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Universal 3D File Format In The Works

telstar writes "The Register is reporting that more than 30 companies are working together to define a new file format intended to serve as a universal 3D file format. The new file format will be named the 'Universal 3D Format', or U3D. According to the article, they hope to make the new format as standard as MP3 has become for audio, and JPEG has become for 2D images. Interesting that they would choose two lossy media formats as models for comparison."

464 comments

  1. Really bad examples to pick... by LostCluster · · Score: 5, Insightful

    Not only did they pick two lossy formats to use as examples, both MP3 and JPEG are patent-encumbered formats. (The validity of the Forgent patent on a piece of JPEG is a bit of a still-contested issue... but I'll leave that to others to discuss.) If you want to write a program using either of those formats, you're going to have to pay the toll.

    Let's hope U3D is able to stay clear of such entanglements. Having a patent involved in a file format makes it questionable if FOSS can legally use the format.

    1. Re:Really bad examples to pick... by cptgrudge · · Score: 5, Interesting
      Let's hope U3D is able to stay clear of such entanglements. Having a patent involved in a file format makes it questionable if FOSS can legally use the format.

      In the first line of the article, it says that Microsoft is involved with developing the format. Maybe I'm cynical, but I have little to no faith that this will come out as an open standard. We all know about Microsoft's SOP with respect to actual open standards that they've "enhanced". With them in on the ground floor on this one, I think it's doomed to be proprietary.

      --
      Qualitas edurus commercium, nullus penitus net rimor, nullus deus beneficium
    2. Re:Really bad examples to pick... by LordHatrus · · Score: 0

      Even GIF now... licensing the way to make gifs... arghh!!!

    3. Re:Really bad examples to pick... by sampowers · · Score: 2, Insightful

      XML

    4. Re:Really bad examples to pick... by frenetic3 · · Score: 4, Insightful

      This is all kind of a silly nitpick. Those issues are completely orthogonal. They are obviously citing these formats because they are ubiquitous and the prevailing format for their media type... if a kid said "I want to be a great basketball player, like Michael Jordan", saying "But damn, he was so shitty at baseball!" is kind of irrelevant. (Hope you enjoy the crackheaded analogy :P)

      -fren

      --
      "Where are we going, and why am I in this handbasket?"
    5. Re:Really bad examples to pick... by Docrates · · Score: 4, Insightful

      I disagree. I think their comparisson is based on the ubiquity of those formats and not on their technical quality or legal status.

      In that case, it's a very good example, only not a slashdot-compliant one.

      --

      There are two kinds of people in the world: Those with good memory.
    6. Re:Really bad examples to pick... by Anonymous Coward · · Score: 2, Informative

      The GIF patent has expired. You are allowed to freely do things with GIF now.

      Thank you for being up to date on all of your legal technical issues.

    7. Re:Really bad examples to pick... by Venner · · Score: 1, Redundant

      My first that was to say exactly what you did :)
      I think they were going for ubiquitousness (or is it ubiquity?), rather than pure utility.

      I mean, I'd love to be able to replace 'Jpeg' with 'PNG' in that sentence, but it probably ain't gonna' happen.

      --
      A preposition is a terrible thing to end a sentence with.
    8. Re:Really bad examples to pick... by dbarclay10 · · Score: 3, Insightful

      I believe the references to JPEG and MP3 were just examples of other popular standards, not meant to point out patent-encumbered standards.

      That being said, the companies involved are all heavy users of patents, in many cases aggresively. They're also using ECMA as their standards body, who has a very premissive policy on patents. For anybody who reads that link, "reasonable and non-discrimantory licensing" means "everybody who uses this 'standard' can be made to cough up some dough."

      So yes, in all likelyhood, this "standard" will be patent-encumbered and will require any new kids on the block to pay what will likely be extortion-rate fees (though they'll be "reasonable" fees in that any multinational with billions in the bank can afford them). The companies involved in creating the standard (the ones who don't like competition and in some cases have been convicted for price-fixing and illegal monopolistic practices) will simply cross-license the relevant patents amongst themselves, meaning they're free to implement it without cost.

      --

      Barclay family motto:
      Aut agere aut mori.
      (Either action or death.)
    9. Re:Really bad examples to pick... by Anonymous Coward · · Score: 1, Informative

      Only in the US. Other countries are still hanging on.

      "The U.S. LZW patent expire[d] June 20, 2003, the counterpart Canadian patent expires July 7, 2004, the counterpart patents in the United Kingdom, France, Germany and Italy expire June 18, 2004, and the Japanese counterpart patents expire June 20, 2004."

    10. Re:Really bad examples to pick... by Anonymous Coward · · Score: 0

      Not only that, but standardized open 3D formats have been tried before, and it's failed miserably, it's a joke to even try in some ways.

      However, The Best option right now-- to me, at least-- is openNURBS. A few of the big players have already picked up support for it, and it exists today, now, and it's not only open, but Open Source.

      If only McNeal weren't such a PITA in the past when I tried to deal with them, I'd be estatic. Right now, I'm cautiously optimistic about what they're going to do in the future, but oh well.

    11. Re:Really bad examples to pick... by ObsessiveMathsFreak · · Score: 1

      It might be possible to make a lossy D storage format as well.

      Instead of storing the hundreds of points that make up a surface the program could instead interpolate an approximate formula for that surface.

      Not only would this leada to compression of the file, it could also lead to higher resolutions without larger filesizes.

      All the end user would have to do is increas the size of his mesh when he draws the surface function.

      I think it could work. Anything to avoid all these ad hoc file formats for 3D models. Trouble is MS might EEE it.

      --
      May the Maths Be with you!
    12. Re:Really bad examples to pick... by JVert · · Score: 0

      How about the fact that they are lossy?

      BMP and WAV would have been much better. When you talking about making a standard you should be carefull in your choice of words.

    13. Re:Really bad examples to pick... by ambienceman · · Score: 0
      But it's not like they are using them to model exactly. Those just happen to be so much of a standard that you can use it everywhere. I think they were focusing moreso on the popularity of the formats rather that the inner workings and patents, etc...

      Since 30 companies are going after it, maybe some open source folk can come up to the plate to please them all.

      -James
    14. Re:Really bad examples to pick... by SlamMan · · Score: 2, Insightful

      You mean those things most home users don't know about or ever see?

      Its a press realse. Its not a white paper or a tech demo. Hell, it was probobly writen by a marketng guy who doesn't know what a losssy format is, and has their engineers grumbling about it as we speak.

      --
      Mod point free since 2001
    15. Re:Really bad examples to pick... by Anonymous Coward · · Score: 1, Interesting
      I think they were going for ubiquitousness (or is it ubiquity?), rather than pure utility.

      I'd say go with ubiquity--not only because it's right, but because it gives your sentence an almost poetic flow with "utility."

      They pursued the crown of ubiquity
      Worn by the JPEG and the MP3,
      While others would prefer utility
      as the humble OGG, or the PNG.


      (Score: -1, Too Much Free Time)
    16. Re:Really bad examples to pick... by An.+(Coward) · · Score: 4, Insightful

      This is all kind of a silly nitpick. [Patent encumberance] issues are completely orthogonal. They are obviously citing these formats because they are ubiquitous and the prevailing format for their media type...

      It's not nitpicking at all...the article states that

      the intention is to create a way of encoding 3D data as freely available as MP3 for audio and JPEG for still images. Intel and co.'s goal is to end the array of proprietary 3D graphics formats devised by CAD, 3D and other software developers and replace it with a single, standard format that all can use.

      MP3 is unquestionably a patented, and therefore proprietary, format, and JPEG might have some patent issues of its own. If those are the examples they cite, then it's perfectly legitimate to probe more deeply into what exactly they mean when they say they wish to make their format "as freely available" as these.

    17. Re:Really bad examples to pick... by mcc · · Score: 2, Funny

      This is an excellent point, since MP3 and JPEG have been absolute failures as formats and Free software cannot interoperate with them. Do we want to repeat that?

      ....err, wait

    18. Re:Really bad examples to pick... by Anonymous Coward · · Score: 0

      the counterpart patents in the United Kingdom, France, Germany and Italy expire June 18, 2004

      Huh? I thought Europe didn't have software patents yet, so how come LZW was patentable there decades ago?

    19. Re:Really bad examples to pick... by Anonymous Coward · · Score: 0

      Looks to me like MS is in it so they can have native 3d support in their coming OS/browser without having to pay royalties to any existing 3d peeps

    20. Re:Really bad examples to pick... by sampowers · · Score: 2, Insightful

      Almost forgot SOAP... Considring present company, this is not surprising.

    21. Re:Really bad examples to pick... by juiceCake · · Score: 1

      So you favour the Dennis Miller approach to informing the general public about a particular objective?

      I don't believe the issues of lossy compression or patent restraints is part of the comparison, rather, the fact that the general public are far more familiar with jpeg and mp3 and many may not even be aware of lossy compression and patent restraints.

      Now where do we draw the line on how technically accurate comparisons of this sort have to be?

    22. Re:Really bad examples to pick... by alphakappa · · Score: 1

      JPEG is patent encumbered, but not royalty and license encumbered. Makes a big practical difference (compare with the gif fiasco)

      --
      "When the only tool you own is a hammer, every problem begins to resemble a nail." - Abraham Maslow (1908-1970)
    23. Re:Really bad examples to pick... by 0x0d0a · · Score: 1

      That being said, the companies involved are all heavy users of patents, in many cases aggresively. They're also using ECMA as their standards body, who has a very premissive policy on patents. For anybody who reads that link, "reasonable and non-discrimantory licensing" means "everybody who uses this 'standard' can be made to cough up some dough.

      You know, the *only* time I've heard much about ECMA standards has been in the context of C#.

      Here's a list of ECMA standards. I find it a little distressing that the bulk of them relate to data formats and communication protocols -- two areas where Microsoft and other heavy-hitting IP nasties work hardest to leverage IP to prevent free interoperation.

    24. Re:Really bad examples to pick... by DunbarTheInept · · Score: 1

      Why would a lossy standard for 3D be so bad?? The popularity of JPEG and MP3 pretty much proves that there's a lot of situations in which having a reproduction that's merely "good enough" for human senses is worth it if it allows for tight compression. There's a reason people don't generally store photos using PNG or GIF, and people don't generally store their songs on their digital walkabout players using WAV or RAW files.

      If the output is intended just for human consumption, and not for perfect record keeping, or for perfect image analysis, then a lossy format makes a lot of sense.

      --

      Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.

    25. Re:Really bad examples to pick... by PalmerEldritch42 · · Score: 4, Interesting

      The article says that 3 big companies in on this are Intel, Adobe, and Microsoft (and a variety of other unnamed parties). I would much prefer to see some companies that do more with 3D content createion, like Autodesk, Discreet, Alias/Wavefront, Invidia, etc. Might it not be best to ask the big players first?

      --
      Ceci n'est pas une sig.

      :wq!

    26. Re:Really bad examples to pick... by JeremyALogan · · Score: 1
      Interesting that they would choose two lossy media formats as models for comparison.
      I hate it when I work up a big rant about how they aren't lousy, just outdated only to reread it and see that it says LOSSY nout LOUSY... sigh
    27. Re:Really bad examples to pick... by Halfbaked+Plan · · Score: 1

      MPEG and JPEG are really only as lossy as you choose to make them. Unless you're using a really bad editor or capture tool that doesn't give you compression options.

      --
      resigned
    28. Re:Really bad examples to pick... by Halfbaked+Plan · · Score: 1

      The thing that I noticed about ECMA standards awhile back was that they had a lot of standards that parallel the IEEE, ANSI, etc. standards, but the ECMA ones could be freely downloaded as PDFs, whereas the ANSI and IEEE ones require you to pay $350 for a 36 page printed standard.

      So I've never viewed ECMA in the negative light you seem to view it in.

      --
      resigned
    29. Re:Really bad examples to pick... by Anonymous Coward · · Score: 0

      BMP and WAV would have been much better.

      No it wouldn't shithead. These formats have not hit the level of ubiquity and familiarity that MP3 and JPG have. I can deal with the notoriously poor BMP format (as well as about 1300 other image formats) but it is not one that I use. BMPs are virtually unknown to most Unix and Mac people. They are not common outside the OS/2/Win world. TIFF is more universal than BMP, dickwad idiot.

      JPG on the otherhand is so common. It is the default format of most digital cameras, it is the most commomn format for the web (more content that people save is pushed in JPGs than PNGs or GIFs) (most surfers save photos rather than web page "art" that PNGs are used for). Many embedded devices like inkjet printers, and practically all computer systems are JPG enabled.

      MP3 is in the same position. WAV (RIFF more generically) is fairly common, but not universal. Secondly, you stupid piece of dogshit, WAV files
      are really just containers. Many WAV files contain MP3 data in them you dork. MP3 is a household word and is the defacto transportable music format. MP3 is a precise specification for a lossy representation of audio data. It is not a container format (in fact it gets its name from the container format that it is typically used in: MPEG)

      The examples had nothing to do with them being lossy. The connection is something you have fabricated. On the otherhand you named a poorly defined image format and an imprecise generic RIFF container format. Seems pretty poor to me.

    30. Re:Really bad examples to pick... by CrowScape · · Score: 1

      Yes, I certainly wouldn't mind the CAD files for the next plane I'll be flying in being in a lossy format. We don't need those parts to fit exactly, do we?

      --
      common sense: noun
      What those who are ignorant of the subject matter think; usually wrong.
    31. Re:Really bad examples to pick... by Anonymous Coward · · Score: 0

      Don't forget Multigren-Paradigm (http://www.multigen-paradigm.com/). They are the company that *I* first think of in relation to 3D file formats.

    32. Re:Really bad examples to pick... by Mithrandir · · Score: 1

      ECMA is typically used as a gateway standards body by a lot of companies trying to standardise proprietary technology. A lot of places will not accept contract bids for proprietary standards, so many companies use it to get a "standard" tag associated with their technology. Another classic example of this is Javascript that got pushed through here.

      Once ECMA has approved it (almost always do as it is a pay-for standards body - ie you pay for it, we'll make it a standard) companies try to leverage these into other more stringent bodies. As you correctly note, most of these standards end up going through somewhere like ISO, IEEE, ANSI or other places. However, don't expect the text to be indentical. I know in the couple of cases I've been involved in that have taken ECMA standards and turned into ISO ones that a lot of changes are made. Not big ones like complete rewrites, but lots of things like completely defining semantics and behaviuoural models etc. If you get a chance, check out the differences between ECMA 262/269 and ISO/IEC DIS 16262 both of which define what we know as "Javascript".

      --
      Life is complete only for brief intervals in between toys or projects -- John Dalton
    33. Re:Really bad examples to pick... by DunbarTheInept · · Score: 1

      And I wouldn't want video object recognition systems like those on the mars landers to be doing their work on JPEG images for the same reason. Luckily, they aren't. Just like a lossy 3D image format wouldn't be the ONLY ONE IN EXISTENCE like your faulty implication keeps assuming.

