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At least 109 records · Page 6

A convertor and user interface to import CAD files into worldtoolkit virtual reality systems

Virtual Reality (VR) is a rapidly developing human-to-computer interface technology. VR can be considered as a three-dimensional computer-generated Virtual World (VW) which can sense particular aspects of a user's behavior, allow the user to manipulate the objects interactively, and render the VW at real-time accordingly. The user is totally immersed in the virtual world and feel the sense of transforming into that VW. NASA/MSFC Computer Application Virtual Environments (CAVE) has been developing the space-related VR applications since 1990. The VR systems in CAVE lab are based on VPL RB2 system which consists of a VPL RB2 control tower, an LX eyephone, an Isotrak polhemus sensor, two Fastrak polhemus sensors, a folk of Bird sensor, and two VPL DG2 DataGloves. A dynamics animator called Body Electric from VPL is used as the control system to interface with all the input/output devices and to provide the network communications as well as VR programming environment. The RB2 Swivel 3D is used as the modelling program to construct the VW's. A severe limitation of the VPL VR system is the use of RB2 Swivel 3D, which restricts the files to a maximum of 1020 objects and doesn't have the advanced graphics texture mapping. The other limitation is that the VPL VR system is a turn-key system which does not provide the flexibility for user to add new sensors and C language interface. Recently, NASA/MSFC CAVE lab provides VR systems built on Sense8 WorldToolKit (WTK) which is a C library for creating VR development environments. WTK provides device drivers for most of the sensors and eyephones available on the VR market. WTK accepts several CAD file formats, such as Sense8 Neutral File Format, AutoCAD DXF and 3D Studio file format, Wave Front OBJ file format, VideoScape GEO file format, Intergraph EMS stereolithographics and CATIA Stereolithographics STL file formats. WTK functions are object-oriented in their naming convention, are grouped into classes, and provide easy C language interface. Using a CAD or modelling program to build a VW for WTK VR applications, we typically construct the stationary universe with all the geometric objects except the dynamic objects, and create each dynamic object in an individual file.

Wang, Peter Hor-Ching↗

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↗

Real-Time 3D Visualization

Butler Hine, former director of the Intelligent Mechanism Group (IMG) at Ames Research Center, and five others partnered to start Fourth Planet, Inc., a visualization company that specializes in the intuitive visual representation of dynamic, real-time data over the Internet and Intranet. Over a five-year period, the then NASA researchers performed ten robotic field missions in harsh climes to mimic the end- to-end operations of automated vehicles trekking across another world under control from Earth. The core software technology for these missions was the Virtual Environment Vehicle Interface (VEVI). Fourth Planet has released VEVI4, the fourth generation of the VEVI software, and NetVision. VEVI4 is a cutting-edge computer graphics simulation and remote control applications tool. The NetVision package allows large companies to view and analyze in virtual 3D space such things as the health or performance of their computer network or locate a trouble spot on an electric power grid. Other products are forthcoming. Fourth Planet is currently part of the NASA/Ames Technology Commercialization Center, a business incubator for start-up companies.

Source record↗

Feasibility Study of Distributed Decision-Making on the Edge for Urban Air Mobility

The Concept of Operations for Urban Air Mobility (UAM) put forward by FAA, NASA, and several industry stakeholders acknowledges the diversity and complexity in UAM operations and, thereby, envisions a federated architecture for UAM management. In this architecture, the decision-making is distributed to a set of service providers who collectively manage the shared airspace usage by different stakeholders. This notionally brings autonomy closer to the UAM businesses and encourages to explore the feasibility of decision making on the very edge, which is the topic of the presented research. This paper reports research conducted on the hypothesis based on which the residual compute capability onboard smart unmanned aerial systems (UASs) is utilized to build situational awareness and resolve conflicts by passive and active coordination among multiple UASs, thereby implementing a layer of distributed autonomy in UAM. Key features of the edge-computing approach involve inter-UAS information exchange, independent assessment of own flight and environmental conditions, and estimation of other UASs’ flight preferences, incorporating machine learning techniques in the last two. Parallel computing on portable graphics processing unit (GPU) enables the machine learning workflow on the edge. A custom-built 3D simulator is used to evaluate the efficacy of the distributed decision-making on the edge. Each edge node, representing a smart UAS, connects to the simulator from a remote location and independently controls the behavior of the corresponding virtual asset in the simulator, analogous to participants in an online multi-player game. The presented edge-computing-based distributed decision-making framework is envisioned to pave the way for collective mobility of autonomous air vehicles in the future shared airspace, while allowing the inclusion of the business preferences of the UAS operators within allowed regulatory limits.

