Tema: OpenUSD y AOUSD

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  • cercata

    5 Dic 2016 09:41

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    cercata » 3 AGO 2023  11:56

    Parece que nos llega el sucesor del VRML de los 90, creado por Pixar hace tiempo, pero ahora con el apoyo de un consorcio donde están tambien Apple, Adobe, Nvidia y Autodesk, OpenUSD:

     

    https://www.xataka.com/realidad-virtual-aumentada/openusd-sera-gran-estandar-realidad-aumentada-3d-apple-adobe-nvidia-van-a-imponer

     

    https://openusd.org/release/intro.html

     

    https://github.com/PixarAnimationStudios/OpenUSD

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  • cercata

    5 Dic 2016 09:41

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    cercata » 3 AGO 2023  12:17
    Not an execution or rigging system:

    USD provides a lightweight, optimized scenegraph to facilitate authoring and efficient extraction of composed scene description. However, it provides no other behaviors than composition of a namespace hierarchy and property Value Resolution, and in the tradeoff space between “low-memory footprint, higher-latency data access” and “high-memory footprint, low-latency access to data”, USD’s scenegraph leans more towards the former, whereas a high-performance execution engine requires the latter.

    Further, the more rigging behaviors and execution semantics we would add to USD, the more difficult it would become to interchange the data successfully between DCC’s, since there is not, currently, broad agreement between vendors of what these behaviors should be.

    USD and its schema generation tools should be suitable for encoding rigging for round-tripping rigging data in a particular application or custom pipeline, and USD does provide facilities that a client could use to build more extensive in-memory caches on top of a UsdStage to provide lower-latency access to data encoded in USD. But for now, these do not play a significant role in what we feel is the primary directive of USD: scalable interchange of geometric, shading, and lighting data between DCC’s in a 3D content creation pipeline.

     

    Igual me estoy haciendo demasiadas pajas mentales, pero me imagino esto como la base del metaverso, aplicando la filosofia de los shaders a toda la escena 3D.

     

    En plan, te bajas un submundo del metaverso en USD, y se compila en local para tu hardware especifico, esto puede tardar un rato la primera vez, pero luego lo tienes bien optimizado para tu hardware, y escalado a su potencia, cutrecillo si estas en standalone, to guapo si estas con la 4090 y una CPU potente.

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