5 research outputs found
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Model-building codes for membrane proteins.
We have developed a novel approach to modeling the transmembrane spanning helical bundles of integral membrane proteins using only a sparse set of distance constraints, such as those derived from MS3-D, dipolar-EPR and FRET experiments. Algorithms have been written for searching the conformational space of membrane protein folds matching the set of distance constraints, which provides initial structures for local conformational searches. Local conformation search is achieved by optimizing these candidates against a custom penalty function that incorporates both measures derived from statistical analysis of solved membrane protein structures and distance constraints obtained from experiments. This results in refined helical bundles to which the interhelical loops and amino acid side-chains are added. Using a set of only 27 distance constraints extracted from the literature, our methods successfully recover the structure of dark-adapted rhodopsin to within 3.2 {angstrom} of the crystal structure
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Scalable rendering on PC clusters
This case study presents initial results from research targeted at the development of cost-effective scalable visualization and rendering technologies. The implementations of two 3D graphics libraries based on the popular sort-last and sort-middle parallel rendering techniques are discussed. An important goal of these implementations is to provide scalable rendering capability for extremely large datasets (>> 5 million polygons). Applications can use these libraries for either run-time visualization, by linking to an existing parallel simulation, or for traditional post-processing by linking to an interactive display program. The use of parallel, hardware-accelerated rendering on commodity hardware is leveraged to achieve high performance. Current performance results show that, using current hardware (a small 16-node cluster), they can utilize up to 85% of the aggregate graphics performance and achieve rendering rates in excess of 20 million polygons/second using OpenGL{reg_sign} with lighting, Gouraud shading, and individually specified triangles (not t-stripped)
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The Xygra gun simulation tool.
Inductive electromagnetic launchers, or coilguns, use discrete solenoidal coils to accelerate a coaxial conductive armature. To date, Sandia has been using an internally developed code, SLINGSHOT, as a point-mass lumped circuit element simulation tool for modeling coilgun behavior for design and verification purposes. This code has shortcomings in terms of accurately modeling gun performance under stressful electromagnetic propulsion environments. To correct for these limitations, it was decided to attempt to closely couple two Sandia simulation codes, Xyce and ALEGRA, to develop a more rigorous simulation capability for demanding launch applications. This report summarizes the modifications made to each respective code and the path forward to completing interfacing between them