      --

      Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.

    34. Re:Really bad examples to pick... by Feanturi · · Score: 1

      Not only did they pick two lossy formats to use as examples,

      Well, what I got out of that was that those two formats are readily recognized by the public at large, and so made convenient examples. Patent-encumberance aside, those two formats really do dominate their fields after all, and that was the point being made.

      Anyway, I would think that a lossy 3D data format would just be silly, and is likely not being considered. The patent war will still be an issue probably, but a good 3D format standard would so totally rock, I hope it works out well.

    35. Re:Really bad examples to pick... by CrowScape · · Score: 1

      Oh, it "keeps" assuming. I see I apparently used it multiple times even though I only posted two sentences. But honestly, how could it be the Universal 3D format if it can't do CAD-CAM?

      But I'll put CAD aside for the sake of argument. Even going with, say, video games, a small deviation in the position of a vertex can mean the difference between an object displaying normally or two surfaces conflicting/intersecting.

      Here's the question: what information is there for you to lose besides the normal poly-count? The only other one I can think of are coordinates (which would parallel JPEG quite well), which isn't a good idea for any application as I touched on above, so that's out. So if it's limited to polycount why the hell would anyone want a file system determining what vertices to keep instead of the myriad of nice controls designed for this already in their editors? Even here game designers would give it a pass. Since the file format, we'll assume for lack of a better way to be lossy, is concerned with polycount, it's unlikely that it would support massive numbers of polygons in the models, so Hollywood wouldn't touch it. So really there would be no practical use for it.

      The notion of a lossy 3D format, just like a lossy 2D vector graphic format, is stupid. Especially one that purports to be "universal." So guess what? U3D will be lossless.

      --
      common sense: noun
      What those who are ignorant of the subject matter think; usually wrong.
    36. Re:Really bad examples to pick... by Anonymous Coward · · Score: 0

      So, should we expect a Windows-specific "W3D" suddenly emerge right after "U3D" goes gold? (Honestly asking -- not trying to troll -- as I'm not very good at the technical and legal factors.)

    37. Re:Really bad examples to pick... by Anonymous Coward · · Score: 0

      For a file format to be non-lossy, you would have to be able to take an EXE-file, convert it into an image / movie, (jpeg / mpeg) encode it, decode the resulting file, and convert it back to an EXE-file, and it still runs. If it doesn't, the file format it lossy.

    38. Re:Really bad examples to pick... by afd8856 · · Score: 1

      Oh yeah, it's called NURBS. So it already exists. They are like vector art compared to pixel images. But how would you convert from nurbs to polygons? Most modelers want a good (precise) control over their mesh, something that an automatic conversion doesn't allways give.

      --
      I'll do the stupid thing first and then you shy people follow...
    39. Re:Really bad examples to pick... by reanjr · · Score: 1

      I do not believe those companies would have a vested interest. In fact I think they would be against it.

    40. Re:Really bad examples to pick... by PalmerEldritch42 · · Score: 1

      Sadly, you are probably right. But without their support, no such "standard" will be used. All of the schools teach mostly 3D Studio Max and Maya for 3-D usage. SoftImage (XSI) is making a little headway, but those are the big ones. If they don't accept the standard, then it won't be useful.

      --
      Ceci n'est pas une sig.

      :wq!

    41. Re:Really bad examples to pick... by Halfbaked+Plan · · Score: 1

      That's utter nonsense. There are many highly efficient file formats for compressing EXE files, that aren't lossy. Similarly, you can save a bitmap as a JPEG image, without any compression, and it will get somewhat smaller, and not lose information. Your comment seems to imply something is 'lossy' if something it's not designed to do doesn't work.

      A bare piece of copper wire is 'lossy' if you try to run water through it.

      --
      resigned
    42. Re:Really bad examples to pick... by DunbarTheInept · · Score: 1

      A 3d format that correctly stores the exact coordinates of everything is still "lossy" if the textures are not perfectly re-renderable. If I say "this curve absorbs 50% of the light that hits it and reflects 50% of the light that hits it, whith a diffused spread factor of 5, and this foggy area has a thickness factor of 10 (whatever that might mean in the format)", then two different renderers will take that very same information and produce two similar, but slightly different images. Thus it is possible for a 3-d format to be lossy. There are enough parts of the scene that are subject to fudgy algorithms.

      --

      Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.

    43. Re:Really bad examples to pick... by CrowScape · · Score: 1

      That's not lossy as the render engine has nothing to do with the 3D file itself. Is the PNG format lossy because some browsers render it differently? No. Is HTML lossy because of CSS formating? No. "Lossy" is when the information contained in the file degrades every time it is saved, which is not the same as how a file is displayed.

      --
      common sense: noun
      What those who are ignorant of the subject matter think; usually wrong.
    44. Re:Really bad examples to pick... by DunbarTheInept · · Score: 1

      % cp foo.jpg bar.jpg
      % cp bar.jpg baz.jpg
      % diff foo.jp baz.jpg
      %

      Everyone calls JPEG lossy, but the format does not degrade further every time it's saved. So, No that's not what "lossy" means.

      --

      Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.

  2. Lossiness? No, try patents by tepples · · Score: 4, Insightful

    Interesting that they would choose two lossy media formats as models for comparison.

    Would one really notice slight noise in the coordinates of points of a mesh or in texel color values?

    Frankly, I'm more worried about this from the article:

    the intention is to create a way of encoding 3D data as freely available as MP3 for audio

    MP3 is not free. Will Intel or one of Intel's licensors pull a Unisys after this format has become popular? Apparently, the 3D Industry Forum's FAQ page doesn't even contain the word "patent".

    1. Re:Lossiness? No, try patents by LostCluster · · Score: 2, Interesting

      Would one really notice slight noise in the coordinates of points of a mesh or in texel color values?

      Uhm... yes... it'd create a jittery effect that could make a mess of things when it comes times to convert the rendered output to an MPEG.

    2. Re:Lossiness? No, try patents by fredmosby · · Score: 2, Informative

      It doesn't really matter because their format will not be lossy. 3D files aren't like graphics or MP3's, the only reason a point or polygon exists in a 3D file is because an artist told the computer to put it there. In an uncompressed bitmap a white page would take as much space as a photograph of a house. An empty 3-D file would take much less space than a 3-D file containing a model house.

  3. There's a page for this on the ECMA site... by tcopeland · · Score: 5, Informative

    ...right here.

    There's also a separate 3DIF site.

  4. CX by grub · · Score: 5, Funny


    will allow 3D data to be more easily incorporated into other apps, such as web browsers

    I hope the Christmas Island people get their act together before this becomes widely used... the horror... the horror...

    --
    Trolling is a art,
    1. Re:CX by WormholeFiend · · Score: 4, Funny

      already been done, by Epic, in Unreal Tournament 2004.

      goatse-like 3D structure screenshot hosted on a website not safe for work

    2. Re:CX by meringuoid · · Score: 1
      in Unreal Tournament 2004.

      Not having dared look yet, I have to ask: when you fire the sludge gun, where does it... uh, that is to say what exactly... No, it's just too horrible!

      --
      Real Daleks don't climb stairs - they level the building.
  5. 3D what? by Gothmolly · · Score: 5, Insightful

    3D maps?
    3D wireframes?
    3D solid objects?
    3D interior spaces?

    JPEG != MP3, and wishing will not make disparate needs and functionality the same.

    --
    I want to delete my account but Slashdot doesn't allow it.
    1. Re:3D what? by ZiggyPiggy · · Score: 4, Funny

      3D Porn!!!

    2. Re:3D what? by tepples · · Score: 1

      Given actual consumer applications of 3D graphics technology, I'll guess that the format stores a mesh and links to texture files (possibly PNG, JPEG, or JNG).

      No, I can't Read The F___ Site. When I try to look deeper into the issue, I get 401 Authorization Required. No, I can't just create an account because the form to create an account is available only to employed persons ("Company: (required)").

    3. Re:3D what? by black+mariah · · Score: 1

      Company: None

      But then, that would make sense and be easy and wouldn't give you a chance to bitch about nothing.

      --
      'Standards' in computing only impress those who are impressed by things like 'standards'.
    4. Re:3D what? by System.out.println() · · Score: 1

      How about "3d all of the above"? I don't see any reason one format could not accomodate all of those things.

      JPEG != MP3

      What exactly is so different between JPEG's and MP3's, exactly? Both are lossy formats that acheive very good compression because they take advantage of what (most) humans can't perceive.

    5. Re:3D what? by dasmegabyte · · Score: 1

      Hopefully, all four in such a way that you can encapsulate one of them in the others. Something like layers on a GIS map or photoshop doc.

      --
      Hey freaks: now you're ju
    6. Re:3D what? by Nahor · · Score: 1

      You're new here, aren't you? You should say:

      3D pr0n!!!

    7. Re:3D what? by 0x0d0a · · Score: 1

      Animations?

      Character models?

      Fractal models?

    8. Re:3D what? by utexaspunk · · Score: 1

      you joke, but the porn industry are often the early adopters. i wouldn't be surprised to see it. although, it had better be something better than stuff made in Poser...

    9. Re:3D what? by Minna+Kirai · · Score: 1

      I don't see any reason one format could not accomodate all of those things.

      There are abundant reasons. For interior spaces, for example, it can be important for the polygons to be indexed along BSPs (or some even more complex data structure). In the demanding world of 3d performance, there are all kinds of ways the file structure can impact runtime performance. There are many things that could be precaluated in different ways, for example.

      One might respond that a single format can accomodate all of those needs by including an optional feature for each specialized area. That's a possibility, but it also weakens the chances for adoption of the format.

      The more optional features there are, the greater the chance that some popular programs will implement only a subset of the specification, meaning the power of the format to serve as an interchange standard for all 3d programs will weaken.

    10. Re:3D what? by Anonymous Coward · · Score: 0

      But wouldn't the 'subset' of features be used when that feature is required and the program being used to interperet the format only need to be able to decode that 'subset'?

      To me it seems that the only bloat will be in the specs and whether you need to adopt all the specs for your specific purpose depends on the required subset.

      I don't see where the optional features come into it. Unless you are trying to incorporate all of the foremention 3D requirements into one image. Designing a program to decode (decompress, whatever) and encompass the entire specification may be a challenge but if only certain requirments become mainstream then a program could reject certain images and leave the handling of those to specialised software.

      Deosn't sound that hard to implement or adopt. No more than any other broad-spectrum specification :)

      I know when I use HTML I don't use all tags and if I do I can't garauntee that all browsers will interpret them correctly. None-the-less the specification exists.

    11. Re:3D what? by jibarito54 · · Score: 1
      3D maps? 3D wireframes? 3D solid objects? 3D interior spaces?
      Right. One size does not fit all (bandwidth pipes?) nor render on all platforms.
      JPEG != MP3, and wishing will not make disparate needs and functionality the same.
      True dat. Will I be able to post U3d files to my stereolithography machine, or just peep them from my picture phone? The map is never the territory. There is always an implied level of granularity when representing random real world functions. Ferchrissakes, you're visualizing a 3d object on a flat screen, that's not lossy? All representations, BMP, WAV etc. are lossy in this aspect, same for high resolution 3d visualizations. These all rely on many adaptive transforms, repairs, 2D parameterizations etc. to create the visualization. The underlying translation algorithms for pipeability of any u3d format is where the rubber meets the road here. Will they be without licenses? I think not.
    12. Re:3D what? by Anonymous Coward · · Score: 0

      > You're new here, aren't you? You should say:
      > 3D pr0n!!!

      Why would I want to do that? Something doesn't become funny just because you keep repeating it.

    13. Re:3D what? by ginbot462 · · Score: 1

      You know, mod his ass down. There isn't a damn thing intsightful about the comment. Saying 3D Maps/interior spaces in these terms is like talking about Rap or Country mp3s. Maps are just a use of the format. A 3d file object would be like any other out there now, be OpenFlight, DirectX, VRML, Blender, you name it. An extensionable node list, that at the very least describes vertices, normals, texture cordinates, and colors.

      --
      Atlas Shrugged : Thematic Story :: Battlefield Earth : Organized Religion
  6. Lossy by martingunnarsson · · Score: 5, Insightful

    Interesting that they would choose two lossy media formats as models for comparison

    Yeah, they're probably working on a lossy 3D format. Duh.
    The fact that MP3 and JPEG are lossy formats doesn't have anything to do with this, and no, it's not "interesting".

    --
    Martin
    1. Re:Lossy by Anonymous Coward · · Score: 0

      Of course it will be lossy. Unless they plan to use it to map atoms.

    2. Re:Lossy by LostCluster · · Score: 4, Insightful

      Therefore, better comparisons to align themselves would have been BMP for 2d images and WAV for audio... both of which are elementry enough to avoid patent scares which mostly center over compression routines.

    3. Re:Lossy by martingunnarsson · · Score: 1

      The note sais "they hope to make the new format as standard as MP3 has become for audio, and JPEG has become for 2D images". It doesn't say anything about compression or other things like that.

      --
      Martin
    4. Re:Lossy by The+Kow · · Score: 3, Insightful

      Therefore, better comparisons to align themselves would have been BMP for 2d images and WAV for audio... both of which are elementry enough to avoid patent scares which mostly center over compression routines

      Oh come on, the point of the analogy was just to bring to light how far they wanted to take adoption, reading anything into the lossiness of the respective formats is trifling and borderline pedantic.

      --
      Moo
    5. Re:Lossy by DrSkwid · · Score: 1


      but not ubiquitous

      not evreyone thinks 'aha, a bmp is what I store images in'

      or 'aha, a wav file suits my audio storage needs'

      --
      There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
    6. Re:Lossy by black+mariah · · Score: 1

      No, that's so far over the pedantic border it would take weeks to journey back over it on horseback.

      --
      'Standards' in computing only impress those who are impressed by things like 'standards'.
    7. Re:Lossy by System.out.println() · · Score: 1

      ....and when is the last time you saw a BMP file? AFAIK I haven't seen one since, oh, Windows 95 or so. I see thousands of JPEG's every day. At the risk of sounding redundant, they weren't referring to the compressibility, they were referring to the ubiquity.

      I bet this format will eventually be used in the 3D interfaces that will be developed in the coming years, as well as games, animation, etc. A format like this will open the doors for a basic home application to become popular (Similar to MS Paint)

    8. Re:Lossy by LostCluster · · Score: 1

      Incredibly, I've actually got an image that I use on my site that is smaller as a .bmp than as a .png, .gif, or .jpeg. There's a brainteaser for ya...

    9. Re:Lossy by System.out.println() · · Score: 1

      is it 1x1? I'd imagine that would fit the bill.

    10. Re:Lossy by LostCluster · · Score: 1

      Nope... actually 100x1. It's a color ramp, so each of the 100 pixel is a different color. There's no way any pallet-based scheme can compress that.

