteristics and compare the various results with coronal observations. We investigate how the different heating functions in the active region are reflected in the effect of overall structure of the region. Specific heating rates are tested.

Gary, G. A.

Fast Time-Varying Volume Rendering Using Time-Space Partition (TSP) Tree

We present a new, algorithm for rapid rendering of time-varying volumes. A new hierarchical data structure that is capable of capturing both the temporal and the spatial coherence is proposed. Conventional hierarchical data structures such as octrees are effective in characterizing the homogeneity of the field values existing in the spatial domain. However, when treating time merely as another dimension for a time-varying field, difficulties frequently arise due to the discrepancy between the field's spatial and temporal resolutions. In addition, treating spatial and temporal dimensions equally often prevents the possibility of detecting the coherence that is unique in the temporal domain. Using the proposed data structure, our algorithm can meet the following goals. First, both spatial and temporal coherence are identified and exploited for accelerating the rendering process. Second, our algorithm allows the user to supply the desired error tolerances at run time for the purpose of image-quality/rendering-speed trade-off. Third, the amount of data that are required to be loaded into main memory is reduced, and thus the I/O overhead is minimized. This low I/O overhead makes our algorithm suitable for out-of-core applications.

Shen, Han-Wei

Fast interactive real-time volume rendering of real-time three-dimensional echocardiography: an implementation for low-end computers

Real-time three-dimensional echocardiography (RT3DE) is an innovative cardiac imaging modality. However, partly due to lack of user-friendly software, RT3DE has not been widely accepted as a clinical tool. The object of this study was to develop and implement a fast and interactive volume renderer of RT3DE datasets designed for a clinical environment where speed and simplicity are not secondary to accuracy. Thirty-six patients (20 regurgitation, 8 normal, 8 cardiomyopathy) were imaged using RT3DE. Using our newly developed software, all 3D data sets were rendered in real-time throughout the cardiac cycle and assessment of cardiac function and pathology was performed for each case. The real-time interactive volume visualization system is user friendly and instantly provides consistent and reliable 3D images without expensive workstations or dedicated hardware. We believe that this novel tool can be used clinically for dynamic visualization of cardiac anatomy.

NASA Discipline Cardiopulmonary

Technologies Render Views of Earth for Virtual Navigation

On a December night in 1995, 159 passengers and crewmembers died when American Airlines Flight 965 flew into the side of a mountain while in route to Cali, Colombia. A key factor in the tragedy: The pilots had lost situational awareness in the dark, unfamiliar terrain. They had no idea the plane was approaching a mountain until the ground proximity warning system sounded an alarm only seconds before impact. The accident was of the kind most common at the time CFIT, or controlled flight into terrain says Trey Arthur, research aerospace engineer in the Crew Systems and Aviation Operations Branch at NASA s Langley Research Center. In situations such as bad weather, fog, or nighttime flights, pilots would rely on airspeed, altitude, and other readings to get an accurate sense of location. Miscalculations and rapidly changing conditions could contribute to a fully functioning, in-control airplane flying into the ground. To improve aviation safety by enhancing pilots situational awareness even in poor visibility, NASA began exploring the possibilities of synthetic vision creating a graphical display of the outside terrain on a screen inside the cockpit. How do you display a mountain in the cockpit? You have to have a graphics-powered computer, a terrain database you can render, and an accurate navigation solution, says Arthur. In the mid-1990s, developing GPS technology offered a means for determining an aircraft s position in space with high accuracy, Arthur explains. As the necessary technologies to enable synthetic vision emerged, NASA turned to an industry partner to develop the terrain graphical engine and database for creating the virtual rendering of the outside environment.

Source record

Usage of Data-Encoded Web Maps with Client Side Color Rendering for Combined Data Access, Visualization and Modeling Purposes

Current approaches to satellite observation data storage and distribution implement separate visualization and data access methodologies which often leads to the need in time consuming data ordering and coding for applications requiring both visual representation as well as data handling and modeling capabilities. We describe an approach we implemented for a data-encoded web map service based on storing numerical data within server map tiles and subsequent client side data manipulation and map color rendering. The approach relies on storing data using the lossless compression Portable Network Graphics (PNG) image data format which is natively supported by web-browsers allowing on-the-fly browser rendering and modification of the map tiles. The method is easy to implement using existing software libraries and has the advantage of easy client side map color modifications, as well as spatial subsetting with physical parameter range filtering. This method is demonstrated for the ASTER-GDEM elevation model and selected MODIS data products and represents an alternative to the currently used storage and data access methods. One additional benefit includes providing multiple levels of averaging due to the need in generating map tiles at varying resolutions for various map magnification levels. We suggest that such merged data and mapping approach may be a viable alternative to existing static storage and data access methods for a wide array of combined simulation, data access and visualization purposes.

Pliutau, Denis

Digital Map Rendering Method

The invention is a system and method of compressing terrain data to be used to render a three-dimensional map representation of the terrain data. In general, the invention operates by first selecting the boundaries of the terrain data and to be compressed and dividing the terrain data into regular geometric areas. Next, a type of free-edged, planar geometric surface is defined which is used to approximate the terrain data for each regular geometric area. The approximations are checked to determine if they fall within user selected tolerances. If the approximation for a specific regular geometric area is within the user specified tolerances, the data is saved for that specific regular geometric area. If the approximation for a specific regular geometric area falls outside the user specified tolerances, the regular geometric area is divided and a free-edged, planar geometric surface approximation is made for each of the divided areas. This process is recursively repeated until all of the regular geometric areas are approximated by free-edged, planar surfaces. Finally, the compressed terrain data is used to render a three-dimensional map.

