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Designing Rolling-Element Bearings

Bearing Analysis Tool (BAT) is a computer program for designing rolling-element bearings for cryogenic turbomachines. BAT provides a graphical user interface (GUI) that guides the entry of data to develop mathematical models of bearings. The GUI breaks model data into logical subsets that are entered through logic-driven input screens. The software generates a threedimensional graphical model of a bearing as the data are entered. Most dataentry errors become immediately obvious in the graphical model. BAT provides for storage of all the data on a shaft/bearing system, enabling the creation of a library of proven designs. Data from the library can be transferred to subsequent projects by use of simple cut-and-paste routines. BAT includes a library of temperature- dependent cryogenic bearing-material properties for use in the mathematical models. BAT implements algorithms that (1) enable the user to select combinations of design and/or operating-condition parameters, and then (2) automatically optimize the design by performing trade studies over all of the parameter combinations. This feature enables optimization over a large trade space in a fraction of the time taken when using prior bearingmodel software.

Moore, James D., Jr.↗

Triaxial Probe Magnetic Data Analysis

The Triaxial Magnetic Moment Analysis software uses measured magnetic field test data to compute dipole and quadrupole moment information from a hardware element. It is used to support JPL projects needing magnetic control and an understanding of the spacecraft-generated magnetic fields. Evaluation of the magnetic moment of an object consists of three steps: acquisition, conditioning, and analysis. This version of existing software was extensively rewritten for easier data acquisition, data analysis, and report presentation, including immediate feedback to the test operator during data acquisition. While prior JPL computer codes provided the same data content, this program has a better graphic display including original data overlaid with reconstructed results to show goodness of fit accuracy and better appearance of the report graphic page. Data are acquired using three magnetometers and two rotations of the device under test. A clean acquisition user interface presents required numeric data and graphic summaries, and the analysis module yields the best fit (least squares) for the magnetic dipole and/or quadrupole moment of a device. The acquisition module allows the user to record multiple data sets, selecting the best data to analyze, and is repeated three times for each of the z-axial and y-axial rotations. In this update, the y-axial rotation starting position has been changed to an option, allowing either the x- or z-axis to point towards the magnetometer. The code has been rewritten to use three simultaneous axes of magnetic data (three probes), now using two "rotations" of the device under test rather than the previous three rotations, thus reducing handling activities on the device under test. The present version of the software gathers data in one-degree increments, which permits much better accuracy of the fit ted data than the coarser data acquisition of the prior software. The data-conditioning module provides a clean data set for the analysis module. For multiple measurements at a given degree, the first measurement is used. For omitted measurements, the missing field is estimated by linear interpolation between the two nearest measurements. The analysis module was rewritten for the dual rotation, triaxial probe measurement process and now has better moment estimation accuracy, based on the finer one degree of data acquisition resolution. The magnetic moments thus computed are used as an input to summarize the total spacecraft field.

Shultz, Kimberly↗

"One-Stop Shopping" for Ocean Remote-Sensing and Model Data

OurOcean Portal 2.0 (http:// ourocean.jpl.nasa.gov) is a software system designed to enable users to easily gain access to ocean observation data, both remote-sensing and in-situ, configure and run an Ocean Model with observation data assimilated on a remote computer, and visualize both the observation data and the model outputs. At present, the observation data and models focus on the California coastal regions and Prince William Sound in Alaska. This system can be used to perform both real-time and retrospective analyses of remote-sensing data and model outputs. OurOcean Portal 2.0 incorporates state-of-the-art information technologies (IT) such as MySQL database, Java Web Server (Apache/Tomcat), Live Access Server (LAS), interactive graphics with Java Applet at the Client site and MatLab/GMT at the server site, and distributed computing. OurOcean currently serves over 20 real-time or historical ocean data products. The data are served in pre-generated plots or their native data format. For some of the datasets, users can choose different plotting parameters and produce customized graphics. OurOcean also serves 3D Ocean Model outputs generated by ROMS (Regional Ocean Model System) using LAS. The Live Access Server (LAS) software, developed by the Pacific Marine Environmental Laboratory (PMEL) of the National Oceanic and Atmospheric Administration (NOAA), is a configurable Web-server program designed to provide flexible access to geo-referenced scientific data. The model output can be views as plots in horizontal slices, depth profiles or time sequences, or can be downloaded as raw data in different data formats, such as NetCDF, ASCII, Binary, etc. The interactive visualization is provided by graphic software, Ferret, also developed by PMEL. In addition, OurOcean allows users with minimal computing resources to configure and run an Ocean Model with data assimilation on a remote computer. Users may select the forcing input, the data to be assimilated, the simulation period, and the output variables and submit the model to run on a backend parallel computer. When the run is complete, the output will be added to the LAS server for

