ABSTRACT
3D computer-animated representations of complex biological systems and environments are often vastly oversimplified. There are a number of key reasons: to highlight a distinct biological mechanism of interest; technical limitations of hardware and software computer graphics (CG) capabilities; and a lack of data regarding cellular environments. This oversimplification perpetuates a naive understanding of fundamental cellular dynamics and topologies.
This work attempts to address these challenges through the development of a first-person interactive virtual environment that more authentically depicts molecular scales, densities and interactions in real-time. Driven by a collaboration between scientists, CG developers and 3D computer artists, Nanoscapes utilizes the latest CG advances in real-time pipelines to construct a cinematic 3D environment that better communicates the complexity associated with the cellular surface and nanomedicine delivery to the cell.
- Helen M. Berman, John Westbrook, Zukang Feng, Gary Gilliland, T. N. Bhat, Helge Weissig, Ilya N. Shindyalov, and Philip E. Bourne. 2000. The Protein Data Bank. Nucleic Acids Res 28 (01 2000), 235–242. https://doi.org/10.1093/nar/28.1.235Google Scholar
- Relda Cailleau, Matilde Olive, and Quita V. Cruciger. 1978. Long-term human breast carcinoma cell lines of metastatic origin: preliminary characterization. In Vitro 14 (11 1978), 911–915. https://doi.org/10.1007/bf02616120Google ScholarCross Ref
- David S. Goodsell. 2009. The Machinery of Life. Springer, New York, NY, USA.Google Scholar
- Jodie Jenkinson and Gaël McGill. 2013. Using 3D Animation in Biology Education: Examining the Effects of Visual Complexity in the Representation of Dynamic Molecular Events. The Journal of Biocommunication 39 (01 2013), 42–49.Google Scholar
- Graham T. Johnson, Ludovic Autin, Mostafa Al-Alusi, David S. Goodsell, Michel F. Sanner, and Arthur J. Olson. 2015. cellPACK: A Virtual Mesoscope to Model and Visualize Structural Systems Biology. Nature Methods 12(2015). https://doi.org/10.1038/nmeth.3204Google Scholar
- Angus P Johnston, James Rae, Nicholas Ariotti, Benjamin J. Bailey, Andrew R. Lilja, Robyn Webb, Charles Ferguson, Sheryl Maher, Thomas P. Davis, Richard I. Webb, John B. McGhee, and Robert G. Parton. 2018. Journey to the centre of the cell: Virtual reality immersion into scientific data. Traffic 19 (02 2018), 105–110. https://doi.org/10.1111/tra.12538Google Scholar
- Mathieu Le Muzic, Ludovic Autin, Julius Parulek, and Ivan Viola. 2015. cellVIEW: a Tool for Illustrative and Multi-Scale Rendering of Large Biomolecular Datasets. In Eurographics Workshop on Visual Computing for Biology and Medicine, Katja Bühler, Lars Linsen, and Nigel W. John (Eds.). The Eurographics Association. https://doi.org/10.2312/vcbm.20151209Google Scholar
- Benjamin G. Wilhelm, Sunit Mandad, Sven Truckenbrodt, Katharina Krohnert, Christina Schafer, Burkhard Rammner, Seong J. Koo, Gala A. Classen, Michael Krauss, Volker Haucke, Henning Urlaub, and Silvio O. Rizzoli. 2014. Composition of isolated synaptic boutons reveals the amounts of vesicle trafficking proteins. Science 344(2014), 1023–1028. Issue 6187. https://doi.org/10.1126/science.1252884Google ScholarCross Ref
- Monica Zoppè. 2017. Towards a perceptive understanding of size in cellular biology. Nature Methods 14 (07 2017), 662–665. https://doi.org/10.1038/nmeth.4300Google Scholar
Index Terms
- Nanoscapes: Authentic Scales and Densities in Real-Time 3D Cinematic Visualizations of Cellular Landscapes
Recommendations
3D Hair sketching for real-time dynamic & key frame animations
Physically based simulation of human hair is a well studied and well known problem. But the “pure” physically based representation of hair (and other animation elements) is not the only concern of the animators, who want to “control” the creation and ...
Real-time cinematic shot lighting in the order: 1886
SIGGRAPH '15: ACM SIGGRAPH 2015 Computer Animation FestivalThe rendering and content-creation pipelines from The Order: 1886 were built from the ground up to deliver a seamless, real time experience across both gameplay and cinematics, and achieve a visual fidelity in real-time that is generally more associated ...
Heuristics for continuity editing of cinematic computer graphics scenes
Sandbox '09: Proceedings of the 2009 ACM SIGGRAPH Symposium on Video GamesWe present a set of heuristics for editing footage of 3D computer graphics cinematic sequences into a coherent movie clip which obeys the conventions of continuity editing. Our approach mimics the decision processes of an editor assembling a clip out of ...
Comments