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Pixar Universal Scene Description

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Re: Pixar Universal Scene Description

#11

That's interesting they didn't just collaborate on alembic.io, despite being sister companies.

From USD docs: ( http://graphics.pixar.com/usd/docs/api/_usd__overview_and_pu... )

USD: What's the Point, and Why Isn't it Alembic ?

The outward-facing goal of Universal Scene Description is to take the next step in DCC application data interchange beyond what is encodable in the ground-breaking Alembic interchange package. The chief component of that step is the ability to encode, interchange, and edit entire scenes with the ability to share variation and repeated/instanced scene data across shots and sequences, by providing robust asset-level (but not restricted to asset-level) file-referencing with sparse override capabilities. Additionally, USD provides a handful of other "composition operators" and concepts that target:

Encoding asset variation and preserving the ability to switch variants late in the pipeline Scale to scenes of unlimited complexity by deferring reading of heavy property data until it is needed (as in Alembic), and also by providing composition semantics that allow deferred (and reversible) loading and composition of arbitrary amounts of scene description without sacrificing the ability to perform robust dependency analysis between prims in a scene. (See the discussion of payloads for more information). The USD project also developed under a high priority inward-facing mandate to simplify and unify Pixar's binary cache-based geometry package (TidScene) with its ASCII, animation and rigging scene description and composition system (Presto core). This mandate required that the advanced rigging concepts and datatypes of Presto be layerable on top of a reduced-featureset, shared (with USD) core. Given the time and resource constraints, and necessity to not massively disrupt our in-use codebase, we chose to largely retain our existing data model, while looking to Alembic as a guide for many schema decisions along the way. While it is unlikely Pixar will attempt to expand the Alembic API and core to encompass USD composition, asset resolution, and necessary plugin mechanisms, we are committed to providing a USD "file format" plugin that allows the USD core and toolset to consume and author Alembic files as if they were native USD files (obviously writing cannot always produce an equally meaningful Alembic file because composition operators cannot be represented in Alembic).

Re: Pixar Universal Scene Description

#12
post #5

Earlier quoted context omitted.

Could you explain what "baking" means in computer graphics? I spent a few minutes googling, and all I've learned so far is that: - there isn't "baking", there's "texture baking", "light baking", and many other " baking" - it seems to mean any kind of precomputing stuff - apparently the term was coined by Pixar in some paper

> precomputing stuff Correct. In this context it means turning the geometry into frame by frame mesh data so that your animation isn't dependent on anything like bones, cloth simulation, muscle/skin simulation, soft or rigid body dynamics, inverse kinematics in the rig, expressions on the bones of the rig etc. Not only does it break dependencies, but it is also easier to get that geometry into another part of the pip…

So does a renderer such as RenderMan use a baked format like Alembic or a format like USD?

Re: Pixar Universal Scene Description

#13
Currently reading The Pixar Touch by David A. Price and they talk a lot about the types of software and standards for rendering they had to create over the years. Incredibly interesting looking back at what they were able to achieve. A talented crew for sure.

For those interested: https://www.goodreads.com/book/show/2632830-the-pixar-touch

Re: Pixar Universal Scene Description

#14

Earlier quoted context omitted.

> precomputing stuff Correct. In this context it means turning the geometry into frame by frame mesh data so that your animation isn't dependent on anything like bones, cloth simulation, muscle/skin simulation, soft or rigid body dynamics, inverse kinematics in the rig, expressions on the bones of the rig etc. Not only does it break dependencies, but it is also easier to get that geometry into another part of the pip…

So does a renderer such as RenderMan use a baked format like Alembic or a format like USD?

Neither, and both. Lets say you have a scene with a cup of coffee spilling onto a desk...

The overall description of the scene, where the desk is, the lights and materials etc, could be stored in a USD scene.

Some tool would read this and generate an intermediate file in RIB format. This would be what a RenderMan renderer actually reads.

For the fluid sim itself, the generated RIB file might contain a reference to a plugin which points to the baked Alembic data, which would be a directory with one alembic file per-frame of mesh data representing the fluid surface.

Re: Pixar Universal Scene Description

#16
post #10
post #4

There was a demo of some USD-related software at SIGGRAPH, for context: https://www.youtube.com/watch?v=JmH4KYcmHOo

Hey! That's our company's flagship laptop in the wild! https://system76.com/laptops/bonobo

your company? You work for Clevo in China? because this is Clevo P870DM3-G aka Sager NP9873

Re: Pixar Universal Scene Description

#17
>> Universal Scene Description (USD) is an efficient, scalable system for authoring, reading, and streaming time-sampled scene description for interchange between graphics applications. What does this mean for the layman? I got a 404 for the 'getting help with USD' link

Re: Pixar Universal Scene Description

#18

Currently reading The Pixar Touch by David A. Price and they talk a lot about the types of software and standards for rendering they had to create over the years. Incredibly interesting looking back at what they were able to achieve. A talented crew for sure. For those interested: https://www.goodreads.com/book/show/2632830-the-pixar-touch

Thanks for the recommendation. I've always been interested in the rapid rise of Pixar and the consistency in quality they've maintained for these past two decades.

Re: Pixar Universal Scene Description

#20
post #16
post #10

Earlier quoted context omitted.

Hey! That's our company's flagship laptop in the wild! https://system76.com/laptops/bonobo

your company? You work for Clevo in China? because this is Clevo P870DM3-G aka Sager NP9873

It looks exactly the same but with a different logo. However the speaker in the video does seem to have the system76 (Bonobo) logo on his

Clevo: http://www.gentechpc.com/Sager-NP9873-S-Clevo-P870DM3-G-nVid...

Bonobo: https://system76.com/laptops/bonobo

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