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At least 73 records · Page 4

Assessment of antipodal-impact terrains on Mars

The regions anitpodal to Mars' three largest impact basins, Hellas, Isidis, and Argyre, were assessed for evidence of impact-induced disrupted terrains. Photogeology and computer modeling using the Simplified Arbitrary Lagrangian Eulerian (SALE) finite element code suggest that such terrains could have been found by the Hellas impact. Maximum antipodal pressures are 1100 MPa for Hellas, 520 MPa for Isidis, and 150 MPa for Argyre. The results suggest that if antipodal fracturing were associated with later volcanism, then Alba Patera may be related to the Hellas event, as proposed by Peterson (1978). Alba Patera is a unique volcano in the solar system, being a shield volcano which emitted large volume lava flows. This volcanism could be the result of the focusing of seismic energy which created a fractured region that served as a volcanic conduit for the future release of large volumes of magma. No disrupted terrain features are observed antipodal to the Isidis or Argyre basins, although some of the old fractures in Noctis Labyrinthus could have originated in response to the Isidis impact, and later have been reactivated by the Tharsis tectonics assumed to have produced Noctis. If the lower calculated antipodal pressures for Argyre were capable of producing disrupted terrains, then the terrains have been covered subsequently by volcanic or aeolian material, or modified beyond recognition.

Williams, David A.↗

Cooperative Exploration of Rough Martian Terrains with the "Scorpion" Legged Robot as an Adjunct to a Rover.

NASA needs autonomous robotic exploration of difficult (rough and/or steep) scientifically interesting Martian terrains. Concepts involving distributed autonomy for cooperative robotic exploration are key to enabling new scientific objectives in robotic missions. We propose to utilize a legged robot as an adjunct scout to a rover for access to difficult - scientifically interesting - terrains (rocky areas, slopes, cliffs). Our final mission scenario involves the Ames rover platform "K9" and Scorpion acting together to explore a steep cliff, with the Scorpion robot rappelling down using the K9 as an anchor as well as mission planner and executive. Cooperation concepts, including wheeled rappelling robots have been proposed before. Now we propose to test the combined advantages of a wheeled vehicle with a legged scout as well as the advantages of merging of high level planning and execution with biologically inspired, behavior based robotics. We propose to use the 8-legged, multifunctional autonomous robot platform Scorpion that is currently capable of: Walking on different terrains (rocks, sand, grass, ...). Perceiving its environment and modifying its behavioral pattern accordingly. These capabilities would be extended to enable the Scorpion to: communicate and cooperate with a partner robot; climb over rocks, rubble piles, and objects with structural features. This will be done in the context of exploration of rough terrains in the neighborhood of the rover, but inaccessible to it, culminating in the added capability of rappelling down a steep cliff for both vertical and horizontal terrain observation.

Colombano, Silvano P.↗

Furrow Topography and the Elastic Thickness of Ganymede's Dark Terrain Lithosphere

The effective elastic thickness of Ganymede's lithosphere tell of the satellite's thermal evolution through time. Generally it has been inferred that dark terrain, which is less tectonically deformed than grooved terrain, represents regions of cooler and thicker lithosphere [1]. The ancient dark terrain is cut by furrows, tectonic troughs about 5 to 20 km in width, which may have formed in response to large ancient impacts [1, 2]. We have applied the methods of [3] to estimate effective elastic thickness based on topographic profiles across tectonic furrows, extracted from a stereo-derived digital elevation model (DEM) of dark terrain in Galileo Regio [4]. Asymmetry in furrow topography and inferred flexure suggests asymmetric furrow fault geometry. We find effective elastic thicknesses ~0.4 km, similar to analyzed areas alongside bright grooved terrain. Data and Analysis: A broken-plate elastic model.

