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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.

Runtime volume visualization for parallel CFD

This paper discusses some aspects of design of a data distributed, massively parallel volume rendering library for runtime visualization of parallel computational fluid dynamics simulations in a message-passing environment. Unlike the traditional scheme in which visualization is a postprocessing step, the rendering is done in place on each node processor. Computational scientists who run large-scale simulations on a massively parallel computer can thus perform interactive monitoring of their simulations. The current library provides an interface to handle volume data on rectilinear grids. The same design principles can be generalized to handle other types of grids. For demonstration, we run a parallel Navier-Stokes solver making use of this rendering library on the Intel Paragon XP/S. The interactive visual response achieved is found to be very useful. Performance studies show that the parallel rendering process is scalable with the size of the simulation as well as with the parallel computer.

Ma, Kwan-Liu

Virtual Acoustics: Evaluation of Psychoacoustic Parameters

Current virtual acoustic displays for teleconferencing and virtual reality are usually limited to very simple or non-existent renderings of reverberation, a fundamental part of the acoustic environmental context that is encountered in day-to-day hearing. Several research efforts have produced results that suggest that environmental cues dramatically improve perceptual performance within virtual acoustic displays, and that is possible to manipulate signal processing parameters to effectively reproduce important aspects of virtual acoustic perception in real-time. However, the computational resources for rendering reverberation remain formidable. Our efforts at NASA Ames have been focused using a several perceptual threshold metrics, to determine how various "trade-offs" might be made in real-time acoustic rendering. This includes both original work and confirmation of existing data that was obtained in real rather than virtual environments. The talk will consider the importance of using individualized versus generalized pinnae cues (the "Head-Related Transfer Function"); the use of head movement cues; threshold data for early reflections and late reverberation; and consideration of the necessary accuracy for measuring and rendering octave-band absorption characteristics of various wall surfaces. In addition, a consideration of the analysis-synthesis of the reverberation within "everyday spaces" (offices, conference rooms) will be contrasted to the commonly used paradigm of concert hall spaces.

Begault, Durand R.

High-Performance 3D Articulated Robot Display

In the domain of telerobotic operations, the primary challenge facing the operator is to understand the state of the robotic platform. One key aspect of understanding the state is to visualize the physical location and configuration of the platform. As there is a wide variety of mobile robots, the requirements for visualizing their configurations vary diversely across different platforms. There can also be diversity in the mechanical mobility, such as wheeled, tracked, or legged mobility over surfaces. Adaptable 3D articulated robot visualization software can accommodate a wide variety of robotic platforms and environments. The visualization has been used for surface, aerial, space, and water robotic vehicle visualization during field testing. It has been used to enable operations of wheeled and legged surface vehicles, and can be readily adapted to facilitate other mechanical mobility solutions. The 3D visualization can render an articulated 3D model of a robotic platform for any environment. Given the model, the software receives real-time telemetry from the avionics system onboard the vehicle and animates the robot visualization to reflect the telemetered physical state. This is used to track the position and attitude in real time to monitor the progress of the vehicle as it traverses its environment. It is also used to monitor the state of any or all articulated elements of the vehicle, such as arms, legs, or control surfaces. The visualization can also render other sorts of telemetered states visually, such as stress or strains that are measured by the avionics. Such data can be used to color or annotate the virtual vehicle to indicate nominal or off-nominal states during operation. The visualization is also able to render the simulated environment where the vehicle is operating. For surface and aerial vehicles, it can render the terrain under the vehicle as the avionics sends it location information (GPS, odometry, or star tracking), and locate the vehicle over or on the terrain correctly. For long traverses over terrain, the visualization can stream in terrain piecewise in order to maintain the current area of interest for the operator without incurring unreasonable resource constraints on the computing platform. The visualization software is designed to run on laptops that can operate in field-testing environments without Internet access, which is a frequently encountered situation when testing in remote locations that simulate planetary environments such as Mars and other planetary bodies.

Powell, Mark W.

Lessons Learned from OSIRIS-Rex Autonomous Navigation Using Natural Feature Tracking

