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February 7, 2023

February 7, 2023

Time

9am Pacific

Agenda

Zoom

https://zoom-lfx.platform.linuxfoundation.org/meeting/94179328045

Notes

USD GDC

nVidia:

  • No hands on so far because of travel restriction

Gathering : @Frieder Erdmann , Rebecca, @Jeremiah Zanin 

USD : kind and purpose

Thanks @Sebastian "spiff" Grassia  for sharing the kind file from Pixar)

Remedy usage is minimal at the moment. They want to expand the filtering usage. Purpose is not very important because they don't use hydra.

Alab is really using purposes. We need to find a way to make the Pixar example legal.

Is it simple to create a new kind?

We can check @Sebastian "spiff" Grassia example.

we need to put info in the plug in info file. It is pretty simple.

Layer vs SubLayer

At Infinity War, USD is used for prototype. THe real usage is more referencing.

At SantaMonica studio, they try to figure out the USD usage, how to build scene. There will be huge transition from Maya.

At Remedy, At the begining, it was only referencing. For Geom/anim, sublayers could be a good usage.

Sublayering, source control can bring difficulties.

At Santa Monica Studio, There could be one file world file and have references from other world. They want to have layers by department. It could be nice to have overrides for Variant Sets.

Pixar : you can do more damages using sublayers. Pixar is working on namespace Edits. There could be orphrans if it is not done correctly.
THey are working on a project to avoid this:

  • interaction with Source Control

  • pipeline control for Orphans

  • Sublayering gives the ability to work on the same subject. It was requested by a lot of people.
    Is there a lot of latency?
    One of the challenge of the namespace Edit is that it checks a lot of things.

Boost removal

@Matthew Kuruc did an incredible work.

Some time in the near future, USD will be compiling without the usage of Boost except  for Python.

They are approaching the removal concept by concept.

What about the other dependencies? Is ther a huge usage of Boost?

  • Move away from TBB for core

  • MaterialX have no external dependencies

  • every library that uses Boost should be reached out and explained that they shouldn't use boost.

  • TBB:

    • creation of an abstraction (Work) to be able to use every own scheduler.

    • Pixar is making the work management abstraction to be plugable.

For Remedy, the real issue is Boost Python.

For Santa Monica Studio: USD is in the tool so there is no real issue. 
The TBB abstraction would be nice as they are using their own scheduler.

At EPIC, they use Boost for the Editor.

The final removing of Boost is also moving to C++17

USD vs FBX

The real question is why FBX is still an option?

@Dhruv Govil explained that there a lot of things that are working well in FBX :

  • IK

  • COnstraints

  • Animation curves

  • Takes

    • Takes are similar to a Variant. You can blend between takes. They are libraries of animations. You can feed them to an animaiton Blender.

You want to be able to use several variant at the same time.

Does USDSkeletalAnim serve this purpose?
Yes it could.

Usage of Animaiton Blender will introduce complexity in the pipeline and it won't be as powerful as Houdini's ones0.

It would be great to have the ability to link a skel to a group of animation.

A colleciton could be the way to go.

For unsampled curves, we could use AnimX.

Attendance

François Devic, Co-Lead
TJ Trently, Co-Lead, NetEase Games
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 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 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)
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
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
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
Georgie Challis
Gordon Bradley, Autodesk
Gordon Cameron, Epic Games
Guido Quaroni, Adobe
Guillaume Laforge, Autodesk
Guy Martin, NVIDIA
Hendrik Helpach
Henrik Edstrom, Autodesk
Henry Vera, DNEG
James Pedlingham, Foundry
Jeff Bradley, Dreamworks
Jenna Bell, Disney / Invisible Thread
Jennifer Horowitz, Maxar
Jenny Zhang
Jeremiah Zanin, Santa Monica Studio
Jeremy Cowles - USD Assets WG Chair, Unity