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Collada Overview GDC 2009
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COLLADA Overview Presentation at GDC San Francisco 2009.
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Collada Overview GDC 2009
1.
Bruno Patatas -
Biodroid March 2009 © Copyright Khronos Group, 2009 - Page 1
2.
• Brief overview
of COLLADA • COLLADA 1.4 and 1.5 (and what it means to the games industry) • Case Study: ZbluCops – Wii game being developed by Biodroid © Copyright Khronos Group, 2009 - Page 2
3.
• COLLADA is
designed as an intermediate language for 3D content and is a neutral interchange format between several industries - Video Games - Film and Entertainment - Mechanical Engineering - GIS - Visual Simulation • COLLADA defines an “intermediate” format - Doesn’t try to define the beginning (authoring) or end (run-time acceleration) of the pipeline - Designed for moving content along the content pipeline • Freedom to innovate! - COLLADA provides stability and flexibility so authoring toolchains and run-time engines can evolve independently © Copyright Khronos Group, 2009 - Page 3
4.
• COLLADA is
a XML database schema for 3D assets - Can hold everything to do with a scene: geometry with full skinning, advanced material and - visual effects, animation, physical properties and collisions • COLLADA can be used to transport 3D assets between applications - Enables binding of diverse DCC and 3D processing tools into a production pipeline • COLLADA can be lossless – never lose information - Retains all information - even multiple versions of the same asset • COLLADA is an open, archive-grade format that retains meta information – When your DCC tool upgrades, you keep your assets © Copyright Khronos Group, 2009 - Page 4
5.
•
Mesh Geometry • Transform hierarchy (rotation, translation, shear, scale, matrix) • Materials / Textures • Shader programs (Cg, GLSL, GLES) • Shader effects (FX) • Lights / Cameras • Skinning / Morphing • Animation • Physics (rigid bodies, constraints, rag dolls, collision volumes) • Instancing • Techniques / Multi-representations • Assets / Libraries • User data © Copyright Khronos Group, 2009 - Page 5
6.
• B-rep (boundary
representation) descriptions of complex CAD objects - Enables complex models to be rebuilt and modified exactly - with less data than meshes • Kinematics - Joints and Compound joints with Definition of degree-of-freedom using MathML formulas • Accurate geo-referencing of assets – latitude, longitude and altitude - GIS applications can blend real and virtual 3D assets • “.ZAE” archive package specification (Zipped Asset Exchange) - Enables distribution through the warehouses such as Google 3D Warehouse - Will be support in SketchUp version 7, due out later this summer • Games and Graphics - Enhanced profiles for rendering systems - including OpenGL ES 2.0 - Bridge profiles for tools frameworks such as CgFX - Improved texturing and multi-pass effects © Copyright Khronos Group, 2009 - Page 6
7.
• COLLADA.org is
the place to look for tools to help in game development pipelines • Autodesk Plug-ins - ColladaMaya and ColladaMax open source project on sourceforge.net for Maya, 3ds Max, and MotionBuilder - ColladaMaya NextGen and ColladaMax NextGen • Coherency Test - XML validation + content coherency checker - An open source Refinery conditioner • COLLADA Asset Manager – Asset management tool developed in windows .net – Directed to artists, art directors and tool makers • COLLADA RT – COLLADA RT – example Run Time / viewer (PC (OpenGL), PS3 (PSGL)… – COLLADA CFX – FX loader for Cg shader (companion to RT) • COLLADA Refinery – processing content framework – User interface to create the conditioning pipeline – C++ conditioners can be combined © Copyright Khronos Group, 2009 - Page 7
8.
• COLLADA is
the de facto asset interchange file format in game development • DCC Tools - Maya - 3ds Max - Autodesk Softimage - etc • Game Engines – Unreal Engine – Gamebryo – Torque 3D – Virtools – Unity – etc • GUI and HUD Creation – Menus Master © Copyright Khronos Group, 2009 - Page 8
9.
• Creation of
COLLADA FX Document - Created and edited in a shader authoring tool • FX Composer 2.0; RenderMonkey • Applied to 3D assets in a modeling package – Maya, Max, Autodesk Softimage, etc • 3D assets uploaded to Svn server – Managed with COLLADA Asset Manager • Assets loaded and used by Game Engine – Unreal, Gamebryo, Torque 3D, Virtools, etc – .dae file converted to run-time file format (eg. .nif files in Gamebryo) • Game runs in target hardware – On any platform like PlayStation 3, XBOX360, etc © Copyright Khronos Group, 2009 - Page 9
10.
© Copyright Khronos
Group, 2009 - Page 10
11.
• ZbluCops is
an action/adventure game being developed by Biodroid for Wii © Copyright Khronos Group, 2009 - Page 11
12.
• Animation and
Modeling - Maya - Autodesk Softimage • 3d Asset management – Svn server – COLLADA Asset Manager • Texturing – Photoshop CS3 Extended • Game Engine – Emergent’s Gamebryo • Coding – Visual Studio 2005 – CodeWarrior for Wii • Sound Engine – Wwise © Copyright Khronos Group, 2009 - Page 12
13.
bruno@biodroid-entertainment.com © Copyright Khronos
Group, 2009 - Page 13