The Origins, Spectral Interpretation, Resource Identification, Security-Regolith Explorer (Osiris-REx) spacecraft is scheduled to launch in September, 2016 to embark on an asteroid sample return mission. It is expected to rendezvous with the asteroid, Bennu, navigate to the surface, collect a sample (July 20), and return the sample to Earth (September 23). The original mission design called for using one of two Flash Lidar units to provide autonomous navigation to the surface. Following Preliminary design and initial development of the Lidars, reliability issues with the hardware and test program prompted the project to begin development of an alternative navigation technique to be used as a backup to the Lidar. At the critical design review, Natural Feature Tracking (NFT) was added to the mission. NFT is an onboard optical navigation system that compares observed images to a set of asteroid terrain models which are rendered in real-time from a catalog stored in memory on the flight computer. Onboard knowledge of the spacecraft state is then updated by a Kalman filter using the measured residuals between the rendered reference images and the actual observed images. The asteroid terrain models used by NFT are built from a shape model generated from observations collected during earlier phases of the mission and include both terrain shape and albedo information about the asteroid surface. As a result, the success of NFT is highly dependent on selecting a set of topographic features that can be both identified during descent as well as reliably rendered using the shape model data available. During development, the OSIRIS-REx team faced significant challenges in developing a process conducive to robust operation. This was especially true for terrain models to be used as the spacecraft gets close to the asteroid and higher fidelity models are required for reliable image correlation. This paper will present some of the challenges and lessons learned from the development of the NFT system which includes not just the flight hardware and software but the development of the terrain models used to generate the onboard rendered images.

Navigation

Interactive graphics for geometry modeling

An interactive vector capability to create geometry and a raster color shaded rendering capability to sample and verify interim geometric design steps through color snapshots is described. The development is outlined of the underlying methodology which facilitates computer aided engineering and design. At present, raster systems cannot match the interactivity and line-drawing capability of refresh vector systems. Consequently, an intermediate step in mechanical design is used to create objects interactively on the vector display and then scan convert the wireframe model to render it as a color shaded object on a raster display. Several algorithms are presented for rendering such objects. Superquadric solid primitive extend the class of primitives normally used in solid modelers.

Wozny, M. J.

A walk through the planned CS building

Using the architectural plan views of our future computer science building as test objects, we have completed the first stage of a Building walkthrough system. The inputs to our system are AutoCAD files. An AutoCAD converter translates the geometrical information in these files into a format suitable for 3D rendering. Major model errors, such as incorrect polygon intersections and random face orientations, are detected and fixed automatically. Interactive viewing and editing tools are provided to view the results, to modify and clean the model and to change surface attributes. Our display system provides a simple-to-use user interface for interactive exploration of buildings. Using only the mouse buttons, the user can move inside and outside the building and change floors. Several viewing and rendering options are provided, such as restricting the viewing frustum, avoiding wall collisions, and selecting different rendering algorithms. A plan view of the current floor, with the position of the eye point and viewing direction on it, is displayed at all times. The scene illumination can be manipulated, by interactively controlling intensity values for 5 light sources.

Khorramabadi, Delnaz

Airplane dopes and doping

Cellulose acetate and cellulose nitrate are the important constituents of airplane dopes in use at the present time, but planes were treated with other materials in the experimental stages of flying. The above compounds belong to the class of colloids and are of value because they produce a shrinking action on the fabric when drying out of solution, rendering it drum tight. Other colloids possessing the same property have been proposed and tried. In the first stages of the development of dope, however, shrinkage was not considered. The fabric was treated merely to render it waterproof. The first airplanes constructed were covered with cotton fabric stretched as tightly as possible over the winds, fuselage, etc., and flying was possible only in fine weather. The necessity of an airplane which would fly under all weather conditions at once became apparent. Then followed experiments with rubberized fabrics, fabrics treated with glue rendered insoluble by formaldehyde or bichromate, fabrics treated with drying and nondrying oils, shellac, casein, etc. It was found that fabrics treated as above lost their tension in damp weather, and the oil from the motor penetrated the proofing material and weakened the fabric. For the most part the film of material lacked durability. Cellulose nitrate lacquers, however were found to be more satisfactory under varying weather conditions, added less weight to the planes, and were easily applied. On the other hand, they were highly inflammable, and oil from the motor penetrated the film of cellulose nitrate, causing the tension of the fabric to be relaxed.

PROTECTIVE COATINGS AND COVERINGS

Animation of multi-flexible body systems and its use in control system design

Animation can greatly assist the structural dynamicist and control system analyst with better understanding of how multi-flexible body systems behave. For multi-flexible body systems, the structural characteristics (mode frequencies, mode shapes, and damping) change, sometimes dramatically with large angles of rotation between bodies. With computer animation, the analyst can visualize these changes and how the system responds to active control forces and torques. A characterization of the type of system we wish to animate is presented. The lack of clear understanding of the above effects was a key element leading to the development of a multi-flexible body animation software package. The resulting animation software is described in some detail here, followed by its application to the control system analyst. Other applications of this software can be determined on an individual need basis. A number of software products are currently available that make the high-speed rendering of rigid body mechanical system simulation possible. However, such options are not available for use in rendering flexible body mechanical system simulations. The desire for a high-speed flexible body visualization tool led to the development of the Flexible Or Rigid Mechanical System (FORMS) software. This software was developed at the Center for Simulation and Design Optimization of Mechanical Systems at the University of Iowa. FORMS provides interactive high-speed rendering of flexible and/or rigid body mechanical system simulations, and combines geometry and motion information to produce animated output. FORMS is designed to be both portable and flexible, and supports a number of different user interfaces and graphical display devices. Additional features have been added to FORMS that allow special visualization results related to the nature of the flexible body geometric representations.

