The Viz Multi Platform Suite was developed to streamline the process of distributing content to multiple devices with different technical specifications. The goal was to provide a solution that produces the best possible content for each individual format; without the need for additional production pipelines.
The solution is a part of Vizrt's product suite, and as such integrates seamlessly with existing Vizrt content creation and control tools. Viz Artist 3.0 remains the designers' choice for graphic scenes creations, while Vizrt's control tools, Viz Trio and Viz Content Pilot, combined with the Viz Multi Platform Suite, are capable of updating thousands of client-displays with video and graphical content. Viz Multi Platform Suite allows the distribution of content with the push of a single button: effortlessly, fast, and to standard TV as well as all Viz Multi Platform Suite client platforms.
Viz Multi Platform Suite also integrates with the the Ardome media asset management solution. With this option integrated in the solution content can be published to the web and to mobiles directly from the video search and edit interface. Again, the push of a single button is all that's required to "publish to mobile" or "publish to web".
There are four main methodologies in Viz MPS:
MPS Publish enables you to create interactive components for your website based on the same technology as the broadcast graphics solutions from Vizrt. The scenes created with Viz Artist can be published directly to a website.
To add live data from external data sources and feeds, turn to MPS Broadcast, which requires the MPS Broadcast Workflow. This tool allows you to take interactivity and real-time data visualization to the next level, offering unique opportunities to generate revenue in novel ways.
For example, Personalization empowers you to differentiate the user experience based on the individual profiles of your users. This can be deployed for customized ads based on any demographic information in your data source. It can also allow for customized content based on demographics or geography.
G.O.D. (Graphics On Demand) converts data you have stored into custom visualizations using stellar 3D Viz graphics. This powerful feature can be deployed for scenarios such as the visualization of financial or other statistical data, or even customized greeting cards.
Taken together, for television broadcasters, entirely new viewing paradigms can be created, whereby the viewer watches a show, such as a sporting event or game show, and follows along with the laptop on the coffee table, either viewing more details or even participating in the event. Add customized advertising to the mix and you have the potential to harness an especially lucrative new revenue stream.
This section contains information on the following topics:
MPS Publish enables you to create interactive components for your website based on the same technology as the broadcast graphics solutions from Vizrt. The scenes created with Viz Artist can be published directly to a website.
MPS Publish consists of two components:
Scenes are created (or adapted) in Viz Artist in much the same way as broadcast graphic templates. Once published, using the powerful Vizky API, they can be turned into fully interactive and sophisticated addtions to your website.
On the web server as MPS files, scenes can be viewed in any web browser, once the Vizky client plug-in is installed, as simply as you would install any ActiveX plug-in.
The Vizky client is a rich client with a built-in video decoder and player embedded in a browser.
Publishing graphics to the web has the following workflow:
In some ways, the workflow for MPS Broadcast to the web is similar to that of the Viz Engine workflow when speaking of TV production. Production tools, such as Viz Trio, Viz Content Pilot and Viz Multichannel, are traditionally used to control Viz Engines, which generate digital video. In the case of the MPS Broadcast, these same production tools talk to the MPS Server, which in turn produces and delivers graphic files to the connected Vizky clients.

Broadcasting graphics over the web has the following workflow:
The Graphics On Demand server interface creates a single MPS file based on a specific request. G.O.D. is used via the Director Web Interface API (documented in the MPS Server Manual).
G.O.D. has the following workflow:
The Images On Demand server interface creates a single MPS file based on a specific request. I.O.D. is used via the IOD.aspx interface.
G.O.D. has the following workflow:
The MPS Server is comprised of the following modules, which execute all functions of the graphic delivery solution.
Incremental update is the process and system by which the Vizky client downloads non-cached objects.
Without incremental update, the client downloads a full MPS file every time it needs a file to be displayed. With incremental update, the client initiates a request to download an MPS file to the Transfer Manager along with the data that contains what the client already has (called a hash list). With the given file name and the hash list, the Transfer Manager can strip an original file down to one that contains only the objects that are not in the client. The client then downloads only the objects needed.
Without incremental update, Vizky client will always request the full MPS file.

With incremental update, Vizky client downloads a stripped-down version of an original file.

Scene A:

Without Incremental Update
With Incremental Update
Consider the following scene.
These six cubes are identical in term of their vertices topology. Even though their material and transformation are not the same, the Vizky client considers them as same mesh object. The Vizky client stores them in its memory as one cube and uses different transformation and material to render them. This technique is called object instancing. By storing one cube instead of six identical cubes, you reduce memory usage and increase rendering performance. This technique also applies to other objects such as image, material, animation and channels, among others.
Both incremental update and object instancing help reduce memory usage, disk space and download time.
Important! When making scenes for Vizky, try to reuse existing objects as much as possible.