Pappalardo, Robert T.↗

Flight Simulator Evaluation of Synthetic Vision Display Concepts to Prevent Controlled Flight Into Terrain (CFIT)

In commercial aviation, over 30-percent of all fatal accidents worldwide are categorized as Controlled Flight Into Terrain (CFIT) accidents, where a fully functioning airplane is inadvertently flown into the ground. The major hypothesis for a simulation experiment conducted at NASA Langley Research Center was that a Primary Flight Display (PFD) with synthetic terrain will improve pilots ability to detect and avoid potential CFITs compared to conventional instrumentation. All display conditions, including the baseline, contained a Terrain Awareness and Warning System (TAWS) and Vertical Situation Display (VSD) enhanced Navigation Display (ND). Each pilot flew twenty-two approach departure maneuvers in Instrument Meteorological Conditions (IMC) to the terrain challenged Eagle County Regional Airport (EGE) in Colorado. For the final run, flight guidance cues were altered such that the departure path went into terrain. All pilots with a synthetic vision system (SVS) PFD (twelve of sixteen pilots) noticed and avoided the potential CFIT situation. The four pilots who flew the anomaly with the conventional baseline PFD configuration (which included a TAWS and VSD enhanced ND) had a CFIT event. Additionally, all the SVS display concepts enhanced the pilot s situational awareness, decreased workload and improved flight technical error (FTE) compared to the baseline configuration.

Arthur, Jarvis J., III↗

Terrain Portrayal for Synthetic Vision Systems Head-Down Displays Evaluation Results

A critical component of SVS displays is the appropriate presentation of terrain to the pilot. At the time of this study, the relationship between the complexity of the terrain presentation and resulting enhancements of pilot SA and pilot performance had been largely undefined. The terrain portrayal for SVS head-down displays (TP-HDD) simulation examined the effects of two primary elements of terrain portrayal on the primary flight display (PFD): variations of digital elevation model (DEM) resolution and terrain texturing. Variations in DEM resolution ranged from sparsely spaced (30 arc-sec) to very closely spaced data (1 arc-sec). Variations in texture involved three primary methods: constant color, elevation-based generic, and photo-realistic, along with a secondary depth cue enhancer in the form of a fishnet grid overlay.

Hughes, Monica F.↗

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↗

Autonomous Navigation over Europa Analogue Terrain for an Actively Articulated Wheel-on-Limb Rover

The ocean world Europa is a prime target forexploration given its potential habitability [1]. We proposea mobile robotic system that is capable of autonomouslytraversing hundreds of meters to visit multiple sites of intereston a Europan analogue surface. Due to the topology of Europanterrain being largely unknown, it is desired that this mobilitysystem traverse a large variety of terrain types. The mobilitysystem should also be capable of crossing unstructured terrainin an autonomous manner given the communications limitationsbetween Earth and Europa.A wheel-on-limb robotic rover is presented that may activelyconform to terrain features up to 1.5 wheel diameters tall whiledriving. The robot uses a sampling-based motion planner togenerate paths that leverage its unique locomotive capabilities.The planner assesses terrain hazards and wheel workspacelimits as obstacles. It may also select a mobility mode basedon predicted energy usage and the need for limb articulationon the terrain being traversed. This autonomous mobility wasevaluated on the chaotic salt-evaporite terrain found in DeathValley, CA, an analogue to the Europan surface. Over the courseof 38 trials, the rover autonomously traversed 435m of extremeterrain while maintaining a rate of 0.64 traverse ending failuresfor every 10m driven.

Meirion-Griffith, Gareth↗

Lunar Terrain Vehicle (LTV) Remote Teleoperation Studies Under Four Lunar Communication Latencies

