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 -- _______________________________________________________________________________ Kristian Sons Deutsches Forschungszentrum für Künstliche Intelligenz GmbH, DFKI Agenten und Simulierte Realität Campus, Geb. D 3 2, Raum 0.77 66123 Saarbrücken, Germany Phone: +49 681 85775-3833 Phone: +49 681 302-3833 Fax: +49 681 85775–2235 kristian.sons at dfki.de http://www.xml3d.org Geschäftsführung: Prof. Dr. Dr. h.c. mult. Wolfgang Wahlster (Vorsitzender) Dr. Walter Olthoff Vorsitzender des Aufsichtsrats: Prof. Dr. h.c. Hans A. Aukes Amtsgericht Kaiserslautern, HRB 2313 _______________________________________________________________________________
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