This book explains in detail how to use the COLLADA technology in a project utilizing 3D assets, and ultimately how to create an effective content creation pipeline for the most complex development.
It was created as a guide to the COLLADA 1.4 specification with the goal of providing readers with all the information that will help them understand the concepts, learn how the technology is already implemented by various tools, and provide guidance for using COLLADA in their applications.Sample Pdfs:
The book will be useful for content developers interested in exchanging data between several tools, application developers planning to take advantage of COLLADA in their tool chain and tool providers wanting to add COLLADA compatibility.
The open source Bullet Collision Detection and Rigid Body Dynamics Library offers support for COLLADA 1.4 content. supports. The Bullet Collada 1.4 Physics Viewer can import Collada 1.4 Physics, generated by ColladaMaya, or ColladaBlender, or other DCC tools (untested). Using either FCollada or COLLADA-DOM, basic Rigid Body information and Collision Shapes (Box, Sphere, Cylinder, Cone (tapered_cylinder), Convex Polyhedron and static TriangleMesh) are created. Early alpha release so no support for constraint yet.
ColladaMaya from Feeling Software, is an open-source COLLADA translator for the popular Maya 3D modeling software. The new v2.0 been completely redesigned to fully leverage the export capability of FCollada, and to completely support COLLADA 1.4. The new design allows ColladaMaya, ColladaMax, and other FCollada-enabled software products to share more code and evolve faster. The latest version of FCollada, along with its source code, has also been released with extensive Doxygen documentation, to encourage developers to create new COLLADA tools with minimal effort.
Bellagio is an opensource implementation of the Khronos OpenMAX Integration Layer API to access multimedia components that runs under Linux. It is intended to show the usage of the OpenMAX IL API and to allow people to start developing components. The new v0.2 release makes developing new OpenMAX components easier. The components included in this release pass the proposed OpenMAX conformance tests. The MP3 decoder and ALSA sink components already present in release 0.1 have been rewritten according to the new component architecture. A volume control component has been added as well.
The Tokyo Mobile Gaming Forum was held April 28th, 2006. Presentations covered OpenKODE (a native content platform providing source portability for games and media applications), OpenGL ES (3D for mobile), OpenSL ES (audio for mobile), OpenMAX (streaming media), OpenVG (accelerated Flash, PDF and SVG), and COLLADA (digital asset application interoperability). Powerpoint presentations (English and Japanese) are now available for review and download.
The COLLADA RT Loader is a sample that was developed to load COLLADA document scene files, and render them using CG 1.5. It provides scene heirarchy, cameras, animation, and skinning support as well as basic COLLADA_FX rendering with the assistance of the COLLADA_FX lib.
The COLLADA FX Loader project is a sample that was developed to load a basic COLLADA FX document, and to make all of the calls to the Cg / CgGL runtime to create and initialize the materials and effects defined in COLLADA. It also provides an API to apply those effects through calls to set and reset the pass state of an effect.
The sample projects complement the open source COLLADA DOM, an API that provides a C++ object representation of a COLLADA XML instance document.
Three new streaming Flash videos of demos from GDC 2006 show interoperability of physical simulations using COLLADA 1.4.
- Ragdoll simulation using Nima PhysX plug-in for Maya
- Nima PhysX plug-in for Maya with support for COLLADA Physics
- Exporting rigid body car crash scene from Maya to COLLADA
OpenMAX IL integration technical whitepapers for Gstreamer, MS Directshow Filters, and Sybiam Media Device Framework
Three new OpenMAX IL 1.0 technical whitepapers describe:
- How OpenMAX IL can be used in the Linux GStreamer framework to enable access to multimedia components, including HW acceleration on platforms that provide it.
- How the Microsoft DirectShow Filter interface may be translated to the OpenMAX IL base profile interface for integration with Windows Mobile Enabled devices with a pull and a push communication model.
- How OpenMAX IL codecs can be used within the Symbian Media Device Framework to enable access to multimedia acceleration on Symbian OS Devices.
COLLADA movie demos of game pipeline interoperability using FX Composer 2, Softimage, and 3ds MAX with COLLADA as the glue between the tools
Three video of demos from GDC 2006 show interoperability of game assets using COLLADA 1.4.
- Workflows using NVIDIA's FX Composer 2 and common Digital Content Creation (DCC) tools like Maya, connected by the COLLADA interchange format.
- Game pipeline interoperability using FX Composer 2, Softimage Maya, & Softimage XSI with COLLADA as the glue between the tools.
- How 3ds Max can be inserted into a COLLADA workflow where FX Composer is used for the illumination and HLSL shaders.
Using non-photorealistic rendering for constrained bandwidth OpenGL ES accelerated mobile mapping applications
This paper presents a bandwidth friendly approach to remote rendering of large 3D content (like cities), using Non-Photorealistic Rendering. The original textures of the facade are processed and the feature lines are extracted. The resulting data set (buildings with their characteristic lines) is optimized for remote visualization and stored on the server side. The city is then streamed on-demand on a remote client and rendered using OpenGL ES on handheld devices. This approach is useful for 3D content display on small screens where overly detailed textures can hide the salient characteristic features. It also greatly reduces the amount of data to transmit, making this solution well suited for limited-bandwidth networks like the ones used by mobile devices. Test were run on a DELL Axim X50V with a 624 MHz ARM processor, 64 MB of RAM memory and an Intel 2700G GPU andfull hardware acceleration using OpenGL-ES up to 640x480. Paper available as a PDF.