Journal
BIOINFORMATICS
Volume 30, Issue 20, Pages 2981-2982Publisher
OXFORD UNIV PRESS
DOI: 10.1093/bioinformatics/btu426
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Funding
- European Commission [289350]
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A 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 inmost mobile devices).
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