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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 55 records · Page 3

DspaceOgre 3D Graphics Visualization Tool

This general-purpose 3D graphics visualization C++ tool is designed for visualization of simulation and analysis data for articulated mechanisms. Examples of such systems are vehicles, robotic arms, biomechanics models, and biomolecular structures. DspaceOgre builds upon the open-source Ogre3D graphics visualization library. It provides additional classes to support the management of complex scenes involving multiple viewpoints and different scene groups, and can be used as a remote graphics server. This software provides improved support for adding programs at the graphics processing unit (GPU) level for improved performance. It also improves upon the messaging interface it exposes for use as a visualization server.

Jain, Abhinandan

High-Performance Modeling and Simulation of Anchoring in Granular Media for NEO Applications

NASA is interested in designing a spacecraft capable of visiting a near-Earth object (NEO), performing experiments, and then returning safely. Certain periods of this mission would require the spacecraft to remain stationary relative to the NEO, in an environment characterized by very low gravity levels; such situations require an anchoring mechanism that is compact, easy to deploy, and upon mission completion, easy to remove. The design philosophy used in this task relies on the simulation capability of a high-performance multibody dynamics physics engine. On Earth, it is difficult to create low-gravity conditions, and testing in low-gravity environments, whether artificial or in space, can be costly and very difficult to achieve. Through simulation, the effect of gravity can be controlled with great accuracy, making it ideally suited to analyze the problem at hand. Using Chrono::Engine, a simulation pack age capable of utilizing massively parallel Graphic Processing Unit (GPU) hardware, several validation experiments were performed. Modeling of the regolith interaction has been carried out, after which the anchor penetration tests were performed and analyzed. The regolith was modeled by a granular medium composed of very large numbers of convex three-dimensional rigid bodies, subject to microgravity levels and interacting with each other with contact, friction, and cohesional forces. The multibody dynamics simulation approach used for simulating anchors penetrating a soil uses a differential variational inequality (DVI) methodology to solve the contact problem posed as a linear complementarity method (LCP). Implemented within a GPU processing environment, collision detection is greatly accelerated compared to traditional CPU (central processing unit)- based collision detection. Hence, systems of millions of particles interacting with complex dynamic systems can be efficiently analyzed, and design recommendations can be made in a much shorter time. The figure shows an example of this capability where the Brazil Nut problem is simulated: as the container full of granular material is vibrated, the large ball slowly moves upwards. This capability was expanded to account for anchors of different shapes and penetration velocities, interacting with granular soils.

Quadrelli, Marco B.

Large Terrain Continuous Level of Detail 3D Visualization Tool

This software solved the problem of displaying terrains that are usually too large to be displayed on standard workstations in real time. The software can visualize terrain data sets composed of billions of vertices, and can display these data sets at greater than 30 frames per second. The Large Terrain Continuous Level of Detail 3D Visualization Tool allows large terrains, which can be composed of billions of vertices, to be visualized in real time. It utilizes a continuous level of detail technique called clipmapping to support this. It offloads much of the work involved in breaking up the terrain into levels of details onto the GPU (graphics processing unit) for faster processing.

Myint, Steven

Modeling the Flow of Rarefied Gases at NASA

At modest temperatures, the thermal energy of atmospheric diatomic gases such as nitrogen is primarily distributed between only translational and rotational energy modes. Furthermore, these energy modes are fully excited such that the specific heat at constant volume is well approximated by the simple expression C(sub v) = 5/2 R. As a result, classical mechanics provides a suitable approximation at such temperatures of the true quantum mechanical behavior of the inter-molecular collisions of such molecules. Using classical mechanics, the transfer of energy between rotational and translation energy modes is studied. The approach of Lordi and Mates is adopted to compute the trajectories and time dependent rotational orientations and energies during the collision of two non-polar diatomic molecules. A Monte-Carlo analysis is performed collecting data from the results of many such simulations in order to estimate the rotational relaxation time. A Graphical Processing Unit (GPU) is employed to improve the performance of the Monte-Carlo analysis. A comparison of the performance of the GPU implementation to an implementation on traditional computer architecture is made. Effects of the assumed inter-molecular potential on the relaxation time are studied. The seminar will also present highlights of computational analyses performed at NASA Johnson Space Center of heat transfer in rarefied gases.