    11. Re:Lossy by System.out.println() · · Score: 1

      Ah.... or that. :)

      I'm surprised none of the standard formats support simple gradients, though. (Assuming that's what you mean by "ramp")

    12. Re:Lossy by Anonymous Coward · · Score: 0

      Actually, that should compress well as a PNG, because PNG supports delta-encoding. So, given a datastream like ...

      0 2 4 5 7 9 10 12 ...

      you would end up with a datastream that looks like:

      0 +2 +2 +1 +2 +2 +1 +2 ...

      And of course THAT compresses very well. (The only possible glitch would be if the PNG header turns out to be too large to offset the savings, since we're only talking 100 pixels. But my bet is that PNG will win.)

      Chances are, though, you're not using good PNG software. If you save it as a PNG, you can then use pngcrush (http://pmt.sourceforge.net/pngcrush/) on it, with the -brute command line option. That will try all 114 different PNG encoding methods. Very few other pieces of software will try all of them when saving a PNG. :-)

    13. Re:Lossy by Anonymous Coward · · Score: 0

      Strictly speaking WAV is a not a precise specification of an audio format. It is just a tagged container format.

      I have a bunch of WAV files that contain MP3 streams in fact.

      There is no level of support for "WAV" format as it pertains to audio.

      MP3 is a precise definition for an encoding and format for lossy representation of audio data, WAV is just a metadata container. No comparision.

    14. Re:Lossy by iNetRunner · · Score: 1

      No, better alternatives to compare to would be PNG and FLAC! (BMP only has, what, only optionally patented lzh and wav no packing?)

      --
      Store with salt
    15. Re:Lossy by iNetRunner · · Score: 1

      *Doh.. bad memory, bmp of course uses rle. Though, RLE and 4,872,009?*

      --
      Store with salt
    16. Re:Lossy by brucmack · · Score: 1

      I'd say that BMP and WAV have pretty high adoption rates as well, thanks to Windows. I'm not really sure how high JPEG's adoption is anyway, since GIF and increasingly PNG are popular.

  7. .3ds by TheRealMindChild · · Score: 2, Informative

    Ok, so its ASSOCIATED with some random application (3d studio max), but ANYTHING that does 3d will read/write to a .3ds file, if they take themselves seriously. Whats wrong with that?

    --

    "When life gives you lemons, don't make lemonade. Make life take the lemons back!" -- Cave Johnson
    1. Re:.3ds by cloudmaster · · Score: 1

      You must mean that ANYTHING that does 3D will read/write to an Autocad file... ;)

      They've even nicely documented the format for you: http://usa.autodesk.com/adsk/servlet/item?id=75256 9&siteID=123112

    2. Re:.3ds by Jeff+DeMaagd · · Score: 4, Interesting

      You have an excellent point, but if the company choses to change the format, that causes hell until all the other apps can keep up, granted, users of this kind of program are generally a lot more savvy than those of MS Office, it is still a pain to remember to "save as...". It definitely happens in many version changes of AutoCAD, AutoDesk at one time owned 3D Studio, and I don't think that is necessarily out of their system.

    3. Re:.3ds by lowe0 · · Score: 1

      They still own discreet, last I heard....

    4. Re:.3ds by Mantrid · · Score: 1

      .3ds is a horrid format and often you have as much work ahead of you correcting a .3ds mesh as you would making the model yourself. Also it likes to butcher UVW mappings. .OBJ is a better format IMO.

    5. Re:.3ds by Doomrat · · Score: 1

      You have an excellent point, but if the company choses to change the format, that causes hell until all the other apps can keep up, granted, users of this kind of program are generally a lot more savvy than those of MS Office, it is still a pain to remember to "save as...". It definitely happens in many version changes of AutoCAD, AutoDesk at one time owned 3D Studio, and I don't think that is necessarily out of their system.

      Have you never heard of version numbers and layered file formats where additional information is discarded? Fool.

    6. Re:.3ds by Quarters · · Score: 3, Insightful

      The lack of multiple UV channels per vertex makes .3ds quite useless for any modern 3D work.

    7. Re:.3ds by ydnar · · Score: 1

      OBJ is a disaster. There are something like 30-odd vendor-specific flavors, each with their own quirks.

      3DS isn't great either. It's binary and doesn't support vertex normals, which is a pretty big strike against it.

      The most decent vendor formats in use today are ASE (3D Studio ASCII Scene Export) and Lightwave LWO[B].

      PicoModel my BSD-licensed model reading library. </plug>

      y

    8. Re:.3ds by dnoyeb · · Score: 1

      If its 3d science ACIS is the standard these days. If its 3d art .3ds is pretty common, even though its not really universally compatible with all presentation formats.

      I recall old universall format was .IGES. WOnder what will make this one so special.

    9. Re:.3ds by Anonymous Coward · · Score: 0

      There's no such thing as a universal 3d format.

      IGES (*.igs, *.iges) is to exchange CAD data. Most of the mechanical stuff you own passed through IGES a couple times.

      In the CAD-related world, there's also STEP, STL, SAT, XMT, SET, VDA, and many others.

      Developing a good 3d graphics format takes a couple years and a lot of money. The stated target of having it all done and ready in 6 months pretty much means you can forget this now.

    10. Re:.3ds by NanoGator · · Score: 1

      "but ANYTHING that does 3d will read/write to a .3ds file, if they take themselves seriously. Whats wrong with that?" .3DS is horribly old? It's kinda like saying "Why can't everybody just use .GIF?" It's an okay format and all, but it has a 256 color limit, it only has a 1-bit transparency channel, and it doesn't acommodate the many other various graphic features that have come along since. .3DS format is very much like that for many technical reasons.

      Frankly, I have a difficult time imagining 'one format to rule them all'. Lightwave, for example, has a number of nifty features that probably aren't present in other apps. On top of that, every app has a different idea about how it operates. Lightwave has a feature called "powergons", it's basically the attaching of a LW command to each polygon. "Clone the object called Ball and align it to the normal of this polygon." That's a neat trick for Lightwave, but would 3D Studio MAX or Maya make any use of it? Their philsophies are so different that the answer may not be a simple 'yes'. What if Maya's bones use a different deformation equation than Lightwave's, how do you account for that so that you get a virtually identical render out of either of them? Do you just 'bake' the motion of each point thus removing the ability to animate it, or do you just hope that the two apps are close enough?

      Lots and lots of questions would have to be answered here. It really is not a simple problem. We need it though. Man it'd be nice if I could use what I know with Lightwave in the workflow of a place that relies solely on Maya. "File/Export/.U3D". Man that'd be sweet. But there are so many technical hurdles here that I'd be surprised if they finally settled on one. It seems easier just to have convertor apps that go from one app to another with a particular mind-set in mind. That's probably why it's worked that way all these years.

      --
      "Derp de derp."
  8. lossy formats interest? by quelrods · · Score: 5, Insightful

    How was choosing lossy formats even mildly interesting? That comparison was only for the purpose of pointing out that well defined standards for some audio and images exist. I would think fighting between 3d-studio and every other 3d graphics program allows for little to no transfering. Think every 3d program writing it's own non published file format and then think about having 1 published standard that everyone uses. Things like word and excel as open standards would also be nice.

    --
    :(){ :|:&};:
  9. What about VRML by spiritraveller · · Score: 4, Interesting

    Why haven't I heard anything about that 3d format in the past 5 years.

    Is it not scalable or something?

    I was always under the impression that it was as open as html.

    1. Re:What about VRML by stratjakt · · Score: 4, Interesting

      I was going to ask the same thing. VRML was going to replace the web with cool virtual environments, there was once a whole lot of buzz around it.

      I would like to know what's lacking in VRML. A lack of foresight (didnt plan ahead for programmable pixel shaders, funtional textures, etc)?

      And if it's that sort of problem, how can this new format not fall into the same traps, since the authors likely don't have magical crystal balls that tell them what types of information GPUs of the future will want to store.

      --
      I don't need no instructions to know how to rock!!!!
    2. Re:What about VRML by NineNine · · Score: 1

      I was always under the impression that it was as open as html.

      Just because it's open doesn't mean that it's a useable standard. I don't think that any sane person today would consider VRML any kind of "standard" any more than Netscape (the browser) is a "standard".

    3. Re:What about VRML by DrSkwid · · Score: 1


      early implementations pretty much killed vrml, not because the format was particularly lacking but constraints in bandwidth, lack of hardware acceleration etc.

      Now it is tainted with those memories, proabably never to be seen again.

      --
      There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
    4. Re:What about VRML by Anonymous Coward · · Score: 0

      Between Platinum buying up the tools (Cosmo et al) used to produce VRML and sitting on them, and the vague promises that VRML would wash your dog and wax your car.. It failed. Twice.

      The first time, nobody had a computer that could render the geometry. The second time, they tried to re-vitalize it by jumping onto the XML bandwagon, and did so too slowly. Both times, they vaguely promised everything, and delivered much less.

      Pixel shaders were not common in hardware during the second rise/fall of VRML, so it's not like the format suffered from not supporting the shiniest tech around.

      After failing twice to catch on, essentially nobody wants to give it a chance to fail again. Mind you, it's not completely DEAD, merely not mainstream.

    5. Re:What about VRML by MouseR · · Score: 1

      The only reason VRML was ever brought up was to keep Apple's QTVR from becoming too popular with developers. It pretty much worked. Barely any development is being done with QTVR. Let alone VRML.

      I've seen sample QTVR scenes with embedded hot spots, URLs and QT Sprites (water ripples, fires and smoke puffs). That would have made killing web sites, games and (!) easter eggs.

    6. Re:What about VRML by IshanCaspian · · Score: 1

      Well, maybe the problem is that no one wants to deal with walking around a 3d world when they just want some text. The web is fundamentally a text-based medium...leave the 3d stuff to the video games.

      --

      But there is another kind of evil that we must fear most... and that is the indifference of good men.
    7. Re:What about VRML by Mithrandir · · Score: 3, Insightful

      It's more than scalable. It's gone into real world usage. No longer hyped, people are just using it for real applications and data transfer.

      VRML is as open as HTML, it's an ISO specification. There's the next revision of it going through ISO process right now called X3D (final ISO vote on the IS acceptance ends June 30, so see an announcment at Siggraph). X3D takes all the good stuff from VRML and expands it again to allow for multiple different encoding strategies (VRML-style, XML, binary etc) and componentises the spec to add a lot of different things.

      --
      Life is complete only for brief intervals in between toys or projects -- John Dalton
    8. Re:What about VRML by Urban+Garlic · · Score: 4, Informative

      VRML, as I understand it, is not quite dead yet. There's still an active W3G working group working on "x3d", which is the successor to VRML, and more than a few scientific visualization packages can export to, and read, VRML, including SGI's OpenInventor.

      What's bad about VRML was that the VRML '97 spec was too damn complicated (IMHO), and a few years later, the really good free browser (CosmoPlayer) got sold off by SGI, and after changing hands several times, apparently disappeared from the face of the Earth. There are other browsers, but they don't plug in to browsers as easily.

      The other problem I heard people complain about (but was not a problem for me) was the "JavaScript" problem -- people on comp.lang.vrml didn't like that their web VRML was human-readable and stealable. CNN used to have the occasional VRML model on their site for interesting things, but switched a while ago to something called Cult3D, which appears to be binary, and to have pricey development tools -- I don't know if the format is actually proprietary, but it wouldn't surprise me.

      Of course, the *real* reason it died was because I learned it...

      --
      2*3*3*3*3*11*251
    9. Re:What about VRML by frenetic3 · · Score: 2, Insightful

      Well, in those days, the players were big, bloated plugins that never worked well. In fact, nothing about it really worked well; the few sites that could get it in any kind of working state had 3d models that were often simplistic and ugly; it was not only slow and software rendered but seemed several generations of 3D tech behind. It was a cute gimmick at best.

      Believe it or not, the technology probably wasn't the biggest issue. It's a classic example of a solution searching for a problem; there was no killer app. Sure there are niches where 3d might be cool, and it might yield interesting ways to visualize data, but those niches are (already) better served by standalone apps optimized for that purpose (games, for example.) And for everyday information, it's just easier to scroll down a page of text than to navigate through some awkward 3D universe.

      Think from a practical perspective, too: Say you own some website and have bought into the VRML hype. Unfortunately, reality comes knocking: modeling and texturing is a rare skill and extremely time consuming (at least compared to being able to throw together a quick site in Frontpage), and I doubt there were really great tools for VRML to help in its adoption. Is it really going to be worth it, if you own some website, to pay several times more and have to go root out a bunch of talented 3D artists when a couple of web jockeys can churn out web pages quickly, reliably, and cheaply?

      On the other hand, unlike in the VRML days, today pretty much all computers have some kind of 3D hardware acceleration, so a Flash-like 3D plugin could be moderately interesting. I wouldn't hold my breath, though.

      -fren

      --
      "Where are we going, and why am I in this handbasket?"
    10. Re:What about VRML by Kwil · · Score: 4, Insightful

      Close.. but too specific and too general. The web is not fundamentally anything (or to be more accurate, can be anything we want it to be from text to pictures to music to whatever). Most people don't just want some text. Images are also important. We're a very visual species, after all.

      Part of the problem with VRML lay in a bad choice of applications it was applied to.
      When I go to an online store, I have no need to be able to "walk through" a virtual mall. Hell, that's why I'm on the online store in the first place, the 2d format has greater ease of use for that application.

      VRML was trying to shoe-horn 3D experiences in where they weren't required. I'd love to have a 3D rotatable/scalable graphic of something I'm looking at purchasing. That's a good idea. What I don't need is a storefront and product listing that requires me navigating a 3D environment.

      3D chat rooms? Perhaps cool. Not a huge improvement over standard 2d interfaces though, and again, having to navigate in a 3d environment to find a particular person is simply a pain.

      The trick is, use 3D for where it's useful, and discard it where it's not. VRML was lousy at that.

      --

      That Jesus Christ guy is getting some terrible lag... it took him 3 days to respawn! -NJ CoolBreeze

    11. Re:What about VRML by known+hero · · Score: 1

      It's been a while since I worked in 3D, but I used to do a lot of work on simulators as well as some low end training software which used VRML. For the most part, VRML was good but it lacked a lot of foresight and the viewers where atrocious, with the possible exception of Cosmo Worlds. After working with VRML and some other competing products such as Sense 8 WTK/World Up and Eon Reality, it was easy to see where VRML was lacking. The worst being that VRML had no standard API for scene manipulation, physics, events etc. They pretty much fleshed out a thing called the External Authoring Interface which was usually implemented in java and expected the developer to handle all of the other stuff themselves. So if you wanted object to object collision detection you had to pump out all the vertex info via the EAI for the two objects compare them and then pass back in "yep they collided" This was cumbersome and was in stark contrast to the game engines at the time, such as Unreal, where physics etc. where part of the package and could be used easily by making a call to the API. The lack of a supporting API for none scene graph programming pretty much made VRML a scene graph and some animation and timer objects. So a VRML system out of the box was nothing more than a real time rendered of pre-wired animations. To do anything useful you had to build the physics engine, etc. to support it. VRML to me was just an evolution of Open Inventor. To me this was the major reason that VRML failed as it was just too much work to get a project out the door when something as simple as a fire effect would take weeks to implement the first time you needed it. As a side note, the VRML consortium had so much beaurocracy that they never got another VRML spec out the door until it was way too late. On the positive side though once you had built a supporting physics engine, effects engine, AI engine you could build some pretty nice sims with VRML but it took a while. Also VRML prototypes where one of the nicest things I have seen in 3D in a while.

