Universal 3D File Format In The Works 464
telstar writes "The Register is reporting that more than 30 companies are working together to define a new file format intended to serve as a universal 3D file format. The new file format will be named the 'Universal 3D Format', or U3D. According to the article, they hope to make the new format as standard as MP3 has become for audio, and JPEG has become for 2D images. Interesting that they would choose two lossy media formats as models for comparison."
There's a page for this on the ECMA site... (Score:5, Informative)
There's also a separate 3DIF [3dif.org] site.
.3ds (Score:2, Informative)
JPEG patent is bullshit (Score:5, Informative)
You have a point with MP3, but the author of BurnAllGIFs.org [burnallgifs.org] seems to think the JPEG patent wouldn't stand up in a court of law.
Control mesh noise with a slider (Score:3, Informative)
[coordinate noise would] create a jittery effect
In skeletal animation, noise in the mesh would move more or less rigidly with each bone, creating a bit of roughness but no jitter. In non-skeletal animation, one could move a slider to increase the precision with which the animation tool stores coordinates. Remember that even 64-bit floating point isn't perfect.
Comparison to formats... (Score:3, Informative)
Re:Really bad examples to pick... (Score:2, Informative)
Thank you for being up to date on all of your legal technical issues.
Re:Standards (Score:5, Informative)
According to this [ucl.ac.uk], it was Grace Hopper [sdsc.edu].
Geometry Images (Score:3, Informative)
Re:Really bad examples to pick... (Score:1, Informative)
"The U.S. LZW patent expire[d] June 20, 2003, the counterpart Canadian patent expires July 7, 2004, the counterpart patents in the United Kingdom, France, Germany and Italy expire June 18, 2004, and the Japanese counterpart patents expire June 20, 2004."
Re:What about VRML (Score:5, Informative)
What's bad about VRML was that the VRML '97 spec was too damn complicated (IMHO), and a few years later, the really good free browser (CosmoPlayer) got sold off by SGI, and after changing hands several times, apparently disappeared from the face of the Earth. There are other browsers, but they don't plug in to browsers as easily.
The other problem I heard people complain about (but was not a problem for me) was the "JavaScript" problem -- people on comp.lang.vrml didn't like that their web VRML was human-readable and stealable. CNN used to have the occasional VRML model on their site for interesting things, but switched a while ago to something called Cult3D, which appears to be binary, and to have pricey development tools -- I don't know if the format is actually proprietary, but it wouldn't surprise me.
Of course, the *real* reason it died was because I learned it...
Why VRML sucked (Score:4, Informative)
Basically VRML wasn't designed to scratch a real itch, just a theoretical one. It was just a neat idea that was designed by committee, with predictable results.
Missing Members, universal format? (Score:2, Informative)
The problem is that there are many diverse needs/users for 3D data and the data is so large and/or hard-to-render that simplifying it to a single format that meets the needs of CAD, film animation, sci-vis, game animation, 3D web content, and GIS is not reasonable.
On the other hand, VRML may have been too early, but a poly+texture+simplebehaviours format that was well supported by all applications would be a good thing to (re)create.
Re:How is it going to handle programmable shaders? (Score:2, Informative)
Re:I was excited for a moment... (Score:2, Informative)
Re:already an iso 3d standard (Score:2, Informative)
I like the idea. (Score:2, Informative)
Re:What about VRML (Score:2, Informative)
dammit, has no-one on slashdot heard of RIB?
JPEG is not a lossy format (Score:5, Informative)
In common parlance, however, JPEG refers to the *JPEG baseline algorithm* which is lossy (but allows you to define the amount of loss). Note that even though you can create images that are visually lossless, baseline JPEG can never produce truly (mathematically) lossless compression. (no, not even if you set quality=100)
If you want lossless JPEG compression, there's the standard called *lossless JPEG* (LJPEG) which doesn't provide a high degree of compression though. There's also *JPEG-LS* which is another JPEG standard which provides for lossless compression.
If that's not enough JPEG for you, there's the new standard called *JPEG 2000* which allows a host of features such as the ability to choose between lossy and lossless compression, progressive transmission etc.
So calling JPEG lossy is true only if you are referring to baseline JPEG.
hopefully they get it right (Score:3, Informative)
Overambitious? (Score:5, Informative)
Perhaps the best approach is a pseudo file format with plug in codecs, like Microsoft uses for its video playback.
.u3d already in use! (Score:5, Informative)
maybe not...
Re:Lossiness? No, try patents (Score:3, Informative)
Already are standards... (Score:2, Informative)
High-quality 3D CAD programs *should* already be able to import the Initial Graphics Exchange Specification (IGES) [nist.gov]. IGES has absolutely been the de-facto standard for the past 10 years on data transfer between CAD packages. It handles surfaces, 2D drawings, 3D wireframe, as well as solids (although it didn't originally support solids). Unfortunately, some CAD software manufacturers *cough*AutoCAD*cough* force the consumer to buy an additional license to handle it. They want everyone to use their proprietary Drawing Exchange Format (DXF)
Some CAD packages had attempted to go to the solid model transfer format STEP (Standard for the Exchange of Product Model Data), but few have been quick to adopt it. STEP works extremely well between CAD packages that do support the format. It'll even build assembly heirarchies for the user as necessary. Unfortunately, STEP doesn't handle parametric models (models driven by dimensions, instead of the other way around).
That said, there are still some downfalls of all flavors of the current intermediate transfer formats. I look forward to the day when I don't have to worry about what format a given CAD package uses, and how they interact with each other.
-Malfaetor
Reviled did I live, said I, as evil I did deliver.
Re:.u3d already in use! (Score:1, Informative)
u3d is the standard Unreal engine's 3D format.
Dear XML ... (Score:3, Informative)
And it is quite possible to specify an XML format which would serve as the "canonical" format for a model and specify one or more "shorthand" formats that encode the XML format more concisely with rules for transforming one to the other.
XML has several advantages - it is text based so can be easily edited by humans when necessary and there are XML editors that can simplify the process. It has many standard tools and toolchains and XSLT is maturing nicely as a transformation engine which provides for lots of additional capabilities (and don't forget XQuery, and native XML databases). Finally, it is by nature extensible, allowing for different ways to put in comments, add in vendor specific extensions that are easily ignored by other vendors (or used when possible), provide for upgrade paths and the like.
On the whole, using XML has disadvantages, but advantages as well. Given a choice between large XML and some smaller but quasi-proprietary binary format, I'll take XML every time.
Re:VRML is now X3D! (Score:2, Informative)
As for the other technologies, they're included in the X3D standard. The only ones taht aren't are progammable shaders and 3D texturing support. Both of those are currently going through the standardisationn process working groups within the Web3d consortium.
Only a part of X3D is incorporated into MPEG IV. There's a lot they didn't take - most specifically all the extensibility that X3D allows. It's a single fixed profile of functionality. It's a rather cut-down version if anything.
Re:VRML isn't just a description language (Score:3, Informative)
VRML files are designed to be human readable because VRML isn't just a mere 3D description language, but also a programming language.
The very big advantage of VRML/X3D for designing virtual worlds is that you can not only design objects with VRML, but also define the interactions between them directly in the VRML source.
Moreover, the concept of scene graph (the 3D scene is a tree, if you affect an object its children are affected) which was by popularized by VRML has proven to be quite effective for developping virual worlds, and has been for example adopted in newer technologies like Java 3D.