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Home Page: http://biorender.github.io
An Interactive Cell for the Web(GL)
Home Page: http://biorender.github.io
delta
The cell should be totally and freely explorable.
Potential ideas to implement user interactive features beyond exploration:
Three provides an LOD utility for specifying which mesh should be shown at what distance. However, there is no tool to simplify complex meshes down into lower-poly ones.
Related to #26.
Basically, "Pick and check for collisions at random positions to place proteins on membranes" can work well, but there needs to be a way to handle more specific structures. For example, ATP synthases on cristae. The dimer's need to pinch the membrane, and essentially be centering over the main pinching region. I attempted this using the collision based alg., plus also only allowing it to use vertices based on a z threshold, to "push" them close to the front. What is awesome is that this actually kinda works, and gets a "natural" dimer arrangement, but the threshold is too individually specific, and it won't work on all cristaes with the same value. You can see here one cristae is good (albeit a little offset from center), while another has too many ATP synthases:
TM-Section
materialGiven a membrane mesh and a list of proteins, populate the membrane mesh
Given a (relatively) arbitrary geometry:
we would like to populate it with non-intersecting protein meshes. These can be simplified to their bounding box.
A central problem with understanding the cell is the scale of its components. How big is the nucleus? How small is an ATP molecule? Or ATP Synthase?
Can that scale be visualized within a graphical application served through the browser on everyday devices with only integrated graphics? This is one of the central challenges - and goals - of BioRender.
The goal is to achieve 60fps on Intel Iris Graphics 6100 1536 MB - the integrated graphics that come with a modern i5 processor. If 60fps (16ms/frame) is simply too far reaching - 30fps should be the baseline.
The standard units we will use throughout will be angstroms (Å
) and nanometers (nm
). Angstroms when discussing proteins, molecules, and complexes. Nanometers when discussing the distribution and size of cellular components. However, nanometers will be used most of the time, even when dealing with proteins. Angstroms will probably only be used for positioning proteins into complexes and protein mesh deformations.
We will start by using 1
in world coordinates as 1nm
.
F1 Unit - 10nm
1500nm
by 1000nm
5000nm
20 000nm
Going from 1nm
to 20 000nm
is 4 jumps in magnitude. That is, 2 * 10^4 = 20 000
.
Computer graphics represent depth using what is known as a "depth buffer" or (perhaps more commonly) "z buffer". It is important to note which objects should be placed in front of or behind one another. Normally, the z buffer is linear. Three.js has an example demonstrating a logarithmic depth buffer allowing you to "zoom through scene with objects ranging in size from 1µm to 100,000,000 light years". Unfortunately, this gets ~15fps on Iris. (Keep in mind my Radeon 6950 - a modest GPU - holds a solid 60fps without breaking a sweat). The normal z-buffer seems to break at 1m. This suggests that a linear buffer can handle 1µm
to 1m
is 9 jumps in magnitude. Perhaps performance will improve sufficiently with the logarithmic buffer when there is not a as big a gap (1µm
to 100 000 000 light years
is quite a gap).
High, medium, low "realism" settings, or slider if possible, can change
@inconvergent has made some interesting algorithms "inspired by the way a number of biological things in nature grows". See differential-line and differential-mesh. Perhaps ideas can be brought over from these algorithms generatively create a 3D mitochondrion mesh.
Alternatively, an initial basic mitochondrion mesh can be made out of cylinders, hemispheres, and basic sinusoidal waves.
Mitochondrion contains these scenes:
Mitochondrion is involved with:
A "generic" cell membrane:
"Waviness" can be implemented using sine waves and Simplex noise.
LOD for phospholipids? Need not store information for every phospholipid, perhaps only those on the edge, and use one big mesh, or texture for others.
ATP synthase + others <
ETC <
Mitochondrion
To get list of meshes to test collisions with, we use the bounding sphere radius to search the octree at the current position (link):
const searchResults = octree.search(new THREE.Vector3(vert.x, vert.y, vert.z), boundingRadius*2)
Perhaps in this special case, radius is not big enough? Somehow the collision is sneaking by.
Composed of the following PDB records:
Crude LOD can be obtained using a basic mesh composed of a cylinder and sphere for far, and the detailed .obj
model for close.
Phospholipid. Use PDB or just make our own basic meshes?
For Feb. 11
What are the broad goals?
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.