Home › Forums › WebGL & WebXR Troubleshooting › inquire about Viewing a Digital Anatomy Model on Mobile Devices
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2024-11-11 at 8:08 am #78543habnetParticipant
I am interested in creating a digital anatomy model that can be viewed on mobile devices.
However, converting the model to GLTF format results in a very large file size.
The textures total 186 files, the GLTF file is 1.44 MB (130 KB compressed), and the BIN file is 143 MB (45.5 MB compressed).
Since I am unable to reduce the model’s size any further, could you advise on a way to view this model on an iPhone or iPad?2024-11-11 at 9:58 am #78546Yuri KovelenovStaffHi habnet,
Your scene looks quite heavy. For textures a general advice would be using smaller JPGs. Image size must be power-of-two (256, 512 etc). Try to reduce the number of textures – you can use plane-color materials, or procedural textures created in the 3D software, or use vertex colors to paint your meshes.
2024-11-12 at 6:08 am #78561habnetParticipantAll 186 textures are set to 512×512 or 256×256 now.
For example, would it be better to reduce the number of textures to 10 at 4096×4096?
2024-11-12 at 7:30 am #78591kdvParticipantwould it be better to reduce the number of textures to 10 at 4096×4096?
No. In this case, most likely, your app will crash on iPhones.
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2024-11-12 at 8:16 am #78598xeonCustomerHaving had many projects such as yours…to ultimately be distributed via mobile phones I can tell you that a single optimization stragey is not going to get you where you need to go. To get your project to be viable on a mobile phone you will have to re-topologize your geometry and use atlas maps, map packing, and every other optimization technique at your disposal. You will be faced with a series of hurdles you will have to overcome. The first is the delivery size… this is the total size of all the files that has to be downloaded by the mobile phone. This has to be relatively small as you have already found out. Mobile devices will time out much faster than a desktop/laptop. So the number of files and sizes of the files have to be limited. The second hurdle is performance once loaded on the mobile device. Here you will be faced with reduced processing power and your optimization will be geared towards solving user interaction and the users ability to use your app. This is where the atlas maps and map packing, will play a big role. one 4096×4096 containing 256 maps…is far fewer redraws than 256 individual maps. Depending on your maps this will be something you need to evaluate the download size vs redraw performance and decide which is better.
But you need to concentrate on the model at the moment..getting that total triangle count under 500,000. Even lower if you are using lights.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-11-12 at 8:01 pm #78632visualizerCustomerDuring my one project I maintained the texture quality to 4096 x 4096 but it crashed on iPhone & worked on android. But when I used all textures to 2048 x 2048 it worked on iPhone as well.
another thing I did a simple trick for one of the slightly heavy model to load along with its all inside details. Gave a timer delay for internal things to load.
Idea was while the scene loads it will load most common & external things first & then gradually the details will keep on loading in the background. This helps to keep user patience undisturbed. It was successful & client liked it very much.2024-11-12 at 8:03 pm #78633visualizerCustomerI had suggested & still have a suggestion on verge3d team to consider the LoD or progressive loading concept in Verge’s future versions.
Hope it gets in the “to do” list soon.- This reply was modified 1 day, 2 hours ago by visualizer.
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