    12. Re:What about VRML by Boglin · · Score: 2, Interesting
      Not any form of expert here, but I maintained an interest in the area long after everyone else gave up on the technology, so here's my thoughts on why it died.

      Mainly, VRML kept trying to position itself as an internet technology, as opposed to a simple, standardized file format. This lead to a couple of nasty effects. First was the fact that it was pretty well designed to look like HTML. This, in and of itself, isn't terrible; I've always been a big fan of the taxt based .obj file. However, it meant that they tended to take a very text based approach to a very graphical medium. You could create sphere, cones, and cubes with a couple of short lines of text, but creating complex shapes out of polygons was a pain in the ass without serious modelling software.

      Also, since it was getting pushed as an internet tech, there always seemed to be more focus on what could be reasonably run on machines in real time, as opposed to what could be rendered over the course of several hours. Thus, anyone doing serious graphics work wasn't going to save their document as a VRML file since it wasn't going to support features that they needed, like Shaders, NURBS, or UV texture maps (in the early versions, anyway).

      Finally, there's already plenty of 'standards' out there. Darn near anything will read a DXF or OBJ for simple geometries and most serious software will read 3ds files. Thus, if VRML wanted to be the true standard, it needed to offer something that no one else did. The great chance that they had for this is in Animation. To the best of my knowledge, there's no good way to transfer animated scenes between programs (if I'm wrong on this, PLEASE correct me). Well, one of the big pushes in VRML was to add animation very quickly. Unfortunately, they decided to do this by simply adding Javascript. While I'm all for scriptable text formats (ie Postscript and LaTeX), this is about the equivalent of the MPEG committee saying "Why don't we just add Javascript to JPEGs?" It's got it's niche uses, but it's never going to be the maintstream standard.

      Thus VRML gave up just about any chance of being a real standard format for 3D. Then a lack of quality browser plugins and the fact that the giant file sizes didn't mesh well with the 28.8 modems of the era left VRML to die a slow death by starvation.

    13. Re:What about VRML by soricine · · Score: 5, Interesting
      as an architecture student, i have spent considerable time working on 3d modelling, and have experimented with vrml. the reason that neither i nor any of my fellow-students used it for anything important is because it is ugly. everything is optimised way too far (i know you can vary the optimisation, but to get it to work realtime, it has to be pretty minimal).

      key difference: vrml is for realtime 3d.

      interesting note: more students have had success with using the unreal engine to model spaces. it is much prettier, and the navigation is better.

    14. Re:What about VRML by Anonymous Coward · · Score: 0

      Well, maybe the problem is that no one wants to deal with walking around a 3d world when they just want some text. The web is fundamentally a text-based medium...

      Yeah, that's why snazzy Flash animations never caught on. I mean, who wants to sit through a minute of "Loading..." and thirty seconds of meaningless graphics when they just want some text?

      Oh, wait...

    15. Re:What about VRML by Anonymous Coward · · Score: 0

      not to mention, it was stupid.
      why "navigate" in awkward controls around a room. (i can get up and do that in 3d

      vrml as an interactive thing was just plain stupid.

      (games are a different matter though)

    16. Re:What about VRML by drfrog · · Score: 1

      it is still in use

      and is now becoming xml-ized in newest version

      now called x3d

      web3d.org

      --
      back in the day we didnt have no old school
    17. Re:What about VRML by jherekc · · Score: 2, Informative

      To the best of my knowledge, there's no good way to transfer animated scenes between programs (if I'm wrong on this, PLEASE correct me)

      dammit, has no-one on slashdot heard of RIB?

      --
      "lack of quality control is one of the pillars of slashdot"
    18. Re:What about VRML by SmackCrackandPot · · Score: 1

      VRML is an open ASCII format, but from a game programming perspective, it wasn't as compact as a binary format, and didn't support application specific data formats (BSP trees, Octrees, Quadtrees). It didn't really keep up to date with the changes in OpenGL and DirectX (multi-texturing, bump-mapping, vertex-programs, fragment-programs, cube-maps, particle systems).

    19. Re:What about VRML by DunbarTheInept · · Score: 1

      While it's been ages since I used it (footnote) (and so this might not be true anymore), one problem I encountered with RIB files is that they didn't give you a way to define a camera and look-at point. You could define where the camera was, but to define where it was pointed you did a series of rotation transformations instead of just picking a "look here" point. Then what gets stored in the RIB file is typically just the resulting transformation matrix that comes from all those rotations applied on top of each other. What this means, for the sake of an editor program, is that the RIB file doesn't store the lookat-point, and thus the editor doesn't know what point to "swing" around when the user tries to rotate the camera, if the editor loads the scene from a RIB file. Thus there is some information lossage when using RIB to store your scene. RIB only cares about the information needed to display a scene, not the information needed to edit the scene.

      (Footnote: My last project way back in college was to take a wireframe scene editor that the art department used for its first computer graphics class, and switch it from loading/saving in Pixar's old "go" format so that it would instead save in Pixars (then) new RIB format. Basically, the only hard part of this project was that I had to rewrite the parser to parse RIB files, and stuff them into data structures in the program that were more geared for "go" files - so it was more of a language parsing and data structure mapping project than a 3D project.)

      Further footnote: The cool thing about this was that the original wireframe editor that I was fiddling with, that was written in SunView (a now defunct X toolkit from Sun), was written by none other than Brian Paul (yes, the Mesa guy), back when he was an undergrad at the same small university, and had graduated just before I'd entered into the CS program there. So I've seen some of his code he wrote before he became so well known, and I've actually edited it. (No, I'm not trying to name-drop. I am humbled by what that guy did when still an undergrad. It's pretty amazing that he taught himself all that stuff before it was common to find courses on it.)

      --

      Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.

    20. Re:What about VRML by jherekc · · Score: 1

      Good point! I hadn't even thought of this. I'm currently doing stuff about RIB and RenderMan for my dissertation at uni. I have found the RIB format to be really useful as it has a somewhat similar feel to OpenGL (well, sort of anyways), which I am also using.

      Well as it says in the RIB specification, it is for transferring scenes from modeller to renderer, so it should have been obvious to me that it's not really the same thing as what this U3D is going to be.

      --
      "lack of quality control is one of the pillars of slashdot"
    21. Re:What about VRML by cosmo7 · · Score: 1

      I would like to know what's lacking in VRML. A lack of foresight[...]?

      Despite literally thousands of man-years of effort, it was simply found to be unsuitable for delivering pornography.

    22. Re:What about VRML by kabocox · · Score: 1

      Of course, the *real* reason it died was because I learned it...

      Please, avoid learning C and C++. Why don't you spend your time learning everything about Windows and Microsoft that you can? Worst case is that MS dies because Linux takes over. Come on, this would work, let's use your bad luck against MS!

  10. One forming defacto standard... by Mantrid · · Score: 4, Interesting

    Kaydara Motionbuilder (.fbx I think) files seem to be becoming one of the defacto standard file formats for 3D - it stores mesh, bone, and UVW/texture information (to my knowledge), as well as animation info and most of the major apps now have Kaydara support.

    1. Re:One forming defacto standard... by Anonymous Coward · · Score: 0

      yeah,
      and you should check out their Quicktime "codec" plugin - basically this lets you view a Kaydara file anywhere quicktime works (in a browser, for instance).

    2. Re:One forming defacto standard... by tinrobot · · Score: 1

      We use Kaydara FBX all the time for translating geometry and skeletons between packages. I think it's a great format. There's only a few things that don't quite make it across, like some of the special rigging things (constraints, joint angles, etc...) and some texturing doesn't quite make it.

      Still, it's the best 3D file format on the market today, period.

    3. Re:One forming defacto standard... by Anonymous Coward · · Score: 0

      Is it any good for CAD?

      (you know, where precision is everything)

    4. Re:One forming defacto standard... by Anonymous Coward · · Score: 0

      Have you looked at Multigen's .flt format? It's royalty free and the spec is open. It's a standard in most military sims.

  11. JPEG patent is bullshit by tepples · · Score: 5, Informative

    You have a point with MP3, but the author of BurnAllGIFs.org seems to think the JPEG patent wouldn't stand up in a court of law.

    1. Re:JPEG patent is bullshit by LostCluster · · Score: 4, Funny

      Maybe so, but at least they have a patent number, which is further along than anything SCO's been able to come up with.

    2. Re:JPEG patent is bullshit by Phexro · · Score: 4, Funny

      And if there's anyone in the patent lawyer field who's studied the issues and has a valid opinion on this issue, it's that BurnAllGIFS.org guy.

      I mean, come on. 'BurnAllGIFS.' It practically reeks of professionalism and years of law school.

      As an aside, I have this CD full of GIFs I burned, but nobody ever told me what I was supposed to do with them after I burned them. Anyone?

    3. Re:JPEG patent is bullshit by Anonymous Coward · · Score: 1, Insightful

      And if there's anyone in the patent lawyer field who's studied the issues and has a valid opinion on this issue, it's that BurnAllGIFS.org guy.

      You need to at least click the links to see how the author backs up the assertions.

    4. Re:JPEG patent is bullshit by Anonymous Coward · · Score: 0

      You mean this (the only refernce I could find dealing with the JPEG patent issue):

      "This JPEG patent will neither stand the test of time or the scrutiny of some good patent litigators. Any concerns are much ado about nothing. By the way, what is the number of the EPO version of the patent?

      Greg Aharonian"

      I don't know about you, but that sure has me convinced.

    5. Re:JPEG patent is bullshit by 0x0d0a · · Score: 3, Insightful

      I mean, come on. 'BurnAllGIFS.' It practically reeks of professionalism and years of law school.

      If emotion was mutually exclusive with competence, we wouldn't have had Benjamin Franklin, Thomas Jefferson, or most of the United States Founding Fathers.

    6. Re:JPEG patent is bullshit by Anonymous Coward · · Score: 0

      In windows, you know the weak OS, you have literaly *everywhere* the notification:

      "Portions of this software are based in part on the work of the Independent JPEG Group."

      That has to mean something,.. Just not sure what.

    7. Re:JPEG patent is bullshit by janbjurstrom · · Score: 1

      Hear hear. I don't know the particulars re the Gif-burning guy, but it's sad when - by default - a dry/dead business image (market-speak, legalese, pin-stripes, ...) equates authority, knowledge, et al.

      Another blindingly(!) obvious example is RMS. Ridiculed for looking/acting "freaky". His views might or might not be insightful, or even correct, but often the only thing focused on is the unruly hair or whatnot.. Very open-minded :/

      --
      668.5
    8. Re:JPEG patent is bullshit by Phexro · · Score: 1

      So... that means that we should believe random people's unsubstantiated claims?

      The fact here is that the statement on the JPEG patent is a single sentence quoted from someone with an obvious anti-patent bias. There is no transparency here, no explanation of why the patent is (or should be) invalid.

      Call me crazy, but I'm not going to believe something like that - even if I do support the cause - without some justification.

    9. Re:JPEG patent is bullshit by 0x0d0a · · Score: 2, Insightful

      So... that means that we should believe random people's unsubstantiated claims?

      Of course not. That's not what I was commenting on -- I quoted your phrase I mean, come on. 'BurnAllGIFS.' It practically reeks of professionalism and years of law school. That and that alone was the sentence that I took issue with. It makes no more sense to ignore someone as "unprofessional" because the name of their domain is "burnallgifs.com" than it does to ignore someone because the name of their domain is "sickfuck.org" [meaningful glance at Phexro's homepage link].

    10. Re:JPEG patent is bullshit by Anonymous Coward · · Score: 0

      Open Minded is the LAST description that comes to mind with RMS. More like Single-Minded....

  12. so.... by Lehk228 · · Score: 4, Funny

    U3D will get a head start due to early release and saturate the market with crappy files while formats with better compression and quality are ignored by the public because "it's good enough"

    --
    Snowden and Manning are heroes.
  13. I can't see 3D graphics! by Anonymous Coward · · Score: 2, Funny

    I use a WYSE terminal, you insensative clod!

    1. Re:I can't see 3D graphics! by Anonymous Coward · · Score: 1, Funny

      okay wyse guy

    2. Re:I can't see 3D graphics! by AKAImBatman · · Score: 1

      I use a WYSE terminal, you insensative clod!

      A WYSE?! Ha! You've got it easy! I've got a Burroughs (yes, pre-Unisys) T-20 terminal! Beat that! ;-)

    3. Re:I can't see 3D graphics! by Anonymous Coward · · Score: 0

      I've got a Burroughs (yes, pre-Unisys) T-20 terminal! Beat that! ;-)

      Sorry it took me so long to reply, my card punch broke down and I had to make all the holes by hand.

    4. Re:I can't see 3D graphics! by MrAngryForNoReason · · Score: 1

      I use a WYSE terminal, you insensative clod!

      I'm a grammar nazi, you insensitive clod!

    5. Re:I can't see 3D graphics! by jcain · · Score: 1

      Wouldn't that be spelling nazi? You insensitive clod!

  14. Blender support by TexasDex · · Score: 5, Interesting
    I certainly hope this will be a royalty-free (as in beer) and restriction free (as in speech) format.

    But...

    One restriction I wouldn't mind, however, is the same sort of compatibility requirement that JAVA has: If something follows the format, it MUST follow it exactly and have no proprietary extentions. This tripped up MS when they tried to hijack JAVA for their own nefarious purposes.

    Just my views on this...

    --
    The Cheese Stands Alone.
    1. Re:Blender support by Anonymous Coward · · Score: 0

      ... am I the only one who read the parent's title as "Bender support"? (ref: Futurama)

    2. Re:Blender support by Anonymous Coward · · Score: 0

      I certainly won't support this format if it's like MP3....(in licencing)

    3. Re:Blender support by 91degrees · · Score: 1

      One restriction I wouldn't mind, however, is the same sort of compatibility requirement that JAVA has: If something follows the format, it MUST follow it exactly and have no proprietary extentions.

      This could cause problems. While 3D graphics is a fairly mature field, there are still additions being made to it. Will the format have support for textures? How about mipmaps? Ripmaps? Procedural textures? Some new concept that's about to be introduced?

    4. Re:Blender support by TexasDex · · Score: 1
      This could cause problems. While 3D graphics is a fairly mature field, there are still additions being made to it. Will the format have support for textures? How about mipmaps? Ripmaps? Procedural textures? Some new concept that's about to be introduced?

      That sort of thing could be supported in later revisions. I think the most important part of having a universal format is the universal part. Like HTTP, it's important that ALL viewers support it exactly the same.

