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COLLADA: Sailing the Gulf of 3D Digital Content Creation book - sample chapter

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.

Pre-order on Amazon

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Google Earth’s KML format v2.1 adds support for textures, LOD and COLLADA format import

KML V2.1 is announced and supported by the new Google Earth 4 (beta) and by Google Maps. KML 2.1 supports textures (add photos, patterns, and 2D graphics onto the surface of polygons for 3D models) level of detailing for both placemarks and imagery (to improve performance), hi-resolution imagery (four fold increase), and support for COLLADA. In KML 2.1, you can import 3D models—such as buildings, bridges, monuments, and statues—in the Collada interchange file format. Models are defined independently of Google Earth in their own coordinate space, using applications such as SketchUp, 3D Studio Max, Softimage XSI, or Maya. When a 3D model is imported into Google Earth, it is translated, rotated, and scaled to fit into the Earth coordinate system. Models already loaded into Google Earth can be repositioned and resized using the <Update> element, another new feature in KML 2.1.

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IMGA 2006 Mobile Gaming Awards -  OpenGL ES developers invited to submit

The 2006 International Mobile Gaming Awards are designed to encourage the mobile developer community to push the boundaries of technology, creativity and quality. OpenGL ES and OpenVG entrants are invited to submit initial proposals by 6pm CET September 11, 2006, and the best 20 will be announced September 20, 2006. Those shortlisted will then have until January 26, 2007, to produce a demo version of their concept for judging, and winners will be announced at the 3GSM World Congress in Barcelona on February 14, 2007.

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Open source Bullet Physics engine supports COLLADA 1.4 and releases Collada Physics Viewer

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.

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Collada 1.4 Plugin v0.2.56 for Blender adds UV and material support

The Collada 1.4 plugin for Blender (ColladaBlender) is a translator to and from the COLLADA format from the popular open source Blender 3D modeling animation and rendering suite. The new v0.2.56 adds support for UV and materials, and new GUI export.

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ColladaMaya 2.0 open source COLLADA translator for Maya supports COLLADA 1.4

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.

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SIGGRAPH half day course: OpenKODE: An Open Mobile Media Development Environment

OpenKODE is an open, cross-platform, royalty-free development environment for mobile media. This cohesive framework includes APIs for 3D graphics, scalable vector graphics, video, audio, and an open digital-asset schema designed for interactive applications. This half day SIGGRAPH course (July 31, 8:30 am - 12:15 pm) provides an overview of each of OpenKODE's constituent technologies.

Who should attend?: Software developers who are targeting the mobile media market. Desktop or workstation application developers who need an introduction to developing for mobile media. Anyone who wants to learn about this exploding market.

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Bellagio open source OpenMAX Integration Layer v0.2 adds simplified component architecture

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.

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‘One - Who’s Next’ 3D fighting game supports OpenGL ES 1.1 hardware acceleration on Nokia N93

'ONE – Who’s Next?' is a 3D fighting game sequel to the popular 'One'. This sequel features more advanced graphics, including new scenarios adapted for landscape mode gaming on Nseries mobile computers. It runs fully OpenGL ES 1.1 hardware accelerated on the new Nokia N93. If you are wondering just what OpenGL ES 1.1 hardware acceleration means for the 'One - Who's Next?", check out their movie trailer. This trailer is 3D generated in real-time on the Nokia N93 with OpenGL ES 1.1 hardware acceleration.

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Nokia announces their first OpenGL ES 1.1 HW accelerated device together with SDK plugin

After shipping dozens of different handset models with OpenGL ES 1.0 API, Nokia has introduced the N93, their first fully hardware accelerated OpenGL ES 1.1 handset. N93 is capable of rendering millions of triangles per second, while maintaining high image quality by supporting free bilinear filtering and full-screen anti-aliasing. N93 device is currently under conformancy review and is expected to fully conform with OpenGL ES 1.1 specification.

To support the 3rd party application development, Forum Nokia S60 SDK Plugin for OpenGL ES 1.1 is already available. This plug-in enables full use of the native 3D graphics features supported in the Nokia N93. It also provides an OpenGL 1.1 ES features upgrade, from OpenGL ES 1.0, to the S60 emulator. This enables testing and debugging of OpenGL ES 1.1 compliant Symbian C++ applications without a device.

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