Li, P. Peggy↗

Global Precipitation Mission Visualization Tool

The Global Precipitation Mission (GPM) software provides graphic visualization tools that enable easy comparison of ground- and space-based radar observations. It was initially designed to compare ground radar reflectivity from operational, ground-based, S- and C-band meteorological radars with comparable measurements from the Tropical Rainfall Measuring Mission (TRMM) satellite's precipitation radar instrument. This design is also applicable to other groundbased and space-based radars, and allows both ground- and space-based radar data to be compared for validation purposes. The tool creates an operational system that routinely performs several steps. It ingests satellite radar data (precipitation radar data from TRMM) and groundbased meteorological radar data from a number of sources. Principally, the ground radar data comes from national networks of weather radars (see figure). The data ingested by the visualization tool must conform to the data formats used in GPM Validation Network Geometry-matched data product generation. The software also performs match-ups of the radar volume data for the ground- and space-based data, as well as statistical and graphical analysis (including two-dimensional graphical displays) on the match-up data. The visualization tool software is written in IDL, and can be operated either in the IDL development environment or as a stand-alone executable function.

Schwaller, Mathew↗

Technologies Render Views of Earth for Virtual Navigation

On a December night in 1995, 159 passengers and crewmembers died when American Airlines Flight 965 flew into the side of a mountain while in route to Cali, Colombia. A key factor in the tragedy: The pilots had lost situational awareness in the dark, unfamiliar terrain. They had no idea the plane was approaching a mountain until the ground proximity warning system sounded an alarm only seconds before impact. The accident was of the kind most common at the time CFIT, or controlled flight into terrain says Trey Arthur, research aerospace engineer in the Crew Systems and Aviation Operations Branch at NASA s Langley Research Center. In situations such as bad weather, fog, or nighttime flights, pilots would rely on airspeed, altitude, and other readings to get an accurate sense of location. Miscalculations and rapidly changing conditions could contribute to a fully functioning, in-control airplane flying into the ground. To improve aviation safety by enhancing pilots situational awareness even in poor visibility, NASA began exploring the possibilities of synthetic vision creating a graphical display of the outside terrain on a screen inside the cockpit. How do you display a mountain in the cockpit? You have to have a graphics-powered computer, a terrain database you can render, and an accurate navigation solution, says Arthur. In the mid-1990s, developing GPS technology offered a means for determining an aircraft s position in space with high accuracy, Arthur explains. As the necessary technologies to enable synthetic vision emerged, NASA turned to an industry partner to develop the terrain graphical engine and database for creating the virtual rendering of the outside environment.

Source record↗

ITOS to EDGE "Bridge" Software for Morpheus Lunar/Martian Vehicle

My project Involved Improving upon existing software and writing new software for the Project Morpheus Team. Specifically, I created and updated Integrated Test and Operations Systems (ITOS) user Interfaces for on-board Interaction with the vehicle during archive playback as well as live streaming data. These Interfaces are an integral part of the testing and operations for the Morpheus vehicle providing any and all information from the vehicle to evaluate instruments and insure coherence and control of the vehicle during Morpheus missions. I also created a "bridge" program for Interfacing "live" telemetry data with the Engineering DOUG Graphics Engine (EDGE) software for a graphical (standalone or VR dome) view of live Morpheus nights or archive replays, providing graphical representation of vehicle night and movement during subsequent tests and in real missions.

Hirsh, Robert↗

Imagining a Stata / Python Combination

There are occasions when a task is difficult in Stata, but fairly easy in a more general programming language. Python is a popular language for a range of uses. It is easy to use, has many high ]quality packages, and programs can be written relatively quickly. Is there any advantage in combining Stata and Python within a single interface? Stata already offers support for user-written programs, which allow extensive control over calculations, but somewhat less control over graphics. Also, except for specifying output, the user has minimal programmatic control over the user interface. Python can be used in a way that allows more control over the interface and graphics, and in so doing provide a roundabout method for satisfying some user requests (e.g., transparency levels in graphics and the ability to clear the results window). My talk will explore these ideas, present a possible method for combining Stata and Python, and give examples to demonstrate how this combination might be useful.

