Model updated to compressed version (Open3DGC). Binary size dropped from 23.2mb to 3.7mb. Viewer takes some time to initialize. -Tapani 2013/11/27 Toni Alatalo <toni at playsign.net> > The recommended asset pipeline is one of our main goals for the 3DUI now, > https://forge.fi-ware.eu/plugins/mediawiki/wiki/fiware/index.php/FIWARE.Feature.MiWi.3D-UI.RecommendedAssetPipeline > > We have now studied and experimented with a candidate solution: glTF, the > proposed gl Transfer Format by the Chronos group (creators of OpenGL, WebGL > and COLLADA), http://www.khronos.org/gltf . Erno discovered it from > SIGGRAPH proceedings I think. > > This is a quick preliminary heads-up of the activity — also to call for > views / opinions about that tech if e.g. the DFKI folks already know > whether it could be the solution for FI-WARE. > > The motivation for the new format and the associated complete pipeline is > explained with a nice diagram in > https://github.com/KhronosGroup/glTF/blob/master/specification/README.md . > The idea is simple: use COLLADA to export from modeling tools and > COLLADA2GLTF to convert it to the runtime format, optimized for transfers > and easy loading. This way it covers all modeling apps without having to do > anything in/with them (unlike the Three’s ‘native’ JSON export that we used > in the first city rendering test). The scene/library format is similar to > COLLADA but as JSON, with pointers to ready made byte array buffers in an > external file with the geometry. Compressions such as CTM for geometry are > planned to be supported as plugins. > > The spec is not finished yet and has been in fact living quite a lot > during the past half a year. It is expected to be finished early next year. > This is not a bad schedule for us as we can now verify whether it works for > our needs now or does it need changes. We can also help with completing the > work (e.g. loader(s)). > > Yesterday we finally got our test working: the old optimized 9 blocks city > model, exported from Blender as COLLADA, shows with the raw WebGL glTF > viewer: http://playsign.tklapp.com:8000/glTF-webgl-viewer/ (Oulu model is > default but you can use the gui menu to switch to a few other models, > bundled with the viewer project by glTF folks). > > This took a few days of intense testing and debugging. Main problem was > incompatibilities with different versions of the glTF converter and the > loaders: current converter is not compatible with any viewer we know :) .. > this works by using a version from Nov ~5th, luckily the glTF files > nowadays have the git hash of the version used so we could find this out > from the example files that worked. Current test is with uncompressed data, > we’ll test with compressed next (if it’s implemented in the loader). We > also had problems with getting Blender export COLLADA correctly (texture / > texcoord export settings). > > There is also a Three.js loader but so far it seems to work with the spec > from about 5-6 months ago. We have not compiled that version of the > converter yet to test and have not been able to load any own exports to > Three. The guy working on the Three loader (Tony Parisi, one of the spec > authors, author of a O’Reilly WebGL book and co-chair of the San Francisco > WebGL meets) has worked on it a month ago to add shader loading support and > animation / skinning loading earlier. I think we’ll test the Three loader > soon again to see if can actually get animated models (e.g. avatars) over & > animations working. > > So this is still early and definitely not conclusive. I am not surprised > if we find out that the whole glTF idea based on COLLADA does not work. > I’ve been evaluating COLLADA for soon 10 years and yet very rarely actually > found it useful. But so far it looks that the time to jump to it could come > now .. in 2014, in time for 10 year celebration of the 1.0 spec from 2004 > :) . Second Life and hence Opensimulator does happily rely on COLLADA only > for getting meshes in (they have their own optimized LLMesh format for > transfers then). There’s still way to go with the glTF pipeline so for now > (probably for a month still) our recommendation for getting scenes simply > from e.g. Blender to Three.js is the Three JSON format (used in the master > branch of the city rendering repo & live demo), and CTM for an optimized > solution (but it requires custom setup to set materials). Am very curious > to hear what the DFKI gfx / XML3D folks think of this — some of you perhaps > attended the SIGGRAPH sessions even?. > > Thanks to Tapani again for the valiant efforts in sorting all kinds of > problems with getting started with this! Was a quite nice pair programming > / battle we had.. > > Cheers, > ~Toni > > _______________________________________________ > Fiware-miwi mailing list > Fiware-miwi at lists.fi-ware.eu > https://lists.fi-ware.eu/listinfo/fiware-miwi > > -------------- next part -------------- An HTML attachment was scrubbed... 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