Topics

Menu Bar Above Canvas
Keyboard Shortcuts
Mouse Motion Control
Motion Panel
Antialiasing
Antialiasing Panel

Menu Bar Above Canvas

Menu Purpose
File In addition to Open and Quit, there is an Export Image submenu that allows the image on the canvas to be saved as a PNG or JPEG file. The dialog box for Open will go to the data directory, where PDB formatted files should be placed. The dialog box for Export Image will save the image to the images directory by default. The PNG (Portable Network Graphics, www.libpng.org/pub/png) format provides compression with no data loss, while the JPEG (Joint Photographic Experts Group, www.jpeg.org) format allows some data loss (with, hopefully, little or no noticable loss of image quality) so that the image can be compressed to a (usually) smaller file size than would be acheived using PNG. The Export Image submenu also includes an "Invisible Canvas PNG..." option that saves the background as transparent. The ability to save a GIF (Graphics Interchange Format, en.wikipedia.org/wiki/GIF) image has also been added.
Style The Cartoon submenu allows a protein to be displayed as Tubes, Ribbons, Ribbons and Tubes, or Frenet Frames. α-Helices and β-strands are shown with a larger tube radius or greater ribbon width than general loop regions. Ribbons and Tubes is the default style that a new structure open up with: α-helices are shown as tubes while β-strands and loops are ribbons. Frenet Frames is a debugging mode that shows the underlying spline and local coordinate frames that are used for drawing tubes and ribbons.

The Atom submenu offers Space Filling (spheres), Balls and Sticks (spheres and cylinders), or Sticks (cylinders).
Visibility Determines which residue types are allowed to be visible. The menu choices are Amino Acids Allowed, Heterogens Allowed, and Waters Allowed. Only Amino Acids Allowed is automatically selected when a new protein structure is loaded. If a menu item is grayed out (non-selectable), then the structure does not have any of that residue type.

This menu is intended as a convenience for quickly changing the visibility of residue types. For more fine-grained control, use the Atom Visibility or Cartoon Visibility subpanels.
Orientation Choosing Original resets the protein to the same orientation and camera distance as when it was first loaded. Choosing Front, Back, left, Right, Top, and Bottom affect the protein's orientation, but not the camera distance.
Background Sets the background color on the canvas to Black, Light Gray, White, or opens a Chooser dialog box that can be used to select any color.
Tools Opens and closes the control panel on the right side of the canvas.
Help Opens the desktop's default web browser and loads the index.php file that is located in the help directory.

Keyboard Shortcuts

The keyboard controls listed below will only work if the drawing canvas has the focus. Clicking anywhere on the canvas will give it the focus.

Key Action
control-O Open - opens a file chooser box so that a PDB structure file can be selected.
control-Q Quit - terminates the program.
i or I Zooms camera in by 5 angstroms.
o or O Zooms camera out by 5 angstroms.
D Toggles debugging on or off. When debugging is on, the camera distance for each atom, tube segment, or ribbon segment is printed to standard out (only useful if the program was started from a terminal window). The center of a tube or ribbon segment is the xyz-coordinates of the α-carbon of the amino acid that the tube or ribbon segment represents. If automatic tiling is turned on, then the tiling number (level of detail) for spheres is also printed.
M Toggles motion (constant rotation) between on and off (equivalent to using the Start or Stop button on the Motion Panel).

Mouse Motion Control

The mouse can be dragged across the canvas to rotate an image or zoom the camera in or out. The mouse buttons for motion and camera control are explained in the table right below. The image can also be rotated at constant speed by using the Motion Panel described further down the page.

Many newer Macintosh OS X machines may have a two or three button mouse, in which case the button controls will likely be the same as for Linux and Windows XP. However, if only a single-button mouse is present, the shift and command keys will need to be used in combination with the mouse button, as indicated in the table.