Fiedler, James↗

Anvil Forecast Tool in the Advanced Weather Interactive Processing System

Meteorologists from the 45th Weather Squadron (45 WS) and National Weather Service Spaceflight Meteorology Group (SMG) have identified anvil forecasting as one of their most challenging tasks when predicting the probability of violations of the Lightning Launch Commit Criteria and Space Shuttle Flight Rules. As a result, the Applied Meteorology Unit (AMU) was tasked to create a graphical overlay tool for the Meteorological Interactive Data Display System (MIDDS) that indicates the threat of thunderstorm anvil clouds, using either observed or model forecast winds as input. The tool creates a graphic depicting the potential location of thunderstorm anvils one, two, and three hours into the future. The locations are based on the average of the upper level observed or forecasted winds. The graphic includes 10 and 20 n mi standoff circles centered at the location of interest, as well as one-, two-, and three-hour arcs in the upwind direction. The arcs extend outward across a 30 sector width based on a previous AMU study that determined thunderstorm anvils move in a direction plus or minus 15 of the upper-level wind direction. The AMU was then tasked to transition the tool to the Advanced Weather Interactive Processing System (AWIPS). SMG later requested the tool be updated to provide more flexibility and quicker access to model data. This presentation describes the work performed by the AMU to transition the tool into AWIPS, as well as the subsequent improvements made to the tool.

Barrett, Joe H., III↗

Adaptive Distributed Environment for Procedure Training (ADEPT)

ADEPT (Adaptive Distributed Environment for Procedure Training) is designed to provide more effective, flexible, and portable training for NASA systems controllers. When creating a training scenario, an exercise author can specify a representative rationale structure using the graphical user interface, annotating the results with instructional texts where needed. The author's structure may distinguish between essential and optional parts of the rationale, and may also include "red herrings" - hypotheses that are essential to consider, until evidence and reasoning allow them to be ruled out. The system is built from pre-existing components, including Stottler Henke's SimVentive instructional simulation authoring tool and runtime. To that, a capability was added to author and exploit explicit control decision rationale representations. ADEPT uses SimVentive's Scalable Vector Graphics (SVG)- based interactive graphic display capability as the basis of the tool for quickly noting aspects of decision rationale in graph form. The ADEPT prototype is built in Java, and will run on any computer using Windows, MacOS, or Linux. No special peripheral equipment is required. The software enables a style of student/ tutor interaction focused on the reasoning behind systems control behavior that better mimics proven Socratic human tutoring behaviors for highly cognitive skills. It supports fast, easy, and convenient authoring of such tutoring behaviors, allowing specification of detailed scenario-specific, but content-sensitive, high-quality tutor hints and feedback. The system places relatively light data-entry demands on the student to enable its rationale-centered discussions, and provides a support mechanism for fostering coherence in the student/ tutor dialog by including focusing, sequencing, and utterance tuning mechanisms intended to better fit tutor hints and feedback into the ongoing context.

Domeshek, Eric↗

Semantically-Rigorous Systems Engineering Modeling Using Sysml and OWL

The Systems Modeling Language (SysML) has found wide acceptance as a standard graphical notation for the domain of systems engineering. SysML subsets and extends the Unified Modeling Language (UML) to define conventions for expressing structural, behavioral, and analytical elements, and relationships among them. SysML-enabled modeling tools are available from multiple providers, and have been used for diverse projects in military aerospace, scientific exploration, and civil engineering. The Web Ontology Language (OWL) has found wide acceptance as a standard notation for knowledge representation. OWL-enabled modeling tools are available from multiple providers, as well as auxiliary assets such as reasoners and application programming interface libraries, etc. OWL has been applied to diverse projects in a wide array of fields. While the emphasis in SysML is on notation, SysML inherits (from UML) a semantic foundation that provides for limited reasoning and analysis. UML's partial formalization (FUML), however, does not cover the full semantics of SysML, which is a substantial impediment to developing high confidence in the soundness of any conclusions drawn therefrom. OWL, by contrast, was developed from the beginning on formal logical principles, and consequently provides strong support for verification of consistency and satisfiability, extraction of entailments, conjunctive query answering, etc. This emphasis on formal logic is counterbalanced by the absence of any graphical notation conventions in the OWL standards. Consequently, OWL has had only limited adoption in systems engineering. The complementary strengths and weaknesses of SysML and OWL motivate an interest in combining them in such a way that we can benefit from the attractive graphical notation of SysML and the formal reasoning of OWL. This paper describes an approach to achieving that combination.

