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Bruno Patatas - Biodroid
      March 2009
                       © Copyright Khronos Group, 2009 - Page 1
•  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
•  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
•  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
•    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
•  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
•  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
•  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
•  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
© Copyright Khronos Group, 2009 - Page 10
•  ZbluCops is an action/adventure game being developed by Biodroid for Wii




             © Copyright Khronos Group, 2009 - Page 11
•  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
bruno@biodroid-entertainment.com




© Copyright Khronos Group, 2009 - Page 13

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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