      --
      The Cheese Stands Alone.
    5. Re:Blender support by hak1du · · Score: 1

      I certainly hope this will be a royalty-free (as in beer) and restriction free (as in speech) format.

      That makes no logical sense. A format cannot be both "restriction free (as in speech)" and have a "some sort of compatibility requirement". A format can't even be "restriction free except for a compatibility requirement". In order to enforce the compatibility requirement, the specification must be owned by someone with a lot of legal muscle and a lot of intellectual property in the specification.

      This tripped up MS when they tried to hijack JAVA for their own nefarious purposes.

      MS hasn't been "tripped up"--they have done everything with Java they wanted: created an incompatible version that works well on Windows. It's called C#. They even offer backwards compatibility with Java. And, through their agreement with Sun, they even have licenses to Sun's technology, so they are in no danger from Sun anymore.

      Who Sun's ownership of Java is tripping up is open source Java implementations.

      Enforceable compatibility requirements in standards, de-facto or actual, are evil and incompatible with open source implementations.

  15. Standards by El+Cubano · · Score: 5, Funny

    The Register is reporting that more than 30 companies are working together to define a new file format intended to serve as a universal 3D file format.

    I forget who said it, but I think this fits very well: "The great thing about standards is that there are so many to choose from."

    1. Re:Standards by breon.halling · · Score: 4, Informative

      According to this, it was Grace Hopper.

      --
      "Yeah, well, Dracula called and he's coming over tonight for you and I said okay."
    2. Re:Standards by noidentity · · Score: 1

      The one thing that can be depended on is that any given standard will never be universal, even if the word universal is thrown into its name. This reminds me of a replacement for Gross Domestic Product (GDP) named GPI (Genuine Progress Indicator).

  16. What by Zrech · · Score: 0

    They really meant was how popular the two formats are... everyone even your grandma has heard of an mp3 player, and jpeg is very popular image format.

  17. As universal as mp3.. by Anonymous Coward · · Score: 0

    So are they gonna ask for royalties from everyone that uses the format?

  18. Blender doesn't know .3ds by Anonymous Coward · · Score: 0

    How these people can omit this common format is absolutely mind boggling.

  19. What about computing standards? by SeaDour · · Score: 1

    Will this new universal 3D standard specify a certain graphical capability? I think it'd be great if developers could use this format to make clean, effective 3D images that run well on older, less hardware-intensive machines that don't necessarily have the latest nVidia or ATI cards in them.

    1. Re:What about computing standards? by perlchild · · Score: 1

      That's certainly something I'd be worried about...

      A universal format has to be used everywhere(in theory) yet most games(for instance) avoid anything that isn't uber-optimized for a specific "target" which in many cases translates to a subset of one or two platforms.

      Is U3D going to be a standard for ray tracing/modeling?
      For 3d games?
      For 3d web environments?
      Only for static objects, or also for movement?

      For all of the above? How will it perform well on environments which are so very disparate? (3d movement modeling can have much tighter tolerances, for instance, than 3d web environments, in terms of precision.)

      Will it be like opengl was/used to be, yet patent-free? Or QuickTime 3d?

      Or are we talking about another beast entirely?

      It's interesting that the article already wants an "extensible" format, yet doesn't say the extensions themselves have to be covered by the standard.
      (theoretical conversion, using a lame analogy)
      -"You can have a graphic 3d format"
      -"Cool! How big are the files?"
      -"Very small if you use the compression extension"
      -"How do I get that?"
      -"3000$/display node"
      -"What? but this is a standard for cripes sake!"
      -"Yes it is, but nothing in the standard says anything about compression, that's covered by an extension, so you either take 1Gb files, or you pay for compression"

  20. Danger, Danger... by M0nkfish · · Score: 5, Insightful

    "they hope that such a standard will allow 3D data to be more easily incorporated into other apps, such as web browsers, to make 3D imagery more widespread" Web browsers?!? I really hope not. I find the idea of a banner ad requiring a minimum of a GeForce 4 and pixel shader support offensive. "Shoot the 3D rendered monkey in each limb and win a prize!" *shudder*

    1. Re:Danger, Danger... by jamshid42 · · Score: 3, Funny

      Yes, but just think of applying this standard to pr0n sites.....

      --
      /. - Proof that Sturgeon's Law is true...
    2. Re:Danger, Danger... by System.out.println() · · Score: 1

      Imagine the popup ads.... :-D

      I imagine this standard will work its way to home users about the same time that interfaces like Sun's 3D one (whose name I can't remember now) arrive.

  21. Again? by 4of12 · · Score: 1

    We had VRML.

    And an XML based X3D (?)

    Were those other formats that bad that we need U3D?

    --
    "Provided by the management for your protection."
    1. Re:Again? by norwoodites · · Score: 1

      More than just that we also had a binary format for VRML also, which was based on Quickdraw3D's format IIRC.

    2. Re:Again? by cindy · · Score: 1

      This is just a guess, but I wouldn't be at all suprised if VRML/X3D's fully open status a big reason for this new effort. Look at the players. Most of those companies were involved with VRML at one time or another. None are known as being big supporters of open projects. This will be something they can control and license.

      Of course the glacially slow nature of the web3d consortium could also be an issue.

      A bit of irony is that VRML got a huge push from those same companies back when it was popular, and then slowed down when they gradually withdrew their support. Now they will be able to put that same support behind U3D. How will this affect the X3D effort?

    3. Re:Again? by Mithrandir · · Score: 1

      VRML never had a binary format. Some people would GZIP the files, but that is not a binary format. X3D will have a binary format. We're going through the process right now, but it's not even decided what the final bit pattern looks like (there's 3 proposals being evaluated right now).

      --
      Life is complete only for brief intervals in between toys or projects -- John Dalton
    4. Re:Again? by norwoodites · · Score: 1

      ?

    5. Re:Again? by norwoodites · · Score: 1

      http://public.srce.hr/vrml/html/experts/binary/?

    6. Re:Again? by Mithrandir · · Score: 1

      Nope. VRML Never had a binary format. Still doesn't. X3D is gaining one, but the work is a separate standards track process involved in it. We're currently evaluating all the proposals right now.

      --
      Life is complete only for brief intervals in between toys or projects -- John Dalton
  22. Control mesh noise with a slider by tepples · · Score: 2, Informative

    [coordinate noise would] create a jittery effect

    In skeletal animation, noise in the mesh would move more or less rigidly with each bone, creating a bit of roughness but no jitter. In non-skeletal animation, one could move a slider to increase the precision with which the animation tool stores coordinates. Remember that even 64-bit floating point isn't perfect.

    1. Re:Control mesh noise with a slider by aminorex · · Score: 2, Interesting

      64-bit floating point which is perfectly conformant
      to the IEEE-754 standard is perfect. It is not
      real arithematic, but it is well-defined.

      --
      -I like my women like I like my tea: green-
  23. Pro/Engineer by SquadBoy · · Score: 1

    Intel uses Pro/Engineer in many of their operations. Back when I worked for PTC I used to talk to them al the time. It will be interesting to see what format Pro/Engineer adopts in the future and if they don't go with this if Intel switches to something else.

    --

    Cypherpunks: Civil Liberty Through Complex Mathematics. Those who live by the sword die by the arrow.
    1. Re:Pro/Engineer by Dirk+Pitt · · Score: 1

      Every big CAD package currently imports/exports to VRML, IGES, STL, Parasolid, etc. I'm sure the same will go with this if customers demand it. As poorly as PTC is doing right now, I'm certain that they'd all stand on their heads and recite the pledge if a customer as big as Intel asked them to.

  24. Yet another closed proprietary format ... by darthcamaro · · Score: 2, Insightful

    Aren't there enough proprietary 3d formats already! It's time for an open source / free software GPL type format. Maybe SGI now that they love Linux can work with the community to free up some of their proprietary standards and make it really happen.

    1. Re:Yet another closed proprietary format ... by hymiedots · · Score: 1

      This is a work in progress, but its been used on a number of big films over the last two years by a few F/X houses: http://tweakfilms.com/main/software/software_gto.h tml

    2. Re:Yet another closed proprietary format ... by darthcamaro · · Score: 1

      This is great stuff dude!! You should really get it listed on Sourceforge.net or at least as a project on Freshmeat. I'd be happy to contribute to it to..as i'm sure others would be. GPL is the way it's gotta be..NO MORE PROPRIETARY BS..open or free is how it should be...

    3. Re:Yet another closed proprietary format ... by hymiedots · · Score: 1

      There is a GTO freshmeat project, but we have not been actively updating it. However a new version of the tools and spec will be released soon. Note that this is not intended as a "Universal File Format" which IMHO sounds like something thought up by marketers and middle management types who don't know better. However, it is GPL/LGPL'd and more importantly its not vaporware and is used to do real work. Here is the link again: GTO file format

    4. Re:Yet another closed proprietary format ... by hymiedots · · Score: 1
      There is a GTO freshmeat project, but we have not been actively updating it. However a new version of the tools and spec will be released soon.

      Note that this is not intended as a "Universal File Format" which IMHO sounds like something thought up by marketers and middle management types who don't know better. However, it is GPL/LGPL'd and more importantly its not vaporware and is used to do real work.

      Here is the link again: GTO file format

    5. Re:Yet another closed proprietary format ... by dasmegabyte · · Score: 1

      Uh, by definition, a universal 3D format developed by a consortium of 30 companies cannot be proprietary. Proprietary means that only the inventor has control over the format.

      As for Open Source/Free Software formats for 3d, why not? It's worked so well for PNG, OGG and SXW, which have completely replaced the closed JPG, MP3 and DOC standards. </sarcasm>

      please no comments on how you use these technologies all the time. I do too. the point is, open source file formats have a history of piecemeal support and lukeworm adoption while industry supported formats succeed.

      --
      Hey freaks: now you're ju
    6. Re:Yet another closed proprietary format ... by dr00g911 · · Score: 1

      Last I checked, .obj (from the old Wavefront days) and .ma (maya ascii files) were both open formats. Those *were* both of SGI's biggest 3D formats. The trick being that Alias (Wavefront) was sold off from SGI last week.

      Hell, they're even (as someone pointed out above) human readable.

      From the point of view of someone in the industry (I do FX work for indie films), here's my perspective... some of it's off-topic.

      - VRML sucks for anything except crude realtime flythrus. High-end 3D work these days deals with nurbs & subdivision surfaces. No support in VRML, huge file sizes, and while it's an open format, every vendor's interpretation of the data leaves something to be desired. More on this below.

      - DXF. Hello? We've *had* a standard 3D interchange format since autocad came out. Doesn't suck as bad as VRML, but still sucks for many of the same reasons. But it's a way to fairly cleanly exchange poly data between programs. Polys are the basis of sub-d surfaces. I already use .obj and .dxf for the role that this new format (created by industry outsiders, no less) is hoping to fill.

      - Filmbox format: (.fbx) does a hell of a job moving professional-grade models and textures back and forth between high-end packages. Interpretation doesn't vary as widely on the host platform, but there's still one catch: textures & shading.

      Until there's a "standard" rendering engine that absolutely everyone uses, a unified 3D format is still only getting half the picture. Every major package has a different way that shaders are written, different channels available in said shaders, different lighting models, etc.

      Don't even get me started about feature parity.

      Hell, on a given project, depending on my needs I may use a combination of Renderman, Mental Ray, Hardware texturing, and even the Maya renderer. It all boils down to what gets the job done fast enough and pretty enough.

      Getting subdivision surfaces and nurbs geometry ONLY to interchange cleanly between packages is only half the job, and that in itself is a monumental task.

      What happens when you start adding textures / shaders / lighting / HDRI lighting models into the mix. Is the file format supposed to handle these cleanly as well?

      Take raytracing out of the mix... play a DX9 game side by side on nVidia and ATI cards... guess what? They look different.

      This is all pointless if you click *render* on two different packages and end up with different results (which, oddly enough I use to my advantage with Maya's choices of built-in renderers now). Unfortunately it's the nature of the beast, and not likely to ever change until high end 3D packages stop adding features (hair, cloth, dynamics, HDRI lighting, sub-d's, sub-surface scattering, volume caustics) with different or missing implementations on competing packages.

      An exercise: Maya supports volume caustics via mental ray custom coded shaders attached to Maya lights and volume objects . The light coming through my stained glass window scene is absolutely perfect now. So I'm going to export the 'stage' into Max using this new holy grail format. What, Max doesn't support volume caustics? Not physical or shader representations? Well, all Max can do is put up a helpful error message (or nothing, knowing discreet... I digress) and ignore that data.

      And now we're effectively back where we were at in the beginning. A whole lot of 3D file formats (plus 1) that are *mostly* interchangeable.

  25. What, no patents? by Anonymous Coward · · Score: 0

    I'm guessing that Microsoft will come up with something called "Universal File Format MS" with all sorts of patented extensions.

    I guess I'm becoming cynical.

  26. Could be good by JaxWeb · · Score: 5, Interesting

    It is annoying when given a 3D engine, it cannot load a 3D Format which happens to be the only one that your 3d Modeller can export to. I would be happy for that problem to disappear!

    But how general will it be? If it can handle detailed CAD models, and open landscape, and UT2003 style maps, high polygon characters and so on, then will it end up being unspace-effective for all of them?

    Is there a reason why right now 3DS seems to be the nearest to a standard we have, when it doesn't even have many features?

    JPEG might be the standard for images, but it isn't used for everything: Sometimes PNG and TIFF are used for particular reasons. TGA and PNG for example support Alpha channels, while JPEG does not. My friend draws pictures, and sometimes she gets good compression with JPEG, but sometimes the quality loss is terrible. Sometimes GIF is better, or something PNG is. And then there are vector graphics.

    MP3 is nearly a standard, but we use OGG for political/legal reasons, or a lossless format when that is important. Real is often used when the sound needs to be streaming.

    So, really, how useful will this standard be? And how free?

    --
    - Jax
    1. Re:Could be good by tepples · · Score: 1

      If it can handle detailed CAD models, and open landscape, and UT2003 style maps, high polygon characters and so on, then will it end up being unspace-effective for all of them?

      If they're all polygon meshes, then the only "unspace-effective" choice might be the number of bits used to represent each vertex or each vertex index.

      TGA and PNG for example support Alpha channels, while JPEG does not.

      JNG consists of a JPEG image with PNG alpha.

      sometimes she gets good compression with JPEG, but sometimes the quality loss is terrible.

      JPEG tools let the user specify the precision of the DCT coefficients that represent the image. I'd imagine that for less quality loss in this new 3D format, a user could crank up the precision.

      we use OGG for political/legal reasons ... Real is often used when the sound needs to be streaming.

      Ogg Vorbis at ca. 32 Kbps (22050 Hz and -0.20 quality) streams well even over 56K.

    2. Re:Could be good by NickFusion · · Score: 1

      "Is there a reason why right now 3DS seems to be the nearest to a standard we have..." Oh, I wouldn't say that.

      But at 324 different formats, this guy is doing a pretty decent job of untangling the mess. It shareware, and windows only unfortunately.

