Hi everyone,
I have been developing a test project MolVR for the past few days now. I am a scientist and my goal is to assess the benefits of combining UE4 and VR for Molecular Visualization and Big Data analysis (later phase). MolVR is an early stage prototype but I decided it might be time to let you know about the project and have some feedbacks and advices.
So without further due… You can retrieve the last version here:
http://www.molvr.org/2016/01/30/molvr-0-8-is-here/
Small documentation:
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alt + enter] to toggle fullscreen and enter VR mode (my tests are done on an Oculus DK2).
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Left mouse click + mouse X/Y]: rotate the view
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Right mouse click + mouse Y]: go up and down
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Up/Down/Left/Right arrows: respectively go forward/backward/left/right
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‘l’ key: toggle on/off the Automatic Label Display of atoms (basically, if you are sufficiently close to an atom, it will show its identifiers)
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‘m’ or ‘escape’ keys: show/hide the main menu
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Load Examples in main menu to load different examples of molecular structures
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Load from DB in main menu to retrieve molecular structures from a database using REST API / JSON. For the moment, you will only be able to load one of the 60 examples of that list: http://www.molvr.org/data/list by typing its code (i.e. 1a00, 1acb, etc). In a later version, I plan to give access to the 115 000 available molecular structures
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Color Mapping in main menu is used to highlight different properties of a molecule. Atom CPK color code is the most common one. As ‘atoms’ are organized in blocks called ‘residues’, you can also color the structures to highlight those blocks with the Residue Groups option. And as ‘residues’ are linked together to form a single chain protein, you can see the distinct ‘chains’ of proteins in an assembly with the Chains ID option. BFactor is a measure of uncertainty on the atom position, whereas Local Density represents the quantity of atoms inside a small radius. Other LDs gives an insight on the local composition of neutral (hydrophob) and charged residues (cationic + and anionic -).
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‘d’ key to toggle on/off the Depth of Field. The focus distance can be changed by pressing
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shift + up arrow] and shift + down arrow] to respectively increase and lower the focal distance
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shift + left arrow] and shift + right arrow] to respectively lower and increase the focal region
PS: I found out that the step value is too low so I’ll have to increase it… -
‘s’ key to toggle on/off the Skylight (main light)
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‘b’ key to toggle on/off Spot Light tied to the character
As a base reference, if you have a gtx 970, you should be at 75 fps in VR mode for the first examples, but the last ones are bigger molecules and unless you have a 980 or sli, I expect that you will scale down to 37.5 fps
Notes:
- MolVR uses DFAO during runtime to improve the visualization of depth
- The submenus Representation / MeshQuality/ Materials / Settings although visible are not yet activated
Bests
MolVR Screenshot: