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At least 685 records · Page 38

An Object-Oriented Graphical User Interface for a Reusable Rocket Engine Intelligent Control System

An intelligent control system for reusable rocket engines under development at NASA Lewis Research Center requires a graphical user interface to allow observation of the closed-loop system in operation. The simulation testbed consists of a real-time engine simulation computer, a controls computer, and several auxiliary computers for diagnostics and coordination. The system is set up so that the simulation computer could be replaced by the real engine and the change would be transparent to the control system. Because of the hard real-time requirement of the control computer, putting a graphical user interface on it was not an option. Thus, a separate computer used strictly for the graphical user interface was warranted. An object-oriented LISP-based graphical user interface has been developed on a Texas Instruments Explorer 2+ to indicate the condition of the engine to the observer through plots, animation, interactive graphics, and text.

Litt, Jonathan S.↗

Integrating Commercial Off-The-Shelf (COTS) graphics and extended memory packages with CLIPS

This paper addresses the question of how to mix CLIPS with graphics and how to overcome PC's memory limitations by using the extended memory available in the computer. By adding graphics and extended memory capabilities, CLIPS can be converted into a complete and powerful system development tool, on the other most economical and popular computer platform. New models of PCs have amazing processing capabilities and graphic resolutions that cannot be ignored and should be used to the fullest of their resources. CLIPS is a powerful expert system development tool, but it cannot be complete without the support of a graphics package needed to create user interfaces and general purpose graphics, or without enough memory to handle large knowledge bases. Now, a well known limitation on the PC's is the usage of real memory which limits CLIPS to use only 640 Kb of real memory, but now that problem can be solved by developing a version of CLIPS that uses extended memory. The user has access of up to 16 MB of memory on 80286 based computers and, practically, all the available memory (4 GB) on computers that use the 80386 processor. So if we give CLIPS a self-configuring graphics package that will automatically detect the graphics hardware and pointing device present in the computer, and we add the availability of the extended memory that exists in the computer (with no special hardware needed), the user will be able to create more powerful systems at a fraction of the cost and on the most popular, portable, and economic platform available such as the PC platform.

Callegari, Andres C.↗

Graphics Programs for the DEC VAX Computer

Variety of plots available in video or printed form. LONGLIB library of computer programs set of subroutines designed for vector plotting on cathode-ray tubes and dot-matrix printers. LONGLIB subroutines invoked by program calls similar to standard CALCOMP routines. In addition to basic plotting routines, LONGLIB contains extensive set of routines to allow viewport clipping, extended character sets, graphic input, gray-level plots, polar plots, and three-dimensional plotting with or without removal of hidden lines. LONGLIB written in FORTRAN 77 and C for batch execution.

Long, D.↗

Oxygen transport properties estimation by classical trajectory–direct simulation Monte Carlo

Coupling direct simulation Monte Carlo (DSMC) simulations with classical trajectory calculations is a powerful tool to improve predictive capabilities of computational dilute gas dynamics. The considerable increase in computational effort outlined in early applications of the method can be compensated by running simulations on massively parallel computers. In particular, Graphics Processing Unit acceleration has been found quite effective in reducing computing time of classical trajectory (CT)-DSMC simulations. The aim of the present work is to study dilute molecular oxygen flows by modeling binary collisions, in the rigid rotor approximation, through an accurate Potential Energy Surface (PES), obtained by molecular beams scattering. The PES accuracy is assessed by calculating molecular oxygen transport properties by different equilibrium and non-equilibrium CT-DSMC based simulations that provide close values of the transport properties. Comparisons with available experimental data are presented and discussed in the temperature range 300–900 K, where vibrational degrees of freedom are expected to play a limited (but not always negligible) role.

