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1.
Faraday Discuss ; 169: 119-42, 2014.
Artículo en Inglés | MEDLINE | ID: mdl-25340956

RESUMEN

The amount of data generated by molecular dynamics simulations of large molecular assemblies and the sheer size and complexity of the systems studied call for new ways to analyse, steer and interact with such calculations. Traditionally, the analysis is performed off-line once the huge amount of simulation results have been saved to disks, thereby stressing the supercomputer I/O systems, and making it increasingly difficult to handle post-processing and analysis from the scientist's office. The ExaViz framework is an alternative approach developed to couple the simulation with analysis tools to process the data as close as possible to their source of creation, saving a reduced, more manageable and pre-processed data set to disk. ExaViz supports a large variety of analysis and steering scenarios. Our framework can be used for live sessions (simulations short enough to be fully followed by the user) as well as batch sessions (long-time batch executions). During interactive sessions, at runtime, the user can display plots from analysis, visualise the molecular system and steer the simulation with a haptic device. We also emphasise how a CAVE-like immersive environment could be used to leverage such simulations, offering a large display surface to view and intuitively navigate the molecular system.


Asunto(s)
Simulación de Dinámica Molecular , Humanos
2.
J Comput Chem ; 32(13): 2924-35, 2011 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-21735559

RESUMEN

Ray casting on graphics processing units (GPUs) opens new possibilities for molecular visualization. We describe the implementation and calculation of diverse molecular representations such as licorice, ball-and-stick, space-filling van der Waals spheres, and approximated solvent-accessible surfaces using GPUs. We introduce HyperBalls, an improved ball-and-stick representation replacing tubes, linking the atom spheres by hyperboloids that can smoothly connect them. This type of depiction is particularly useful to represent dynamic phenomena, such as the evolution of noncovalent bonds. It is furthermore well suited to represent coarse-grained models and spring networks. All these representations can be defined by a single general algebraic equation that is adapted for the ray-casting technique and is well suited for execution on the GPU. Using GPU capabilities, this implementation can routinely, accurately, and interactively render molecules ranging from a few atoms up to huge macromolecular assemblies with more than 500,000 particles. In simple cases, based only on spheres, we have been able to display up to two million atoms smoothly.


Asunto(s)
Gráficos por Computador , Simulación por Computador , Modelos Moleculares , Algoritmos , Gráficos por Computador/tendencias , Simulación por Computador/tendencias , Programas Informáticos
3.
IEEE Trans Vis Comput Graph ; 16(5): 815-28, 2010.
Artículo en Inglés | MEDLINE | ID: mdl-20616396

RESUMEN

One important bottleneck when visualizing large data sets is the data transfer between processor and memory. Cache-aware (CA) and cache-oblivious (CO) algorithms take into consideration the memory hierarchy to design cache efficient algorithms. CO approaches have the advantage to adapt to unknown and varying memory hierarchies. Recent CA and CO algorithms developed for 3D mesh layouts significantly improve performance of previous approaches, but they lack of theoretical performance guarantees. We present in this paper a {\schmi O}(N\log N) algorithm to compute a CO layout for unstructured but well shaped meshes. We prove that a coherent traversal of a N-size mesh in dimension d induces less than N/B+{\schmi O}(N/M;{1/d}) cache-misses where B and M are the block size and the cache size, respectively. Experiments show that our layout computation is faster and significantly less memory consuming than the best known CO algorithm. Performance is comparable to this algorithm for classical visualization algorithm access patterns, or better when the BSP tree produced while computing the layout is used as an acceleration data structure adjusted to the layout. We also show that cache oblivious approaches lead to significant performance increases on recent GPU architectures.

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