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August 21st, 2024

August 21st, 2024

Time

9AM PST, Wednesday 21st August 2024

 

Link

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

Agenda

  • LOD USD Schema Proposal - Who wants to start work on it?

  • Diff / Merge USD assets

  • Caldera Data Set, curious if anyone's tried it out!

LOD USD Schema Proposal

Some cool stuff :

https://lodbook.com/toc/
https://forum.aousd.org/t/gameengine-as-a-sceneindex-plugin/1238
https://github.com/ubisoft/usd-lod-schema-proposal

https://academysoftwarefdn.slack.com/archives/C03GKF4DG7K/p1721840101931609

Can @Paolo Emilio Selva  open source his project?

Most of the game companies will invest for their LOD system before having a LOD USD proposal.

Ubisoft's proposal is oriented for geometry but we need to have more LODs. We need hierachical LOD.

LOD also should be able to be loaded in the DCCs.

It is  hard to generalize the LOD.

There is a difference between the asset and the definition. Storing data can be achieve with Variant.
The content description is more difficult to do.

Maybe it is too early to have the proposal.

We should do the fact gathering to have a list of what LOD are for everyone in the game.

We need to have a minimal set of data.

We need to check OpenExec.

We could have have a parallel Variant. It could a variant representation. Is the Variant the good way of doing it?
Payload are convenient to be able to not load everything all the time.

Variants are recomposition expensive. For now, Variants are too slow. And for Variants are one at the time, no transition.
We would need to stay near to the original OpenUSD, so having a Variant of Variant.

Do we need to know more of Hydra?

Fact gathering

If we were able to down to the lime, define a schema which is general for Games and films. But we will need to define specific behaviors : how is that supported?

We would love to have a generic schema that is working in game engine and DCC but we will need to specializae things.

eg : What are the descrimintion for the LOD switch?

We need to find the different methods

  • different methods 

    • Hierarchical lod

    • Film LOD

    • Object LOD

Hierarchical LOD can be complicated to integrated : how to recompose a scene?

There would be Non-object based LOD scheme (for example particle system).

LOD are different representation of the same object.

What are we going to use that already exists in OpenUSD?

Diff / Merge USD assets

Caldera Data Set

https://blog.activision.com/activision/2024/activision-releases-call-of-duty-warzone-caldera-data-set

IN the next USD meeting there will the SIggraph presentation.

Next meetings:

  • Caldera show from @Satish Goda 

  • DIscussion about LODs

Next Steps

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