May 29, 2024

Time

9AM PST

 

Link

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

Agenda

  • Discussion on desired features of USD within game engines and editors.

  • USD game engine

Discussion on desired features of USD within game engines and editors.

What do people need?

In Unreal, it is a barebone integration. We can view stages in Unreal (it is more VFX, Movie).
How can we represent USD scene in Unreal (not necesserly as Runtime)? 

How to edit level? In Unreal, you can just load your stage.

Having a translator from USD to Unreal architecture.

Unreal (or any other engine) should be able to edit USD. We should be able to make back and forth edit.

Maybe, we need to have game schema to have asset that are game asset.

Some content creators perfer to place assets in Maya and then export to Unreal. It would be great to be able to have back and forth with Unreal.

 

Content creators like to work in different DCCs so it could be difficult to assume that source files are identical. USD could solve this issue as being an intermdiate format.

USD could be a primary format and we would write tools only for USD.

 

Maybe, our group can write down a new plugin for Unreal.

 

We need to create the list of features we want in the plugin (for Unreal, Unity, etc)

 

We need to have a list of needs. We need to have a guidance on what is missing. (eg AvatarSchema).

Trivial needs could be how to playback a cut scene, particles effects, physics that could map other physic engine.
we need to have a list of atomic things that we need to do to create a game.

 

We need to do such as game asset did regarding glTF vs USD. And we could do FBX vs USD and do some roundtripping. Check Guc Pable Delgado (https://github.com/pablode/guc).

We could have usd assets in Unreal, FBX in Unreal and then check the differences.

 

Maybe we could have a secondary USD plugin.

 

We need to start with stupidly trivial assets and repo. And we can start building from there and then organize them.
We need to have volunteers and time box the work. @Thomas Trently will start the repo and do some tests with a cube.

USD game engine

From @Paolo Emilio Selva :
I was wondering if others are considering the idea of a "game engine" that actually sits at the Hydra level, providing edits on Hydra prims instead of USD prims. 

@Former user (Deleted)  will show a chart for Authoring Domain.

We need to do soeme roundtripping to see the difference between game engines and USD.

Next meetings:

  • Rez from Thomas

  • Compound attribute data from SantaMonica Studio

  • Continue discussion (Frieder, etc)

    • Have a cube and a repo and in Unreal (Thomas) - end of June

  • Chart from @Former user (Deleted) for Authoring domain

Next Steps

  • List of needs

  • Try round tripping USD to FBX 

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)
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
James Pedlingham, Foundry
Jason Rosson
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
Nat Brown
Natasha Tatarchuk, Unity
Neil Chodorowski
Niall Redmond, Foundry
Nicolas Popravka
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

License: CC BY 4.0, Copyright Contributors to the ASWF USD working group.