Forrest E. Lumpkin, III

Investigating the Mobility of Light Autonomous Tracked Vehicles using a High Performance Computing Simulation Capability

This paper is concerned with the physics-based simulation of light tracked vehicles operating on rough deformable terrain. The focus is on small autonomous vehicles, which weigh less than 100 lb and move on deformable and rough terrain that is feature rich and no longer representable using a continuum approach. A scenario of interest is, for instance, the simulation of a reconnaissance mission for a high mobility lightweight robot where objects such as a boulder or a ditch that could otherwise be considered small for a truck or tank, become major obstacles that can impede the mobility of the light autonomous vehicle and negatively impact the success of its mission. Analyzing and gauging the mobility and performance of these light vehicles is accomplished through a modeling and simulation capability called Chrono::Engine. Chrono::Engine relies on parallel execution on Graphics Processing Unit (GPU) cards.

tracked vehicles

Software Accelerates Computing Time for Complex Math

Ames Research Center awarded Newark, Delaware-based EM Photonics Inc. SBIR funding to utilize graphic processing unit (GPU) technology- traditionally used for computer video games-to develop high-computing software called CULA. The software gives users the ability to run complex algorithms on personal computers with greater speed. As a result of the NASA collaboration, the number of employees at the company has increased 10 percent.

Source record

Holodeck: Telepresence Dome Visualization System Simulations

This paper explores the simulation and consideration of different image-projection strategies for the Holodeck, a dome that will be used for highly immersive telepresence operations in future endeavors of the National Aeronautics and Space Administration (NASA). Its visualization system will include a full 360 degree projection onto the dome's interior walls in order to display video streams from both simulations and recorded video. Because humans innately trust their vision to precisely report their surroundings, the Holodeck's visualization system is crucial to its realism. This system will be rigged with an integrated hardware and software infrastructure-namely, a system of projectors that will relay with a Graphics Processing Unit (GPU) and computer to both project images onto the dome and correct warping in those projections in real-time. Using both Computer-Aided Design (CAD) and ray-tracing software, virtual models of various dome/projector geometries were created and simulated via tracking and analysis of virtual light sources, leading to the selection of two possible configurations for installation. Research into image warping and the generation of dome-ready video content was also conducted, including generation of fisheye images, distortion correction, and the generation of a reliable content-generation pipeline.

Hite, Nicolas

Real-Time Background Oriented Schlieren: Catching Up With Knife Edge Schlieren

Background Oriented Schlieren (BOS) is a widely used technique that provides density gradient information in flow fields of interest, without imposing stringent optical quality requirements on the facility/experiment windows and/or optics used in the BOS setup. Typically, the BOS reference image is acquired before the test begins (flow off) and then the "live" image data are acquired during the actual testing/experiment (flow on). The raw BOS image data, while displayed in real-time as they are acquired from the camera, unfortunately provide little if any visual indication of the density gradients in the flow. Generally, the "live" images must be processed off-line after the testing is completed, providing no indication of the success of the BOS setup and no feedback on the operational success of the test. Advances in computer processing hardware enables the implementation of real-time processing and display of the BOS image data. Two different approaches to implementing the real-time BOS (RT-BOS) processing capability are described herein. First, a traditional multi-core Central Processing Unit (CPU) based approach using scheduled parallel threads is used to build a RT-BOS processing engine. In the second approach, a Graphical Processing Unit (GPU) approach is used to costruct a RT-BOS processing engine. Generally, high core count CPU processors can provide a useful processing rate for RT-BOS. However, the GPU based approach exceeds the processing capability of the CPU approach, at a fraction of the cost. The GPU approach places no restrictions on the Host PC processing capability, except that it be capable of acquiring the BOS image data from the camera in real-time.