Web Ontology Language (OWL)↗

Software Development: 3D Animations and Creating User Interfaces for Realistic Simulations

My fall 2015 semester was spent at the Lyndon B. Johnson Space Center working in the Integrated Graphics, Operations, and Analysis Laboratory (IGOAL). My first project was to create a video animation that could tell the story of OMICS. OMICS is a term being used in the field of biomedical science to describe the collective technologies that study biological systems, such as what makes up a cell and how it functions with other systems. In the IGOAL I used a large 23 inch Wacom monitor to draw storyboards, graphics, and line art animations. I used Blender as the 3D environment to sculpt, shape, cut or modify the several scenes and models for the video. A challenge creating this video was to take a term used in biomedical science and describe it in such a way that an 8th grade student can understand. I used a line art style because it would visually set the tone for what we thought was an educational style. In order to get a handle on the perspective and overall feel for the animation without overloading my workspace, I split up the 2 minute animation into several scenes. I used Blender's python scripting capabilities which allowed for the addition of plugins to add or modify tools. The scripts can also directly interact with the objects to create naturalistic patterns or movements. After collecting the rendered scenes, I used Blender's built-in video editing workspace to output the animation. My second project was to write software that emulates a physical system's interface. The interface was to simulate a boat, ROV, and winch system. Simulations are a time and cost effective way to test complicated data and provide training for operators without having to use expensive hardware. We created the virtual controls with 3-D Blender models and 2-D graphics, and then add functionality in C# using the Unity game engine. The Unity engine provides several essential behaviors of a simulator, such as the start and update functions. A framework for Unity, which was developed in the lab, provided a way to place the different widgets on the virtual console dock and have them resize correctly based on the window dimensions.. My task in this project was to create the controls and visualizations for the data coming in from the simulator for the boat portion of the project. I wrote a class for each control window to handle the functionality of that widget. I implemented 11 widgets that make up the ship portion of the simulator. The members of the lab were each masters of their craft and I'm glad I had the opportunity to learn from them. I learned to plan strategically so I could finish this project on time. I allotted time for storyboarding, development, and refinement. In regards to animating I learned to use modifiers like lattice, boolean and build deformers. I also learned how to animate with drivers, how to use the dope sheet, and how to use the graph editor. In coding I learned to limit the chances for bugs by privatizing functions that should be exclusive to their class. I learned how to use the GIT repository to commit, stash and pull the latest build. I learned a bit of everything because I had the chance to see the entire application development process from the artwork, to the implementation.

Gordillo, Orlando Enrique↗

An Efficient Ray-Tracing Method for Determining Terrain Intercepts in EDL Simulations

The calculation of a ray's intercept from an arbitrary point in space to a prescribed surface is a common task in computer simulations. The arbitrary point often represents an object that is moving according to the simulation, while the prescribed surface is fixed in a defined frame. For detailed simulations, this surface becomes complex, taking the form of real-world objects such as mountains, craters or valleys which require more advanced methods to accurately calculate a ray's intercept location. Incorporation of these complex surfaces has commonly been implemented in graphics systems that utilize highly optimized graphics processing units to analyze such features. This paper proposes a simplified method that does not require computationally intensive graphics solutions, but rather an optimized ray-tracing method for an assumed terrain dataset. This approach was developed for the Mars Science Laboratory mission which landed on the complex terrain of Gale Crater. First, this paper begins with a discussion of the simulation used to implement the model and the applicability of finding surface intercepts with respect to atmosphere modeling, altitude determination, radar modeling, and contact forces influencing vehicle dynamics. Next, the derivation and assumptions of the intercept finding method are presented. Key assumptions are noted making the routines specific to only certain types of surface data sets that are equidistantly spaced in longitude and latitude. The derivation of the method relies on ray-tracing, requiring discussion on the formulation of the ray with respect to the terrain datasets. Further discussion includes techniques for ray initialization in order to optimize the intercept search. Then, the model implementation for various new applications in the simulation are demonstrated. Finally, a validation of the accuracy is presented along with the corresponding data sets used in the validation. A performance summary of the method will be shown using the analysis from the Mars Science Laboratory's terminal descent sensing model. Alternate uses will also be shown for determining horizon maps and orbiter set times.

