9,913 research outputs found
Simulation modelling and visualisation: toolkits for building artificial worlds
Simulations users at all levels make heavy use of compute resources to drive computational
simulations for greatly varying applications areas of research using different simulation
paradigms. Simulations are implemented in many software forms, ranging from highly standardised
and general models that run in proprietary software packages to ad hoc hand-crafted
simulations codes for very specific applications. Visualisation of the workings or results of a
simulation is another highly valuable capability for simulation developers and practitioners.
There are many different software libraries and methods available for creating a visualisation
layer for simulations, and it is often a difficult and time-consuming process to assemble a
toolkit of these libraries and other resources that best suits a particular simulation model. We
present here a break-down of the main simulation paradigms, and discuss differing toolkits and
approaches that different researchers have taken to tackle coupled simulation and visualisation
in each paradigm
Remote sensing of earth terrain
A mathematically rigorous and fully polarimetric radar clutter model used to evaluate the radar backscatter from various types of terrain clutter such as forested areas, vegetation canopies, snow covered terrains, or ice fields is presented. With this model, the radar backscattering coefficients for the multichannel polarimetric radar returns can be calculated, in addition to the complex cross correlation coefficients between elements of the polarimetric measurement vector. The complete polarization covariance matrix can be computed and the scattering properties of the clutter environment characterized over a broad range of incident angle and frequencies
Characterization and mapping of surface physical properties of Mars from CRISM multi-angular data: application to Gusev Crater and Meridiani Planum
The analysis of the surface texture from the particle (grain size, shape and
internal structure) to its organization (surface roughness) provides
information on the geological processes. CRISM multi-angular observations
(varied emission angles) allow to characterize the surface scattering behavior
which depends on the composition but also the material physical properties
(e.g., grain size, shape, internal structure, the surface roughness). After an
atmospheric correction by the Multi-angle Approach for Retrieval of the Surface
Reflectance from CRISM Observations, the surface reflectances at different
geometries are analyzed by inverting the Hapke photometric model depending on
the single scattering albedo, the 2-term phase function, the macroscopic
roughness and the 2-term opposition effects. Surface photometric maps are
created to observe the spatial variations of surface scattering properties as a
function of geological units at the CRISM spatial resolution (200m/pixel). An
application at the Mars Exploration Rover (MER) landing sites located at Gusev
Crater and Meridiani Planum where orbital and in situ observations are
available, is presented. Complementary orbital observations (e.g. CRISM
spectra, THermal EMission Imaging System, High Resolution Imaging Science
Experiment images) are used for interpreting the estimated Hapke photometric
parameters in terms of physical properties. The in situ observations are used
as ground truth to validate the interpretations. Varied scattering properties
are observed inside a CRISM observation (5x10km) suggesting that the surfaces
are controlled by local geological processes (e.g. volcanic resurfacing,
aeolian and impact processes) rather than regional or global. Consistent
results with the in situ observations are observed thus validating the approach
and the use of photometry for the characterization of Martian surface physical
properties
Automatic evolution of programs for procedural generation of terrains for video games: accessibility and edge length constraints
Nowadays the video game industry is facing
a big challenge: keep costs under control as games become
bigger and more complex. Creation of game content,
such as character models, maps, levels, textures,
sound effects and so on, represent a big slice of total
game production cost. Hence, the video game industry
is increasingly turning to procedural content generation
to amplify the cost-effectiveness of the efforts of video
game designers. However, procedural methods for automated
content generation are difficult to create and
parametrize. In this work we study a Genetic Programming
based procedural content technique to generate
procedural terrains that do not require parametrization,
thus, allowing to save time and help reducing production
costs. Generated procedural terrains present aesthetic
appeal; however, unlike most techniques involving
aesthetic, our approach does not require a human to
perform the evaluation. Instead, the search is guided by
the weighted sum of two morphological metrics: terrain
accessibility and obstacle edge length. The combination of the two metrics allowed us to find a wide range of fit
