Evaluating stereo and motion cues for visualizing information nets in three dimensions
ACM Transactions on Graphics (TOG)
Proceedings of the 9th annual ACM symposium on User interface software and technology
A system for interactive molecular dynamics simulation
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Interactive visualization of protein dynamics
Proceedings of the conference on Visualization '00
Distortion viewing techniques for 3-dimensional data
INFOVIS '96 Proceedings of the 1996 IEEE Symposium on Information Visualization (INFOVIS '96)
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Ambient Occlusion and Edge Cueing for Enhancing Real Time Molecular Visualization
IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Visualization and Computer Graphics
Visual abstractions of solvent pathlines near protein cavities
EuroVis'08 Proceedings of the 10th Joint Eurographics / IEEE - VGTC conference on Visualization
Illustrative molecular visualization with continuous abstraction
EuroVis'11 Proceedings of the 13th Eurographics / IEEE - VGTC conference on Visualization
Improved quadric surface impostors for large bio-molecular visualization
Proceedings of the Eighth Indian Conference on Computer Vision, Graphics and Image Processing
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Proteins are highly flexible and large amplitude deformations of their structure, also called slow dynamics, are often decisive to their function. We present a two-level rendering approach that enables visualization of slow dynamics of large protein assemblies. Our approach is aligned with a hierarchical model of large scale molecules. Instead of constantly updating positions of large amounts of atoms, we update the position and rotation of residues, i.e., higher level building blocks of a protein. Residues are represented by one vertex only indicating its position and additional information defining the rotation. The atoms in the residues are generated on-the-fly on the GPU, exploiting the new graphics hardware geometry shader capabilities. Moreover, we represent the atoms by billboards instead of tessellated spheres. Our representation is then significantly faster and pixel precise. We demonstrate the usefulness of our new approach in the context of our collaborative bioinformatics project.