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COLLADA: Sailing the Gulf of 3D Digital Content Creation ebook

by Remi Arnaud,Mark C. Barnes


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Start by marking COLLADA: Sailing the Gulf of 3D Digital Content Creation as Want to Read: Want to Read savin. ant to Read. This book explains in detail how to use the COLLADA technology in a project utilizing 3D assets, and ultimately how to create an effective content creation pipeline for the most complex development.

COLLADA is a COLLAborative Design Activity for establishing an open standard Digital Asset schema for interactive 3D applications. This book explains in detail how to use the COLLADA technology in a project utilizing 3D assets.

Details for: COLLADA sailing the gulf of 3D digital content creation .

Details for: COLLADA sailing the gulf of 3D digital content creation /. Normal view MARC view ISBD view. COLLADA : sailing the gulf of 3D digital content creation, R�emi Arnaud, Mark C. Barn. Contributor(s): Barnes, Mark C, 19. Material type: BookPublisher: Wellesley, Mass. 7. COLLADA physics - ch. 8. COLLADA content pipeline - appendix A. COLLADA plug-in for 3ds Max - appendix B. COLLADA plug-in for Maya - appendix C. SOFTIMAGEXSI . plug-in - appendix D. COLLADA FX plug-in for Maya - appendix E. COLLADA . Tags from this library: No tags from this library for this title. 1. Introduction to COLLADA 2. COLLADA Document 3. COLLADA Geometry 4. COLLADA Scenes 5. COLLADA Effects 6. COLLADA Animations 7. COLLADA Physics 8. COLLADA Content Pipeline

COLLADA is a COLLAborative Design Activity for establishing an open standard Digital Asset schema for interactive 3D applications. Errata are posted at. Get A Copy.

by Remi Arnaud (Author), Mark C. Barnes (Author). I bought this book hoping to learn more than the spec told me. It didn't do that. It mainly describes the COLLADA schema and has no examples of real usage. There is virtually no full-length example in the entire book, and all the example fragments are contrived rather than real. Most of the figures are schema diagrams taken from XMLSpy.

COLLADA: Sailing the Gulf of 3D Digital Content Creation. Rémi Arnaud, Mark R. Barnes

COLLADA: Sailing the Gulf of 3D Digital Content Creation. Barnes. COLLADA is a COLLAborative Design Activity for establishing an open standard Digital Asset schema for interactive 3D applications. This book explains in detail how to use the COLLADA technology in . More).

Arnaud R. and Barnes . 2006): COLLADA: sailing the gulf of 3D digital content creation. Barnes M. and Levy Fi E. (2008): COLLADA – Digital Asset Schema Release . AutomationML consortium (2013): Whitepaper AutomationML. Part 3 - Geometry and Kinematics. org/files/collada spec 1 5. Lipps S. (2009): Beschreibung von Geometrie und Kinematik mit COLLADA. In Datenaustausch in der Anlagenplanung mit AutomationML.

Originally created at Sony Computer Entertainment by Rémi Arnaud and Mark C. "COLLADA Sailing the Gulf of 3D Digital Content Creation". Archived from the original on 2010-09-19.

The goal is to allow content creators to define various physical attributes in visual scenes. For example, one can define surface material properties such as friction.

COLLADA is a COLLAborative Design Activity for establishing an open standard Digital Asset schema for interactive 3D applications. This book explains in detail how to use the COLLADA technology in a project utilizing 3D assets, and ultimately how to create an effective content creation pipeline for the most complex development. Errata are posted at http://collada.org/mediawiki/index.php/COLLADA_book.
Unirtay
I bought this book hoping to learn more than the spec told me. It didn't do that. It mainly describes the COLLADA schema and has no examples of real usage. There is virtually no full-length example in the entire book, and all the example fragments are contrived rather than real. Most of the figures are schema diagrams taken from XMLSpy. The color plates merely show products, mostly Maya but including those of the authors', and have no linkage to the text or in most cases to COLLADA at all. If the authors wanted to be helpful they could have included links to the COLLADA files for those scenes, assuming the scenes could even be represented in COLLADA. (Nothing was said about that.)

Much of the book describes the collaboration that created the spec rather than the spec itself. Mildly interesting maybe, but useful? There are only 164 pages of primary content. The rest describe product-specific plug-ins and how a content pipeline might be designed around COLLADA. There is some description of the open-source COLLADA DOM. (But using a DOM for huge model files is typically not practical.)

The writing is uneven and more often than not opaque. Here's a typical passage (page 47):

"The <accessor> element describes the common or well-known representation of the outputs of a <source> element. The <accessor> provides the parameter-binding information that forms the data source's output interface or 'plug.' The inputs of the primitive collation elements connect to the sources via these access interfaces and complete the data stream model of geometric information (see figure 3.2)."

All this is trying to say that the accessor element describes how the data is laid out. Figure 3.2 is a table with four rows: count, offset, source (an array pointer) and stride. Publishers used to have editors that would prevent this kind of writing.

I returned the book. It was very expensive (approximately 40 cents US per page). I couldn't recommend it at a fourth the price.
Akinozuru
I think this book is indeed quite well written, and gives a lot of information about the COLLADA format. I would recommend it to anyone working with the format, as it shows what can be done, but also how to do it.

On the down side, I think that the authors don't give enough credit to Open Source/Open Standard software concepts. For instance, in Chapter One, they state, "In the entertainment industry, there are three major DCC tools: 3ds Max, Maya, XSI." I think that the oversight of Blender being a viable alternative to any of these makes me question the authors' credibility in terms of software tools. Granted, it's not one of the DCC tools with the largest market share, but it's the tool of choice for many independent game developers, many of whom probably work in coordination with people using several other tools, and have a distinct need for COLLADA as an interchange format.

This is just an example, but nowhere in the book that I can find, do they mention a specific open source product. In addition, the authors seem to be quite critical on the subject of open source software in general, reducing the whole category of tools to a small blurb, and stating that it's unlikely a commercial entity would use open source products, for fear of patent infringement.

While I think the book has a large amount of good information, I can see open source developers becoming a little discouraged with the constant reminder throughout the book of, "here's how to get COLLADA to work with your proprietary stuff, so you can protect your secrets."
kinder
I purchased this book at the ACM SIGGRAPH 2006 conference and finished it within a few days of my return. The text is clearly written and the endnotes are interesting. It clarifies many of the ambiguities in the COLLADA specification. This book is a must-have for anyone writing COLLADA import or export code.
COLLADA: Sailing the Gulf of 3D Digital Content Creation ebook
Author:
Remi Arnaud,Mark C. Barnes
Category:
Graphics & Design
Subcat:
EPUB size:
1964 kb
FB2 size:
1445 kb
DJVU size:
1574 kb
Language:
Publisher:
A K Peters/CRC Press; 1 edition (August 30, 2006)
Pages:
250 pages
Rating:
4.2
Other formats:
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