Edge computing↗

Feasibility Study of Distributed Decision-Making on the Edge for Urban Air Mobility

The Concept of Operations for Urban Air Mobility (UAM) put forward by FAA, NASA, and several industry stakeholders acknowledges the diversity and complexity in UAM operations and, thereby, envisions a federated architecture for UAM management. In this architecture, the decision-making is distributed to a set of service providers who collectively manage the shared airspace usage by different stakeholders. This notionally brings autonomy closer to the UAM businesses and encourages to explore the feasibility of decision making on the very edge, which is the topic of the presented research. This paper reports research conducted on the hypothesis based on which the residual compute capability onboard smart unmanned aerial systems (UASs) is utilized to build situational awareness and resolve conflicts by passive and active coordination among multiple UASs, thereby implementing a layer of distributed autonomy in UAM. Key features of the edge-computing approach involve inter-UAS information exchange, independent assessment of own flight and environmental conditions, and estimation of other UASs’ flight preferences, incorporating machine learning techniques in the last two. Parallel computing on portable graphics processing unit (GPU) enables the machine learning workflow on the edge. A custom-built 3D simulator is used to evaluate the efficacy of the distributed decision-making on the edge. Each edge node, representing a smart UAS, connects to the simulator from a remote location and independently controls the behavior of the corresponding virtual asset in the simulator, analogous to participants in an online multi-player game. The presented edge-computing-based distributed decision-making framework is envisioned to pave the way for collective mobility of autonomous air vehicles in the future shared airspace, while allowing the inclusion of the business preferences of the UAS operators within allowed regulatory limits.

Edge computing↗

Web Prep: How to Prepare NAS Reports For Publication on the Web

This document contains specific advice and requirements for NASA Ames Code IN authors of NAS reports. Much of the information may be of interest to other authors writing for the Web. WebPrep has a graphic Table of Contents in the form of a WebToon, which simulates a discussion between a scientist and a Web publishing consultant. In the WebToon, Frequently Asked Questions about preparing reports for the Web are linked to relevant text in the body of this document. We also provide a text-only Table of Contents. The text for this document is divided into chapters: each chapter corresponds to one frame of the WebToons. The chapter topics are: converting text to HTML, converting 2D graphic images to gif, creating imagemaps and tables, converting movie and audio files to Web formats, supplying 3D interactive data, and (briefly) JAVA capabilities. The last chapter is specifically for NAS staff authors. The Glossary-Index lists web related words and links to topics covered in the main text.

Walatka, Pamela↗

The 3D widgets for exploratory scientific visualization

Computational fluid dynamics (CFD) techniques are used to simulate flows of fluids like air or water around such objects as airplanes and automobiles. These techniques usually generate very large amounts of numerical data which are difficult to understand without using graphical scientific visualization techniques. There are a number of commercial scientific visualization applications available today which allow scientists to control visualization tools via textual and/or 2D user interfaces. However, these user interfaces are often difficult to use. We believe that 3D direct-manipulation techniques for interactively controlling visualization tools will provide opportunities for powerful and useful interfaces with which scientists can more effectively explore their datasets. A few systems have been developed which use these techniques. In this paper, we will present a variety of 3D interaction techniques for manipulating parameters of visualization tools used to explore CFD datasets, and discuss in detail various techniques for positioning tools in a 3D scene.

Herndon, Kenneth P.↗

Growth functions of periodic space tessellations

This work analyzes the rules governing the growth of the numbers of vertices, edges and faces in all possible periodic tessellations of the 2D Euclidean space, and encodes those rules in several types of polynomial growth functions. These encodings map the geometric, combinatorial and topological properties of the tessellations into sets of integer coefficients. Several general statements about these encodings are given with rigorous mathematical proof. The variation of the growth functions is represented graphically and analyzed in orphic diagrams, so named because of their similarity to orphic art. Several examples of 3D space groups are included, to emphasize the complexity of the growth functions in higher dimensions. A freely available Python library is presented to facilitate the discovery of the growth functions and the generation of orphic diagrams.

