instantUV @ SIGGRAPH 2016


The instantUV / instant3Dhub team will be pleased to meet you at SIGGRAPH 2016 in Anaheim.

Conforming with this year’s motto, Render the Possibilities, we will show you what’s technically possible with instant3Dhub and instantUV. If you are interested in meeting us, write us an EMail or directly drop by at the Web3D Consortium’s booth (#755) at the SIGGRAPH exhibition.


Eurographics 2016 Resources Online


InstantUV head Max Limper recently presented a novel method for weighted simplification at Eurographics 2016.

Check out the project page, which provides a PDF of the pre-print, free-to-use source code for algorithm described in the paper, plus a small 3D Web demo.

This method will also become available with instantUV v1.1, which will be released during fall of this year.


New Feature

Pergamon 3D: instantUV Creates Lightmap Layout


An online 3D version of the famous Pergamon Altar has been created – with the help of instantUV.

The Staatliche Museen zu Berlin (National Museums in Berlin) recently released an online 3D visualization of the famous Pergamon Altar. The 3D Web application (in German) can be found here. The 3D scan of this impressive monument, as well as the Web demo, have both been created by Fraunhofer IGD, featuring technology such as CultLab3D and X3DOM. To create a UV layout for light mapping, instantUV v0.5 has been used. These lightmaps have then been baked with 3ds Max, before getting applied as textures inside the 3D Web application.


Pergamonaltar © Staatliche Museen zu Berlin, Antikensammlung / 3D-Modell und Visualisierung: Fraunhofer Institut für Graphische Datenverarbeitung


instantUV 1.0 Released


We are proud and happy to finally release instantUV version 1.0!

To have a look at the available features and settings, check out the documentation. The installer can be downloaded here.



v1.0 Announcement: Free-Boundary Packing


Version 1.0 of instantUV will introduce a new, highly efficient atlas packing algorithm.

In contrast to the bounding-box based packer of v0.5, this packer operates with free boundaries. Another exciting, rarely seen feature is the capability to optionally use a wrap-around technique, which helps to reduce wasted texture space even further.

New Feature

v1.0 Announcement: Improved Segmentation

With upcoming version 1.0, the high-quality segmentation from v0.5 gets improved even further.

This important part of the instantUV pipeline serves as an input for instantUV’s cut-free, non-overlapping UV generation stage.
Enhancements within the release will include the possibility to freely configure how important a low number of segments is, balanced against minimum stretch and better packing efficiency. Nevertheless, the v1.0 defaults will already be quite useful for a very wide range of use cases, ensuring a low number of seams and minimum texture stretch.


Video: From Digitization to the 3D Web


Wondering how 3D scanning technology and instantUV’s optimization pipeline fit together?

Fraunhofer IGD’s Visual Computing Report video for SIGGRAPH 2015 still gives a nice example of how people make use of instantUV to optimize scanned 3D assets for visualization.

Pedro Santos, head of competence center for cultural hertitage digitization (CHD) and Max Limper, instantUV head of development, explain how CultLab3D and instant3Dhub + instantUV enable people to visualize their real-world assets in 3D on the Web.

Check out the Video or alternatively, if you prefer, the Video in German.



v1.0 Announcement: Ambient Occlusion


The current development version introduces a new exciting feature: Ambient Occlusion!

Being part of the upcoming 1.0 stable release in April, this feature comes in two variants. You can either compute occlusion per vertex and map the result to vertex colors, or you can sample occlusion values directly from the corresponding surface points into each single texel of a texture.


New Feature

instantUV Page Online

Finally, our beautiful new home page went online!

It acts as addition to the previous – and still existing – Web presence of the instant3Dhub Mesh Optimization and Processing Service (MOPS), which is in fact built on the instantUV library.

Within the next few weeks, we will provide more content on this portal, including examples, tutorials, library documentation, and documentation of the MOPS command line interpreter. In addition, we will use this platform to post interesting news about latest developments, and we will show you at this place how people use instantUV to create beautiful and highly efficient 3D assets.

Stay tuned 😉