Titania X3D Editor

Bring Colours to Your Life.

Titania v4.6.10

Bring Colours to Your Life.

X3D Reference

Improving Performance

Improving Performance

By this time, you may have spend weeks creating complex and interesting X3D scenes. You've refined the models until they're lifelike and perfected their colors and texturing. You've experimented with lighting, and now you're ready to share your creation with the world.

One problem: It takes a long time to download your scene. Another problem: Even on a high-powered computer, navigating through your scene is cumbersome and painful. You move the mouse and it seems to take minutes for the scene to catch up.

This tutorial describes how to optimize your X3D files to decrease download time and increase rendering speed. Once you're familiar with the process, you should incorporate many of these tips in the initial planning and creation of your X3D scenes. If possible, view your world using X_ITE and see how performance and rendering vary on different platforms. Titania provides tools for implementing some of these optimizations. Others require human inspection and judgment and the creation of additional models for your scene. In all cases, knowledge of these techniques can help you create X3D worlds that are usable and easy to explore as well as visually compelling.

This tutorial is divided into two parts:

  • Reducing file size (to speed up transmission time)
  • Increasing rendering speed, with the goal of achieving a minimum frame rate of 25 frames per second, which is the frame rate required to simulate the visual continuity of moving through the real world

Reducing File Size

The larger the file size, the more time required to transmit it over the World Wide Web. If it takes too long to fetch the data for your scene, many users lose patience and move on to another site. The moral of the story is: Reduce file size when you can. Techniques for making files smaller include the following:

  • Cloning objects
  • Using prototypes
  • Using Text nodes
  • Using space-efficient geometry nodes
  • Relying on automatic normals
  • Eliminating white spaces
  • Rounding floating point numbers
  • Compress files

The following sections describe each of these techniques in more detail.

Use Cloned Objects

If the same object is used more than once in the scene, it's most efficient to give the object a name the first time it's used (with DEF) and then refer to the object by name (with USE) in subsequent uses. For example, if you use a tree more then once you can define them in this manner. The tree if it has a reasonable size can be represented as Inline node. Here is an example of defining a tree and then using that object at another place with a simple translation.

Example: Using multiple instances of the same object.

XML Encoding

Classic Encoding

Use Prototypes

Prototyping objects that are used frequently with a few modifications is another way to reduce file size. As with DEF/USE, the object is defined once, and only the public interface that changes needs to be specified. In addition, because prototypes expose which parts of the scene hierarchy are changeable, the browser is free to optimize the parts that remain the same.

Example: Defining a prototype.

XML Encoding

Classic Encoding

Use the Text node

Be sure to use the Text node for text. Some translators convert text to polygons, resulting in very large numbers of polygons for a simple string of text. Using the Text node reduces polygon count and allows the browser to optimize for rendering performance, using cached versions of glyphs.

Use Space-Efficient Geometry Nodes

Nodes such as Box, Cone, Cylinder, Sphere, Extrusion, and ElevationGrid provide a compact way of describing objects with many polygons. Using these nodes saves transmission time. X_ITE provides optimizations for these shapes.

Use Automatic Normals

Rely on automatic normal generation when possible instead of supplying your own normals for each shape. Many geometry nodes have a creaseAngle field which controls the normal generation.

Compress Files

Use JPEG or PNG format for textures. GIF is also acceptable in some cases. JPEG is a lossy form of compression (that is, when the file is compressed originally, some of the information is lost), but it can achieve a compression in the range of 100 to one. Utilities for JPEG compression allow you to control the tradeoff between compression and image quality. This form of image compression is generally very effective and results in little noticeable degradation of the image.

Use MPG4 format for movies and animated textures.

Finally, use with GZip compressed formats (.x3dz, .x3dvz) before you publish them. It's faster to uncompress a file that to transmit a large file over the network. All browsers automatically decompress files. Using GZip can result in up to 10 times reduction in file size. When you compress a file with GZip, white spaces are automatically compacted.


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