Simplygon is a tool that optimizes 3D assets by reducing polygon counts and file sizes while maintaining visual quality. It works by converting 3D files between different formats and simplifying geometry through processes like remeshing and aggregation. Users upload source assets, Simplygon processes them according to defined settings, and optimized assets can then be downloaded and used in games, apps, and other platforms.
19. How do you put a Photoshop PSD-
file on the web or on a mobile
device?
You convert it to a JPEG
You lose depth and some quality,
but you gain compatibility and
reduce size
About Optimization
20. Simplygon is the “JPEG of 3D”
Sacrifice depth for compatibility and
performance
Visual quality loss minimized as much
as possible
About Optimization
21. Your art asset integration pipeline
Simplygon CloudAzure Blob Storage
Source asset
Source Asset(s)
Scans
Maya
3DS
CAD File
Optimized Asset
in Engine
Unreal
Unity
WebGL
1. Upload asset
2. Ask for asset
to be processed
3. Track progress4. Download results
Optimized asset
23. The core of Simplygon optimization is a
set of “processors”
You don’t use the core directly
Simplygon Cloud exposes Simplygon as a
REST API
SPL
REST API on Azure
Using Simplygon
24. Simplygon – common operations
Reduction
Reduce the number of triangles in a 3D geometry
Remeshing
Create a “proxy geometry” that is visually similar but structurally completely
different from the source model
Aggregation
Combine many objects into a single object
Material baking (used in conjunction with the above)
Combine multiple materials into a single material, using textures to represent
material properties
You specify your desired operation in a SPL-file.
25. Control the behavior of the processors
with settings files
SPL – Simplygon Processing Language
Using Simplygon
29. Recommended Use Cases
A catalogue of “homogenous” and fairly simple assets
Homogenous assets allows us to reuse the same SPL-file(s)
“Outside-in” use cases
Objects instead of environments
Use Cases where triangle count is the major bottleneck
Use Cases where only the exterior of the model is to be visualized
Asset catalogues with standardized materials
30. Harder Use Cases
Environments (architecture etc)
Assets that can’t use a single SPL-file for the entire asset
Assets with configurability needs
Assets with highly complex materials
Assets with problematic geometry (flipped faces etc.)
Doable, but requires deeper knowledge and effort