March 6, 2024

Time

9AM PST

Agenda

Update on formal work product presentation - Primal Cube
Shared link + collaboration on other topics to address with this asset
Validation framework feedback / discussion

GDC

  • Remedy Talks 

  • 18th to 22nd March

  • Update during next meeting

Update on formal work product presentation - Primal Cube

TJ will gather and set the presentation page very soon.

Validation Framework

USD Validation Framework : https://github.com/PixarAnimationStudios/OpenUSD-proposals/pull/29

  • We are using a cache for the validation.
    Question from TJ : 
    https://academysoftwarefdn.slack.com/archives/C03GKF4DG7K/p1709671482409539

    Thomas Trently Has anyone had a chance to check out the validation proposal yet? I was reading through it and was curious if it had any concepts for caching data to improve runtime speed. I've had to consider this a few times in other validation systems where we wanted to check multiple components at different levels but didn't want to pay the look-up cost each time. ex. If I wanted multiple tests to process vertex data, I would want to loop vertices once and run each test while it has that data vs each test looping vertex data. Varun Talwar Hey Thomas, thanks for reading the proposal. I haven’t considered caching of scene data while test execution.. will keep an eye for it while I am working on the implementation. Varun Talwar I also feel it will be hard for the framework to introspect what individual tests are testing for such a cache. Maybe test writers can bundle tests appropriately in StageLevel tests and PrimLevel tests if there is an expensive operation they don't want to run for every single prim ... etc. Varun Talwar Also I will try to be on the call tomorrow, if anyone else has questions. Thomas Trently That would be awesome, it would be nice to have some more discussion on it. Varun Talwar For sure, all suggestions and feedback are welcomed


    Caching should happen only for a particular run but not across different runs.
    Eg : querying all the triangles only once.
    The same context could be shared different test but for the same run.

  • Validation should be very quick. So the idea would be to reduce the validation time.


  • There is a Fix It feature. It is awesome.
    Internally, there was a big chat and they decided to have it manually.
    But the client could, later on, decide to automatically apply some fixes.

    Sometimes, content creators want automatic fix (for example, when working with Unreal, some flags, parameters, should be set up correctly.

    Adding a flag to automatically apply some fixes?
    It should be trivial thing to be wrapped by the clients given the right set of APIs, but framework still shouldn't provide a means to always apply a fix. Varun took note to extend the API.

  • Every project will have its own sets of rules 

    • parameters would be different

    • validators could be config driven (eg : naming convention)

  • Example of automatic fix:

    • new light schema

    • BUT what if there are 2 ways of fixing the issue

 

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 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.