Chemistry↗

The QUIC Start Guide (V.6.4.9)

QUIC stands for the Quick Urban & Industrial Complex (QUIC) dispersion modeling system. QUIC is a fast response urban dispersion model that runs on a laptop. QUIC is comprised of a 3D wind field model called QUIC-URB, a transport and dispersion model called QUIC-PLUME, and graphical user interface called QUIC-GUI. QUIC also includes QUIC-PRESSURE to solve for pressure fields in and around buildings, a population exposure assessment tool called QUIC-POP, and an indoor infiltration calculator for computing indoor concentrations. Transport and dispersion for different types of airborne contaminants can be computed on building to neighborhood scales in tens of seconds to tens of minutes. QUIC will never give perfect answers, but it will account for the effects of buildings in an approximate way and provide more realism than non-building aware dispersion models.

97 MATHEMATICS AND COMPUTING↗

The virtual wind tunnel

Consideration is given to the design and implementaion of a virtual environment linked to a graphics workstation for the visualization of complex fluid flows. The user wears a stereo head-tracked display which displays 3D information and an instrumented glove to intuitively position flow-visualization tools. The idea is to create for the user an illusion that he or she is actually in the flow manipulating visualization tools. The user's presence does not disturb the flow so that sensitive flow areas can be easily investigated. The flow is precomputed and can be investigated at any length scale and with control over time. Particular attention is given to the visualization structures and their interfaces in the virtual environment, hardware and software, and the performance of the virtual wind tunnel using flow past a tapered cylinder as an example.

Bryson, Steve↗

Three-dimensional representation of a spacecraft's trajectory

A method and a computer system with a specialized graphic user interface for processing trajectory data of a spacecraft and planets. The preferred graphic user interface is capable of representing the orbital trajectory of the spacecraft traveling from one planet to another in 3D and providing user interactions to display the orbit information at any time and position.

Quan, Alan↗

Implementation of Headtracking and 3D Stereo with Unity and VRPN for Computer Simulations

This paper explores low-cost hardware and software methods to provide depth cues traditionally absent in monocular displays. The use of a VRPN server in conjunction with a Microsoft Kinect and/or Nintendo Wiimote to provide head tracking information to a Unity application, and NVIDIA 3D Vision for retinal disparity support, is discussed. Methods are suggested to implement this technology with NASA's EDGE simulation graphics package, along with potential caveats. Finally, future applications of this technology to astronaut crew training, particularly when combined with an omnidirectional treadmill for virtual locomotion and NASA's ARGOS system for reduced gravity simulation, are discussed.

Noyes, Matthew A.↗

Mobile Applications and Multi-User Virtual Reality Simulations

This is my third internship with NASA and my second one at the Johnson Space Center. I work within the engineering directorate in ER7 (Software Robotics and Simulations Division) at a graphics lab called IGOAL. We are a very well-rounded lab because we have dedicated software developers and dedicated 3D artist, and when you combine the two, what you get is the ability to create many different things such as interactive simulations, 3D models, animations, and mobile applications.

Gordillo, Orlando Enrique↗

Parallel CE/SE Computations via Domain Decomposition

This paper describes the parallelization strategy and achieved parallel efficiency of an explicit time-marching algorithm for solving conservation laws. The Space-Time Conservation Element and Solution Element (CE/SE) algorithm for solving the 2D and 3D Euler equations is parallelized with the aid of domain decomposition. The parallel efficiency of the resultant algorithm on a Silicon Graphics Origin 2000 parallel computer is checked.

Himansu, Ananda↗

3D-CDTI User Manual v2.1

The 3D-Cockpit Display of Traffic Information (3D-CDTI) is a flight deck tool that presents aircrew with: proximal traffic aircraft location, their current status and flight plan data; strategic conflict detection and alerting; automated conflict resolution strategies; the facility to graphically plan manual route changes; time-based, in-trail spacing on approach. The CDTI is manipulated via a touchpad on the flight deck, and by mouse when presented as part of a desktop flight simulator.