Remotely operating a lunar rover from Earth while subject to an Earth-Moon time delay of multiple seconds could result in a dangerous state where the roving vehicle is either damaged or lost, thereby potentially compromising an entire mission or series of missions. Providing the right capabilities to the remote operator to manage inherent communication latencies will be important for remote driving to be successful. NASA conducted two studies to investigate the average speed and number of kilometers per day that an operator on Earth could teleoperate a notional Artemis unpressurized rover with minimal remote operator capabilities under 0- and 4-second communication delays (April 2023 study) and 6- and 8-second delays (August 2023 study). A primary goal of these studies was to understand if an Artemis Lunar Terrain Vehicle (LTV) could cover 6 kilometers (km) in 24 hours when operated remotely. During the April 2023 evaluation, eight test operators used an in-house simulation of the lunar surface South Pole to teleoperate a NASA government reference LTV. Each operator received approximately 30 minutes of remote driving familiarization/training prior to their test run. Operators viewed the surrounding terrain via a single, rover mast-mounted, high-resolution camera with pan/tilt/zoom capabilities; continuous communication was provided throughout all testing. In the August 2023 evaluation, remote operators received approximately 3 hours of familiarization training in each latency, and the simulation environment provided remote operators with an operator-selected rate limiter to enable finer sensitivity in the hand controller and a predictive circle function to better assist operators with predicting the path the vehicle could take. All test operators were able to successfully navigate and drive through six different types of terrain and five planned traverse scenarios using natural lighting under all communication delays. Results for average speeds for each communication delay, computed by averaging the data from all test conditions for that latency and all operators, are shown in the table below. The average speed data was then used to derive the total time needed to cover 6 km, 8 km, and 20 km (distances relevant to LTV-SYS071 and -029 requirements). Remote operators drove slower and used the brake more frequently when subject to a communication latency as opposed to no communication latency. Subjective workload assessments revealed that while operating in a latency the overall workload significantly increased when compared to a 0-s delay with mental demand, frustration, and performance being the primary contributing factors. Driving strategies in the 0-s delay did not vary significantly among subjects; however, in the 4-s delay condition, three different driving strategies were identified. In the 6-s and 8-s latency conditions the operator’s use of the cruise control to maintain speed was more apparent. Additionally, over the course of the August study, the operator took advantage of the predictive circle indicator on the navigation display and over 95% of the operator’s navigation used the mast camera 180-degree panning function for ground truthing in terms of boulders and craters. Operators started to define more specific parameters in driving strategies for general operations. This consisted of setting the vehicle into a low-speed cruise mode of approximately 11.5 kph and noticing driving performance of the vehicle seemed to be much harder at slower speeds 0.4–0.8 kph; however, the vehicle was more responsive at speeds of 2.9–3.6 kph. Regardless of communication delay, operators used both the horizontal translation rails and the vehicle fenders as guides to predict a path for the vehicle through heavily concentrated terrain features. Test operators acknowledged that the teleoperations training for this study was substantially less than what an actual LTV remote operator will ultimately receive. They estimated a minimum of 20 to 100 hours spread across multiple days and weeks (e.g., strategies included immersion training over a 3-day period, to a short 8-week starter program) would be needed to get an operator ~ 60% proficient (i.e., able to complete a subset of remote driving tasks), to a yearlong program for full proficiency in remote driving tasks under all terrain types and natural lighting conditions. Remotely operating a vehicle on another planetary body while subject to communication latency is a complex task. Speed, distance covered, time spent driving, time spent navigating, brake usage and rock contacts are all affected by operator workload, driving strategies, workstation ergonomics and training. These studies provided a “first-look” answer to a potential system requirement (namely if a remote operator could cover a given distance in a given amount of time); however, considerable general knowledge was gained to begin to understand what it will take to make a successful lunar rover teleoperator.

LTV↗

Lunar Terrain Vehicle (LTV) Remote Teleoperation Studies Under Four Lunar Communication Latencies