Wernet, Mark P.

Leveraging the Usage of GPUs in SAR Processing for the NISAR Mission

The NASA ISRO Synthetic Aperture Radar (NISAR) mission will redefine the future of earth science in terms of both the quality as well as the quantity of data that will be downlinked daily. The current software architecture used to process this data is the InSAR Scientific Computing Environment (ISCE), a powerful and modular platform that applies a combination of novel and legacy processing modules to many sources of SAR data. Until recently, this architecture could process most images in a reasonable amount of time; however in the case of the NISAR mission (where the daily influx as well as the size of the images themselves are significantly larger) the current architecture can take hours to process even a single image. This paper explores new efforts to use a Graphics Processing Unit (GPU) to accelerate one of the processing modules to achieve unprecedented runtimes with no loss in precision, potentially setting a new standard in radar processing in the world of “Big Data”.

Cohen, Joshua

TES-8: Advanced Exo-Brake, VR and COM Experiments

The TES-8 was jettisoned from the International Space Station on January 31, 2019. As an orbital laboratory and 8th in on-going series, the design makes use of a standard set of interfaces and safety features that permit rapid re-flight. On this flight, an advanced Exo-Brake is flown with de-orbit targeting capability that will engender sample return capability from LEO platforms. A Virtual Reality data recording system uses stereo imaging and efficient data-compression with an NVIDIA GPU (Graphics Processing Unit) to permit compression and transmission of very large data files. An SDR (Software Defined Radio) will download data to the NEN (Near Earth Network) for the first time - demonstrating potential use in cis-lunar space using S-band. For the first time, a comparison will be made regarding the functionality of the Iridium and Globalstar short burst data modems - as essential communication tools for future nano-sat projects. Lastly, the 7 micro-processors and 4 cameras provide an excellent learning platform for university students and NASA young professionals.

Exo-Brake

"Sensor Web Evolution - Webs of Webs for NASA Science - Focus on small Uninhabited Aerial Systems (sUAS)"

This paper will describe the evolution of information collection, derivation and delivery mechanisms in webs of NASA sensor webs, with a focus on recent advancements in small Uninhabited Aerial Systems (sUAS). I will discuss the movement to "Fog Computing", also known as Edge Computing. Fog Computing facilitates the distribution of common operations and networking between edge devices and cloud computing facilities, optimizing the production of actionable intelligence. Initially, sUASs utilized onboard data collection as standard, with minimal data downloaded directly. Information products were derived in conventional computational environments, generally desk top computers, and information products made available to the Science Community in weeks or months. With the increased availability, and increasingly lower costs, of beyond line of sight (BLOS) satellite based communication, transmission rates and data volumes increased, and processing migrated to Cloud based services. Contemporary sUASs are moving some of that information product derivation to on vehicle services, and are creating a distributed Cloud/Fog environment. I will describe the technological advances that have made this possible, including low power multi-core Central Processing Units (CPU), and, more recently, the availability of high end Graphical Processing Units (GPU) that consume only a few watts. Intelligent system software, leveraging these hardware advances, finally allows for information product generation on-board, rather than simple data collection. Additionally, intelligent flight control systems now support mutual vehicle to vehicle collaboration, allowing sUASs to create ad-hoc sensor webs on demand, as required. Also discussed will be the lessons learned by the Authors' development of data systems for NASA's large High Altitude Long Endurance (HALE) UASs like Predator and Global Hawk, and how those lessons are being applied to sUAS development. This paper will focus on application, rather a deep dive into the technology, and will highlight improving data management through these new technologies.

