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Calendar

Slack Channel

Zoom meeting 


USD on the Web prototype can be tested here.


Wednesday, October 4th 2023

  • Alan presenting project to perform animations workflows using front-end UI, submitting jobs to back-end server ultimately serving Users back with baked animation.
  • Revisiting productization steps of WebAssembly prototype, including actionable steps to submit a first end-to-end workflow building the lib arch via Emscripten from OpenUSD 23.11
    • Based on suggestion from Nick, base branch supporting integration can be made from the soon-to-be-released OpenUSD 23.11.
    • Autodesk to submit Dockerfile already used for recent WebGPU prototypes, known to be working (~spring 2023)
    • Iterative work to be done in order to include modifications to build-usd.py script and cmake files, in order to integrate Emscripten builds.
    • )(Other details available on the itemized productization list.)

Wednesday, November 2nd 2022 (11:00AM PT/2:00PM ET/9:00PM GMT)

...

  • Post-SIGGRAPH 2022 regroup
    • Aligning with Assets Working Group regarding validation, JavaScript-to-WASM bindings for USD, etc.

Wednesday, June 15th 2022 (11:00AM PT/2:00PM ET/9:00PM GMT) Wednesday, July 13th 2022 (11:00AM PT/2:00PM ET/9:00PM GMT)

...

  • Anything interesting to show?
  • Proposed agenda:
    • From previous conversations:
      • USDz support can require significant effort for validating assets, and is a manual process.
      • Proposed action item: combine efforts to create a validation tool, if issues are difficult to raise to vendors/implementers.
    • Potential questions:
      • Have the issues resolved at the source ((smile))
      • Enhance existing usdchecker vs. develop a different tool?
      • Which runtime versions should be supported/specified?
      • etc.

Wednesday, May 18th 2022 (11:00AM PT/2:00PM ET/9:00PM GMT)

  • Follow-up on conversations from previous session about comparing glTF and USD for visualization
    • Eric Chadwick provided a description the Wayfair workflow:
      • Relying on 3ds Max and Maya to author and design content, using mostly VRay materials
      • Baking down textures and geometry to later package assets in USDz format
      • Strong overlap with parallel conversations about LoDs, texture/mesh compression also covered in main Working Group and Games sub-working group
      • Regarding interactive experiences (mobile/AR/VR/XR), fast loading time, rendering-optimized content is a must
        • Users/downstream consumers are unlikely to stand with their devices while waiting for content to load
        • Experience may be jarring if content suddenly appears in the world, or partially loads
  • Early conversation about combining efforts regarding asset compliance/validation for Apple's USDz format
    • Avoiding reinventing the wheel by sharing tools/scripts to flag potential known issues with Apple's interpretation of the format
    • Perhaps enhancing the usdchecker tool to support more options, or take inspiration from the tool and build a separate/specialized one

Wednesday, April 20th 2022 (11:00AM PT/2:00PM ET/9:00PM GMT)

  • Touch point on the principal focus of the initiative:
    • Common agreement that the focus of the project is not to compete or dethrone glTF as the transmission format for assets and content on the web.
    • glTF has specific targets, use cases and built-in optimizations specifically targeting transmission and "last-mile" delivery of assets, which is less of a concern for authoring formats such as USD.
    • It may be worth revisiting some of the existing documents published to state this more publicly, as this none-competitive aspect may otherwise not be clear to the audience outside the USD Working Group.
    • Potential future work may include publishing a "best practices" guide regarding publishing USDz assets for the Web, covering topics such as asset complexity/density, texture optimizations, known limitations, etc.
  • Alexander Schwank shared updates:
  • Potential groups worth reaching out to regarding USD "runtime" features:
    • Sketchfab
    • Shopify
  • Potential Questions for the larger USD group:
    • Does Autodesk envision any specific use cases for WebAssembly? Any gaps, limitations with the current prototype?
      • jerran- While data visualization is one component, I did mention briefly in the HgiWebGPU presentation that web-based USD content authoring applications are a particular use case for this. (Note: I no longer represent Autodesk on this)
    • Does Pixar see any potential openings for platforms other than X86/64-bit architectures?

Wednesday, March 23rd, 2022 (11:00AM PT/2:00PM ET/9:00PM GMT)

  • Demonstration of an early prototype of HdStorm built to WebAssembly
  • Demonstration of an early prototype of USD WebAssembly running within A-Frame.io :  
    • View file
      nameA-Frame.io USD Wasm.mp4
      height250
  • Recent noteworthy USD WebAssembly updates:
  • Project proposals to bring back to the larger USD Working Group, either for standalone value or for inclusion within other projects:
    • Asynchronous HTTP(S) ArResolver

Wednesday, November 17, 2021 (2:00PM PT/5:00PM ET)

Wednesday, October 20, 2021 (2:00PM PT/5:00PM ET)

  • Low traffic
  • Pitch for a topic of next meeting about glTF & USD
  • Discussion on Materials (MaterialX, aiSurface in browser)
  • Update on Autodesk & legal dept.

Wednesday, September 22, 2021 (2:00PM PT/5:00PM ET)

  • Post discussion on <model> tag

Wednesday, August 25, 2021 (2:00PM PT/5:00PM ET)

  • Demo of assets viewing and interaction in Autodesk Forge in Chrome
    • Rendering, selection, and scene-inspection
    • A lot of work has been done on bindings
    • Custom changes to WebASM build of TBB

Wednesday, July 14, 2021 (2:00PM PT/5:00PM ET)

  • Conversion from USDZ into blender and out to GLTF is a great short term solution, but...
  • Worth doing test for conversion of animated models over time.
  • Makes a compelling case for a native Sdf plug-in for GLTF import/export.
  • Past initial mesh import, would USDSkel and GLTF bi-directional conversion be lossless?
  • Draco plugin may need to support native Draco files better, or does it matter in a separate Sdf plugin?
  • KTX as native Hio plugin would likely be mandatory, does Hio support unpacking direct to GPU texture via Hgi? (Brian from AMD hints at a yes)
  • Is MaterialX and its advances (especially in tackling WebASM) going to be the way forward for all shading interchange in USD.
  • OCIO and color accuracy again came up as important, but too large a topic compared to getting a better bare-bones implementation anyone can use.
  • Video Conference Link

Wednesday, June 2, 2021 (3:00PM PT/6:00PM ET)

  • Autodesk showed USD import into Forge.  Translates to Forge-native geometry.
  • Autodesk also working on a WebGPU Hydra delegate that does PBR shading.
  • A lot of overlap between the delegate above and Filament (i.e. SPIR-V tools running in browser)
  • TBB remains an issue that everyone is keen to solve.
  • Philippe Sawicki working on an MVP list for JS-bindings.
  • Dhruv Govil is interested in what can be leveraged from ASWF initiative to auto-gen Rust bindings.

Wednesday, May 5, 2021 (3:00PM PT/6:00PM ET)

JavaScript bindings, need a real strategy on how to tackle them.

...

See what changes have landed in /dev that may help reduce reliance on WebAsm-TBB and its CORS issues.

Github issue for PRs

Wednesday, April 7, 2021

Working example of WebASM build of USD with a Hydra delegate for Filament

Ideally GitHub Pages version at https://marsupial.github.io/USD/extras/imaging/examples/hdFilament would be a live demo, but

Wednesday, March 10, 2021

  •  Roman Zulak
  •  Philippe Sawicki 
  •  Alexander Schwank
  •  Dhruv Govil
  •  Alex Gerveshi
  •  Nick Porcino
  •  JT Nelson

Goal is to have USD WebAsm branch and a WebAsm build of Filament Hydra Delegate by next meeting (April 7).

...