terrains that present more scattered obstacles in different
locations, than our previous approach with a single
metric. Procedural terrains produced by this technique are already in use in a real video game
The Inhuman Overhang: On Differential Heterogenesis and Multi-Scalar Modeling
As a philosophical paradigm, differential heterogenesis offers us a novel descriptive vantage with which to inscribe Deleuze’s virtuality within the terrain of “differential becoming,” conjugating “pure saliences” so as to parse economies, microhistories, insurgencies, and epistemological evolutionary processes that can be conceived of independently from their representational form. Unlike Gestalt theory’s oppositional constructions, the advantage of this aperture is that it posits a dynamic context to both media and its analysis, rendering them functionally tractable and set in relation to other objects, rather than as sedentary identities. Surveying the genealogy of differential heterogenesis with particular interest in the legacy of Lautman’s dialectic, I make the case for a reading of the Deleuzean virtual that departs from an event-oriented approach, galvanizing Sarti and Citti’s dynamic a priori vis-à -vis Deleuze’s philosophy of difference. Specifically, I posit differential heterogenesis as frame with which to examine our contemporaneous epistemic shift as it relates to multi-scalar computational modeling while paying particular attention to neuro-inferential modes of inductive learning and homologous cognitive architecture. Carving a bricolage between Mark Wilson’s work on the “greediness of scales” and Deleuze’s “scales of reality”, this project threads between static ecologies and active externalism vis-à -vis endocentric frames of reference and syntactical scaffolding
Morphologic studies of the Moon and planets
The impact, volcanic, and tectonic history of the Moon and planets were investigated over an eight year period. Research on the following topics is discussed: lunar craters, lunar basins, lunar volcanoes, correlation of Apollo geochemical data, lunar geology, Mars desert landforms, and Mars impact basins
Autonomous flight and remote site landing guidance research for helicopters
Automated low-altitude flight and landing in remote areas within a civilian environment are investigated, where initial cost, ongoing maintenance costs, and system productivity are important considerations. An approach has been taken which has: (1) utilized those technologies developed for military applications which are directly transferable to a civilian mission; (2) exploited and developed technology areas where new methods or concepts are required; and (3) undertaken research with the potential to lead to innovative methods or concepts required to achieve a manual and fully automatic remote area low-altitude and landing capability. The project has resulted in a definition of system operational concept that includes a sensor subsystem, a sensor fusion/feature extraction capability, and a guidance and control law concept. These subsystem concepts have been developed to sufficient depth to enable further exploration within the NASA simulation environment, and to support programs leading to the flight test
Automated Global Feature Analyzer - A Driver for Tier-Scalable Reconnaissance
For the purposes of space flight, reconnaissance field geologists have trained to become astronauts. However, the initial forays to Mars and other planetary bodies have been done by purely robotic craft. Therefore, training and equipping a robotic craft with the sensory and cognitive capabilities of a field geologist to form a science craft is a necessary prerequisite. Numerous steps are necessary in order for a science craft to be able to map, analyze, and characterize a geologic field site, as well as effectively formulate working hypotheses. We report on the continued development of the integrated software system AGFA: automated global feature analyzerreg, originated by Fink at Caltech and his collaborators in 2001. AGFA is an automatic and feature-driven target characterization system that operates in an imaged operational area, such as a geologic field site on a remote planetary surface. AGFA performs automated target identification and detection through segmentation, providing for feature extraction, classification, and prioritization within mapped or imaged operational areas at different length scales and resolutions, depending on the vantage point (e.g., spaceborne, airborne, or ground). AGFA extracts features such as target size, color, albedo, vesicularity, and angularity. Based on the extracted features, AGFA summarizes the mapped operational area numerically and flags targets of "interest", i.e., targets that exhibit sufficient anomaly within the feature space. AGFA enables automated science analysis aboard robotic spacecraft, and, embedded in tier-scalable reconnaissance mission architectures, is a driver of future intelligent and autonomous robotic planetary exploration
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