Sensor Web

Recent Improvements to the LAURA and HARA Codes

This paper describes recent improvements to the LAURA and HARA codes. LAURA is a CFD code for aerothermodynamics, and HARA evaluates the shock-layer radiation that provides the radiative source term for the flowfield energy equations and radiative heating to a surface. The next release of LAURA and HARA includes a variety of new capabilities. These new capabilities include an automated uncertainty quantification workflow for radiative heat transfer, options for specifying surface roughness and turbulent transition location in the algebraic turbulence models, and improved grid and solution interpolation techniques. Additionally, the computational efficiency of both LAURA and HARA have been improved. Optimization of the MPI communication routines in LAURA are shown to improve the parallel efficiency of the primary flow when running with multiple processes per block, and recent optimization of HARA leverage graphics processing unit (GPU) acceleration in the radiation calculations. Using GPU acceleration of HARA is shown to decrease the cost of the radiation line-of-sight calculation by approximately one order of magnitude for a 10.5 km/s Earth entry simulation.

LAURA HARA CFD 5.6

Implicit Thermochemical Nonequilibrium Flow Simulations on Unstructured Grids using GPUs

Thermochemical nonequilibrium flow simulation capabilities have been previously implemented, verified, and validated for central processing unit (CPU) systems in NASA’s unstructured-grid computational fluid dynamics solver FUN3D. Many exascale-class high-performance computing systems will rely on graphics processing unit (GPU) architectures for high throughput and energy efficiency; thus, CPU-based scientific computing software unable to effectively utilize these systems must be updated. In this work, we present a CUDA C++ implementation of FUN3D’s thermochemical nonequilibrium flow simulation capabilities targeting NVIDIA Tesla GPUs. An overview of the porting and optimization strategy is described and performance comparisons with other recent architectures are presented. Scaling to thousands of GPUs is demonstrated, yielding computational performance equivalent to that of several million CPU cores. The implementation enables efficient, high-fidelity, scale-resolving simulations of thermochemical nonequilibrium flows for many applications including atmospheric entry, hypersonics, and combustion.

GPU

Synthetic Tracking on a Small Telescope

Synthetic tracking uses high speed (up to 10 Hz) low noise (<2e-) large format sensors ~16 Mpix along with a multi-vector shift/add algorithm that coadds multiple image frames to increase the signal to noise ratio (SNR) needed to detect (if present) multiple moving objects in the field of view (FOV). We published the application of synthetic tracking to look for asteroids in 2014 (Shao 2014), but recently have applied it more as well to Earth orbiting objects. We have begun testing the data processing graphical processing unit (GPU) array with a small telescope, a 28 cm Celestron RASA telescope and a low cost low noise 16 Mpix CMOS camera at a dark site in California. This system is now operational with a 2 sqdeg FOV and a limiting magnitude between ~16-17.5 stellar magnitudes (mag) depending on a number of observational parameters for short integration times. The instrument can be used to search for NEOs, where we use much longer integration times to get sensitivity ~ 20.5 mag (at new moon). Synthetic tracking provides significant improvements in both sensitivity and astrometric accuracy.

Turyshev, Slava G.

Computational Investigation of the Effect of Chemistry on Mars Supersonic Retropropulsion Environments

Retropropulsion ground tests require significant compromises on physical scale, instrumentation, configuration, and environments. Matching the full Martian environment is simply not possible on Earth. Ground tests of retropropulsion configurations thus far have neglected effects of chemistry due to physical constraints of wind tunnel models and facilities; most experiments use inert simulant gases at relatively low temperatures. As such, a strong reliance on high-fidelity computational analyses is required to expand the knowledge of retropropulsion aerodynamics. In this work, we investigate the effects of chemistry using scale-resolving computational fluid dynamics (CFD) with finite-rate chemistry and a graphics processing unit (GPU)-enabled implementation of the NASA FUN3D flow solver on a human-scale Mars lander concept at supersonic freestream conditions. Results are compared to previous perfect gas simulations.

