Parametric Power to the People

Until recently I was basically unaware of this sort of thing:

A parametric component that contains Power Features will react automatically as it is placed into an assembly, adding all the necessary fit-features to the connecting components. For example, if a designer adds an ejector pin to the mold assembly, the software will automatically create the corresponding hole features in the plates through which it passes. Tolerances are also defined automatically.

That bit comes from an entry over on Desktop Engineering (Link) concerning Delcam’s mold design package, PS-Moldmaker. They’re not the only one’s doing that sort of thing.

A couple weeks ago I was speaking with someone about something related to this. The example used was hands; as in human hands created using Features (ala Pro/ENGINEER‘s feature-based CAD) that attached to an avatar’s body (ala Spore‘s cut-n-paste parts). The beauty of feature-based geometry is partly in the compact file size (I can email a complete Pro/E part file weighing in at 100kb, but once exported the resulting triangle mesh can balloon to 20meg, depending on level of detail). Now imagine having that kind of power available in a virtual world client (which is what I assume is already built into some top-of-the-line PLMware). Imagine being able to create content that has the kind of interactivity as described above (the “Power Features” in PS-Moldmaker). Imagine a client that simply streams these files, regenerates the geometry on the fly and tesselates for rendering as necessary. Automatic LOD. Amazing detail. Files that can go anywhere – from videogames to rapid-prototyping machines. One format. A big piece of what could be a kind of Unified Field Theory for virtual worlds.

I wanna break into a rendition of Lennon’s “Imagine“. Excuse me while I get a kleenex.