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 Q&A Stefan Dachwitz
Software Development and Consulting
october 3rd 2005
 

"The Simplifikator is a tool to create level-of-detail models from complex 3D models such as buildings or vehicles"

   
Q1 Please give a brief presentation of your activities.
A1

I am in the process of setting up my own small company. My aim is to create tools for realtime 3D, with a special focus on the requirements of walkthrough applications, where there is a lot of static content. My personal activities are implementing the Simplifikator, do the marketing and trying to keep up with technology and research in my field.

   
Q2 What is the purpose of Simplifikator?
A2 The Simplifikator is a tool to create level-of-detail models from complex 3D models such as buildings or vehicles. It has applications
where current progressive reduction algorithms are not applicable, because the models have more than one material and/or texture.
Since the algorithms of the Simplifikator are resolution-oriented, one of its main applications are optimizing scenes for devices with a
lower screen resolution, such as mobile phones and PDAs. Instead of generating them manually, they may now be generated automatically.
   
Q3 Is it only dedicated to static models?
A3 The first version will support only static meshes. I am working on the reduction algorithms to make them more suitable for animation, so later versions might show more flexibility here (no pun intended).
   
Q4 Does it fit the needs of optimizing scene such as 3D Walkthrough?
A4 If the walkthrough engine is using level of detail models, the Simplifikator will be a way to generate these automatically intead of manually.
   
Q5 How does it work? What are the main parameters?
A5 The Simplifikator takes a whole scene, or a part of a scene, as the input, and computes one reduced mesh and one texture from it. This reduced model looks identical to the original model, when the models are rendered in a small screen area. The size of the screen area - the resolution - can be set as a parameter.
The original geometry is sampled on a fixed grid, the number of samples are controlled by the parameter Resolution. The new geometry is very dense, so a reduction algorithm is used to reduce the triangles in the mesh. There is a parameter that controls the quality of the reduced mesh.
After the reduction step the textures are generated. Here the quality can be controlled by how many texture samples should be taken, and which texture sampling mode meets your desired quality.
Expect a lot of improvements in quality and performance before the product finally hits the shelf.
   
Q6 It handles VRML1, does it include the VRML files created by 3ds max (from VRML97 exporter)?
A6 I am working on the VRML97 import. What might be more interesting to most users is that I am working on supporting the FBX format, which will make the Simplifikator cooperate with many modeling packages like alias' Maya(R) and 3ds Max(R). Import and export of most FBX features will be supported as well as export of VRML1, VRML97 and X3D.
   
Q7 Have you plan to take advantage of features like normal map to improve the quality of the optimized mesh?
A7 I am sure normal maps are a definite must-have, along with bump maps (for those who still remember them ;) ). They are pretty easy for me to generate, and they will definitely improve the visual quality of the results.
Another map I will export is a "material map", which contains information about the original model's lighting parameters. It will be
useful when used in conjunction with a shader.
   
Q8 In which form is Simplifikator marketed?
A8 The simplifikator is marketed as a stand-alone product. I am currently looking for a distributor who is interested in distributing the product online and in a boxed form.
The Simplifikator might also be available as a plugin for Maya(R) and 3ds Max(R).
   
Q9 What is iWalkthru?
A9 iWalkthru is a walkthrough system designed to make the creation of visual appealing online walkthroughs easy. Its goal is to take any complex scene and make it available on different viewing platforms, be it workstation, office PC or handheld. The end user has the choice to use either an X3D viewer, or the to-be-developed iWalkthru viewer. Important to me is the compatibility with Web3D standards to experience the walkthrough online, but maybe even more important is the possibility to walk through the scenes on _any_ device that has at least some form of hardware 3D support.
By employing the algorithms used in the Simplifikator, the iWalkthru software generates a multi-resolution database, which will allow the viewing experience to scale well for devices with varying display capabilities, and also with varying network capacities. The goal is to cover a very broad range of display devices, and thus make large scale virtual environments attractive for mass distribution. I think that this goal can be achieved by automating the content optimization and by reducing client requirements.
iWalkthru targets applications where the value lies in enjoying the experience of being in the environment, like virtual archeology, virtual tourism and the like. I expect iWalkthru to be a perfect fit for many projects in this field, especially if the original data is too complex to be optimized manually, as it is the case when real places get scanned in with lasers or when real places are being reconstructed with photogrammetric methods. Given the advances in this field, there will be a lot of content for iWalkthru to work on in the future.
 
   
   
   
 
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