3D CDTI↗

A feasibility study of hand kinematics for EVA analysis using magnetic resonance imaging

A new method of analyzing the kinematics of joint motion is developed. Magnetic Resonance Imaging (MRI) offers several distinct advantages. Past methods of studying anatomic joint motion have usually centered on four approaches. These methods are x-ray projection, goniometric linkage analysis, sonic digitization, and landmark measurement of photogrammetry. Of these four, only x-ray is applicable for in vivo studies. The remaining three methods utilize other types of projections of inter-joint measurements, which can cause various types of error. MRI offers accuracy in measurement due to its tomographic nature (as opposed to projection) without the problems associated with x-ray dosage. Once the data acquisition of MR images was complete, the images were processed using a 3D volume rendering workstation. The metacarpalphalangeal (MCP) joint of the left index finger was selected and reconstructed into a three-dimensional graphic display. From the reconstructed volumetric images, measurements of the angles of movement of the applicable bones were obtained and processed by analyzing the screw motion of the MCP joint. Landmark positions were chosen at distinctive locations of the joint at fixed image threshold intensity levels to ensure repeatability. The primarily two dimensional planar motion of this joint was then studied using a method of constructing coordinate systems using three (or more) points. A transformation matrix based on a world coordinate system described the location and orientation of a local target coordinate system. Future research involving volume rendering of MRI data focusing on the internal kinematics of the hand's individual ligaments, cartilage, tendons, etc. will follow. Its findings will show the applicability of MRI to joint kinematics for gaining further knowledge of the hand-glove (power assisted) design for extravehicular activity (EVA).

Dickenson, Rueben D.↗

A Comparison of Methods for Assessing Space Suit Joint Ranges of Motion

Through the Advanced Exploration Systems Program, NASA is attempting to use the vast collection of space suit mobility data from 50 years worth of space suit testing to build predictive analysis tools to aid in early architecture decisions for future missions and exploration programs. However, the design engineers must first understand if and how data generated by different methodologies can be compared directly and used in an essentially interchangeable manner. To address this question, the isolated joint range of motion data from two different test series were compared. Both data sets were generated from participants wearing the Mark III Space Suit Technology Demonstrator (MK-III), Waist Entry I-suit (WEI), and minimal clothing. Additionally the two tests shared a common test subject that allowed for within subject comparisons of the methods that greatly reduced the number of variables in play. The tests varied in their methodologies: the Space Suit Comparative Technologies Evaluation used 2D photogrammetry to analyze isolated ranges of motion while the Constellation space suit benchmarking and requirements development used 3D motion capture to evaluate both isolated and functional joint ranges of motion. The isolated data from both test series were compared graphically, as percent differences, and by simple statistical analysis. The results indicated that while the methods generate results that are statistically the same (significance level p= 0.01), the differences are significant enough in the practical sense to make direct comparisons ill advised. The concluding recommendations propose direction for how to bridge the data gaps and address future mobility data collection to allow for backward compatibility.

Aitchison, Lindsay↗

An MHD Code for the Study of Magnetic Structures in the Solar Wind

We have developed a 2.5D MHD code designed to study how the solar wind influences the evolution of transient events in the solar corona and inner heliosphere. The code includes thermal conduction, coronal heating and radiative cooling. Thermal conduction is assumed to be magnetic field-aligned in the inner corona and transitions to a collisionless formulation in the outer corona. We have developed a stable method to handle field-aligned conduction around magnetic null points. The inner boundary is placed in the upper transition region, and the mass flux across the boundary is determined from 1D field-aligned characteristics and a 'radiative energy balance' condition. The 2.5D nature of this code makes it ideal for parameter studies not yet possible with 3D codes. We have made this code publicly available as a tool for the community. To this end we have developed a graphical interface to aid in the selection of appropriate options and a graphical interface that can process and visualize the data produced by the simulation. As an example, we show a simulation of a dipole field stretched into a helmet streamer by the solar wind. Plasmoids periodically erupt from the streamer, and we perform a parameter study of how the frequency and location of these eruptions changed in response to different levels of coronal heating. As a further example, we show the solar wind stretching a compact multi-polar flux system. This flux system will be used to study breakout coronal mass ejections in the presence of the solar wind.

corona↗