Alexander Rose

Alexander Rose

@asrose.bsky.social

Scientific software engineer & computational structural biologist, #molstar web molecular graphics developer.

596 followers594 following23 posts

Alexander Rose reposted

mdrepo.org now has its own account (that's me!) Follow the account for updates on content and functionality.

Martin Steinegger 🇺🇦@martinsteinegger.bsky.social

@wheelerlab.org is talking about his effort to build a resource for protein dynamics (PDB for MD). MDRepo is a repository to store simulation data. This is really needed to push the needle in design, function and more. Please help make it successful by sharing your MD data. #ismb2026 🌐 mdrepo.org

Alexander Rose reposted

Big PDB Changes Are One Year Away! On July 21, 2027, wwPDB will fully transition to extended PDB IDs for new depositions and the PDB archive will use a new directory structure based on 12-character extended PDB IDs. Visit wwpdb.org for details.

Beautiful and technically impressive work. Nice to see it highlighted.

Alexander Rose reposted

Excited to share our paper about copick, a dataset API and toolkit for collaborative annotation and analysis of #cryoET data! Whether you're picking particles or curating segmentations, copick reduces friction and brings #OME-Zarr to cryoET without breaking pipelines. 🧵👇 doi.org/10.1002/pro.70578

Alexander Rose reposted

Our paper on [Bentopy](doi.org/10.1002/pro....) is out in Protein Science! We developed Bentopy to make assembling large-scale MD models more accessible, building on what we learned from trying to simulate whole-cell models. Here's our updated Martini JCVI-syn3A cell model👇

Alexander Rose reposted

Alexander Rose reposted

Here's a neat way to share you protein-annotated data 🚀🧪 Upload your .csv with residue/value data, select data column, colormap and norm to interactively color your protein model. Then, add title/description and click the button to open a shareable view with url-encoded data and settings.

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Inputs are rendered by the same shader code as the standard rendering. There are just two extra output targets: normal + emissive strength and diffuse + density. Additionally we do a pass to get back face depth.

For tracing in screen-space we need to recover thickness. Want it automatic, not fiddle with parameters. Insight: Molecules are shown with visuals of very different density. So we do 2 things 1) Base thickness from front- and back-face depth 2) Density factor to adjust for each type of visual

Main idea is to treat the SSGI as a progressive enhancement of sorts. Try to reuse as many of the passes used for normal rendering. And keep the overall look as similar as possible.

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