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Time

9AM PST

...

https://zoom-lfx.platform.linuxfoundation.org/meeting/94179328045?password=3a3f2043-0d30-4e1e-b9b5-35378146b18c

Agenda

  • LOD USD Schema - Discussion on what's currently liked / disliked for implementation.

  • Complex attribute data in USD - How much editor data should live in USD?

  • Primal Cube update.

Complex Attribute

Calvin has issue ocncerns about performance on Complex attribute.

Jeremiah and his studio didn't see any scalability issue.

Calvin and Matt Johnson are speaking about the compound attributes.

Calvin wants to describe everything at Unreal level in USD. In a static Mesh componant, there are more than 1 thousand attributes. Eith millions of actors with all their compenents, they are wondering how the compound will handle this.
Calvin's team is using Omniverse.

For Jeremiah, if there are perfomance issues, one idea would be to flatten the structure (eg : nested attribute).

Another idea : do you need all the data outside of Unreal?

When Calvin is generating mesh in Houdini, a lot of settings are generated (uvs, etc) So Houdini is adding everything in USD.

Is the compound API ready for this?

How much of this data is needed by the composition arc? 

There should be a discussion on a thread in Slack or Discord. In this forum : https://forum.aousd.org

May we can tag attributes we need to export in Unreal?

Regarding scalability, does using default value help ? It seems that compound API is not supporting it?

The biggest issue is the construction of the structure.

LOD USD Schema - Discussion on what's currently liked / disliked for implementation.

https://github.com/ubisoft/usd-lod-schema-proposal

 the level of control is good.
The original proposal is a draft. We maybe need to better write it down. We need to fork it and heavily create a real one. The Ubisoft one is hypothetical. For example, how do we do HLOD?

Maybe, having more applied schemas would be better.

https://lodbook.com could help on defining what are LODs.

We need to focus on what information is important for LOD to be engine agnostic.

We need to check the Paolo's work.

https://forum.aousd.org/t/gameengine-as-a-sceneindex-plugin/1238 

Siggraph

Monday at noon a Bof

Next meetings:

Next Steps

...

