Atomistic Visualization of Mesoscopic Whole-Cell Simulations Using Ray-Casted Instancing
Molecular visualization is an important tool for analysing the results of biochemical simulations. With modern GPU ray casting approaches, it is only possible to render several million of atoms interactively unless advanced acceleration methods are employed. Whole‐cell simulations consist of at leas...
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| Published in | Computer graphics forum Vol. 32; no. 8; pp. 195 - 206 |
|---|---|
| Main Authors | , , |
| Format | Journal Article |
| Language | English |
| Published |
Oxford
Blackwell Publishing Ltd
01.12.2013
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| Subjects | |
| Online Access | Get full text |
| ISSN | 0167-7055 1467-8659 1467-8659 |
| DOI | 10.1111/cgf.12197 |
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| Abstract | Molecular visualization is an important tool for analysing the results of biochemical simulations. With modern GPU ray casting approaches, it is only possible to render several million of atoms interactively unless advanced acceleration methods are employed. Whole‐cell simulations consist of at least several billion atoms even for simplified cell models. However, many instances of only a few different proteins occur in the intracellular environment, which can be exploited to fit the data into the graphics memory. For each protein species, one model is stored and rendered once per instance. The proposed method exploits recent algorithmic advances for particle rendering and the repetitive nature of intracellular proteins to visualize dynamic results from mesoscopic simulations of cellular transport processes. We present two out‐of‐core optimizations for the interactive visualization of data sets composed of billions of atoms as well as details on the data preparation and the employed rendering techniques. Furthermore, we apply advanced shading methods to improve the image quality including methods to enhance depth and shape perception besides non‐photorealistic rendering methods. We also show that the method can be used to render scenes that are composed of triangulated instances, not only implicit surfaces.
Molecular visualization is an important tool for analyzing the results of biochemical simulations. With modern GPU ray casting approaches it is only possible to render several million of atoms interactively unless advanced acceleration methods are employed. Whole‐cell simulations consist of at least several billion atoms even for simplified cell models. However, many instances of only a few different proteins occur in the intracellular environment, which can be exploited to fit the data into the graphics memory. For each protein species, one model is stored and rendered once per instance. The proposed method exploits recent algorithmic advances for particle rendering and the repetitive nature of intracellular proteins to visualize dynamic results from mesoscopic simulations of cellular transport processes with implicit surfaces and triangular meshes. |
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| AbstractList | Molecular visualization is an important tool for analysing the results of biochemical simulations. With modern GPU ray casting approaches, it is only possible to render several million of atoms interactively unless advanced acceleration methods are employed. Whole-cell simulations consist of at least several billion atoms even for simplified cell models. However, many instances of only a few different proteins occur in the intracellular environment, which can be exploited to fit the data into the graphics memory. For each protein species, one model is stored and rendered once per instance. The proposed method exploits recent algorithmic advances for particle rendering and the repetitive nature of intracellular proteins to visualize dynamic results from mesoscopic simulations of cellular transport processes. We present two out-of-core optimizations for the interactive visualization of data sets composed of billions of atoms as well as details on the data preparation and the employed rendering techniques. Furthermore, we apply advanced shading methods to improve the image quality including methods to enhance depth and shape perception besides non-photorealistic rendering methods. We also show that the method can be used to render scenes that are composed of triangulated instances, not only implicit surfaces. Molecular visualization is an important tool for analyzing the results of biochemical simulations. With modern GPU ray casting approaches it is only possible to render several million of atoms interactively unless advanced acceleration methods are employed. Whole-cell simulations consist of at least several billion atoms even for simplified cell models. However, many instances of only a few different proteins occur in the intracellular environment, which can be exploited to fit the data into the graphics memory. For each protein species, one model is stored and rendered once per instance. The proposed method exploits recent algorithmic advances for particle rendering and the repetitive nature of intracellular proteins to visualize dynamic results from mesoscopic simulations of cellular transport processes with implicit surfaces and triangular meshes. Molecular visualization is an important tool for analysing the results of biochemical simulations. With modern GPU ray casting approaches, it is only possible to render several million of atoms interactively unless advanced acceleration methods are employed. Whole-cell simulations consist of at least several billion atoms even for simplified cell models. However, many instances of only a few different proteins occur in the intracellular environment, which can be exploited to fit the data into the graphics memory. For each protein species, one model is stored and rendered once per instance. The proposed method exploits recent algorithmic advances for particle rendering and the repetitive nature of intracellular proteins to visualize dynamic results from mesoscopic simulations of cellular transport processes. We present two out-of-core optimizations for the interactive visualization of data sets composed of billions of atoms as well as details on the data preparation and the employed rendering techniques. Furthermore, we apply advanced shading methods to improve the image quality including methods to enhance depth and shape perception besides non-photorealistic rendering methods. We also show that the method can be used to render scenes that are composed of triangulated instances, not only implicit surfaces. Molecular