      Having written a LWO>STL/STL>LWO, my hat's off to anyone crazy enough to tackle a universal translator. Though he skipped the hard one; IGES. But at a thousand bucks for a copy of the spec, who can blame him?

      --
      What were you expecting?
    3. Re:Could be good by Anonymous Coward · · Score: 0

      This post reads like a third grade report on file formats. Take a fucking discourse class or something -- your writing sucks!

  27. Lossy 3d? by Traicovn · · Score: 3, Funny

    "Interesting that they would choose two lossy media formats as models for comparison."

    Well, this is probably a sign that the new 3d format will probably reduce 3d files to 2d or 2.5d. So you'll lose some of the third dimension when you save in it.

    --

    [Something witty and intelligent should have appeared here.]
    {Traicovn}
    1. Re:Lossy 3d? by Anonymous Coward · · Score: 0

      That is the most inane comment I've read on slashdot all day.

      (No, I did not spell inane wrong. Inane != Insane spelled wrong.)

    2. Re:Lossy 3d? by Anonymous Coward · · Score: 0

      It was meant to be funny dude....

  28. MP3 is the audio standard? by DrugCheese · · Score: 1

    Just ask microsoft

    --
    *DrugCheese rants*
    1. Re:MP3 is the audio standard? by Anonymous Coward · · Score: 0

      >Just ask microsoft ... or Apple.

      Oh wait, iTunes and iPod DO support MP3. So does Microsoft Media Player.

      Nothing to see here, bad comment. Move along now.

  29. As one person Reluctantly in the 3D industry by eadint · · Score: 4, Interesting

    Actually i really hope that his works.
    about a year ago i started doing 3D animations, this year i wanted to buy a collection of 3D models but in the end i found that 1 the app that i use has terrible support for model importing (blender) and 2 there are two many different formats out there. someone previosly mentioned 3ds but thats the stupidest thing ive ever heard because 1 its proprietary 2 it sucks. the closest thing to a standard is the .obj format. but even blender has a hard time with uv mapping in that area. as far as lossy, there is no such thing, 3d models dont work that way a model has so many meshes so many polygons and so many textures, how you choose to render it determines the lossyness of it. nut a u3d standard would be great because than i could buy models from anyone and know they would work.
    and for the 3ds guy your modeling software sucks and is a POS.

    1. Re:As one person Reluctantly in the 3D industry by Anonymous Coward · · Score: 0

      Get a clue. The pros don't use Blender for a reason. Go download Maya Personal Edition or G-Max and see why animators don't want to touch your precious Blender.

      Second, you can have lossy model data. You can trim the amount of data you store for a float and achieve lossy floating point precision.

    2. Re:As one person Reluctantly in the 3D industry by Anonymous Coward · · Score: 0

      No you can't get losssy format. What you suggest would make HOM seem like a pleasent thing.

  30. finally! we will be able to embrace 3d by baxterux · · Score: 2

    from a multimedia point of view, we have been trying to make flash animation support 3d but no format was light enough and easy to render, with director mx, we have 3d objects but the format is proprietary for macromedia and u have to transform every element and the rendering is without shadows and lights. a decent open 3d format is exactly what we (as multimedia developpers) need to take us to the next level to deliver virtual interactive environments.

    --
    who wants to rule the world?
    1. Re:finally! we will be able to embrace 3d by freeJustin · · Score: 1

      Dont you dare start to eat my bandwidth with your 3d banners, not to mention adding more eyesores on the web. stick to css and keep it simple.

    2. Re:finally! we will be able to embrace 3d by Anonymous Coward · · Score: 0

      compresion isn't important in a 3d file, unless it has textures. For complex model they would use nurbs (tiny) and for simple modles they would use verts only. Bottom line is both files would be VERY small, even without compression, and with some lossless compression like zip, or rar they would be even smaller. to give you an idea a very detailed model ~2k polygons saved as an obj with UV mapping coords is like a 150k text file TOPS. go make a 150k text file, and then use your favorite compression program to compress it, and look at how small it is (using winzip it's like 24k). the advantage of 3D files are the same as the advantages with vector image formats. Unless you have textures in it.

  31. Comparison to formats... by ItMustBeEsoteric · · Score: 3, Informative

    Most likely has to do with the fact that .mp3 and .jpeg are ubiquitous more so than anything. If they said, for example, .FLAC, they would have confuzlled the hell out of a good chunk of people.

    1. Re:Comparison to formats... by 91degrees · · Score: 1

      True, but they could have gone for GIF and WAV.

    2. Re:Comparison to formats... by black+mariah · · Score: 1

      Yes, and everyone would have gone "What the fuck are those?" Everyone and their grandma knows what MP3 and JPEG are.

      --
      'Standards' in computing only impress those who are impressed by things like 'standards'.
    3. Re:Comparison to formats... by ItMustBeEsoteric · · Score: 1

      That would probably make sense, but then there's people like me who hear "gif" and instantly think "animated porn thumbnail." Errr, I mean...

    4. Re:Comparison to formats... by 91degrees · · Score: 1

      MP3 perhaps. But do they know what a 3D file format is? I'd suspect anyone who knows anything about 3D graphics is sufficiently up to speed to know more than 2 file formats.

    5. Re:Comparison to formats... by black+mariah · · Score: 1

      In any case, it doesn't fucking matter. Only the goddamned geek-ass bastards that call /. home would even give two shits about such a stupid fucking analogy.

      --
      'Standards' in computing only impress those who are impressed by things like 'standards'.
    6. Re:Comparison to formats... by 91degrees · · Score: 1

      Hmm.. Good point.

  32. Seriously, can someone tell me why this is needed/wanted? (Besides the ub3r factor.)

    1. Re:WHY? by Anonymous Coward · · Score: 0

      A universal format will facilitate the transmission of 3d objects that can be manipulated on local hardware. Absorb the implications of this, and you won't be asking if it's necessary. It's inexorable. New forms of art, commerce and entertainment will evolve. "Movies" downloadable as tiny scripts + .u3d files for actors and scenery that aren't already in your cache. The Metaverse, as envisioned in Snow Crash. Furnishings & appliances for your virtual home. Your avatar. Your wife. Your trip to Vegas. Your world.

  33. Re:Universal 3D File Format by Beardydog · · Score: 0

    Hooray! I've missed this troll. All on one line please though, I'm a stickler for tradition.

  34. I fail to see how this will be successfull... by SwansonMarpalum · · Score: 4, Interesting

    As there are so many different ways to represent the geometric structure of a 3D object that tie to the engine rendering that object. The fact of the matter is that 3D graphics rendering is still a non-trivial problem which requires optimizations for the use in question. Just about any piece of hardware still in use can handle JPEG and MP3 without a notable performance hit.

    3D applications still push the limits of the hardware they run on and are keyed for specific intents; 3D games sacrifice detail and accuracy of modeling the interaction of light on surfaces for speed, while povray and RenderMan go for full hardcore ray tracing to make sure each pixel on the screen is accurately representing a reflective light model to the capacity of their respective engines.

    Sadly, I don't think this arena has trivialized to a one size fits all format yet.

    --
    "Give away the stone, let the oceans take and transmutate this cold and faded anchor." - Maynard James Keenan
    1. Re:I fail to see how this will be successfull... by Stultsinator · · Score: 2, Interesting

      I think you're correct when you imply that rendering would be difficult to standardize, but I don't think that's what they're trying to do. There's a difference between rendering and modelling, and I believe the standard they are making is for a description of the model. Individual rendering engines would still have the choice of how they actually display the models, including how much detail they show and what hardware optimizations they take advantage of.

    2. Re:I fail to see how this will be successfull... by IceSabre · · Score: 2, Insightful

      I don't see how the geometry gets rendered has anything to do with this discussion of a potential file format. Representing the geometry is complex but possible. Only a few major methods in pure numerical format. They would need to package up the different objects/environment with some form of "universal" representation of shader information and texture maps. Once in a renderer, the loaded file could look vastly different but I don't think that was the real point of this article.... rather just getting the geometry in, is. I would love to see a universal format that is "open". Right now various packages/users have fudged together imports from other packages (some of which are much more widely used that others... like 3DS). Having the major package agree on a universal format for transfer that supports the best in each so that you get the best transfer possible would be great and long, long overdue. Have a deadline project due and a complex model you have to import in, imports while losing all face information... or wacky plane orientation... or ..... any number of other problems, is very frustrating.

    3. Re:I fail to see how this will be successfull... by TWooster · · Score: 1

      Indeed. There is a large difference between rendering and storing geometry. Given the correct pipeline, you could take a game model and toss it into a movie. (FMVs, anyone? The dense mesh is probably just a subdivided original with detail tweaks). The question then becomes, what will this support in this arena?

      I could see a format that handles basic geometry (polygonal, spline, and the like), texture information (including UV mapping, etc), lighting, and then have an application-extensible area to carry more specific information. This would allow applications at the very least to commonly share geometry without problems, which would be useful (I see problems with .obj and .3ds constantly). Then they could provide converters for the app specific data.

      Also, I don't see this as a problem that it's open. Who cares? If someone wants to steal a model, it's going to be in one of the major formats (a 3ds scene, a maya scene, an XSI scene, a LW scene, etc), and you can usually find free converters between applications, and if not, just pirate one... I mean, if you're not concerned with copyrights in the first place.

    4. Re:I fail to see how this will be successfull... by Anonymous Coward · · Score: 0

      Pixar's Renderman did not get raytracing until fairly recently. And it certainly isn't used unless your shader explicitly asks for it.

    5. Re:I fail to see how this will be successfull... by Anonymous Coward · · Score: 1, Insightful

      Exactly. 3D Modeling programs for graphics uses primarily use points and polygons to represent finished models

      Solid modeling programs such as Pro/Engineer and Solidworks use parametric equations and relations to describe solid geometry.

      Using equations to render is very slow but using polygons to represent curves is an approximation many mechanical designs cannot tolerate. Perfectly describing a sphereical object might be neccesary to design a trackball but would be useless for a rendering engine input where the final result will be broken into polygons.

    6. Re:I fail to see how this will be successfull... by Anonymous Coward · · Score: 0

      All people knows there are different uses for 3D graphics, but don't mean necessary that we need different file format. Really every program has his special files and maybe they are perfect for this program.
      But with a standard, we get freedom to choose the software which better works for us in this moment, and freedom to incorporate effects from another programs. And may be we can choose a program to read the file, a program which not the entire file is visible if we want speed...only may be.

  35. I predict... by sp00j · · Score: 2, Funny

    It will be XML based (i.e. text file with tags), use MIME to encode bitmaps, and be so bloated you will need a 10GHz P5 with 4GB of RAM just to render a rotating "Hello, World!" file...

    1. Re:I predict... by t_allardyce · · Score: 1

      The format has nothing to do with rendering speed, once its loaded into the program its stored in the programs own way.

      --
      This comment does not represent the views or opinions of the user.
  36. Dear lord... by MattRog · · Score: 3, Funny

    ... let it not be XML-based. If there is a God in heaven he will not let it be in XML!

    --

    Thanks,
    --
    Matt
    1. Re:Dear lord... by drfrog · · Score: 1

      why not?

      scene graphs work well in an xml-ized solution

      i know i build x3d stuff

      --
      back in the day we didnt have no old school
    2. Re:Dear lord... by DocTBone · · Score: 1
      --
      To swim, only to die at the edge.
    3. Re:Dear lord... by Anonymous Coward · · Score: 1, Funny

      Well you have two nice xml formats already to choose:

      http://www.xglspec.org/

      http://www.euclideanspace.com/threed/file/

      There's a God in heaven and he hates us.

    4. Re:Dear lord... by TrancePhreak · · Score: 1

      XML data for anything complex could be very very large. Models could easily reach a few MB for something not very complex. Serving that much to thousands of people every hour would cost companies a lot of money, and they probably resort to something that makes better use of space.

      --

      -]Phreak Out[-
    5. Re:Dear lord... by ZeroConcept · · Score: 1

      XML data for anything complex could be very very large

      You can use XML compression to reduce the size of the models. One of the great advantages of XML is there is a vast number of tools to validate/parse/create/etc for most platforms, so developers can focus on writing the rendering code without having to worry too much about the details of the file format

    6. Re:Dear lord... by Animats · · Score: 1
      No, it's Common Language Interface (CLI) based.

      The XML-based format is X3D. X3D is VRML in XML syntax. X3D came along during the dot-com boom, when it was thought that 3D web pages would be cool. The X3D effort killed off VRML, just when everybody was getting enough graphics power that it really worked. (VRML sucked in 1997 unless you had a very exotic computer. Today, VRML works great, but nobody uses it.)

  37. Lossy 3D FIle Format? by FerretFrottage · · Score: 1, Funny

    U2.9998999D?

    --
    "Look Lois, the two symbols of the Republican Party: an elephant, and a fat white guy who is threatened by change."
  38. The standardization would benefit consumers more by switcha · · Score: 3, Funny
    Interesting that they would choose two lossy media formats as models for comparison.

    Ooooor, it's interesting that they compared it to a few formats that have allowed real people with real-world storage capacity to enjoy/share media of different flavors.

    "Dude, you should see this 3D monster I created! Just let me plug my iEverything into the accompanying 70 lb. iRenderFarm."

    --
    You know what? ... A little club soda *did* get that out!
  39. Apple? SGI? by SewersOfRivendell · · Score: 1

    Without Apple (OpenGL), SGI (OpenGL), or Sun (Java3D), this is going to die a quick death as a "universal format," at least in the consumer marketplace.

    1. Re:Apple? SGI? by Tony+Parisi · · Score: 1

      Sun has also been a big backer of VRML and X3D over the years. Sun is still a very active member of the Web3D Consortium.

  40. Notorious by hot_Karls_bad_cavern · · Score: 0, Troll

    Slashdotters are notorious for extending comparisons and metaphors to unbelievable lengths in order to:

    a) prove they are "correct"
    b) prove someone else is "incorrect"
    c) bring the discussion around to something they understand and can talk about. You know the ol' number_of_people_able_to_discuss_subject being inversely proportional to amount_of_knowledge_required_to_participate_in_dis cussion

    heh. gotta love 'em.

  41. 30 companies? Good luck trying to get an agreement by tstoneman · · Score: 2, Interesting

    I have enough trouble getting 5 people to agree on where to go for dinner or for which movie to go see... and we're all friends!

    These guys want to get 30 companies to agree to one specific file format that would probably have an impact on the work they do???

    Good luck!

  42. Lossy my foot by SnprBoB86 · · Score: 1, Redundant

    Who cares if the formats are lossy?

    It says "they hope to make the new format as standard as MP3 has become for audio, and JPEG has become for 2D images". JPEG and Mp3 are well known media formats. All they were trying to say is that they want the format to be well adopted!