  • Discussion on AOUS forum about complex attribute

  • Discussion about LOD

Attendance

  •  François Devic, Co-Lead
  •  TJ Trently, Co-Lead, Firewalk
  •  Alex Schwank - WG Co-chair, Apple
  •  Nick Porcino - WG Co-chair, Pixar
  •  Michael Min - USD Camera WG, Netflix
  •  Roman Zulak - USD on the web WG, NVIDIA
  •  Aaron Luk, NVIDIA
  •  Adam Harder
  •  Alan Blevins, NVIDIA
  •  Alessandro Bernardi - Ubisoft - HELIX Studio
  •  Alex Gerveshi, AWS
  •  Alex Wilkie
  •  Alexander Kalyuzhnyy, Wizart Animation
  •  Allen Hastings, Foundry
  •  Aloys Baillet, Animal Logic
  •  Alson Entuna, Crytek
  •  Alyssa Reuter
  •  Andy Beers
  •  Andy Biar, Warner Bros.
  •  Ana Gomez
  •  Anandhaiyappan, Botvfx
  •  Angelo Gabriel Sapaula
  •  Anthony Tan, Autodesk
  •  Anton Palmqvist
  •  Arash Keissami, Nira.app
  •  Arielle Martin, Foundry
  •  Ashwin Bhat - USD and MaterialX, AutodeskAutodesk 
  •   Barry Dempsey
  •  Barry Ruff
  •  Ben Chung-Hoon, NVIDIA
  •  Ben Deniz
  •  Bernard Kwok, Autodesk
  •  Bill Dwelly
  •  Bill Spitzak, Dreamworks Animation
  •  Blazej Floch
  •  Brian Gyss, 5th Kind
  •  Bruno Ebe
  •  Bruno Landry (Unity)
  •  Calvin Gu
  •  Carlos Felipe Garcia Murillo
  •  Carolin Colón
  •  Carson Brownlee, Intel
  •  Charleen Chu, SPI
  •  Charles Flèche, Ubisoft Montréal
  •  Chris King
  •  Christopher Lexington
  •  Chris Rydalch, SideFX
  •  Claire Chen
  •  Claire Yb
  •  Claude Robillard
  •  Connor Smith, Magic Leap
  •  Corey Revilla
  •  Cory Omand, TWDS/Pixar
  •  Curtis Andrus
  •  Dan Herman
  •  Dan Lee
  •  Dan Rolinek
  •  Daniel Heckenberg, Animal Logic
  •  Daniel Lanner
  •  Dave Hale, Riot Games
  •  David Aguilar, Walt Disney Animation
  •  David Larsson, Adobe
  •  Dean Jackson, Apple
  •  Deke Kincaid, Digital Domain
  •  Dhruv Govil, Apple
  •  Divyansh Mishra
  •  Diya Joy
  •  Domenico Alessi
  •  Dominic Couture
  •  Doug MacMillan, Tippett Studio
  •  Edward Slavin, NVidia
  •  Élie Michel
  •  Eric Chadwick, Wayfair
  •  Eoin Murphy, NVidia
  •  Eric Enderton, NVidia
  •  Eric Majka, Psyonix/Epic Games
  •  Erik Ostsjo
  •  Étienne Archambault
  •  F. Sebastian Grassia, Pixar
  •  Fabrice Macagno, Animal Logic
  •  Felix Herbst, Prefrontal Cortex
  •  Fernando Leandro
  •  Francois Lord, NAD-UQAC / Rodeo FX
  •  Frieder Erdmann, Ubisoft Massive
  •  Gary Jones, Foundry
  •  Geoff Evans, NVIDIA
  •  Georgie Challis
  •  Gordon Bradley, Autodesk
  •  Gordon Cameron, Epic Games
  •  Guido Quaroni, Adobe
  •  Guillaume Laforge, Autodesk
  •  Guy Martin, NVIDIA
  •  Hamed Sabri
  •  Hendrik Helpach
  •  Henrik Edstrom, Autodesk
  •  Henry Vera, DNEG
  •  Ife Olowe
  •  Indy Ray
  •  James Pedlingham, Foundry
  •  Jason Rosson
  •  Jean-Silas Moor
  •  Jeff Bradley, Dreamworks
  •  Jenna Bell, Disney / Invisible Thread
  •  Jennifer Horowitz, Maxar
  •  Jenny Zhang
  •  Jeremiah Zanin, Santa Monica Studio
  •  Jeremy Cowles - USD Assets WG Chair, Valve
  •  Jerran Schmidt, NVIDIA
  •  Jerry Gamache
  •  Jesse Barker
  •  Jesse Ng, Metropolitan Museum of Art
  •  Jessica Wang, Pixar
  •  Joe Bryant
  •  Joe Hultgren 
  •  John Burnett, Bonfire Studios
  •  John Creighton, Apple
  •  John Hood, SPI
  •  John Mertic, Linux Foundation