Juengst, Carl

Design considerations for parallel graphics libraries

Applications which run on parallel supercomputers are often characterized by massive datasets. Converting these vast collections of numbers to visual form has proven to be a powerful aid to comprehension. For a variety of reasons, it may be desirable to provide this visual feedback at runtime. One way to accomplish this is to exploit the available parallelism to perform graphics operations in place. In order to do this, we need appropriate parallel rendering algorithms and library interfaces. This paper provides a tutorial introduction to some of the issues which arise in designing parallel graphics libraries and their underlying rendering algorithms. The focus is on polygon rendering for distributed memory message-passing systems. We illustrate our discussion with examples from PGL, a parallel graphics library which has been developed on the Intel family of parallel systems.

Crockett, Thomas W.

A Graph Based Interface for Representing Volume Visualization Results

This paper discusses a graph based user interface for representing the results of the volume visualization process. As images are rendered, they are connected to other images in a graph based on their rendering parameters. The user can take advantage of the information in this graph to understand how certain rendering parameter changes affect a dataset, making the visualization process more efficient. Because the graph contains more information than is contained in an unstructured history of images, the image graph is also helpful for collaborative visualization and animation.

Patten, James M.

"Tools For Analysis and Visualization of Large Time- Varying CFD Data Sets"

During the four years of this grant (including the one year extension), we have explored many aspects of the visualization of large CFD (Computational Fluid Dynamics) datasets. These have included new direct volume rendering approaches, hierarchical methods, volume decimation, error metrics, parallelization, hardware texture mapping, and methods for analyzing and comparing images. First, we implemented an extremely general direct volume rendering approach that can be used to render rectilinear, curvilinear, or tetrahedral grids, including overlapping multiple zone grids, and time-varying grids. Next, we developed techniques for associating the sample data with a k-d tree, a simple hierarchial data model to approximate samples in the regions covered by each node of the tree, and an error metric for the accuracy of the model. We also explored a new method for determining the accuracy of approximate models based on the light field method described at ACM SIGGRAPH (Association for Computing Machinery Special Interest Group on Computer Graphics) '96. In our initial implementation, we automatically image the volume from 32 approximately evenly distributed positions on the surface of an enclosing tessellated sphere. We then calculate differences between these images under different conditions of volume approximation or decimation.

Wilhelms, Jane

Terrain Simulation

A highlight of the IMAX film, Blue Planet, is a 100-second computer- generated animation of a flight and earthquake simulation along California's San Andreas Fault. Created by the VESA group at the Jet Propulsion Laboratory, the sequence required the development of a technique to make possible terrain rendering of very large digital images. An image mosaic of California constructed from Landsat data made this possible. An advanced pyramidal terrain rendering technique was developed, significantly reducing the necessary time involved in transferring the Landsat data to film. The new technique has also enabled NASA to develop new perspective rendering technologies in order to cope with anticipated increased remote sensor data.

Source record

Synthesis of Virtual Environments for Aircraft Community Noise Impact Studies

A new capability has been developed for the creation of virtual environments for the study of aircraft community noise. It is applicable for use with both recorded and synthesized aircraft noise. When using synthesized noise, a three-stage process is adopted involving non-real-time prediction and synthesis stages followed by a real-time rendering stage. Included in the prediction-based source noise synthesis are temporal variations associated with changes in operational state, and low frequency fluctuations that are present under all operating conditions. Included in the rendering stage are the effects of spreading loss, absolute delay, atmospheric absorption, ground reflections, and binaural filtering. Results of prediction, synthesis and rendering stages are presented.

Rizzi, Stephen A.

Material Characterization and Geometric Segmentation of a Composite Structure Using Microfocus X-Ray Computed Tomography Image-Based Finite Element Modeling

This study utilizes microfocus x-ray computed tomography (CT) slice sets to model and characterize the damage locations and sizes in thermal protection system materials that underwent impact testing. ScanIP/FE software is used to visualize and process the slice sets, followed by mesh generation on the segmented volumetric rendering. Then, the local stress fields around several of the damaged regions are calculated for realistic mission profiles that subject the sample to extreme temperature and other severe environmental conditions. The resulting stress fields are used to quantify damage severity and make an assessment as to whether damage that did not penetrate to the base material can still result in catastrophic failure of the structure. It is expected that this study will demonstrate that finite element modeling based on an accurate three-dimensional rendered model from a series of CT slices is an essential tool to quantify the internal macroscopic defects and damage of a complex system made out of thermal protection material. Results obtained showing details of segmented images; three-dimensional volume-rendered models, finite element meshes generated, and the resulting thermomechanical stress state due to impact loading for the material are presented and discussed. Further, this study is conducted to exhibit certain high-caliber capabilities that the nondestructive evaluation (NDE) group at NASA Glenn Research Center can offer to assist in assessing the structural durability of such highly specialized materials so improvements in their performance and capacities to handle harsh operating conditions can be made.

