Introduction to micro-meshes for mesh compression

In this blog we will cover how to generate meshes using NVIDIAs new micro-mesh technology with Simplygon. We will create a batch processor for kit-bashed 3d scanned content indented to save disc space and optimize render performance.

What's new in Simplygon 10.2

As a Midsummer gift to all game developers we are proud to release Simplygon 10.2! In this release we have worked on core improvements to our remesher, support for Unity's Universal Render Pipeline and High Definition Render Pipeline and lastly support for Unreal Engine 5.2.

Bake vertex colors into textures

In this blog we'll look at how to bake vertex colors into textures. Use case for this is certain phot scanned assets where color data is saved into vertex colors. We'll look at how to do this with both the remesher and aggregator pipeline. We'll also cover how to create a shading network for vertex colored materials as well as how to remove vertex colors from model post processing.

Introducing our high density reducer

In this post we will take a look at the new high density reducer we introduced in Simplygon 10.1. It's main intention is to be used with very high poly sculpted models and 3d scanned assets. We are going to compare the process quality and time to our ordinary reducer.

Accelerated remeshing using tessellated attributes

With Simplygon 10.0 we introduced tessellated attributes. In this post we'll showcase how to use them to speed up high resolution remeshings where we only care about surface details.

Customer Story: How Simplygon enables large scale optimization in Flight Simulator

The Flight Simulator game is in many aspects very complex from a rendering and data perspective in comparison with other games. The vast view distances, the detailed landmarks and the whole world as playable area makes the asset optimization strategy a very important part of the game production.

Optimizing 3D scans with Simplygon

Want to make those scanned assets more lightweight and ready to be used in your game or web application? This post will show how you can use Simplygon's remesher to produce heavily optimized versions of your scan data. It will also dig in on how to create a repeatable pipeline with which you can process large amounts of similar assets.

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