InstantUV v1.2 Released


We are proud and happy to announce the general availability of InstantUV 1.2!

There have been a lot of improvements since v1.1.3, including:

  • Binary glTF 2.0 (.glb) export, for direct viewing of exported models on facebook, in Microsoft Mixed Reality tools, and on many other platforms
  • New HTML5 viewer with improved mobile and touch support
  • New UV atlas packing method, leading to much tighter packings
  • New unwrapping method “conformal” (potentially better quality than “fastConformal”, but slower)
  • New APIs for texture baking and image generation using the InstantUV C++ SDK
  • Baking from point clouds
  • Adjustable normal generation hard angle
  • Customizable prefix for texture filenames
  • Improved return codes for MOPS CLI
  • Bugfixes

As always, InstantUV 1.2 consists of new releases for our InstantUV C++ SDK and for our command line tool MOPS CLI. If you would like to download MOPS CLI 1.2, or if you need an evaluation key, visit this page.

Enhancement General MOPS CLI New Feature

InstantUV SDK / MOPS CLI v1.1.3 Released


We are pleased to provide a new maintenance version, v1.1.3, for MOPS CLI and the InstantUV SDK.

MOPS CLI 1.1.3 can simply be downloaded and installed as usual, and will, of course, work with all keyfiles valid for 1.x.

Changes compared to v1.1.2 are handling of material colors for untextured OBJ files, robust processing of custom normals, custom uniform UV coordinate scaling (InstantUV SDK only) and experimental support for displacement maps (MOPS CLI only).

Enhancement General MOPS CLI New Feature

v1.1 Announcement: Large Model UVs


InstantUV 1.1 will allow for fast UV mapping of large data sets, for example for Lightmap generation.

It has been a while since our last posting! Finally, version 1.1 is getting in shape. As the first and most important new feature to be announced, v1.1 will provide a novel pipeline for fast segmentation and parameterization of large data sets. In constrast to the existing developable segmentation and boundary-optimizing parameterization, algorithms available throught the novel pipeline are providing slightly less optimal results, but still of high quality, within a very small runtime. This way, you will be able to parameterize millions of triangles within a very few minutes, and tens of thousands of triangles within just a few seconds.


New Feature

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

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: 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