73 NUCLEAR PHYSICS AND RADIATION PHYSICS↗

Fast 2D Bicephalous Convolutional Autoencoder for Compressing 3D Time Projection Chamber Data

High-energy large-scale particle colliders produce data at high speed in the order of 1 terabytes per second in nuclear physics and petabytes per second in high energy physics. Developing real-time data compression algorithms to reduce such data at high throughput to fit permanent storage has drawn increasing attention. Specifically, at the newly constructed sPHENIX experiment at the Relativistic Heavy Ion Collider (RHIC), a time projection chamber is used as the main tracking detector, which records particle trajectories in a volume of three-dimensional (3D) cylinder. The resulting data are usually very sparse with occupancy around 10.8%. Such sparsity presents a challenge to conventional learning-free lossy compression algorithms, such as SZ, ZFP, and MGARD. The 3D convolutional neural network (CNN)-based approach, Bicephalous Convolutional Autoencoder (BCAE), outperforms traditional methods both in compression rate and reconstruction accuracy. BCAE can also utilize the computation power of graphical processing units suitable for deployment in a modern heterogeneous highperformance computing environment. This work introduces two BCAE variants: BCAE++ and BCAE-2D. BCAE++ achieves a 15% better compression ratio and a 77% better reconstruction accuracy measured in mean absolute error compared with BCAE. BCAE-2D treats the radial direction as the channel dimension of an image, resulting in a 3× speedup in compression throughput. In addition, we demonstrate an unbalanced autoencoder with a larger decoder can improve reconstruction accuracy without significantly sacrificing throughput. Lastly, we observe both the BCAE++ and BCAE-2D can benefit more from using half-precision mode in throughput (76 - 79% increase) without loss in reconstruction accuracy. The source code and links to data and pretrained models can be found at https://github.com/BNL-DAQ-LDRD/NeuralCompression_v2

73 NUCLEAR PHYSICS AND RADIATION PHYSICS↗

Accelerated Adaptive MGS Phase Retrieval

The Modified Gerchberg-Saxton (MGS) algorithm is an image-based wavefront-sensing method that can turn any science instrument focal plane into a wavefront sensor. MGS characterizes optical systems by estimating the wavefront errors in the exit pupil using only intensity images of a star or other point source of light. This innovative implementation of MGS significantly accelerates the MGS phase retrieval algorithm by using stream-processing hardware on conventional graphics cards. Stream processing is a relatively new, yet powerful, paradigm to allow parallel processing of certain applications that apply single instructions to multiple data (SIMD). These stream processors are designed specifically to support large-scale parallel computing on a single graphics chip. Computationally intensive algorithms, such as the Fast Fourier Transform (FFT), are particularly well suited for this computing environment. This high-speed version of MGS exploits commercially available hardware to accomplish the same objective in a fraction of the original time. The exploit involves performing matrix calculations in nVidia graphic cards. The graphical processor unit (GPU) is hardware that is specialized for computationally intensive, highly parallel computation. From the software perspective, a parallel programming model is used, called CUDA, to transparently scale multicore parallelism in hardware. This technology gives computationally intensive applications access to the processing power of the nVidia GPUs through a C/C++ programming interface. The AAMGS (Accelerated Adaptive MGS) software takes advantage of these advanced technologies, to accelerate the optical phase error characterization. With a single PC that contains four nVidia GTX-280 graphic cards, the new implementation can process four images simultaneously to produce a JWST (James Webb Space Telescope) wavefront measurement 60 times faster than the previous code.

Lam, Raymond K.↗

A workflow for segmenting soil and plant X-ray computed tomography images with deep learning in Google’s Colaboratory

X-ray micro-computed tomography (X-ray μCT) has enabled the characterization of the properties and processes that take place in plants and soils at the micron scale. Despite the widespread use of this advanced technique, major limitations in both hardware and software limit the speed and accuracy of image processing and data analysis. Recent advances in machine learning, specifically the application of convolutional neural networks to image analysis, have enabled rapid and accurate segmentation of image data. Yet, challenges remain in applying convolutional neural networks to the analysis of environmentally and agriculturally relevant images. Specifically, there is a disconnect between the computer scientists and engineers, who build these AI/ML tools, and the potential end users in agricultural research, who may be unsure of how to apply these tools in their work. Additionally, the computing resources required for training and applying deep learning models are unique, more common to computer gaming systems or graphics design work, than to traditional computational systems. To navigate these challenges, we developed a modular workflow for applying convolutional neural networks to X-ray μCT images, using low-cost resources in Google’s Colaboratory web application. Here we present the results of the workflow, illustrating how parameters can be optimized to achieve best results using example scans from walnut leaves, almond flower buds, and a soil aggregate. We expect that this framework will accelerate the adoption and use of emerging deep learning techniques within the plant and soil sciences.