Remotely operating a lunar rover from Earth while subject to an Earth-Moon time delay of multiple seconds could result in a dangerous state where the roving vehicle is either damaged or lost, thereby potentially compromising an entire mission or series of missions. Providing the right capabilities to the remote operator to manage inherent communication latencies will be important for remote driving to be successful. The National Aeronautics and Space Administration (NASA) conducted two studies to investigate the average speed and number of kilometers per day that an operator on Earth could teleoperate a notional Artemis unpressurized rover with minimal remote operator capabilities under 0- and 4-second communication delays (April 2023 study) and 6- and 8-second delays (August 2023 study). A primary goal of these studies was to understand if an Artemis Lunar Terrain Vehicle (LTV) could cover 6 kilometers (km) in 24 hours when operated remotely. During the April 2023 evaluation, eight test operators used an in-house simulation of the lunar surface South Pole to teleoperate a NASA government reference LTV. Each operator received approximately 30 minutes of remote driving familiarization/training prior to their test run. Operators viewed the surrounding terrain via a single, rover mast-mounted, high-resolution camera with pan/tilt/zoom capabilities; continuous communication was provided throughout all testing. In the August 2023 evaluation, remote operators received approximately 3 hours of familiarization training in each latency, and the simulation environment provided remote operators with an operator-selected rate limiter to enable finer sensitivity in the hand controller and a predictive circle function to better assist operators with predicting the path the vehicle could take. All test operators were able to successfully navigate and drive through six different types of terrain and five planned traverse scenarios using natural lighting under all communication delays. Results for average speeds for each communication delay, computed by averaging the data from all test conditions for that latency and all operators, are shown in the table below. The average speed data was then used to derive the total time needed to cover 6 km, 8 km, and 20 km. Remote operators drove slower and used the brake more frequently when subject to a communication latency as opposed to no communication latency. Subjective workload assessments revealed that while operating in a latency the overall workload significantly increased when compared to a 0-s delay with mental demand, frustration, and performance being the primary contributing factors. Driving strategies in the 0-s delay did not vary significantly among subjects; however, in the 4-s delay condition, three different driving strategies were identified. In the 6-s and 8-s latency conditions the operator’s use of the cruise control to maintain speed was more apparent. Additionally, over the course of the August study, the operator took advantage of the predictive circle indicator on the navigation display and over 95% of the operator’s navigation used the mast camera 180-degree panning function for ground truthing in terms of boulders and craters. Operators started to define more specific parameters in driving strategies for general operations. This consisted of setting the vehicle into a low-speed cruise mode of approximately 1–1.5 kph and noticing driving performance of the vehicle seemed to be much harder at slower speeds 0.4–0.8 kph; however, the vehicle was more responsive at speeds of 2.9–3.6 kph. Regardless of communication delay, operators used both the horizontal translation rails and the vehicle fenders as guides to predict a path for the vehicle through heavily concentrated terrain features. Test operators acknowledged that the teleoperations training for this study was substantially less than what an actual LTV remote operator will ultimately receive. They estimated a minimum of 20 to 100 hours spread across multiple days and weeks (e.g., strategies included immersion training over a 3-day period, to a short 8-week starter program) would be needed to get an operator ~ 60% proficient (i.e., able to complete a subset of remote driving tasks), to a yearlong program for full proficiency in remote driving tasks under all terrain types and natural lighting conditions. Remotely operating a vehicle on another planetary body while subject to communication latency is a complex task. Speed, distance covered, time spent driving, time spent navigating, brake usage and rock contacts are all affected by operator workload, driving strategies, workstation ergonomics and training. These studies provided a “firstlook” answer to a potential system requirement (namely if a remote operator could cover a given distance in a given amount of time); however, considerable general knowledge was gained to begin to understand what it will take to make a successful lunar rover teleoperator.

LTV↗

Benchmarking Near-Surface Winds in the HRRR Analyses Using Multisource Observations over Complex Terrain in the Southeastern United States

Wind energy plays a crucial role in sustainable power generation, yet its full potential in the southeast United States (SEUS) remains underexplored. This study advances wind resource assessment in the SEUS using existing regional modeling and multisource observations. We find that terrain complexity, influenced by orography and forest canopy, significantly impacts the accuracy of modeled wind speed. While the High-Resolution Rapid Refresh (HRRR) model effectively simulates wind profiles over flat, nonforested terrain, larger errors are produced above forest canopies, and particularly for those stands in hilly and mountainous terrain where there are no observations aloft that could be used by HRRR’s data assimilation software. Seasonal variations, e.g., changes in the leaf area index, further complicate the relationship between terrain complexity and simulation errors. Here, our findings emphasize the critical need for comprehensive wind profile measurements, extending from below the canopy to height above the canopy and through the lower planetary boundary layer, to fully quantify model performance over and near forests, and for improving wind resource assessment, planning, and management. This study provides valuable insights not only for further model development but also for future field campaign deployment with the goal of further improving our understanding of wind resources in the region.