visualization is an important tool for analysing the results of biochemical simulations. With modern GPU ray casting approaches, it is only possible to render several million of atoms interactively unless advanced acceleration methods are employed. Whole‐cell simulations consist of at least several billion atoms even for simplified cell models. However, many instances of only a few different proteins occur in the intracellular environment, which can be exploited to fit the data into the graphics memory. For each protein species, one model is stored and rendered once per instance. The proposed method exploits recent algorithmic advances for particle rendering and the repetitive nature of intracellular proteins to visualize dynamic results from mesoscopic simulations of cellular transport processes. We present two out‐of‐core optimizations for the interactive visualization of data sets composed of billions of atoms as well as details on the data preparation and the employed rendering techniques. Furthermore, we apply advanced shading methods to improve the image quality including methods to enhance depth and shape perception besides non‐photorealistic rendering methods. We also show that the method can be used to render scenes that are composed of triangulated instances, not only implicit surfaces. Molecular visualization is an important tool for analyzing the results of biochemical simulations. With modern GPU ray casting approaches it is only possible to render several million of atoms interactively unless advanced acceleration methods are employed. Whole‐cell simulations consist of at least several billion atoms even for simplified cell models. However, many instances of only a few different proteins occur in the intracellular environment, which can be exploited to fit the data into the graphics memory. For each protein species, one model is stored and rendered once per instance. The proposed method exploits recent algorithmic advances for particle rendering and the repetitive nature of intracellular proteins to visualize dynamic results from mesoscopic simulations of cellular transport processes with implicit surfaces and triangular meshes. Molecular visualization is an important tool for analysing the results of biochemical simulations. With modern GPU ray casting approaches, it is only possible to render several million of atoms interactively unless advanced acceleration methods are employed. Whole-cell simulations consist of at least several billion atoms even for simplified cell models. However, many instances of only a few different proteins occur in the intracellular environment, which can be exploited to fit the data into the graphics memory. For each protein species, one model is stored and rendered once per instance. The proposed method exploits recent algorithmic advances for particle rendering and the repetitive nature of intracellular proteins to visualize dynamic results from mesoscopic simulations of cellular transport processes. We present two out-of-core optimizations for the interactive visualization of data sets composed of billions of atoms as well as details on the data preparation and the employed rendering techniques. Furthermore, we apply advanced shading methods to improve the image quality including methods to enhance depth and shape perception besides non-photorealistic rendering methods. We also show that the method can be used to render scenes that are composed of triangulated instances, not only implicit surfaces. [PUBLICATION ABSTRACT] |
| Author | Falk, Martin Krone, Michael Ertl, Thomas |
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| Cites_doi | 10.1109/TVCG.2006.115 10.1038/347044a0 10.1111/j.1467-8659.2009.01698.x 10.1111/j.1467-8659.2005.00855.x 10.1016/j.biosystems.2006.02.004 10.1080/10867651.1997.10487468 10.1126/science.1187409 10.1145/97880.97901 10.1016/0263-7855(96)00018-5 10.1111/j.1467-8659.2008.01262.x 10.1080/10867651.2001.10487535 10.1093/nar/28.1.235 10.1109/TVCG.2007.70517 10.1038/81125 10.1111/j.1467-8659.2012.03128.x 10.1145/1730804.1730814 |
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| References_xml | – reference: [BWF*00] Berman H., Westbrook J., Feng Z., Gilliland G., Bhat T., Weissig H., Shindyalov I., Bourne P.: The protein data bank. Nucleic Acids Research 28 (2000), 235-242. http://www.rcsb.org/. – reference: [LVRH07] Lampe O. D., Viola I., Reuter N., Hauser H.: Two-level approach to efficient visualization of protein dynamics. IEEE Transactions on Visualization and Computer Graphics 13, 6 (2007), 1616-1623. – reference: [HPGK90] Holmes K. C., Popp D., Gebhard W., Kabsch W.: Atomic model of the actin filament. Nature 347, 6288 (1990), 44-49. – reference: [SMLL*10] Shaw D. E., Maragakis P., Lindorff-Larsen K., Piana S., Dror R. O., Eastwood M. P., Bank J. A., Jumper J. M., Salmon J. K., Shan Y., Wriggers W.: Atomic-level characterization of the structural dynamics of proteins. Science 330, 6002 (2010), 341-346. – reference: [GRDE10]Grottel S., Reina G., Dachsbacher C., Ertl T., : Coherent culling and shading for large molecular dynamics visualization. Computer Graphics Forum 29 (2010), 953-962. – reference: [AM01] Akenine-Möller T.: Fast 3D triangle-box overlap testing. Journal of Graphics Tools 6, 1 (2001), 29-33. – reference: [LD08] Lagae A., Dutré P.: Compact, fast and robust grids for ray tracing. Computer Graphics Forum 27, 4 (2008), 1235-1244. – reference: [PSQH06] Pogson M., Smallwood R., Qwarnstrom E., Holcombe M.: Formal agent-based modelling of intracellular chemical interactions. Biosystems 85, 1 (2006), 37-45. – reference: [ST90] Saito T., Takahashi T.: Comprehensible rendering of 3-D shapes. In Proceedings of SIGGRAPH, Computer Graphics 24, 4 (1990), 197-206. – reference: [HDS96]Humphrey W., Dalke A., Schulten K.: VMD-visual molecular dynamics. Journal of Molecular Graphics 14 (1996), 33-38. – reference: [TCM06] Tarini M., Cignoni P., Montani C.: Ambient occlusion and edge cueing for enhancing real time molecular visualization. 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| SubjectTerms | Acceleration Analysis atomic representation Computer graphics I.3.6 [Computer Graphics]: Methodology and Techniques-Graphics data structures and data types I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Raytracing J.3 [Computer Applications]: Life and Medical Sciences-Biology and genetics Molecular physics protein data base ray casting Simulation Studies Visualization |
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| Title | Atomistic Visualization of Mesoscopic Whole-Cell Simulations Using Ray-Casted Instancing |
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