59 BASIC BIOLOGICAL SCIENCES↗

Galilean satellite geomorphology

Research on this task consisted of the development and initial application of photometric and photoclinometric models using interactive computer image processing and graphics. New programs were developed to compute viewing and illumination angles for every picture element in a Voyager image using C-matrices and final Voyager ephemerides. These values were then used to transform each pixel to an illumination-oriented coordinate system. An iterative integration routine permits slope displacements to be computed from brightness variations, and correlated in the cross-sun direction, resulting in two dimensional topographic data. Figure 1 shows a 'wire-mesh' view of an impact crater on Ganymede, shown with a 10-fold vertical exaggeration. The crater, about 20 km in diameter, has a central mound and raised interior floor suggestive of viscous relaxation and rebound of the crater's topography. In addition to photoclinometry, the computer models that have been developed permit an examination on non-topographically-derived variations in surface brightness.

Malin, M. C.↗

The multi-attribute task battery for human operator workload and strategic behavior research

The Multi-Attribute Task (MAT) Battery provides a benchmark set of tasks for use in a wide range of lab studies of operator performance and workload. The battery incorporates tasks analogous to activities that aircraft crewmembers perform in flight, while providing a high degree of experimenter control, performance data on each subtask, and freedom to use nonpilot test subjects. Features not found in existing computer based tasks include an auditory communication task (to simulate Air Traffic Control communication), a resource management task permitting many avenues or strategies of maintaining target performance, a scheduling window which gives the operator information about future task demands, and the option of manual or automated control of tasks. Performance data are generated for each subtask. In addition, the task battery may be paused and onscreen workload rating scales presented to the subject. The MAT Battery requires a desktop computer with color graphics. The communication task requires a serial link to a second desktop computer with a voice synthesizer or digitizer card.

Comstock, J. Raymond, Jr.↗

Multi-Attribute Task Battery - Applications in pilot workload and strategic behavior research

The Multi-Attribute Task (MAT) Battery provides a benchmark set of tasks for use in a wide range of lab studies of operator performance and workload. The battery incorporates tasks analogous to activities that aircraft crewmembers perform in flight, while providing a high degree of experimenter control, performance data on each subtask, and freedom to nonpilot test subjects. Features not found in existing computer based tasks include an auditory communication task (to simulate Air Traffic Control communication), a resource management task permitting many avenues or strategies of maintaining target performance, a scheduling window which gives the operator information about future task demands, and the option of manual or automated control of tasks. Performance data are generated for each subtask. In addition, the task battery may be paused and onscreen workload rating scales presented to the subject. The MAT Battery requires a desktop computer with color graphics. The communication task requires a serial link to a second desktop computer with a voice synthesizer or digitizer card.

Arnegard, Ruth J.↗

Enhanced Graphics for Extended Scale Range

Enhanced Graphics for Extended Scale Range is a computer program for rendering fly-through views of scene models that include visible objects differing in size by large orders of magnitude. An example would be a scene showing a person in a park at night with the moon, stars, and galaxies in the background sky. Prior graphical computer programs exhibit arithmetic and other anomalies when rendering scenes containing objects that differ enormously in scale and distance from the viewer. The present program dynamically repartitions distance scales of objects in a scene during rendering to eliminate almost all such anomalies in a way compatible with implementation in other software and in hardware accelerators. By assigning depth ranges correspond ing to rendering precision requirements, either automatically or under program control, this program spaces out object scales to match the precision requirements of the rendering arithmetic. This action includes an intelligent partition of the depth buffer ranges to avoid known anomalies from this source. The program is written in C++, using OpenGL, GLUT, and GLUI standard libraries, and nVidia GEForce Vertex Shader extensions. The program has been shown to work on several computers running UNIX and Windows operating systems.