retropropulsion

Computational Investigation of the Effect of Chemistry on Mars Supersonic Retropropulsion Environments

Retropropulsion ground tests require significant compromises on physical scale, instrumentation, configuration, and environments. Matching the full Martian environment is simply not possible on Earth. Ground tests of retropropulsion configurations thus far have neglected effects of chemistry due to physical constraints of wind tunnel models and facilities; most experiments use inert simulant gases at relatively low temperatures. As such, a strong reliance on high-fidelity computational analyses is required to expand the knowledge of retropropulsion aerodynamics. In this work, we investigate the effects of chemistry using scale-resolving computational fluid dynamics (CFD) with finite-rate chemistry and a graphics processing unit (GPU)-enabled implementation of the NASA FUN3D flow solver on a human-scale Mars lander concept at supersonic freestream conditions. Results are compared to previous perfect gas simulations.

retropropulsion

UASs in the VOG/Edge/FOG Sensor Web Environment

This paper will describe the evolution of information collection, derivation and delivery mechanisms in sensor webs utilizing Uninhabited Aerial Systems (UAS).We will discuss the movement to "Fog Computing", also known as Edge Computing. Fog Computing facilitates the distribution of common operations and networking between edge devices and cloud computing facilities, optimizing the production of actionable intelligence. Initially, UASs utilized onboard data collection as standard, with minimal data downloaded directly. Information products were derived in conventional computational environments, generally desk top computers, and information products made available to the Science Community in weeks or months. With the increased availability, and increasingly lower costs, of beyond line of sight (BLOS) satellite based communication, transmission rates and data volumes increased, and processing migrated to Cloud based services. Contemporary UASs are moving some of that information product derivation to on vehicle services, and are creating a distributed Cloud/Fog environment. The Author will describe the technological advances that have made this possible, including low power multi-core Central Processing Units (CPU), and, more recently, the availability of high end Graphical Processing Units (GPU) that consume only a few watts. Intelligent system software, leveraging these hardware advances, finally allows for information product generation on-board, rather than simple data collection. Additionally, intelligent flight control systems now support mutual vehicle to vehicle collaboration, allowing UASs to create ad-hoc sensor webs on demand, as required. Also discussed will be the lessons learned by the Authors' development of data systems for NASA's large High Altitude Long Endurance (HALE) UASs like Predator and Global Hawk, and how those lessons are being applied to other UAS development This paper will focus on applications, rather a deep dive into the technology, and will highlight improving data management through these new technologies.

UAS

Assessment of Edge-Based Viscous Method for Corner-Flow Solutions on Graphics Processing Units

A highly efficient, edge-based viscous (EBV) discretization method has been recently implemented in a practical, unstructured-grid, node-centered, finite-volume flow solver and evaluated for Reynolds-averaged Navier-Stokes (RANS) formulations. In comparison to a well-established cell-based viscous (CBV) method, the EBV method has demonstrated multifold acceleration of all viscous-kernel computations on general unstructured mixed-element grids. The viscous kernels include evaluation of viscous fluxes, diffusion terms in turbulence models, and the corresponding Jacobian terms. In this paper, an EBV implementation of a nonlinear extension of the Spalart-Allmaras turbulence model, SA-neg-QCR2000, is presented and verified. The SA-neg-QCR2000 model is used for simulating turbulent corner flows. Previously reported EBV computations have been conducted on traditional computing architectures based on central processing units (CPU). This paper assesses benefits of the EBV method on modern high-performance computing architectures based on graphics processing units (GPU). The GPU implementations of the CBV and EBV methods are verified by comparing solutions and iterative convergence with those observed in CPU computations on the same grids. A comprehensive assessment of the EBV speedup on CPU and GPU architectures is presented for established benchmark corner flows, namely, a supersonic flow through a long square duct and a subsonic flow around a NASA juncture flow model.

CFD