Shidner, Jeremy D.↗

Simulation of Mission Phases

This position with the Simulation and Graphics Branch (ER7) at Johnson Space Center (JSC) provided an introduction to vehicle hardware, mission planning, and simulation design. ER7 supports engineering analysis and flight crew training by providing high-fidelity, real-time graphical simulations in the Systems Engineering Simulator (SES) lab. The primary project assigned by NASA mentor and SES lab manager, Meghan Daley, was to develop a graphical simulation of the rendezvous, proximity operations, and docking (RPOD) phases of flight. The simulation is to include a generic crew/cargo transportation vehicle and a target object in low-Earth orbit (LEO). Various capsule, winged, and lifting body vehicles as well as historical RPOD methods were evaluated during the project analysis phase. JSC core mission to support the International Space Station (ISS), Commercial Crew Program (CCP), and Human Space Flight (HSF) influenced the project specifications. The simulation is characterized as a 30 meter +V Bar and/or -R Bar approach to the target object's docking station. The ISS was selected as the target object and the international Low Impact Docking System (iLIDS) was selected as the docking mechanism. The location of the target object's docking station corresponds with the RPOD methods identified. The simulation design focuses on Guidance, Navigation, and Control (GNC) system architecture models with station keeping and telemetry data processing capabilities. The optical and inertial sensors, reaction control system thrusters, and the docking mechanism selected were based on CCP vehicle manufacturer's current and proposed technologies. A significant amount of independent study and tutorial completion was required for this project. Multiple primary source materials were accessed using the NASA Technical Report Server (NTRS) and reference textbooks were borrowed from the JSC Main Library and International Space Station Library. The Trick Simulation Environment and User Training Materials version 2013.0 release was used to complete the Trick tutorial. Multiple network privilege and repository permission requests were required in order to access previous simulation models. The project was also an introduction to computer programming and the Linux operating system. Basic C++ and Python syntax was used during the completion of the Trick tutorial. Trick's engineering analysis and Monte Carlo simulation capabilities were observed and basic space mission planning procedures were applied in the conceptual design phase. Multiple professional development opportunities were completed in addition to project duties during this internship through the System for Administration, Training, and Education Resources for NASA (SATERN). Topics include: JSC Risk Management Workshop, CCP Risk Management, Basic Radiation Safety Training, X-Ray Radiation Safety, Basic Laser Safety, JSC Export Control, ISS RISE Ambassador, Basic SharePoint 2013, Space Nutrition and Biochemistry, and JSC Personal Protective Equipment. Additionally, this internship afforded the opportunity for formal project presentation and public speaking practice. This was my first experience at a NASA center. After completing this internship I have a much clearer understanding of certain aspects of the agency's processes and procedures, as well as a deeper appreciation from spaceflight simulation design and testing. I will continue to improve my technical skills so that I may have another opportunity to return to NASA and Johnson Space Center.

Carlstrom, Nicholas Mercury↗

Low Ozone over Europe Doesn't Mean the Sky Is Falling, Its Actually Rising

Data Sources: NASA Aura Microwave Limb Sounder (MLS) (O3 profiles and columns), NASA Global Modeling Initiative (GMI) Chemistry and Transport Model (calculated O3depletion), and MERRA Tropopause Heights. Technical Description of Figures: The left graphics show MLS northern hemisphere stratospheric column ozone on Feb. 1, 2016. Very low columns are seen over the UK and Europe (<225 DU, inside dashed circle). The lower graphic shows the GMI-calculated O3 depletion. It's very small, suggesting the low O3 does not indicate significant depletion. The right graphics show how the high tropopause height in this region explains the observed low ozone. The lower panel shows that the high tropopause on Feb. 1 lifts the O3 profile compared to a typical profile found earlier in winter. This motion lifts the profile to lower pressures thus reducing the total column. The GMI Model shows only 4 Dobson Units (DU) of O3 depletion even though the column is more than 100 DU lower than one month earlier. Scientific significant and societal relevance: To quantitatively understand anthropogenic impacts to the stratospheric ozone layer, we must be able to distinguish between low ozone caused by ozone depleting substances and that caused by natural dynamical variability in the atmosphere. Observations and realistic simulations of atmospheric composition are both required in order to separate natural and anthropogenic ozone variability.

