Michael > I think client side smoothing would help with your issue
too, as it offers endless LOD possibilities.
E.g. use a low.poly wheel at distance (8 sided), the 3 iteration
smoothed one close up.(64 sided)
You could also adjust the LOD depending on device, using the same
assets, simply by monitoring the actual FPS and/or screen size.
There's a paper by the PS2 team on this. (will try and find the
link...)

Richard > I'm going to sound like a 40 something who still remembers
modems (which I am), but the only time I ever think of bandwidth as
"not a problem" is working locally :)
Mobile internet means this issue will be with us for a long time to
come, (bandwidth and charges) not to mention device memory capacity.
If I can shave 10% off filesize, without deterioration, I would
generally do it. Shaving 90% off has got to be interesting hasn't it?
If another file format is smaller to start off with, then even better.
(had a few probs with .3ds in Broomstick and found .OBJ more stable
i.e. models loaded every time without normals flipped/facets etc. will
test again with latest build)

If it should prove to take 10 minutes to run a smoothing algorithm in
Flash, then I'm totally with you, but I can't imagine that will be the
case. In a java example I've seen it's almost instant.
I'll start with an AS3 implementation, just to get familiar with the
maths, but if that's too slow, maybe a PixelBender shader would be the
answer?

For my current project scenario it would be a one time operation when
a model first loads, with fallback to low poly when viewed at
distance, or with many objects in the scene.

I will gladly share my test results here, and would be delighted to
contribute to this fabulous engine :)

Skål!

Pete

On May 23, 6:53 pm, richardolsson <[email protected]> wrote:
> It's an interesting idea, but bandwidth is not really as big a problem
> as you would think if you choose formats that are more optimized than
> OBJ. Looking at geometry only, 3DS tends to be about 40% of an OBJ
> containing the same data, and deflated AWD2 is about 20%. So if you
> would use AWD (as will be our recommendation once Away3D 4.0 and AWD
> is stable), you would likely be able to store the smoothed model in
> 250kb, which is not that bad.
>
> Still, it's an interesting idea, and I would be keen to see some
> benchmarks on how quickly the smoothing can be calculated in AS3.
> Simple sub-division is of course rather quick, but smoothing is likely
> a bit more complex and I'm not convinced the actual operation of
> smoothing the geometries would be fast enough (especially on lower end
> CPUs) to provide any substantial improvement over loading high-res
> models in optimized formats.
>
> If you are interested in trying it out and contribute the code, let us
> know, and we can discuss it!
>
> Cheers
> /R
>
> On May 23, 1:40 pm, Michael Iv <[email protected]> wrote:
>
>
>
>
>
>
>
> > Adding more subdivisions is not the biggest problem here as it seems to me,
> > but rather that Molehill is not so strong as native OpenGL to
> > run smoothly such high res models .Anyhow would like to see such a feature
> > in Away3D :)
>
> > On Mon, May 23, 2011 at 2:04 PM, themightyatom 
> > <[email protected]>wrote:
>
> > > Now we've finally got the power to display high-res models in Flash
> > > via Molehill, the next bottleneck seems to be bandwidth.
> > > In 3D Studio MAX I am often using TurboSmooth on relatively low-poly
> > > models, taking them from 100Kb, to 1.2Mb when exported as .OBJ
>
> > > It struck me that if we could implement TurboSmooth, or similar
> > > smoothing algorithm in the client, we could send low res models over
> > > the wire, and have them come out smooth in the browser.
>
> > > Is anybody working on this in Broomstick? I've got loads of examples
> > > of the "theory", but the only source I can find is OpenGL/C++ (and
> > > pages of it)
> > >http://www.holmes3d.net/graphics/subdivision/
>
> > > I will be looking into Loop Scheme myself, but any pointers, examples,
> > > help, etc. greatly appreciated :O)
>
> > > Cheers,
>
> > > Pete
>
> > --
> > Michael Ivanov ,Programmer
> > Neurotech Solutions Ltd.
> > Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net
> > Tel:054-4962254
> > [email protected]
> > [email protected]

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