    --
    http://brandonbloom.name
  43. How is it going to handle programmable shaders? by Hortensia+Patel · · Score: 1

    This is the big question to my mind. Comments on the 3DIF site indicate that the format will support materials. If they don't support programmable shaders, they'll be excluding most of the interesting stuff happening in 3D at the moment. If they do support programmable shaders, how are they going to handle the plethora of incompatible shader definition languages (OpenGL's GLSLang, Direct3D's HLSL, NVIDIA's Cg etc) in a suitable platform-neutral manner?

    1. Re:How is it going to handle programmable shaders? by Mithrandir · · Score: 2, Informative

      Unless they have done some serious modifications to it from when we were working with them on it 12 months ago, the architecture prohibits the use of any video hardware accelerated capabilities - let alone programmable shaders. The format implicitly requires CPU utilitisation all the way through until you hit the rasterisation stage. If you want to see why, do some research into the Modifier Chain architecture part of the spec. It's a great concept, but totally in appropriate for hardware acceleration.

      --
      Life is complete only for brief intervals in between toys or projects -- John Dalton
    2. Re:How is it going to handle programmable shaders? by Anonymous Coward · · Score: 0

      If they do support programmable shaders, how are they going to handle the plethora of incompatible shader definition languages (OpenGL's GLSLang, Direct3D's HLSL, NVIDIA's Cg etc) in a suitable platform-neutral manner?

      Possibly in the same way that HTML handles the plethora of incompatible web scripting languages (JavaScript, VBScript, Perl, PHP)?

    3. Re:How is it going to handle programmable shaders? by b100dian · · Score: 1

      I think www.renderman.org would be the answer to this one. There's a lot of history behind shaders that's older than the current (realtime) one.

      --
      gtkaml.org
    4. Re:How is it going to handle programmable shaders? by Hortensia+Patel · · Score: 1
      The format implicitly requires CPU utilitisation all the way through

      Well, I guess that explains why Intel are pushing it... ;-)

      Thanks for the info.

  44. pointless... by Anonymous Coward · · Score: 0

    small article about some people having way too much time on their hands, trying to re-invente the wheel and dissing a file format, because it is proprietary? WTF? diss it because it is closed. CAD is opened.

  45. So, basically it's a scam... by DroopyStonx · · Score: 1

    In particular, they hope that such a standard will allow 3D data to be more easily incorporated into other apps, such as web browsers, to make 3D imagery more widespread - and, in turn, boost demand for faster processors and graphics chips.

    I see what's goin on here. Microsoft and Intel... always making things unnecessarily bloated just to convince people that they always need to keep upgrading their CPUs!

    So this is basically a "no one has any reason to buy our 3 ghz chips, so let's force them into doing it by making a 'standard'!"

    --
    We have secretly replaced these Slashdot mods' sense of humor with a rusty nail. Let's see if they notice!!
  46. 1D vs 2D vs 3D by Anonymous Coward · · Score: 0

    They want to make 3D content be as widespread as 2D (images) and 1D (audio) content? Creating a universal file format only benefits hardware manufacturers, really. 3D content is still markedly harder to author than pictures or sound, regardless of the file format being used.

  47. Then what is "lossless"? by tepples · · Score: 1

    Is there such thing as a lossless representation of mesh coordinates? Any operation on coordinates, such as rotation or scaling, will introduce roundoff noise. I'll guess that "lossy" means that the user of a 3D tool can specify the precision with which the tool stores coordinates in a file.

  48. Too late. by InvaderSkooge · · Score: 1

    We already have a standard 3d format:

    Animated .gifs.

    --
    Erik
    YOU ARE SAYING IMPUDENCE TO ME! THAT IS IMPUDENCE!
  49. How about copy protection ? by sw155kn1f3 · · Score: 1

    What I don't quite understand is how copy protection of 3d models will be addressed.
    Imagine some indie studio extracts models, modifies the mesh so no one will be able to say it's the same model, and use it in own project, to save money on top-notch modeller.
    Not saying it's too bad of course - in general scheme of things everyone wins, but... Won't big studios just say "fuck it" and convert to propertiary formats then ?
    Interoperability is great of course.

    --
    - Arwen, I'm your father, Agent Smith.
    - Well, you're just Smith, but my father is Aerosmith!
    1. Re:How about copy protection ? by ewhac · · Score: 1

      What I don't quite understand is how copy protection of 3d models will be addressed.

      Answer: It won't. Get over it.

      In reality, this isn't a big deal. If you're a studio creating models for a film, then you're not distributing the models, anyway; only the rendered result. OTOH, if you're creating models for dynamic realtime rendering in a user's Web browser, then it's going to be copied, period. Just like HTML and CSS sheets have been copied for years, and no one has been complaining about that in any meaningful way.

      Schwab

    2. Re:How about copy protection ? by sw155kn1f3 · · Score: 1

      With propertiary renderer it's still costly to reverse-engineer 3d models. Like, say in games, or in custom java applet. How many models say in everquest has been pirated and distributed with other games ? zero I guess.
      Models and things are a great deal in games - IIRC 90% work hours spent on the modern game is content (models, sounds, textures, plot). Models take significant portion of it.
      So like portability format it's of course great, but studios hardly will adopt it for redistribution.

      --
      - Arwen, I'm your father, Agent Smith.
      - Well, you're just Smith, but my father is Aerosmith!
    3. Re:How about copy protection ? by spitzak · · Score: 1

      How about if you keep your precious model secret like they used to do in the good ol' days? If you only let people see renderings they can't steal very much, can they?

  50. MP3 and JPEG by Boing · · Score: 2, Offtopic

    The lossiness of MP3 and JPEG was only relevant because it allowed the actual files to become small enough to transmit over slow connections and fit on small hard drives. Additionally, while they may be lossy, the "lost" information goes completely unnoticed by the end-user, 99.99% of the time. If they come up with a convenient way of storing 3D information that is "lossy" but doesn't lose anything that will be missed, then more power to them.

    Additionally, the demand for small files, and therefore for MP3 and JPEG, draws on preexisting "content" sets that are enormous; all the audio data ever recorded (including in analog media), and all the static, 2D visual data ever recorded (including photos, texts, drawings, etc). By comparison, there are currently relatively few recordings of true 3D data; and the present uses of that recorded data are so specialized that a general file format would probably be insufficient anyway.

    So the day that Wal-mart starts selling digital cameras that laser-scan the whole room and render a complete 3D model, and the day they start selling holographic projectors for those 3D models, at prices that are reasonable for personal use, then there will be a market for a generic 3D file format.

    1. Re:MP3 and JPEG by merlin_jim · · Score: 1

      If they come up with a convenient way of storing 3D information that is "lossy" but doesn't lose anything that will be missed, then more power to them.

      Umm... we already do that.

      Consider, a true 3D model would be a set of points and colors. The fineness of the points would be determined by the fineness of the capture device, all the way down to the atomic scale.

      This is the equivalent of a bit-for-bit pixel-by-pixel BMP or WAV files.

      But we don't represent 3D models that way... there's too much. So instead we take out all the interior data, data that could never be rendered if the model is non-transparent. Then we take points that are coplanar or nearly coplanar and make them into contiguous triangles that require far less geometry data to represent, and far less computational power to render. Then we take the surface data such as color, reflectivity, courseness, etc. and divorce it from the geometry, storing it in its own graphic files (usually JPEG or GIF)

      This is analguous to the process of going through a WAV or BMP and finding features that are close enough to each other that we can remove details from them and those details will likely never be missed...

      --
      I am disrespectful to dirt! Can you see that I am serious?!
    2. Re:MP3 and JPEG by Boing · · Score: 1

      I'd say a lot of the 3D data out there doesn't (and won't) have an original "3D matrix" of points/colors at all, since it was created by a modeller of some sort rather than based on real-world information.

      Thus, what I was referring to was a way to lose some of the bajillion triangle/texture definitions of a scene in a way that is practically indistinguishable from the original. Theoretically, you could reduce a high-resolution (many triangles) sphere far off in the distance into a simpler object (fewer triangles), but you'd have to [A.] know that it was originally a sphere (so you could know how to reduce the triangle mesh), and [B.] have a fixed reference point such to say that it's far off in the distance. If the viewable point in the final program is nonstatic, then you'll need all that lost information after all.

      But that's the kind of "lossy" compression I was describing.

    3. Re:MP3 and JPEG by gerardrj · · Score: 1

      Actually, the "compression" that would probably be used in this type of file format isn't so much about reducing the number of triangles that need to be stored/sent, it's about eliminating them all together.
      Why store thousands of triangles defining a sphere, each with three 3D coordinates in memory and on disk when you can simply store one 3D point, a shape type and a radius(in this case).

      The same thing can be done for any mathematically or algorithmically definable shape, storing the information about what the shape is and where it is will be a lot more space efficient than storing all the triangles. It's also resolution independent, the client gets to decide if they want full, photorealistic rendering, or just a crude but quick preview. No data has to be lost.

      This could extend beyond simple shapes by using splines and vectors. A point could be defined as part of a vector and carry force, tension, direction and next neighbor information. When the client renders the image it would link all that back together and draw a shape.

      Extending this further, basic shapes can be extruded, lathed, unionized, etc. Using these techniques you can store incredibly large and intricate models in very small storage. I've seen models of cities that only take up a few hundred kilobytes, without textures.

      Textures are another issue, sending large bitmaps is sometimes unavoidable, but defining a standard set of procedural textures would decrease overall model size immensely. Imagine instead of including a bump map for lets say "brick", so the grout lines and brick faces would appear to have depth. Such a geometric and otherwise non-specific pattern could be defined with a few variables and generated on-the-fly by the client. Do you really care where the little pits are in the bricks? probably not.

      The only bitmap textures that would be sent are those that are very complex or very specific, like lets say the bump map for the logo on a car tire, or the scenery outside a window.

      That's probably what all the standards are about, defining what codes will define what shapes/commands, and what sort of procedural texture generators to include.

      --
      Article X: The powers not delegated... by the Constitution...are reserved...to the people
    4. Re:MP3 and JPEG by merlin_jim · · Score: 1

      Actually, the process I described is exactly what you are describing. Most 3D mesh programs have the ability to reduce a model to an arbitrary number of polygons; like JPEG compression, this feature turned up to high results in a blocky and angular image.

      While I agree with you that most 3D data out there never had an original matrix, that doesn't change the fact that such a matrix would be analguous to uncompressed image or sound storage, and that the 3D formats we use are similar to lossy compressed versions of the same.

      To give an example, I am a digital DJ. When I'm doing multitracking, my multitracker uses a high fidelity lossy compression algorithm; there is no point at which the sound data is represented digitally in a complete uncompressed manner. Simply because my first stage does not contain all the (mind numbingly insignificant) detail of the original, does not mean that this detail wasn't there...

      --
      I am disrespectful to dirt! Can you see that I am serious?!
  51. Oh knock it off by Brad+Mace · · Score: 3, Insightful
    Interesting that they would choose two lossy media formats as models for comparison
    No. It's not interesting at all. They are merely refering to their near universal popularity, nothing more. You can all quit trying to make a big deal out of nothing now.
    1. Re:Oh knock it off by TRACK-YOUR-POSITION · · Score: 1

      Actually, that whoever was making the comparison didn't think it was a big deal is kinda the point--it speaks volumes about how open their standard will be. Hey, sometimes a person's words say more than was intended to be said--deal with it. Ideally, EVERYONE would make a big deal about this, otherwise the lack of open standards is going to serious burn everyone not allied to one major corporation or another.

    2. Re:Oh knock it off by Halfbaked+Plan · · Score: 1

      You mean, like the lack of an open 3D File standard is 'seriously burning' everyone now??

      --
      resigned
  52. X3D by Anonymous Coward · · Score: 0

    X3D is finally starting to get support by some software

    X3D homepage:
    http://www.web3d.org/

    They do seem to be backed by some large companies.

    1. Re:X3D by Trejkaz · · Score: 1

      No shit, not only are they probably going to copy from X3D, but since Microsoft are involved it will probably be much less extensible. I get the feeling they're going to bend this into their little SVG ripoff or their XUL ripoff.

      --
      Karma: It's all a bunch of tree-huggin' hippy crap!
    2. Re:X3D by gl4ss · · Score: 1

      oh, it will be extensible.

      through visual basic.

      it's a joke, laugh.

      --
      world was created 5 seconds before this post as it is.
    3. Re:X3D by Mithrandir · · Score: 1

      They're not copying from X3D. It's a completely different model altogether. Very different from pretty much every scene graph architecture devised. It separates out the scene graph structure into two separate structures of material usage (textures, appearance etc) and mesh relationships. Animation and modification is done through a separate process called Modifier Chains. This is infact just Shockwave3D with a few minor additions.

      In fact, when they tried to push this through the Web3D consortium, they were told to go away. They started the CAD working group there and then started doing some very underhanded things to certain members of the group when the majority of the members asked them to prove how this format was better than X3D at accomplishing the task (in short, it's useless for large scale geometry representation).

      --
      Life is complete only for brief intervals in between toys or projects -- John Dalton
  53. It might be something like this: by Ayanami+Rei · · Score: 1

    Someone says: "oooh, this should be updated to a valid XML DTD and such and such", since it's just begging for it.

    But flash and Quicktime started being used extensively by developers, and each has a "solution" for viewing 3D models that's just as useful as featureful as a seperate VRML browser might be. So targeting VRML became kinda pointless because other more common frameworks had support, and there are excellent content creation tools for those environments.

    So no one had any reason to keep the VRML standard going.

    Also VRML is presentation oriented, which makes it only useful at the "edge". You don't keep the files around, but you have the original models. So it sort of quietly disappears.

    It sounds like U3D will be useful both for a workflow and for archival (and hence presentation) purposes. I think it's probably the right time to tackle that and design it with lessons learned.

    --
    THIS THING CAN TURN ON A DIME, MACROSSZERO STYLE ALSO FUCK BETA, ~NYORON
    1. Re:It might be something like this: by Mithrandir · · Score: 5, Interesting

      Not at all. U3D is actually just the Shockwave3D file format that Intel are trying to ram through a standards body somewhere.

      They originally tried to do this through the Web3D consortium (the owner of the VRML standard) under the guise of a CAD format. After a lot of manipulation of the members and several other very dodgy things, the consortium told Intel to get lost. It's now just popped up again under another guise. The laughable thing is that this file format is completely inappropriate for CAD requirements. It's somewhere between a scene graph file format and a programming API, with neither being particularly good. For example, it's not extensible and has a lot of hardcoded strategies. If you wanted to extend or change an iimplementation of one item in the modifier chain, it would require complete reimplementation of the entire system. For example, changing the humanoid representation to using shaders for rendering the mesh was impossible. The entire format is designed around CPU-based rendering. Video hardware accelaration is not possible for about 95% of the spec.

      Nothing has changed at Intel since we were dealing with them for the last 2 years on it. Effectively this project is 2 engineers and one manager trying to save their arse and the code from failed Shockwave efforts.

      An example - the press release says it will be an ISO standard. The ISO people have no idea what Intel is talking about as they've not been approached yet. It would fall under either SC24 or SC29 subcommittes (SC24 3D graphics, SC29 is programming and home to MPEG) and both of these committees already have standards that fullfil these requirements (MPEG and VRML/X3D). It wouldn't make it past the front gate at ISO.