Stratospheric↗

Computational Modeling to Limit the Impact Displays and Indicator Lights Have on Habitable Volume Operational Lighting Constraints

NASA has demonstrated an interest in improving astronaut health and performance through the installment of a new lighting countermeasure on the International Space Station. The Solid State Lighting Assembly (SSLA) system is designed to positively influence astronaut health by providing a daily change to light spectrum to improve circadian entrainment. Unfortunately, existing NASA standards and requirements define ambient light level requirements for crew sleep and other tasks, yet the number of light-emitting diode (LED) indicators and displays within a habitable volume is currently uncontrolled. Because each of these light sources has its own unique spectral properties, the additive lighting environment ends up becoming something different from what was planned or researched. Restricting the use of displays and indicators is not a solution because these systems provide beneficial feedback to the crew. The research team for this grant used computer-based computational modeling and real-world lighting mockups to document the impact that light sources other than the ambient lighting system contribute to the ambient spectral lighting environment. In particular, the team was focused on understanding the impacts of long-term tasks located in front of avionics or computer displays. The team also wanted to understand options for mitigating the changes to the ambient light spectrum in the interest of maintaining the performance of a lighting countermeasure. The project utilized a variety of physical and computer-based simulations to determine direct relationships between system implementation and light spectrum. Using real-world data, computer models were built in the commercially available optics analysis software Zemax Optics Studio(c). The team also built a mockup test facility that had the same volume and configuration as one of the Zemax models. The team collected over 1200 spectral irradiance measurements, each representing a different configuration of the mockup. Analysis of the data showed a measurable impact on ambient light spectrum. This data showed that obvious design techniques exist that can be used to bind the ambient light spectrum closer to the planned spectral operating environment for the observer's eye point. The following observations should be considered when designing an operational environment that is dominated by computer displays. When more light is directed into the field of view of the observer, the greater the impact it will make on various human factors issues that depend on spectral shape and intensity. Because viewing angle has a large part to play in the amount of light flux on the crewmember's retina, beam shape, combined with light source location is an important factor for determining percent probable incident flux on the observer from any combination of light sources. Computer graphics design and display lumen output are major factors influencing the amount of spectrally intense light projected into the environment and in the viewer's direction. Use of adjustable white point display software was useful only if the predominant background color was white and if it matched the ambient light system's color. Display graphics that used a predominantly black background had the least influence on unplanned spectral energy projected into the environment. Percent reflectance makes a difference in total energy reflected back into an environment, and within certain architectural geometries, reflectance can be used to control the amount of a light spectrum that is allowed to perpetuate in the environment. Data showed that room volume and distance from significant light sources influence the total spectrum in a room. Smaller environments had a homogenizing effect on total light spectrum, whereas light from multiple sources in larger environments was less mixed. The findings indicated above should be considered when making recommendations for practice or standards for architectural systems. The ambient lighting system, surface reflectance, and display and indicator implementation all factor into the users' spectral environment. A variety of low-cost solutions exist to mitigate the impact of light from non-architectural lighting systems, and much potential for system automation and integration of display systems with the ambient environment. This team believes that proper planning can be used to avoid integration problems and also believes that human-in-the-loop evaluations, real-world test and measurement, and computer modeling can be used to determine how changes to a process, display graphics, and architecture will help maintain the planned spectral operating lighting environment.

Clark, T. A.↗

Update: Advancement of Contact Dynamics Modeling for Human Spaceflight Simulation Applications

Pong is a new software tool developed at the NASA Johnson Space Center that advances interference-based geometric contact dynamics based on 3D graphics models. The Pong software consists of three parts: a set of scripts to extract geometric data from 3D graphics models, a contact dynamics engine that provides collision detection and force calculations based on the extracted geometric data, and a set of scripts for visualizing the dynamics response with the 3D graphics models. The contact dynamics engine can be linked with an external multibody dynamics engine to provide an integrated multibody contact dynamics simulation. This paper provides a detailed overview of Pong including the overall approach and modeling capabilities, which encompasses force generation from contact primitives and friction to computational performance. Two specific Pong-based examples of International Space Station applications are discussed, and the related verification and validation using this new tool are also addressed.

