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 andcmake
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 ()
- Enhance existing
usdchecker
vs. develop a different tool? - Which runtime versions should be supported/specified?
- etc.
- From previous conversations:
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
- Eric Chadwick provided a description the Wayfair workflow:
- 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.
- Former user (Deleted) mentioned intent to revisit his Last mile vs. interchange article, to update the content based on latest industry development
- 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:
- From the MaterialX Working Group, about Wayfair sharing their experience transitioning from a glTF pipeline towards a USD one:
- see group meeting notes: April 7, 2022
- From Intel, about the Sponza scene, available in glTF, USD and other formats:
- From the MaterialX Working Group, about Wayfair sharing their experience transitioning from a glTF pipeline towards a USD one:
- 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?
- Does Autodesk envision any specific use cases for WebAssembly? Any gaps, limitations with the current prototype?
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 name A-Frame.io USD Wasm.mp4 height 250
- 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.
Wednesday, April 7, 2021
Working example of WebASM build of USD with a Hydra delegate for Filament
- https://github.com/marsupial/USD/tree/HdFilament
- Working on macOS & Firefox-87.0
Ideally GitHub Pages version at https://marsupial.github.io/USD/extras/imaging/examples/hdFilament would be a live demo, but
- due to the lack of 2 http headers WebASM using threads will fail to load
- a local server.py can be used to serve the branch locally instead
- Colored Quad, Sphere, and Cube are USDA. Gold monkey rotating in circle is USDZ. PBR monkey spinning around its center is glTF.
- HdFilament shader generation is minimal and displayColor is used for primitives. Textures on monkey.usdz are not loading correctly.
- USDA loaded can be edited in the HTML: https://github.com/marsupial/USD/blob/HdFilament/extras/imaging/examples/hdFilament/index.html#L119
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).
...