Complex terrain↗

SimScape Terrain Modeling Toolkit

This paper describes the SIMSCAPE middleware toolkit that has been developed recently to provide a common infrastructure for importing terrain model data from multiple data sources and making them available to simulation applications. The SIMSCAPE infrastructure simplifies the overall simulation design by eliminating the traditional need for custom terrain model interfaces to terrain data sources and simulation users. SIMSCAPE provides a collection of libraries and tools to use and manage terrain environment models within a wide range of simulation applications.

terrain↗

Methods for Improving Long-Range Wireless Communication Between Extreme Terrain Vehicles

Axel is an extreme terrain, two-wheeled rover designed to traverse rocky surface and sub-surface landscapes in order to conduct remote science experiments in hard-to-reach locations. The rover's design meets many requirements for a mobile research platform capable of reaching water seeps on Martian cliff sides. Axel was developed by the Mobility and Robotic Systems section at the Caltech Jet Propulsion Laboratory. Unique design criteria associated with extreme terrain mobility led to a unique rover solution, consisting of a central module, which provides long-term energy storage and space for large-scale science payloads, and two detachable Axels that can detach and explore extreme terrain locations that are inaccessible to conventional rovers. The envisioned mission could involve a four-wheeled configuration of Axel called 'DuAxel' that is able to traverse the benign, flattened terrain of a landing site and approach the edge of the targeted crater or cave where it would deploy anchoring legs and detach one of the Axel rovers [1]. A tether provides a secure link between the Axel rover and the central module, acting as an anchor to allow Axel to descend along steep crater walls to collect data from the scientifically relevant sites along the water seeps or crater ledges. After completing its scientific mission Axel would hoist itself up to the central module and dock autonomously (using its on-board stereo cameras), allowing the once-again recombined DuAxel to travel to another location to repeat data collection.

wireless communication↗

Digital Lunar Exploration Sites (DLES) Terrain Crafting

Humans will soon be returning to the surface of the Moon with NASA’s Artemis program. The Artemis program is an international collaboration that will consist of a complex series of space systems and missions to explore the lunar surface and pave the way for the future exploration of Mars. NASA and its partners rely heavily on simulation for lighting and navigation studies as well as training astronauts, flight controllers, and mission support staff. The NASA Exploration Systems Simulations (NExSyS) team in the Simulation and Graphics Branch (ER7) in the Engineering Directorate at NASA’s Johnson Space Center has built up many simulation products to support this effort, one of which is the Digital Lunar Exploration Sites (DLES). DLES is a collection of products used to simulate and render the lunar surface in a digital environment. We discussed and presented an overview of the DLES products at the 2022 IEEE Aerospace Conference in Big Sky, MT with a paper titled "Digital Lunar Exploration Sites". This “DLES Terrain Crafting” paper will expand on the information previously provided in “DLES” paper and dive deeper into the details of the terrain crafting process and the toolsets used to support this task. The best digital data currently available of the lunar surface is provided by the Lunar Reconnaissance Orbiter (LRO). Its Lunar Orbiter Laser Altimeter (LOLA) achieves an impressive resolution of 5m per pixel at the Lunar South Pole (LSP) and can generate datasets covering a large continuous region near the LSP. There are a few additional methods, such as Shape from Shading which can infer higher resolution data (up to 1m per pixel) from the LRO Narrow Angle Camera (NAC) images. However, surface-based simulations require higher-resolution data, and this paper will discuss the process of enhancing the terrain to meet that need. The process begins with capturing statistical data of craters in the regions of interest using images provided by the LRO NAC. This data is then used to scatter artificial features which are not captured in the truth data, resulting in an enhanced DEM with a much higher resolution of 20cm per pixel. Many tools were built up to assist in the creation of these artificial Digital Elevation Models (DEM), which this paper will discuss in detail. DEMs themselves are a very powerful representation of a planetary surface, and many operations and tools can utilize the data they contain. This paper includes a description of the rendering of the lunar surface in a graphics engine, generation of contact patches to simulate tire to ground interaction, and ray tracing utilities to model Line of Sight (LOS) interactions with the terrain. This paper will also explore some new tool sets currently under development which aim to utilize Machine Learning (ML) to assist in the identification of craters from LRO NAC imagery. While this is not a novel idea, the NExSyS team is developing a unique approach which may result in more robust identification of crater characteristics.