Abdul-Aziz, Ali

DspaceOgreTerrain 3D Terrain Visualization Tool

DspaceOgreTerrain is an extension to the DspaceOgre 3D visualization tool that supports real-time visualization of various terrain types, including digital elevation maps, planets, and meshes. DspaceOgreTerrain supports creating 3D representations of terrains and placing them in a scene graph. The 3D representations allow for a continuous level of detail, GPU-based rendering, and overlaying graphics like wheel tracks and shadows. It supports reading data from the SimScape terrain- modeling library. DspaceOgreTerrain solves the problem of displaying the results of simulations that involve very large terrains. In the past, it has been used to visualize simulations of vehicle traverses on Lunar and Martian terrains. These terrains were made up of billions of vertices and would not have been renderable in real-time without using a continuous level of detail rendering technique.

Myint, Steven

Software Method for Computed Tomography Cylinder Data Unwrapping, Re-slicing, and Analysis

A software method has been developed that is applicable for analyzing cylindrical and partially cylindrical objects inspected using computed tomography (CT). This method involves unwrapping and re-slicing data so that the CT data from the cylindrical object can be viewed as a series of 2D sheets (or flattened onion skins ) in addition to a series of top view slices and 3D volume rendering. The advantages of viewing the data in this fashion are as follows: (1) the use of standard and specialized image processing and analysis methods is facilitated having 2D array data versus a volume rendering; (2) accurate lateral dimensional analysis of flaws is possible in the unwrapped sheets versus volume rendering; (3) flaws in the part jump out at the inspector with the proper contrast expansion settings in the unwrapped sheets; and (4) it is much easier for the inspector to locate flaws in the unwrapped sheets versus top view slices for very thin cylinders. The method is fully automated and requires no input from the user except proper voxel dimension from the CT experiment and wall thickness of the part. The software is available in 32-bit and 64-bit versions, and can be used with binary data (8- and 16-bit) and BMP type CT image sets. The software has memory (RAM) and hard-drive based modes. The advantage of the (64-bit) RAM-based mode is speed (and is very practical for users of 64-bit Windows operating systems and computers having 16 GB or more RAM). The advantage of the hard-drive based analysis is one can work with essentially unlimited-sized data sets. Separate windows are spawned for the unwrapped/re-sliced data view and any image processing interactive capability. Individual unwrapped images and un -wrapped image series can be saved in common image formats. More information is available at http://www.grc.nasa.gov/WWW/OptInstr/ NDE_CT_CylinderUnwrapper.html.

Roth, Don J.

Creating a Prototype Web Application for Spacecraft Real-Time Data Visualization on Mobile Devices

Mobile devices (smart phones, tablets) have become commonplace among almost all sectors of the workforce, especially in the technical and scientific communities. These devices provide individuals the ability to be constantly connected to any area of interest they may have, whenever and wherever they are located. The Huntsville Operations Support Center (HOSC) is attempting to take advantage of this constant connectivity to extend the data visualization component of the Payload Operations and Integration Center (POIC) to a person's mobile device. POIC users currently have a rather unique capability to create custom user interfaces in order to view International Space Station (ISS) payload health and status telemetry. These displays are used at various console positions within the POIC. The Software Engineering team has created a Mobile Display capability that will allow authenticated users to view the same displays created for the console positions on the mobile device of their choice. Utilizing modern technologies including ASP.net, JavaScript, and HTML5, we have created a web application that renders the user's displays in any modern desktop or mobile web browser, regardless of the operating system on the device. Additionally, the application is device aware which enables it to render its configuration and selection menus with themes that correspond to the particular device. The Mobile Display application uses a communication mechanism known as signalR to push updates to the web client. This communication mechanism automatically detects the best communication protocol between the client and server and also manages disconnections and reconnections of the client to the server. One benefit of this application is that the user can monitor important telemetry even while away from their console position. If expanded to the scientific community, this application would allow a scientist to view a snapshot of the state of their particular experiment at any time or place. Because the web application renders the displays that can currently be created with the POIC ground system, the user can tailor their displays for a particular device using tools that they are already trained to use.

Lang, Jeremy S.