[Fiware-webui] 3d asset formats and containers revisited

Philipp Slusallek philipp.slusallek at dfki.de
Sat Apr 4 07:23:04 CEST 2015


Hi all,

I have not followed this much. Have there been any follow up activities
yet. I believe this is something that makes much sense to work on
together when you get there.

Best,

	Philipp

Am 04.03.2015 um 09:04 schrieb Kristian Sons:
> Hi Toni,
> 
> some comments from my side. I put Felix and Jan into CC because they
> might know better some of the current states.
> 
> - Felix had a student working on a glTF loader plug-in for XML3D [1].
> However, I don't know what parts are supported
> - We don't have POP-buffer support in XML3D currently
> - We will define a standard binary asset format based on BLAST
> - There is a new Blender exporter for XML3D. It's a little private
> project I run. It exports assets already. I will add support for binary
> assets as soon as we support it
> - The main difference between BLAST and glTF is the structure of the
> scene that is given for glTF but arbitrary for BLAST.
> - For the   <mesh src="myscene.gltf" /> approach, you have no way
> changing anything inside the scene, that's why we introduced assets
> which allow to override arbitrary data within the referenced scene.
> 
> Best regards,
>   Kristian
> 
> [1] https://github.com/xml3d/xml3d.js/pull/72
> [2] https://github.com/ksons/xml3d-blender-exporter
> 
> 
>> Hi,
>>
>> I unfortunately can't make it to the weekly today (am driving a car
>> then) but there shouldn't be urgent matters as things were clear with
>> the webtundra&synchronization bundle last week already (as Henar noted
>> earlier it already was published in the FIWARE Lab's catalog etc - I
>> somehow didn't see it in the list when had checked earlier).
>> Documentation in the fiware catalog entry should be improved still
>> about how to instantiate the blueprint etc. but that we can only
>> really do when it works.
>>
>> Here however a brief heads-up of further 3D-UI roadmap work, based on
>> what we discussed with Tommi, Adminotech's CEO some days ago:
>>
>> The Recommended Asset Pipeline was already a major feature in earlier
>> FIWARE 3DUI work:
>> http://forge.fiware.org/plugins/mediawiki/wiki/fiware/index.php/FIWARE.Feature.MiWi.3D-UI-WebTundra.RecommendedAssetPipeline
>>
>>
>> In the WebTundra 1.0 release we support two alternatives, as described
>> in the manual: three.js's JSON for small assets, and Chronos's glTF
>> for efficient binary that's fast to transfer over the web & load to
>> the GPU -- hence good for large objects or scenes.
>>
>> Also, there are the POP-buffers from Fraunhöfer for which DFKI has
>> added support to XML3D.js and also created the BLAST container.
>>
>> Long story short: we now plan to re-evaluate the situation and
>> continue the work to get a good solution. Meshmoon has business
>> interest for an efficient format & loading code, currently they don't
>> support any of these techs yet but only the less efficient and
>> otherwise rarely used Ogre formats.
>>
>> Options include continuing with glTF, possibly by adding support for
>> POP-buffers there for progressive loading & level-of-detail (LoD), or
>> adopting BLAST. Like BLAST, glTF also supports any compression for the
>> geometry binary so I think POP-buffers should be possible to use there
>> too. BLAST I don't know too well yet so studying it, and also the
>> current status with regards to glTF support out in the world is how
>> this work would begin then.
>>
>> We haven't scheduled nor allocated people to this yet so this is just
>> a pre-info that this is planned to appear in the roadmap once get to
>> that.
>>
>> Additionally, this work will include design & implementation of some
>> kind of good mapping between these scene asset bundles & the realXtend
>> scene model. Currently we can say this in WebTundra 1.0 and it simply
>> becomes a single entity with a Mesh component -- the hierarchy from
>> the glTF scene JSON is not dissected to individual Tundra scene
>> entities etc:
>>
>> <mesh src="myscene.gltf" />
>>
>> Actually when CIE added support for COLLADA asset bundles to the C++
>> Tundra back in the days, we already got the design for this which is
>> perhaps fine to reuse here:
>>
>> <entity>
>> <mesh src="myscene.gltf#car">
>> </entity>
>> <entity>
>> <mesh src="myscene.gltf#bike">
>> </entity>
>> <entity>
>> <mesh src="myscene.gltf#house_at_street_x_y">
>> </entity>
>>
>> (that xml3d notation for a realxtend scene is a bit fake: in xml3d the
>> rex entities are actually <group> and not <entity>, but I use the
>> entity term now in the email here to keep it more familiar to
>> realxtend folks)
>>
>> That's one way we can use asset bundles for efficient downloading but
>> still point to the individual assets in the Tundra scene level. This
>> allows for example live collaborative editing of the scene normally as
>> the individual asset references can be changed in the component
>> attributes and hence get synched over websockets etc.
>>
>> We don't need to link to the asset bundle explicitly as AFAIK it works
>> fine to load the bundle as a kind of side effect from the first
>> reference to it (for additional references we then need to note inside
>> WebTundra's Asset module that the bundle is already (being)
>> downloaded).
>>
>> Looking forward to seeing how those things are on the BLAST side as
>> well when get to that. Will read the docs and perhaps we can have a
>> dedicated talk about this etc.
>>
>> Cheers,
>> ~Toni
>> _______________________________________________
>> Fiware-webui mailing list
>> Fiware-webui at lists.fi-ware.org
>> https://lists.fi-ware.org/listinfo/fiware-webui
> 
> 


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