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Collada Overview GDC 2009
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Collada Overview GDC 2009

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COLLADA Overview Presentation at GDC San Francisco 2009.

COLLADA Overview Presentation at GDC San Francisco 2009.

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  • 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