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 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.

[1]  Markus Hadwiger,et al.  Real‐Time Ray‐Casting and Advanced Shading of Discrete Isosurfaces , 2005, Comput. Graph. Forum.

[2]  Paolo Cignoni,et al.  Ambient Occlusion and Edge Cueing for Enhancing Real Time Molecular Visualization , 2006, IEEE Transactions on Visualization and Computer Graphics.

[3]  Michael Potmesil,et al.  A lens and aperture camera model for synthetic image generation , 1981, SIGGRAPH '81.

[4]  Thomas Ertl,et al.  Eurographics/ Ieee-vgtc Symposium on Visualization 2010 Coherent Culling and Shading for Large Molecular Dynamics Visualization , 2022 .

[5]  Klaus Schulten,et al.  Fast Visualization of Gaussian Density Surfaces for Molecular Dynamics and Particle System Trajectories , 2012, EuroVis.

[6]  Thomas Ertl,et al.  Optimized data transfer for time-dependent, GPU-based glyphs , 2009, 2009 IEEE Pacific Visualization Symposium.

[7]  James P. Ahrens,et al.  An application architecture for large data visualization: a case study , 2001, Proceedings IEEE 2001 Symposium on Parallel and Large-Data Visualization and Graphics (Cat. No.01EX520).

[8]  MöllerTomas,et al.  Fast, minimum storage ray-triangle intersection , 1997 .

[9]  Rüdiger Westermann,et al.  Acceleration techniques for GPU-based volume rendering , 2003, IEEE Visualization, 2003. VIS 2003..

[10]  Ingo Wald,et al.  Realtime ray tracing and interactive global illumination , 2004, Ausgezeichnete Informatikdissertationen.

[11]  Martin Falk,et al.  Atomistic Visualization of Mesoscopic Whole-Cell Simulations , 2012, VCBM.

[12]  Akif Uzman,et al.  Molecular Cell Biology, Sixth Edition , 2010 .

[13]  Daniel Baum,et al.  Interactive Rendering of Materials and Biological Structures on Atomic and Nanoscopic Scale , 2012, Comput. Graph. Forum.

[14]  Martin Falk,et al.  Visualization of signal transduction processes in the crowded environment of the cell , 2009, 2009 IEEE Pacific Visualization Symposium.

[15]  Tomas Akenine-Möller,et al.  Fast, Minimum Storage Ray-Triangle Intersection , 1997, J. Graphics, GPU, & Game Tools.

[16]  W. Kabsch,et al.  Atomic model of the actin filament , 1990, Nature.

[17]  Ivan Viola,et al.  Two-Level Approach to Efficient Visualization of Protein Dynamics , 2007, IEEE Transactions on Visualization and Computer Graphics.

[18]  Friedhelm Meyer auf der Heide,et al.  The randomized z-buffer algorithm: interactive rendering of highly complex scenes , 2001, SIGGRAPH.

[19]  Tomas Akenine-Möller,et al.  Fast, Minimum Storage Ray-Triangle Intersection , 1997, J. Graphics, GPU, & Game Tools.

[20]  Tomas Akenine-Möller Fast 3D Triangle-Box Overlap Testing , 2001, J. Graphics, GPU, & Game Tools.

[21]  B. Palsson The challenges of in silico biology , 2000, Nature Biotechnology.

[22]  Louis Bavoil,et al.  Screen Space Ambient Occlusion , 2008 .

[23]  Heinz Koeppl,et al.  Parallelized agent-based simulation on CPU and graphics hardware for spatial and stochastic models in biology , 2011, CMSB.

[24]  Stefan Gumhold,et al.  Splatting Illuminated Ellipsoids with Depth Correction , 2003, VMV.

[25]  Vladimir Shumskiy,et al.  GPU Ray Tracing - Comparative Study on Ray-Triangle Intersection Algorithms , 2013, Trans. Comput. Sci..

[26]  T. N. Bhat,et al.  The Protein Data Bank , 2000, Nucleic Acids Res..

[27]  John Amanatides,et al.  A Fast Voxel Traversal Algorithm for Ray Tracing , 1987, Eurographics.

[28]  Takafumi Saito,et al.  Comprehensible rendering of 3-D shapes , 1990, SIGGRAPH.

[29]  K Schulten,et al.  VMD: visual molecular dynamics. , 1996, Journal of molecular graphics.

[30]  Joseph A. Bank,et al.  Supporting Online Material Materials and Methods Figs. S1 to S10 Table S1 References Movies S1 to S3 Atomic-level Characterization of the Structural Dynamics of Proteins , 2022 .

[31]  PotmesilMichael,et al.  A lens and aperture camera model for synthetic image generation , 1981 .

[32]  Ares Lagae,et al.  Compact, fast and robust grids for ray tracing , 2008, SIGGRAPH '08.

[33]  Mike Holcombe,et al.  Formal agent-based modelling of intracellular chemical interactions. , 2006, Bio Systems.

[34]  Thomas Ertl,et al.  Particle-based Rendering for Porous Media , 2010, SIGRAD.