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COLLADA WebGL Camp 2010.pdf

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14
Mark Barnes COLLADA Work Group Chairman, The Khronos Group Camp Sea Change
Transcript
Page 1: COLLADA WebGL Camp 2010.pdf

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Mark Barnes

COLLADA Work Group Chairman, The Khronos Group

Camp

Sea C

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 Agenda●  About COLLADA

● Content for WebGL

WebGL Implementations

● Content as a Service

● Consoles to Clouds

● Tools speak COLLADA diale

● Sharing demands spec confo

● Authors are your users

● Be faithful to their content

● Thin clients, Thick clouds

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Consoles to Clouds●

The COLLADA project was motived to make (PS3) gamconsole content creation easier and cheaper 

 – XML, XML Schema, URI, ZIP

● Built by the video game industry as a content pipeline l

 – Many authoring tools

 – Hundreds of game engines (players)

● Highly flexible design quickly attracted other industriesCAD, Web, etc.

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COLLADA Timeline

SCEI US R&DlaunchesCOLLADA projectfor PLAYSTATION®3

SCEI announcesCOLLADA 1.3 atSIGGRAPH

KhronosreleasesCOLLADA 1.4specification

Jul03

Aug04

Nov05

Mar08

● COLLADA specification combines Game, CAD, GIS

 – Mesh and B-rep graphics with animation, asset meta, effects, gkinematics, physics all in Web friendly XML

Khronos releasesCOLLADA 1.5supportingOpenGL ES 2.0

Khronos reCOLLADAconformansuite to Ad

Mar09

KhronosannouncesWebGL basedon OpenGL ES2.0

Apr07

Google 3DWarehousehosts contentin COLLADA

Jul09

EA Sporeexportscreatures inCOLLADA

Aug09

DassaultSysteme3DVIAsupportsCOLLADA

Nov07

Papervision3DsupportsCOLLADA inFlash

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COLLADA Conformance●

 Anyone may freely use the publicly released COLLADAspecification to implement a product

● Implementers may join the Khronos COLLADA Adopter

Program to test their product. Adopter Benefits:

 –  Access to the COLLADA 1.4 Adopters Package

 – Conformance Test Suite source code and .DAE test

● Strengthens consistency of cross-vendor implementations

●  Assures a reliable content pipeline for everyone

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Consoles to Clouds●

The Web has been a storage service● Google 3D Warehouse, 3DVIA, etc. store content

 –  Accessible from the Web

 – Unusable within the Web

 –

Upload and download only● This has to change and is changing

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Consoles to Clouds●

The Web has become a major application platform● The web browser is the centerpiece

● Thick to Thin

 – Browser plugins are being replaced by Web Apps

Software firewalls and sandboxes – WebGL adds a standard 3D graphics API at last!

 – Mobile devices dominate the landscape

● Performance and power constraints

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Consoles to Clouds●

Content processing must move to web servers – Thin client JavaScripts shouldn't be doing it

● Files must give way to databases

 –  Assets are the result of queries

 –

Streaming 3D content● Storage requirements will scale to need cloud servers

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Khronos Standards●

COLLADA powers Authoring and Sharing● Native OpenGL and OpenGL ES applications for multip

platforms

● WebGL is OpenGL ES 2.0 for browsers

Web browsers are a standard platform on multiple devi● XML (COLLADA, X3D, etc.) and Web Apps work well to

● Warehouses of COLLADA content accelerate WebGL a

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COLLADA and WebGL● The Khronos Group is developing COLLADA and WebG

● Most Authoring tools support COLLADA

 – Dialects are appearing, better conformance is need

● Warehouses store content in COLLADA

 –

Just a URL away... eventually● Most Browsers are implementing WebGL (not IE)

 – Users will want 3D content!

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WebGL Content● Emerging WebGL frameworks support COLLADA

 – How thick can they really get?

● XML content is relatively easy to access in JavaScript

 – JSON however is JavaScript

 – Import faithfully what the artist created!

● Thick and Thin clients will co-exist for a while

 – WebGL is an API for thin Web Apps

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Content Clouds● 3D content warehouses become web native

● Social usage overflows storage

 –  Asset meta data becomes really important

● Specialized content conditioning for different devices

 –

Desktop, laptop, mobile, HDTV, walls, etc.● Cloud servers scale to meet demands

 – Storage, searching, conditioning, streaming

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`

Image courtesy of Rita Turkowski

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Content Clouds●  Authoring will expand from artistry to capture

 – 3D mass media is on the horizon

 – Everyone will be creating 3D content

 – Quality and complexity will vary greatly

● Processing requirements will increase greatly

 – Client devices will focus on presentation and interac

 – Conditioned content will be streamed

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Q & A


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