| Literature DB >> 24996895 |
Abstract
SUMMARY: Today's graphics processing units (GPUs) compose the scene from individual triangles. As about 320 triangles are needed to approximate a single sphere-an atom-in a convincing way, visualizing larger proteins with atomic details requires tens of millions of triangles, far too many for smooth interactive frame rates. We describe a new approach to solve this 'molecular graphics problem', which shares the work between GPU and multiple CPU cores, generates high-quality results with perfectly round spheres, shadows and ambient lighting and requires only OpenGL 1.0 functionality, without any pixel shader Z-buffer access (a feature which is missing in most mobile devices).Entities:
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Year: 2014 PMID: 24996895 PMCID: PMC4184264 DOI: 10.1093/bioinformatics/btu426
Source DB: PubMed Journal: Bioinformatics ISSN: 1367-4803 Impact factor: 6.937
Fig. 1.A water molecule rendered classically with 960 triangles (A) or quickly using texture mapping and precalculated impostors arranged in a single texture (B). The texture contains ray-traced images of spheres with various colors (two of which are blended with a variable factor to create other colors and color gradients) and various sizes (so-called ‘mipmaps’, which reduce aliasing artifacts). The spheres coated with a stellar nebula are used to draw atoms selected by the user. The gray checkerboard indicates transparent pixels. Using texture (B), the water molecule in (A) can be drawn quickly using just 14 triangles (C). Low-resolution depth map of PDB file 1CRN to calculate shadows (D), balls and sticks of 1CRN (E) and space-filling display of PDB file 1AON (F)