Hanson, Andrew J.↗

C++ Resource Intelligent Compilation for GPU Enabled Applications

We are nearing the limits of Moore's Law with current computing technology. As industries push for more performance from smaller systems, alternate methods of computation such as Graphics Processing Units (GPUs) should be considered. Many of these systems utilize the Compute Unified Device Architecture (CUDA) to give programmers access to individual compute elements of the GPU for general purpose computing tasks. Direct access to the GPU's parallel multi-core architecture enables highly efficient computation and can drastically reduce the time required for complex algorithms or data analysis. Of course not all systems have a CUDA-enabled device to leverage, and so applications must consider optional support for users with these devices. Resource Intelligent Compilation (RIC) addresses this situation by enabling GPU-based acceleration of existing applications without affecting users without GPUs. Resource Intelligent Compilation (RIC) creates C/C++ modules that can be compiled to create a standard CPU version or GPU accelerated version of a program, depending on hardware availability. This is accomplished through a toolbox of programming strategies based on features of the CUDA API. Using this toolbox, existing applications can be modified with ease to support GPU acceleration, and new applications can be generated with just a few simple modifications. All of this culminates in an accelerated application for users with the appropriate hardware, with no performance impact to standard systems. This memorandum presents all the important features involved in supporting and implementing RIC and an example of using RIC to accelerate an existing mathematical model, without removing support for standard users. Through this memorandum, NASA engineers can acquire a set of guidelines to follow for RIC-compliant development, seamlessly accelerating C/C++ applications.

GPU↗

Guidelines in preparing computer-generated plots for NASA technical reports with the LaRC graphics output system

To response to a need for improved computer-generated plots that are acceptable to the Langley publication process, the LaRC Graphics Output System has been modified to encompass the publication requirements, and a guideline has been established. This guideline deals only with the publication requirements of computer-generated plots. This report explains the capability that authors of NASA technical reports can use to obtain publication--quality computer-generated plots or the Langley publication process. The rules applied in developing this guideline and examples illustrating the rules are included.

Taylor, N. L.↗

Constraint, Intelligence, and Control Hierarchy in Virtual Environments

This paper seeks to deal directly with the question of what makes virtual actors and objects that are experienced in virtual environments seem real. (The term virtual reality, while more common in public usage, is an oxymoron; therefore virtual environment is the preferred term in this paper). Reality is difficult topic, treated for centuries in those sub-fields of philosophy called ontology- "of or relating to being or existence" and epistemology- "the study of the method and grounds of knowledge, especially with reference to its limits and validity" (both from Webster s, 1965). Advances in recent decades in the technologies of computers, sensors and graphics software have permitted human users to feel present or experience immersion in computer-generated virtual environments. This has motivated a keen interest in probing this phenomenon of presence and immersion not only philosophically but also psychologically and physiologically in terms of the parameters of the senses and sensory stimulation that correlate with the experience (Ellis, 1991). The pages of the journal Presence: Teleoperators and Virtual Environments have seen much discussion of what makes virtual environments seem real (see, e.g., Slater, 1999; Slater et al. 1994; Sheridan, 1992, 2000). Stephen Ellis, when organizing the meeting that motivated this paper, suggested to invited authors that "We may adopt as an organizing principle for the meeting that the genesis of apparently intelligent interaction arises from an upwelling of constraints determined by a hierarchy of lower levels of behavioral interaction. "My first reaction was "huh?" and my second was "yeah, that seems to make sense." Accordingly the paper seeks to explain from the author s viewpoint, why Ellis s hypothesis makes sense. What is the connection of "presence" or "immersion" of an observer in a virtual environment, to "constraints" and what types of constraints. What of "intelligent interaction," and is it the intelligence of the observer or the intelligence of the environment (whatever the latter may mean) that is salient? And finally, what might be relevant about "upwelling" of constraints as determined by a hierarchy of levels of interaction?

