Collada: Sailing the Gulf of 3d Digital Content Creation

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Rémi Arnaud, Mark C. Barnes
A K Peters, 2006 - Computers - 237 pages
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COLLADA, the digital entertainment industry's first standard interchange format for 3D graphics, defines an XML-based schema to enable 3D authoring applications to freely exchange digital assets without loss of information—enabling multiple software packages to be combined into extremely powerful tool chains. It was developed in a cooperative effort between the industry's leading developers of applications, games, and platforms to streamline the interchange process.This book, written by the two driving forces behind COLLADA, is a complete guide to the COLLADA 1.4 specification. It provides content developers, application developers, and tool providers with a unique insight into the design of COLLADA that will help them to • exchange and fully preserve asset data • package programmable shader effects • control real-time physics engines • build powerful content creation pipelines that can automatically condition and scale 3D geometry and texture assets for real-time playback on a wide diversity of platforms.

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Contents

Introduction to COLLADA
4
COLLADA Document
20
COLLADA Scenes
71
Copyright

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About the author (2006)

Rémi Arnaud joined Sony Computer Entertainment US R&D in January 2003 as the Graphics Architect for the PLAYSTATION®3 graphics API. Arnaud obtained his Ph.D in Real-Time Image Synthesis while working in the R&D department of Thomson Training & Simulation (Paris, France) designing visual systems for custom hardware and high-end workstations.Mark Barnes joined Sony Computer Entertainment US R&D in July 2003 as a member of the graphics team where he is leading the effort on COLLADA. Barnes' experience and knowledge in the field of visual simulation includes database tools, distributed processing, and real-time graphics.

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