Skoog, Mark

Validation of Rendered Natural and Artificial Lighting Environments in Real Time Lunar South Pole Simulations

NASA’s Artemis campaign is making heavy use of simulation to help return humans to the lunar surface by the end of the decade. There are several aspects of the lunar surface and its environment which must be accurately modeled before these simulations can be relied upon to influence decisions being made under these programs. Digital Lunar Exploration Sites, a paper submitted to the 2022 IEEE Aerospace Conference, outlined the process used to generate the lunar surface in a digital environment. This paper will expand upon this topic and delve into the steps being taken by the NASA Exploration Systems Simulations (NExSyS) team at NASA’s Johnson Space Center (JSC) to properly verify and validate these simulations, with a focus on the visual aspects of the environment. Natural lighting validation relies in part on the wealth of data generated during the Apollo program. Many images taken by Apollo astronauts on the lunar surface have been replicated in the simulated environments to gain confidence in the accuracy of terrain and lighting models. However, because the environment the Artemis astronauts will experience at the Lunar South Pole (LSP) is dissimilar from the near-equatorial Apollo sites, other validation techniques must be applied. At the LSP, the sun crests only about three degrees above the horizon and when combined with the lack of a lunar atmosphere, lighting in this region is often very different than what a human would experience on Earth. Solar illumination, earthshine, human eye response, solar blooming, lunar regolith optical properties, and shadows cast by rocks and crater walls will play a significant role in an astronaut’s ability to safely conduct an Extra-Vehicular Activity (EVA) or perform a traverse with a lunar rover. Approaches for validation of these aspects of the rendered LSP environment are considered in this paper. In addition to natural lighting, approaches for the validation of artificial lighting models at the LSP are discussed. The JSC Lighting Lab has been studying the illumination profile of the Exploration Infomatics Subsystem (xINFO) lighting on the Exploration EVA Mobility Unit (xEMU). How these lights interact with the solar illumination and the shadows being cast on the lunar surface is of particular interest, so the validity of models representing these lights in a human-in-the-loop virtual reality environment becomes very important. This paper also touches on some of the simulation performance considerations when a Human in the Loop (HITL) is present, which drives the need for real time rendering of the environment. Natural and artificial lighting will play a crucial role to decisions being made when planning and executing missions at the Lunar South Pole (LSP) and it is vitally important to understand the LSP environment before we return.

Lunar

A few modeling and rendering techniques for computer graphics and their implementation on ultra hardware

Ultra network is a recently installed very high speed graphic hardware at NASA Langley Research Center. The Ultra Network interfaced to Voyager through its HSX channel is capable of transmitting up to 800 million bits of information per second. It is capable of displaying fifteen to twenty frames of precomputed images of size 1024 x 2368 with 24 bits of color information per pixel per second. Modeling and rendering techniques are being developed in computer graphics and implemented on Ultra hardware. A ray tracer is being developed for use at the Flight Software and Graphic branch. Changes were made to make the ray tracer compatible with Voyager.

Bidasaria, Hari

Feed-forward volume rendering algorithm for moderately parallel MIMD machines

Algorithms for direct volume rendering on parallel and vector processors are investigated. Volumes are transformed efficiently on parallel processors by dividing the data into slices and beams of voxels. Equal sized sets of slices along one axis are distributed to processors. Parallelism is achieved at two levels. Because each slice can be transformed independently of others, processors transform their assigned slices with no communication, thus providing maximum possible parallelism at the first level. Within each slice, consecutive beams are incrementally transformed using coherency in the transformation computation. Also, coherency across slices can be exploited to further enhance performance. This coherency yields the second level of parallelism through the use of the vector processing or pipelining. Other ongoing efforts include investigations into image reconstruction techniques, load balancing strategies, and improving performance.

Yagel, Roni

High-power graphic computers for visual simulation: a real-time--rendering revolution

Advances in high-end graphics computers in the past decade have made it possible to render visual scenes of incredible complexity and realism in real time. These new capabilities make it possible to manipulate and investigate the interactions of observers with their visual world in ways once only dreamed of. This paper reviews how these developments have affected two preexisting domains of behavioral research (flight simulation and motion perception) and have created a new domain (virtual environment research) which provides tools and challenges for the perceptual psychologist. Finally, the current limitations of these technologies are considered, with an eye toward how perceptual psychologist might shape future developments.

NASA Discipline Space Human Factors

Software for Acoustic Rendering

SLAB is a software system that can be run on a personal computer to simulate an acoustic environment in real time. SLAB was developed to enable computational experimentation in which one can exert low-level control over a variety of signal-processing parameters, related to spatialization, for conducting psychoacoustic studies. Among the parameters that can be manipulated are the number and position of reflections, the fidelity (that is, the number of taps in finite-impulse-response filters), the system latency, and the update rate of the filters. Another goal in the development of SLAB was to provide an inexpensive means of dynamic synthesis of virtual audio over headphones, without need for special-purpose signal-processing hardware. SLAB has a modular, object-oriented design that affords the flexibility and extensibility needed to accommodate a variety of computational experiments and signal-flow structures. SLAB s spatial renderer has a fixed signal-flow architecture corresponding to a set of parallel signal paths from each source to a listener. This fixed architecture can be regarded as a compromise that optimizes efficiency at the expense of complete flexibility. Such a compromise is necessary, given the design goal of enabling computational psychoacoustic experimentation on inexpensive personal computers.

Miller, Joel D.