[x3d-public] Unity to X3Dom - Bina ryGeometry

Dave A dave at realmofconcepts.com
Tue Feb 10 21:59:30 PST 2015


That sounds great. My immediate concern are whatever is currently 
supported by X3DOM, and next what will be supported soon in X3DOM.
If this is better, maybe it should go into X3DOM.

On 2/10/2015 9:42 PM, Philipp Slusallek wrote:
> Hi,
>
> Just for completeness, I would like to point also to the BLAST format
> (published in the same Web3D proceedings as SRC :-). See
> https://graphics.cg.uni-saarland.de/2014/blast-a-binary-large-structured-transmission-format-for-the-web/.
>
> It uses the same idea as SRC but is more general (IMHO). It allows to
> encode, flexibly de/compress (via code on demand), and stream
> arbitrarily complex data structures, including entire scene descriptions
> or subgraphs thereof.
>
> It is now the default streaming format we use in XML3D and has already
> been integrated also in commercial applications. It could probably also
> be used in the context of X3D but we have not really looked into this.
>
> The paper contains detailed comparisons with other formats (not SRC as
> it was developed in parallel).
>
>
> Best,
>
> 	Philipp
>
> Am 10.02.2015 um 10:30 schrieb Max Limper:
>> SRC can package everything (including the structured info, such as
>> stride, primitive type, ...) in one single file.
>> The format is documented in the corresponding paper, which is available
>> on the page.
>> On the SRC page (x3dom.org/src), there are aopt commands documented, as
>> well as a very simple writer source code in C++ for download.
>>
>> For BinaryGeometry, there is no way to put indices and attributes into
>> one file, only multiple attributes can be packed into the same one,
>> using the 'i' flag ("interleaved"), if I remember correctly.
>> I'd suggest to use SRC, though - it is more flexible, more transparent,
>> and competitive with glTF (even a bit more efficient in some regards).
>>
>> Regards,
>> Max
>>
>>
>> On 10.02.2015 04:57, Dave A wrote:
>>> I've seen a sample where 3 different binary files are referenced for
>>> one object (points, uv's, normals or like that).
>>> Is there a syntax where ALL binary data can be put into 1 file, and
>>> the elements that need it can index into that file (like glTF can do).
>>> It would be nice to reduce the number of files, both for file
>>> management sake, and number of server requests.
>>>
>>> This aopt page talks about how to use aopt, is there documentation of
>>> the actual format of this binary data such that I can write my own?
>>>
>>> Dave Arendash
>>>
>>> On 2/9/2015 12:39 AM, Max Limper wrote:
>>>> Hi Dave,
>>>>
>>>> cool, thanks for sharing this!
>>>>
>>>> The demo worked nicely on my machine (using Chromium on Ubuntu).
>>>>
>>>> Just as a hint for optimization, it should be possible to decrease
>>>> the long loading time a lot by using BinaryGeometry.:
>>>> http://doc.x3dom.org/tutorials/models/aopt/index.html
>>>>
>>>> Best,
>>>> Max
>>>>
>>>>
>>>> On 08.02.2015 07:27, Dave A wrote:
>>>>> Check it out:
>>>>>
>>>>> http://www.davearendash.com/webgl/x3dom
>>>>>
>>>>>
>>>>
>>>> _______________________________________________
>>>> x3d-public mailing list
>>>> x3d-public at web3d.org
>>>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>>>
>>
>> _______________________________________________
>> x3d-public mailing list
>> x3d-public at web3d.org
>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org

-- 
Follow me! @thatvrguy




More information about the x3d-public mailing list