Contact dynamics↗

High-Performance Computing Optimization for Aladyn – Adaptive Neural Network Molecular Dynamics Mini-Application

This report provides a description and performance evaluation of the optimization techniques for high performance computing (HPC) implementation of the open source Computational Materials mini-application Aladyn (https://github.com/nasa/aladyn). Aladyn is a basic molecular dynamics code written in FORTRAN 2003, which is designed to demonstrate the use of adaptive neural networks (ANNs) in atomistic simulations. The role of ANNs is to efficiently reproduce the very complex energy landscape resulting from the atomic interactions in materials with the accuracy of the more expensive quantum mechanics-based calculations. The ANN is trained on a large set of atomic structures calculated using the density functional theory (DFT) method. While achieving orders of magnitude faster computational performance than DFT, the ANN-based approach was still very computationally demanding compared to the conventional approach of using empirically fitted energy functions. After its initial development, Aladyn was evaluated and optimized by experts at the NASA Advanced Supercomputing (NAS) division to exploit modern supercomputer architectures. The code has been optimized for execution on multicore central processing units (CPUs), including Intel® Skylake microarchitecture, and on graphic accelerators, such as Nvidia® V100 graphic processing units (GPUs), using Open Multi-Processing (OpenMP) and Open Accelerators (OpenACC) programming interfaces. The optimization achieved a speedup of 4.7 times the baseline version on CPU performance and an additional 2.4 times on CPU+GPU performance. Atomistic computer simulations are a fundamental tool in materials research to model material properties form physics-based first principles. Atomic interaction, governed by Quantum Mechanics (QM) require sophisticated and highly computationally demanding mathematical models to calculate [1]. Classical methods use approximate functional forms, empirically fitted through a set of variable parameters to emulate atomic energies as direct functions of atomic coordinates [2]. While empirical potentials are computationally much simpler, allowing simulations of large-scale systems of up to a trillion (1012) atoms [3], they are substantially less accurate compared to quantum calculations and applicable only to very specific atomic configurations or predefined crystallographic phases. A recently suggested approach is to use heuristic machine learning methods [4], such as those based on Adaptive Neural Networks (ANNs) to predict atomic energies, after being trained on a sufficiently large database of QM-calculated structures [5,6]. This approach reduces significantly the computational complexity, allowing for simulations of orders of magnitude larger systems compared to QM-based methods without compromising accuracy. Still, compared to classical methods using empirical energy functions, ANN methods remain two- to three orders of magnitude more computationally demanding. Hence, the computational cost of simulations, together with the need for extensive training of ANNs, still makes the practical implementation of ANN-based methods quite challenging. The purpose of the Aladyn mini-application software [7], available as open source at https://github.com/nasa/aladyn, is to be a testbed for exploring possible optimization strategies to develop highly scalable parallel algorithms for ANN-based atomistic simulations. Aladyn is aimed at utilizing the architecture of the high-end modern highperformance computing (HPC) hardware based on multicore central processing units (CPUs) equipped with graphic processing unit (GPU) accelerators. Specifically, the goal is to optimize the performance on a single HPC compute node, before implementing scaling to multi-node parallelization using message passing interface (MPI). At the same time, the open source code of Aladyn can serve as a training model for students and professors in academia.

Yamakov, Vesselin I.↗

Python & Qt, Powerful Tools for Technical Computing

The objective of this presentation is to give a brief overview of Python computer language and Qt for Python which provides an interface to Python for building graphical applications. The Qt language provides a method for rapid programming of Graphical User Interfaces (GUIs) that are highly scalable, robust and platform independent. Both Python and Qt provide a powerful set of tools for Dynamic Analysis which are based on Open-Source software. Many problems and calculations in Structural Dynamics such as Power Spectral Density, Shock Response Spectrum and Vibration Response Spectrum can be easily calculated using these tools. The advantage of using Open-Source software is the ability to create custom graphical user interfaces similar to Matlab without the expense of software licensing and the ability to customize the software to an organization's specific needs. Also, another advantage is the ability to know which algorithms are being used by the GUI, know the numerical limitations and scale to large size data sets. I will end the presentation by demonstrating a Structural Dynamics GUI I created that was designed primarily to interactively analyze Post Flight high speed data provided by the ground station telemetry networks.

Grillo, Vincent↗