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Calendar

Slack Channel

Zoom meeting 


USD on the Web prototype can be tested here.


Wednesday, October 4th 2023

  • Alan presenting project to perform animations workflows using front-end UI, submitting jobs to back-end server ultimately serving Users back with baked animation.
  • Revisiting productization steps of WebAssembly prototype, including actionable steps to submit a first end-to-end workflow building the lib arch via Emscripten from OpenUSD 23.11
    • Based on suggestion from Nick, base branch supporting integration can be made from the soon-to-be-released OpenUSD 23.11.
    • Autodesk to submit Dockerfile already used for recent WebGPU prototypes, known to be working (~spring 2023)
    • Iterative work to be done in order to include modifications to build-usd.py script and cmake files, in order to integrate Emscripten builds.
    • (Other details available on the itemized productization list.)

Wednesday, November 2nd 2022 (11:00AM PT/2:00PM ET/9:00PM GMT)

Wednesday, October 5th 2022 (11:00AM PT/2:00PM ET/9:00PM GMT)

Wednesday, September 7th 2022 (11:00AM PT/2:00PM ET/9:00PM GMT)

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  • Special guest:

...

  • Brent Scannell (Sr. Product Manager at Autodesk, Khronos glTF Working Group) will share some of the roadmap for Khrono's glTF working group, and take questions about some of the recent proposals such as glXF.
  • Notes:
    • Benefits & challenges of the vendor extensions in glTF
      • Contribution model intended to make it simple for vendors/implementors to prototype/share extensions to glTF
      • Process is rather informal, may eventually evolve to a whitepaper/RFC model to gather feedback from the community ahead of submitting extensions
    • Benefits & challenges of not offering a format "glTF runtime", focusing on model definition instead
      • Great for flexibility, getting started contributing
      • Can be a challenge in ensuring assets behave similarly in different implementor runtimes
    • Details about the glXF proposal
      • Intent is to bring greater interactivity to glTF experiences
      • Supporting scene-level interactions, as well as interaction between assets ("smart assets")
      • Intent is to compose scenes via referencing, using glTF assets, or other scenes
      • No particular prescription about the level of granularity of assets at this time.
      • Intent is not necessarily to dive into "simulation workflows" at this time (e.g. car collisions & deformations), but research in this space is welcome
    • Commonalities between USD & glTF communities
      • Topics about where the "authoring runtime" ends and where the "consumer runtime" beings
        • e.g. where would a hypothetical Unreal/Unity engine meet an embedded hypothetical USD/glTF runtime.
      • Challenges about asset validation, asset structure, best practices
        • Established test suite for validating conformity of glTF assets against expected behavior
        • Challenge in agreeing which renderer is the "most accurate" when conforming across vendors
      • glTF has rich transmission, last-mile delivery format ("The JPG of 3D assets")
        USD has rich composition workflows ("The PSD of 3D assets")
        Opportunities for communities to avoid solving the same problems each on their own, and meet where the formats overlap. 
  • Invitation:

Wednesday, August 17th 2022 (11:00AM PT/2:00PM ET/9:00PM GMT)

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