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July 24, 2024

July 24, 2024

Time

9AM PST



Link

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, Autodesk 
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