# Lighting Molecular surfaces ## Overall Goal We need to draw molecular **surfaces** with their associated chemical properties (surface colorings) well. This means that we need "good" lighting (that helps with the perception of surface shape) and very efficient drawing. Efficiency is important because the lighting might require multiple passes, and also we want to be able to display "galleries" of surfaces. Our initial experiments show that _ambient occlusion_ shading is valuable for making the surfaces more comprehnsible. We need to: 1. understand the performance of our current hardware and software for doing molecular surface graphics 2. gain an understanding of what methods are appropriate for lighting and for improving the performance 3. implement these methods within the testbed ## Subgoals 1. Do a performance evaluation of Greg's system - especially in the case of where multiple molecules are being drawn. This is important because we need to decide if we have a performance problem and what steps to take. 2. In the event that there is a performance issue, explore what kinds of level of detail methods, culling, or other tricks might be useful to make improvements. 3. Add some form of enhanced lighting model to the system. Probably one form of ambient occlusion shading, and maybe some kind of Light Collage thing. One aspect of this is to determine which of the methods are appropriate for the kinds of shapes we have and the system we're building (both visually and performance). I would be curious about computing the ambient occlusion lighting over a coarse mesh and only doing local lighting on the full mesh to get the details. A specific task here is to provide implementations of (at least) the two main known hardware accelerated ambient occlusion shaders (or some approximate global lighting thing) 4. Experiment with using "dramatic lighting" to highlight a region of the molecule while still allowing the viewer to get shape cues from shading and using color cues to convey other chemical properties. ## Readings - Conveying shape and features with Image-Based relighting Note: the methods in this paper may not apply so easily, but the principles are important since they explain what good lighting is. - Light Collages (Greg can show you the "expanded" version that discusses shadowing). - Ambient Occlusion chapter from GPU Gems II Note: this is available on the web - Other papers on hardware assisted ambient occlusion computation. There are several - I just don't remember what they are. - TexMol - the Texas, hardware assisted, molecular graphics system Note: this system doesn't specialize in (or even consider?) surfaces, however, we might want to add its capabilities to our system.