VizUp Standard

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Vizup is designed specially for game developers, architects, and 3D designers. With this software in place, they get a pain-free way to reduce polygons and optimize 3D models, and presentations before publishing them on Web. Supports Wavefront .OBJ, VRML 2.0/97 and StereoLitho (.STL) file formats.

Publisher description

Vizup is an ad hoc polygon reduction and optimization system that enables you to reduce the number of polygons in a complex 3D model and optimize its geometry. The end result of such compression is a model with a well-balanced level of details and size, which can be used in virtual reality and real-time visualization systems. Vizup supports Wavefront .OBJ, VRML 2.0/97 and StereoLitho (.STL) file formats. Vizup is designed specially for game developers, architects, and 3D designers. With this software in place, they get a pain-free way to reduce polygons and optimize 3D models, and presentations before publishing them on the Web. Also, Vizup simplifies LODs generation for games and virtual reality. The best thing about this software is that it saves you from time-consuming routine operations and lets you put your energy into creativity. The product has a "Fast reduction" option to let you optimize 3D models quickly and effectively select the necessary level of reduction for many models. The learning curve is minimal, so you can start your first polygon compression project in a few minutes. Unique to Vizup is that it compresses the model for all possible ratios at once. This means you can see the effect of any compression level instantly with a click on the corresponding ratio button. Switch between different compression ratios, compare the resulting models and select the one that fits your requirements. Another good thing about Vizup is its unique ability to maintain the visual fidelity of the model even at high compression ratios. In compressing a model, Vizup deletes some vertices, but the coordinates of the remaining vertices do not change. Thanks to this, there are minimal distortions during texture mapping, as texture coordinates of the vertices remain the same.


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