Sheridan, Thomas B.↗

Ray Tracing Techniques for the Characterization of Lunar Communication Architectures

This paper provides an overview of the computational techniques used to characterize the viability of different lunar architectures and their ability to provide communication services to the lunar surface. This analysis was done with modern ray tracing techniques that allow for the computations to be done on Graphics Processing Unit (GPU) clusters for a high level of parallelism and severe reduction in computation time. The ray tracing computations were done with the GPU platform Compute Unified Device Architecture (CUDA) provided by NVIDIA which utilizes general-purpose computing on graphics processing units (GPGPU). This new method provides the advantage of being able to characterize a much larger portion of the lunar surface due to its computational efficiency as well as providing a more accurate representation of elevation angle limits instead of the typical and often inaccurate elevation angle mask. The Lunar surface can now be characterized with metrics such as contact time, outage time, and received data rate. With these metrics, different proposed Lunar architectures can be rapidly evaluated. This reduction in computation time not only leads to more accurate results but allows these results to be obtained in a time frame that allows for the complete characterization of the trade space. It is expected that these different architecture comparisons will lead to a conclusive determination of the optimal Lunar architecture and will allow for future Lunar missions to operate as close to real time as possible. In addition, this computation method can be used to recreate visibility figures generated by previous methods but with an increased level of accuracy.

Thomas Montano↗

Chapter 6: Modeling and Simulation of Wind-Farm Flows

The subject of this chapter is the modeling and simulation of the flow through full wind farms, also known as wind plants, which are collections of many wind turbines within a region working together to supply power to the grid like any other type of power plant. This topic is interesting and exciting because of the increasing variety of and uses for wind plant flow modeling and simulation. For example, Figure 6.1 shows the computed flow field from a high-fidelity simulation of the Lillgrund offshore wind farm using computational fluid dynamics (CFD) with large-eddy simulation (LES) turbulence modeling and actuator line rotor aerodynamics models. There are many ways to model this type of flow, ranging from very simple models of wind turbine wakes and their interactions that can run in a matter of seconds on a laptop to high-fidelity, turbulence -resolving LES of the atmospheric flow and wakes that require days of use of thousands of cores on a high-performance computing cluster. The uses of wind plant flow simulations are equally varied. Wind plant layout designers run hundreds or thousands of simulations over all possible wind directions and speeds using simple models to predict a future wind plant's annual energy production. Researchers use LESs of the wind plant to study phenomena such as wind turbine wake interactions with each other and with the atmospheric boundary layer (ABL). As computational resources become more readily available, it is even becoming common for turbine manufacturers to use CFD of some form to model wind plants in complex terrain to help in the wind turbine siting and selection process. We are beginning to see the expensive, high-fidelity tools being used to create data and knowledge that improves or enables the creation of new cheaper, lower fidelity tools. We are also beginning to see the low- and high-fidelity tools used together to perform uncertainty quantification of energy estimates and optimization of wind plant layouts. As new computing technologies mature, such as graphics processing unit (GPU)-based computing, the future of full wind plant flow modeling is exciting.

17 WIND ENERGY↗

Self-focusing of a Gaussian electromagnetic beam in a multi-ions plasma

In this paper, the authors have developed a formulation for the dependence of electron and ion densities on the irradiance of an electromagnetic beam in a plasma with multiply charged ions, corresponding to collisional, ponderomotive, and relativistic-ponderomotive nonlinearities and different electron/ion temperatures; consequently, the corresponding expressions for the electron density modification in the presence of an electromagnetic (em) field have been derived. Paraxial approach in the vicinity of intensity maximum has been adopted to analyze the propagation characteristics of an em beam in such plasmas; on the basis of this analysis, critical curves and self-focusing curves have been computed numerically and graphically illustrated. For a numerical appreciation of the analysis, we have specifically carried out the computations for the simultaneous presence of singly and doubly charged ions in the plasma. As an important outcome, it is seen that the nonlinear effects (and hence self-focusing) get suppressed in the presence of multiply ionized ions; the conditions for the three modes of em-beam propagation viz. oscillatory focusing/defocusing and steady divergence have been discussed.

70 PLASMA PHYSICS AND FUSION TECHNOLOGY↗