Download Interactive Collision Detection for Molecular Graphics
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Table of Contents 1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 Molecular Docking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 2.1 The Docking Task 2.2 Atomic Forces 2.2.1 Trade-offs Between Force Approximations 2.2.2 Non-bonded Atomic Forces 2.2.3 Bond Motion and Internal Vibration 2.3 Previous Docking Systems 3 Collision Detection Algorithms . . . . . . . . . . . . . . . . . . . . . . . . . 5 3.1 Categories of Collision Detection Algorithms 3.2 Grids and Octrees 3.3 BSP-trees and Bounding Volume Hierarchies 3.4 Sweep Algorithms 3.5 Relation Between Collision Detection and Ray Tracing 4 The Bump System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 4.1 User Interface 4.2 A Hypothetical User Session 4.3 Depth Cues 4.3.1 Rocking 4.3.2 Stereo display 4.3.3 Transparency 4.3.4 Shadows 4.3.5 Other Depth Cues 5 Collision Detection in Bump . . . . . . . . . . . . . . . . . . . . . . . . . . 12 5.1 The Bump System 5.2 Uniform Spatial Subdivision 5.3 Collision Along Path of Motion 5.4 Algorithm Performance 6 A User Study . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 6.1 A Simple Task of Geometric Fit 6.2 User Comments 7 Future Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 7.1 Enhancements for Molecular Docking 7.2 Interactive Physical Simulation