Artemis↗

Preprocessing of multispectral data and simulation of ERTS data channels to make computer terrain maps of a Yellowstone National Park test site

The possibility of improving the accuracy of terrain classification by preprocessing spectral data was investigated. Terrain maps were made using the following techniques: 1) preprocessing by scan angle function transformation, using the computer-selected best set of three channels; and 2) preprocessing by ratio transformation, using the specified ERTS data channels, simulated by fitting the spectral response of each of the 12 data channels to the ERTS channels by a set of weighting coefficients. By using a simple technique during printout, the maps were produced in color. The normalized scan angle function transformation resulted in the most accurate classification. The best ratio transformation for the Yellowstone Park data was the ratio of each channel to the sum of all channels. A supervised training program involving maximum likelihood decision for selecting the best spectrometer channels and similar techniques for digitizing the data of the analog magnetic tapes were used. Cloud shadows were recognized in addition to eight classes of terrain. Preprocessing of data resulted in more accurate maps, required fewer training areas (hence less preparation and computer time), and enabled much of the area formerly classified as shadow to be reclassified according to actual terrain type.

Smedes, H. W.↗

Lunar terrain mapping and relative-roughness analysis

Terrain maps of the equatorial zone were prepared at scales of 1:2,000,000 and 1:1,000,000 to classify lunar terrain with respect to roughness and to provide a basis for selecting sites for Surveyor and Apollo landings, as well as for Ranger and Lunar Orbiter photographs. Lunar terrain was described by qualitative and quantitative methods and divided into four fundamental classes: maria, terrae, craters, and linear features. Some 35 subdivisions were defined and mapped throughout the equatorial zone, and, in addition, most of the map units were illustrated by photographs. The terrain types were analyzed quantitatively to characterize and order their relative roughness characteristics. For some morphologically homogeneous mare areas, relative roughness can be extrapolated to the large scales from measurements at small scales.

Rowan, L. C.↗

Mars: Fretted and chaotic terrains

Fretted Martian terrain is characterized by smooth, flat, lowland areas separated from a cratered upland by abrupt escarpments of complex planimetric configuration and a maximum estimated height approaching 1 to 2 km. It is the product of some unusual erosive or abstractive process that has created steep escarpments. Chaotic terrain differs from fretted terrain in having a rough floor topography featuring a haphazard jumble of large angular blocks, and by arc-shaped slump blocks on its bounding escarpments. Its existence has now been confirmed by Mariner 9 pictures, and the characteristics, location, and areal extent of chaotic terrain have been more accurately and completely defined.

Sharp, R. P.↗

Error detection and rectification in digital terrain models

Digital terrain models produced by computer correlation of stereo images are likely to contain occasional gross errors in terrain elevation. These errors typically result from having mismatched sub-areas of the two images, a problem which can occur for a variety of image- and terrain-related reasons. Such elevation errors produce undesirable effects when the models are further processed, and should be detected and corrected as early in the processing as possible. Algorithms have been developed to detect and correct errors in digital terrain models. These algorithms focus on the use of constraints on both the allowable slope and the allowable change in slope in local areas around each point. Relaxation-like techniques are employed in the iteration of the detection and correction phases to obtain best results.

Hannah, M. J.↗

Volume changes in Ganymede and Callisto and the origin of grooved terrain

Internal melting and differentiation of Ganymede and Callisto may have caused an increase in the surface area of these bodies early in their histories of up to 5-7%. Subsequent refreezing of internal liquid water due to solid state convection in an ice crust should not have caused significant surface area changes. Expansion due to differentiation may have caused formation of grooved terrain in Ganymede. These calculations suggest that grooved terrain formation is essentially a replacement and/or deformation process, with no more than about 15% of grooved terrain actually being new material. The absence of grooved terrain on Callisto may be due to the effects of a thicker crust and a lower expansion rate.

Squyres, S. W.↗