Mc. Surles et al., SCULPTING PROTEINS INTERACTIVELY - CONTINUAL ENERGY MINIMIZATION EMBEDDED IN A GRAPHICAL MODELING SYSTEM, Protein science, 3(2), 1994, pp. 198-210
We describe a new paradigm for modeling proteins in interactive comput
er graphics systems - continual maintenance of a physically valid repr
esentation, combined with direct user control and visualization. This
is achieved by a fast algorithm for energy minimization, capable of re
al-time performance on all atoms of a small protein, plus graphically
specified user tugs. The modeling system, called Sculpt, rigidly const
rains bond lengths, bond angles, and planar groups (similar to existin
g interactive modeling programs), while it applies elastic restraints
to minimize the potential energy due to torsions, hydrogen bonds, and
van der Waals and electrostatic(4) interactions (similar to existing b
atch minimization programs), and user-specified springs. The graphical
interface can show bad and/or favorable contacts, and individual ener
gy terms can be turned on or off to determine their effects and intera
ctions. Sculpt finds a local minimum of the total energy that satisfie
s all the constraints using an augmented Lagrange-multiplier method; c
alculation time increases only linearly with the number of atoms becau
se the matrix of constraint gradients is sparse and banded. On a 100-M
Hz MIPS R4000 processor (Silicon Graphics Indigo), Sculpt achieves 11
updates per second on a 20-residue fragment and 2 updates per second o
n an 80-residue protein, using all atoms except non-H-bonding hydrogen
s, and without electrostatic interactions. Applications of Sculpt are
described: to reverse the direction of bundle packing in a designed 4-
helix bundle protein, to fold up a 2-stranded beta-ribbon into an appr
oximate beta-barrel, and to design the sequence and conformation of a
30-residue peptide that mimics one partner of a protein subunit intera
ction. Computer models that are both interactive and physically realis
tic (within the limitations of a given force field) have 2 significant
advantages: (1) they make feasible the modeling of very large changes
(such as needed for de novo design), and (2) they help the user under
stand how different energy terms interact to stabilize a given conform
ation. The Sculpt paradigm combines many of the best features of inter
active graphical modeling, energy minimization, and actual physical mo
dels, and we propose it as an especially productive way to use current
and future increases in computer speed.