  •  Jon Creighton, Apple
  •  Jon Wade, Spotify
  •  Jonah Friedman, Autodesk
  •  Jonathan Gerber
  •  Jonathan Stone
  •  Jonghwan Hwang
  •  Jordan Soles, Rodeo FX
  •  Jordan Thistlewood, Epic
  •  Joshua Miller
  •  Joseph Goldstone
  •  JP Mackel
  •  JT Nelson, Pasadena Open Source Consortium/SoCal Blender group
  •  Julien Dubuisson
  •  Kev Kirkland
  •  Kevin Bullock
  •  Kelvin Chu, Riot Games
  •  Kimball Thurston, Weta
  •  Koen Vroeijenstijn, Activision / Infinity Ward
  •  Kristof Minnaert, Remedy Entertainment
  •  Kurtis Schmidt
  •  Laura Scholl
  •  Larry Gritz, SPI
  •  Lee Kerley, SPI
  •  Levi Biasco, Santa Monica Studio
  •  Louis Marcoux, NVIDIA
  •  Lucas Morante, Illusorium
  •  Luca Scheller, RiseFX
  •  Luiz Kruel, R* NYC
  •  Luke Titley
  •  Manuel Köster, Crytek
  •  Mark Alexander
  •  Mark Elendt, SideFX
  •  Mark Final, Foundry
  •  Mark Masson
  •  Mark Manca
  •  Mark Sisson
  •  Mark Tucker, SideFX
  •  Marteinn Oskarsson, Sony Imageworks
  •  Martin Karlsson
  •  Mathieu Bertrand
  •  Mathieu Mazerolle, Foundry
  •  Matias Codesal, NVIDIA
  •  Matt Johnson, Epic Games
  •  Matt Kuruc, NVIDIA
  •  Matthew Levine, WDAS
  •  Matthew Low, DWA
  •  Michael B. Johnson, Apple
  •  Michael Blain, Unity
  •  Michael Buckley
  •  Michael Kass, NVidia
  •  Michael Min
  •  Mika Vehkala, Remedy Entertainment
  •  Mikko Haapoja, Shopify
  •  Mitch Prater (Laika LLC) 
  •  Nat Brown
  •  Natasha Tatarchuk, Unity
  •  Neil Chodorowski
  •  Niall Redmond, Foundry
  •  Nicolas Popravka, Soul Machines
  •  Nicolas Savva
  •  Nishanth Singaraju
  •  Nishith Singhai
  •  Oliver Dunn
  •  Oscar Sebio, Autodesk
  •  Paolo Selva, Weta
  •  Paul Baaske, Jellyfish Pictures
  •  Paul Molodowitch, NVIDIA
  •  Patrick Palmer
  •  Peter Arcara
  •  Pete Segal
  •  Phil Sawicki, NVIDIA
  •  Prapanch Swamy, Disney / Invisible Thread
  •  Pier Paolo Ciarravano, MPC
  •  Pierre-Luc Bruyere
  •  Quentin Birrer
  •  Ramesh Santhanam
  •  Rebecca Hallac
  •  Richard Frangenberg
  •  Richard Kerris, nVidia
  •  Richard Lei, Weta
  •  Rob Pieké
  •  Rob Stauffer, SideFX
  •  Robert Krupa, Elemental Games
  •  Robin Rowe, CinePaint
  •  Rohit Khonde
  •  Rory Woodford, Foundry
  •  Ryan Stelzleni
  •  Scott Geffert, Metropolitan Museum of Art
  •  Scott Keating
  •  Sean Looper, AWS
  •  Sean McDuffee, Intel
  •  Seb Schmidt, Weta
  •  Sebastian Herholz, Intel
  •  Sebastian Grassia, Pixar
  •  Sebastian Rath, Snowtrack Montréal
  •  Sebastien Dalgo, Unity
  •  Sergei Shaykin, Apple (usdzconvert)
  •  Sergio Rojas, Different Dimension
  •  Serguei Kalentchouk, Netflix
  •  Shane Davis, SideFX
  •  Shawn Dunn, Epic Games
  •  Simon Haegler, Esri
  •  Silvia Palara
  •  Sneha Jaikumar
  •  Spencer Luebbert
  •  Stefan Habel, Foundry
  •  Stephan Leroux, Shopify
  •  Steve Agland, Animal Logic
  •  Steve Hwan, DD
  •  Steve LaVietes
  •  Steven Anichini, Disbelief
  •  Sue Sauer, Sunrise Productions
  •  Sylvain Trottier, NVIDIA
  •  Thibault Lambert
  •  Thomas Chollet
  •  Thomas Kumlehn
  •  Tiago Carvalho
  •  Tim Armstrong
  •  Tim Fowler
  •  Tzung-da Tsai
  •  Vadim Slyusarev
  •  Varun Talwar
  •  Wayne Wu
  •  Will Telford, NVIDIA
  •  Xiaoxi Liu, Unity
  •  Yassine Mankai
  •  YJ Jang