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Pixar, Adobe, Apple, Autodesk, and Nvidia form alliance for OpenUSD

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181–190 of 271 posts

Re: Pixar, Adobe, Apple, Autodesk, and Nvidia form alliance for OpenUSD

#181

Earlier quoted context omitted.

> For people complaining about the name, USD has been already a thing publicly since at least 2013 As opposed to the United States dollar that became public after 2013? I mean, seriously: OpenUSD sounds like a cryptocurrency "stablecoin" token name.

Literally no one who uses USD as part of their work gets tripped up by this. It’s ok for jargon and acronyms to be confusing to people who are not at all in the field.

I use USD as part of my work... in fintec, so this confuses the heck out of my brain

Re: Pixar, Adobe, Apple, Autodesk, and Nvidia form alliance for OpenUSD

#182
post #117
post #46

Does anybody know if the Blender project is involved / working towards this in any capacity?

Just finished writing [0] about Blender's USD import issue. [0] - https://news.ycombinator.com/item?id=36947946

Interesting. Since the list is sorted, is the insertion still a linear search (O(N)) or now a binary search (O(log(N))? Or did I misunderstand something? Also, why is it not a hash table (almost O(1))?

Re: Pixar, Adobe, Apple, Autodesk, and Nvidia form alliance for OpenUSD

#183
post #19

Earlier quoted context omitted.

Unreal already supports USD: https://docs.unrealengine.com/5.0/en-US/universal-scene-desc... USD has the most traction in the offline rendering world, but it's creeping into gamedev workflows too as a replacement for FBX.

I thought gltf or something was gaining traction to be the replacement for fbx in gamedev?

In open source gamedev yes. Otherwise barely.

Re: Pixar, Adobe, Apple, Autodesk, and Nvidia form alliance for OpenUSD

#184

Earlier quoted context omitted.

Looks nice. However the issue with all 3d streaming I've ever tried is latency. It's great if you're near the server. Terrible if you're far away. It's hard so say what the input latency is for the head demo you shared. I guess about 100ms, which is totally fine for a mostly static scene with simple orbit controls. However I also tried out the Lebron James vs Father Time game. Input latency is over 1 second so it's n…

You might like this one more - https://appmana.com/watch/virtualtestdrive - because it's just better :) While of course I want latency to be as low as possible, the difference between 100ms and 500ms of latency doesn't register in the engagement metrics for these experiences. For millions of laypeople, it doesn't seem to matter that much. However, going from 670ms of time to first image (this service) and 2.5s (worst…

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Re: Pixar, Adobe, Apple, Autodesk, and Nvidia form alliance for OpenUSD

#185
post #165

Earlier quoted context omitted.

Some do (i.e. Nuke compositor .nk files in the VFX industry, which stores some float values as hex)... but then you loose the human readability / "understand-ability at a glance" advantage, so it sort of depends what the use-case is...

The best of both worlds, at least in my opinion, would be to write a float as a polynomial in two parts (where either part alone is still a float): an integer part with an optional scientific-notation exponent; and a fractional part, where the fraction's denominator is always a power of two. So 5e3 is a float; 3/8 is a float; and 5e3+3/8 is a float. Each cleanly and exactly representing particular IEEE754 values, whi…

That's not particularly user-friendly though: at least for CG/VFX software (where USD came from and is designed for), non-technical (at least in terms of understanding IEEE floats) people like artists often want to look at the values to verify stuff for 'debugging' (i.e. is the software tool I'm using actually exporting the correct values I selected in the UI params panel).

Having to do any form of interpretation (even scientific notation is not ideal in some cases), is not great for many users.

Re: Pixar, Adobe, Apple, Autodesk, and Nvidia form alliance for OpenUSD

#187
post #152

I spent a ton of time in 2022 looking for people adopting USD for game development and came up with nada. It's popular in vfx but nobody in gaming seems to be adopting it in any way I could find. Has that changed since?

RealityKit (iOS & visionOS AR/VR/3D library) makes use of USD. Native apps and games for the Vision Pro will also use USD, alongside their new implementation of Entity Component System (ECS).

Yes, but using .reality files is better for stuff like games in RealityKit. For example it would contain a GPU-ready texture instead of a jpeg (and a lot of other differences), so it's more in-line with how assets are typically loaded in games.

Re: Pixar, Adobe, Apple, Autodesk, and Nvidia form alliance for OpenUSD

#190

My only question, why aren't they using gltf? What is the issue with gltf? It supports most of the things?

It is yet another Khronos format, by committee, instead of something Hollywood designed for their workflows.

Additionally Gltf only became a thing thanks to Microsoft changes that originated Gltf 2.0. Initially it was designed as a format specifically for WebGL.

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