Mouse button controls for image and camera movement
Action Linux or Windows XP Mac OS X (single button)
Rotate image (x- or y-axis) left-drag mouse-drag
Rotate image (z-axis) shift & right-drag shift & command & mouse-drag
Pan camera right-drag command & mouse-drag
Zoom camera (z-axis) center-drag or shift & left-drag shift & mouse-drag

For zooming the camera in or out with a center-drag (button two on a three button mouse), the drag should be vertical. If the mouse has a scroll wheel, that should also work for zooming the camera in or out. For rotating the image on the z-axis of the view, the right-button drag with the shift key held down should be horizontal.

When the window with the canvas has the focus (because it was clicked on), the camera can also be zoomed in or out by using keyboard shortcuts. The "i" key (upper or lowercase) will zoom the camera in by 5 angstroms, while the "o" key (upper or lowercase) will zoom the camera out by 5 ansgstroms.

Motion Panel

[screenshot of Motion panel]

If the Motion subpanel is not already visible, select Motion from the menu at the top right of the retractable Control Panel on the right side of the ProteinShader GUI. When the Start button is clicked, the number of frames per second (fps) for the animation will be reported in the box at the bottom of the Motion subpanel, and also in red letters at the top left of the canvas.

The slider or text box for the Y-Axis can be used to specify the number of degrees per second of rotation about the protein structures's y-axis. Because the rotation speed is given in degrees per second, the speed will be about the same on different machines. However, how smooth or jerky the animation appears to be will depend on the number of frames per second that can be rendered, and that rendering speed will depend on both how complex the image is, and on how powerful the graphics card is. The X-Axis slider and text box set the degrees per second for the x-axis, with the subtle distinction that the rotation is about the x-axis of the view rather than the x-axis of the protein structure itself.



Antialiasing

The term aliasing refers to the jagged edges that are often produced when rendering geometrically defined objects (see part A of Figure 1 below for an example). Techniques for smoothing out these jagged edges are called antialiasing. Aliasing occurs because of the discrete nature of pixels [1], and because a pixel is detemined to be inside or outside of an object based on whether the center of the pixel falls within a mathematically calculated imaginary boundary line.

A [1AQB.pdb aliasing] B [1AQB.pdb silhouettes antialiasing] C [1AQB.pdb jitter 3X antialiasing] D [1AQB.pdb jitter 6X antialiasing]

Figure 1. Application of antialiasing to a pen-and-ink style tubes display of the retinol-binding protein. (A) Halftoning image with no antialiasing. The 140 by 210 pixels image was taken from a monitor with a 72 pixels per inch resolution, where the aliasing (jagged edge) effect is quite noticeable against a white background. (B) The same as (A), except that the Antialiasing subpanel shown further below has been used to partially smooth out the black edges of halftoning images by adding gray pixels next to the edge lines. (C) The same as (B), except that additional antialiasing has been performed by jittering the entire scene 3 times and blending the images. (D) The same as (C), except that scene is jittered 6 times. The retinol-binding protein was loaded from file 1AQB.pdb [2, 3].


Antialiasing Panel

The Antialiasing subpanel of the ProteinShader GUI provides controls for smoothing out jagged edges in order to produce publication quality images.

[screenshot of Antialiasing panel]

References

1. Hill FS: Aliasing; Antialiasing Techniques. In: Computer Graphics using OpenGL Second edn. Upper Saddle River, JN: Prentice Hall; 2000: 557-586.

2. Zanotti G, Panzalorto M, Marcato A, Malpeli G, Folli C, Berni R: Structure of pig plasma retinol-binding protein at 1.65 A resolution. Acta Crystallogr, Sect D, 1998, 54: 1049-1052.

3. Retinol-binding protein PDB entry 1AQB [http://www.rcsb.org/pdb/explore/explore.do?structureId=1AQB]

4. Schreiner D, Woo M, Neider J, Davis T: The Accumulation Buffer. In: OpenGL Programming Guide. Fifth edn. Upper Saddle River, JN: Addison-Wesley; 2005: 482-495.