      --
      Life is complete only for brief intervals in between toys or projects -- John Dalton
    2. Re:It might be something like this: by g-san · · Score: 1

      U3D is actually just the Shockwave3D file format that Intel are trying to ram through a standards body somewhere.

      VRML was based on SGI's Open Inventor file format. You could change the header line in a VRML file then get it to open in the fancy SGI apps. I believe VRML was a subset of the IV format. Still haven't seen link-a-tron in VRML though.

      I think VRML failed because the browsers were too slow, too beta, or too buggy when it came to scripting. It's still very useful for ad hoc data visualizations though.

    3. Re:It might be something like this: by DamoL · · Score: 1

      Are you sure that this is just the Shockwave 3D stuff being pushed forward again. Surely it must be something better than this. Do you have specific information confirming that this just the same old Shockwave3D again. I can't believe this because shockwave 3D simply isn't up to it? Will need something so much better accross the board.

    4. Re:It might be something like this: by Mithrandir · · Score: 1

      The only evidence I have I can't exactly present. My business partner and I worked very closely with them on the specification at the time with the CAD working group. That involved weekly trips either for us down to Intel's Portland, OR labs or their engineers coming to our Seattle office. I've taken another look at the stuff they've put up here and it's no different (in fact I would say identical, but memory of the old stuff is somewhat fuzzy these days). Also, I would recommend you go to Intel's site and search through their press releases from about 1999 onwards. You'll see they re-announce this same technology about once every 18 months.

      As for the comment of "shockwave 3D simply isn't up to it", you're absolutely correct. The format is attrocious for anything other than some fairly simple sexy looking graphics. Doing large scale interactive environments, it is not made for. Nor is it made for high-end work like CAD.

      --
      Life is complete only for brief intervals in between toys or projects -- John Dalton
    5. Re:It might be something like this: by DamoL · · Score: 1

      It is difficult to understand how so many companies (30+ allegedly) would get behind a doomed format. We spent a lot of time writing exporters for the old format. The process showed one limitation after another. I'm sure many of these companies faced the same problems in the past. Why not just work along the basis of the openDWG or opendesign.org setup. Are Autodesk and Bentley in the 30?

  54. Why Lossy Matters by Anonymous Coward · · Score: 1, Insightful

    Lossy becomes interesting when you start proposing using 3D data for something that matters. Imagine a data format that is 30% lossy. If you try to apply that data to a medical application where the granularity of the data matters, it won't work. I think that's why the comparison to two lossy media formats is interesting. Sure, there's a whole other ball of wax with the JPEG and MP3 licensing issues, but precision matters when you're talking about more than just flying around some silly map on a website.

    1. Re:Why Lossy Matters by Anonymous Coward · · Score: 0

      If you're shooting for a UNIVERSAL format ... why cripple it for certain applications from day 1? Hopefully they'll build levels of precision into the format.

  55. (alt) solutions for diametrically opposed needs by brahms3 · · Score: 1

    Yet again I suspect the ideal of striving for a format that is to be universal enough to cntain the whim of each individual's perceived wants. So one guy wants a lean mean 3d rendering browser machine, while somebody else wants an ultra high-res VR format for rendering the cosmos together with different behavioural and physical law models. So what happens: either an inadequate format for the one, or a massively complicated overkill spec for lighter requirements. If they can bound the problem of 3D rendering (like they did with 640k of RAM:/) then they might have a chance. A format like HTML is simple and limited which is why it is still so pervasive. "Universal" is becoming a synonym for "One of Many"

  56. XML? by TrentL · · Score: 1

    Before I even finished reading this headline, the words "XML" went through my mind. This seems like the obvious choice, especially if you want to pipe it to web browsers.

    And what's all this talk about losiness? Aren't most 3D formats essentially groups of points and lines?

    PS: Blender rules.

    1. Re:XML? by System.out.println() · · Score: 1

      I don't think XML would be appropriate at all; the file sizes for an XML 3D model would be pretty unworkable for deployment over the web and such.
      And what's all this talk about losiness? Aren't most 3D formats essentially groups of points and lines?

      Yes, and picture are groups of pixels; just because they're groups of something doesn't mean they can't be compressed lossily. (is that a word?) In fact, in many 3D models, there are a lot of things that can be "lossed" - one example that comes to mind if when there are a group of polygons in what can be changed to a flat plane - which happens a LOT. Most 3D programs have an option to "simplify" the models this way.... there are probably a lot of other ways to lose insignificant data in a 3D model that I can't think of right now.

    2. Re:XML? by TrentL · · Score: 1

      My point was that 3D graphics seem more like vector data. I don't see how you can be "lossy" when it comes to vectors.

    3. Re:XML? by tepples · · Score: 1

      I don't see how you can be "lossy" when it comes to vectors.

      Cut off some of the precision of the vertices perhaps?

  57. The only question that matters by IGnatius+T+Foobar · · Score: 2, Interesting

    The only question that matters:

    IS IT PATENT ENCUMBERED?

    All other issues are secondary.

    --
    Tired of FB/Google censorship? Visit UNCENSORED!
    1. Re:The only question that matters by cindy · · Score: 1

      Ummmm...
      What part of Adobe, Boeing, Canon, EDS/Unigraphics PLM, Hewlett Packard, Intel, Microsoft, and ECMA don't you understand?

  58. Re:Notorious P.I.G. by Anonymous Coward · · Score: 0

    Slashdotters aren't notorious period. Random anonymous nerds shouldn't have such an inflated sense of self-importance.

    Get over yourselves, losers!

  59. HDF by Anonymous Coward · · Score: 1, Interesting

    The Hierarchical Data Format (HDF) http://hdf.ncsa.uiuc.edu is one option. Suposidly open and royalty free, supports compression, and multi resolutional datasets. When I was playing with it (circa 2001), they did not deal with pologional datasets well, but there were some people addressing that...

  60. VRML by benpharr · · Score: 0

    What's wrong with VRML. :)

  61. Can't wait for the 3D-version by Anonymous Coward · · Score: 0
  62. Geometry Images by duckpoopy · · Score: 2, Informative

    Conformal surface parameterization allows you generate a geometry image from an arbitrary mesh. The geometry image is a parameterization of the mesh on a uniform grid where the (r,g,b) coordinates are considered to be (x,y,z) spatial coordinates. You can now use the image format of your choice, lossy or not.

    --
    word.
  63. Yeah, right ... by spannah · · Score: 1, Insightful

    Where is VRML? What about OpenGL?

    How many formats are still in use for 2D images?

    What about audio and video? Why do people need to have 3 media players installed? (Windows, Quicktime, Real)

    What about instant messaging? That is 4 apps that are imcompatible between each other, but all do the same thing. (AIM, ICQ, MSN, Yahoo)

    Yes, I do know about gaim and mplayer, but the average user in a windows box is a different story.

    I think the industry that created this mess would be better off first cleaning this up, where it impacts the end user, and worry about 3D formats, which aren't widely used, after.

    Talk is nice, but it is the mighty buck that does the walk.

  64. Lossy by t_allardyce · · Score: 1

    Interesting that they would choose two lossy media formats as models for comparison.

    floating point?

    --
    This comment does not represent the views or opinions of the user.
  65. Re:Microsoft's motive by cybermancer · · Score: 5, Insightful
    ...it says that Microsoft is involved with developing the format...

    Not to long ago there was a push for Microsoft to adopt open file formats for their office suite. They naturally didn't follow through. Their reason is they have a virtual monopoly in office suites - despite very viable alternatives. If they adopted an open file format then that would, in their mind, strengthen the competitors and weaken customer lock-in.

    Their motive for advocating an opne 3D graphic format is that they have no stake in the 3D imaging market. If an open format is adopted then that gives them a leg up on taking over the 3D image market.

    The interesting thing is how Microsoft "embraced and extended" the SVG format - only to make their own incompatible format wvg. This is inspite of the fact that Microsoft was involved in the specification. I would suspect they will use the same strategy with U3D.

    --
    "Anything is possible with enough programmers, time and pizza." (Substitute caffeine for time as needed.)
  66. med imaging by Anonymous Coward · · Score: 0

    --- AC laughs to self ---

    I work in medical imaging (MR, CT) where everything is volumetric. In the global scheme of things its a relatively small group of people and a relatively small group of vendors all dealing with relatively large available resources ($$$) --- have we arrived at a good standard for this -- NO.

    Good luck.

    --- shakes head, chuckles and walks off ----

  67. Awesome by iamdrscience · · Score: 1

    Bring on the 3d porn sites. This can only be a good thing.

  68. The nice thing about standards is that.... by chopper749 · · Score: 1

    everybody's got one!

  69. Company by Anonymous Coward · · Score: 0

    I put -

    Company: Expecting some people later on.

  70. "standard" my a** by jerk_kill_blue · · Score: 1

    yeah, nothing like defining a "standard" between 30 companies, especially when those companies include M$, Intel and Adobe. I wonder whose interests this will serve???

    This is like the definition of "free speech" in america (you can say whatever you want, as long as the majority doesn't get offended)

    but, instead, it will be "you can build whatever support you want into this 'standard', as long as we (M$, Intel, Adobe, et al. stand to make crap loads of profit from it because it will force people to use our closed, and proprietary software).

    How does the end user benefit from a 3D "standard" like this? .. answer = they don't. The only "standard" that will emerge is the requirement to use the software or hardware that supports the format (which, by the way, will not be "universal" by any stretch of the imagination)

    By the way .. there's already a universal 3D exchange format developed by Kaydara (www.kaydara.com) ... the format is called FBX and supports 3D objects, lights, textures, animation and camera information ...

    what's that? M$ doesn't create 3D software that can actually utilize this information? fancy that .. sounds like we need to be creating a new standard then ... /sarcasm

    --
    -- i'm not paranoid. who told you that???
  71. Why VRML sucked by sjbe · · Score: 3, Informative
    VRML had a bunch of problems.
    • VRML files are huge. VRML was designed to be human readable (a laudable goal) but this meant that a VRML of any complexity made an enormous file. I used to use VRML files out of ProEngineer in a 3D simulation package and the smallest files were usually about 20 megabytes and it went up to 200 at times.
    • VRML lacked the precision to be useful as a CAD quality 3D data interchange format. Not that any of the alternatives are great (IGES) but VRML didn't solve the very real problem of interchange between incompatible 3D modeling systems.
    • VRML was designed (partly) with the idea of moving the web to 3D, but this isn't very useful for real world interfaces. Even where 3D interfaces might be useful (rare) there isn't the infrastructure (bandwidth, control systems, etc) to make it useful
    • Unrealistic (read poor) image quality. You will never see a VRML file that looks anything close to as good as a modern 3D shooter.


    Basically VRML wasn't designed to scratch a real itch, just a theoretical one. It was just a neat idea that was designed by committee, with predictable results.
    1. Re:Why VRML sucked by drfrog · · Score: 1

      not all files have to be huge, good optimization tools and techinques exist
      also learning how to reuse components helps

      web based 3d is different from rendered 3d

      vrml/x3d has as much prescision as you want to go to, if you wan 1.0 you got it, if you want 1.0000000000000001 you can do that too!

      vrml was designed for 3d on the web not for moving the web to 3d
      all my real world interfaces are 3d {doors lightswitches ....}

      and image quality, well ive seen some poor quality stuff, and some absolutley fantastic stuff as well

      --
      back in the day we didnt have no old school
    2. Re:Why VRML sucked by dasmegabyte · · Score: 2, Interesting

      MPEG-4 was another neat idea designed by committee, and it's pretty awesome.

      It's not committees that ruin concepts, but lack of a concrete agenda. Start with a solid goal, continue with cutting edge research, and round it out with a coherent standards doc. That's how you make a file format.

      --
      Hey freaks: now you're ju
    3. Re:Why VRML sucked by BrainStain · · Score: 1
      Well, the real reason VRML sucked is because the IP, You P, We all P freely disclosures enforced on the members of the consortium who wanted to "contribute" their technology. Now what business case is there for giving away hard fought IP, except to get good karma points from the rabble, ie, afterburner marketing, something you toss in after the buisiness case has moved on. VRML itself was afterburner from inventor SGI saw as an op for recycled marketing and competed with performer, X3D was afterburner from Sun's 3D hardware and competed with java3d though java3d would be nowhere without it, as Sun was still breathing fumes from SGI's afterburn, stuck with a mediocre OpenGL implementation which already cost a lot to license.

      So, back to the point, the suckiness is a result of small timers without sufficient backing to produce a single compliant implementation, and no way to legally challenge anyone's suckiness; a specification that was covered in snake oil so that nobody could get a grip on it while it scurried about in endless spirals, a wiley little beast that could only be caught by backing it to a corner and clubbing it with a lead filled snowshoe. Xj3D was more of a strange attractor in a preditor - prey equation than a reference implementation, which legally you need a full compliance suite to be called reference, and Sun promplty offed that staff, leaving the poor thing to fend for itself out in the wild. It mutated into a hideous beast with no deployment strategy, no compliance schedule, no real support should java3d decide to pull a fast one underneath.

  72. Missing Members, universal format? by PenguinOpus · · Score: 2, Informative

    At least according to the reports I could find, Alias and Autodesk are not members/founders of 3DIF. I would be very surprised if a "universal" 3D format is created without their help.

    The problem is that there are many diverse needs/users for 3D data and the data is so large and/or hard-to-render that simplifying it to a single format that meets the needs of CAD, film animation, sci-vis, game animation, 3D web content, and GIS is not reasonable.

    On the other hand, VRML may have been too early, but a poly+texture+simplebehaviours format that was well supported by all applications would be a good thing to (re)create.

    1. Re:Missing Members, universal format? by Anonymous Coward · · Score: 0
      At least according to the reports I could find, Alias and Autodesk are not members/founders of 3DIF. I would be very surprised if a "universal" 3D format is created without their help.

      Autodesk will never help create an open 3D standard for the same reason that Microsoft will never help create an open Office format. They fear losing the customers who are already locked into their respective monopolies. Autodesk may do what Microsoft has already done and pretend to want to be on the committee but really use it as a foot in the door to do reconnaisance and sabotage.

  73. I was excited for a moment... by frAme57 · · Score: 2, Interesting
    but the line on the ECMA site, the repurposing of 3D CAD data for training and visualization, generally in non-engineering and non-design applications, killed it for me. I was hoping for an open universal format for CAD files. I know they're commonly used but .dwg and .dxf are overrated and proprietary. And IGES is supposedly the universal format, but every CAD program has its own unique approach to the IGES format. In my experience, exporting from one CAD systesm to another via IGES is, at best a gamble and at worst a tedious excercise in rebuilding what got mangled in the transfer.

    So what's the point here? Will this enable me to model dancing hamsters and spinning thingies in Alias or Rhino and export them directly to Front Page and Power Point? Be still, my beating heart.

    --
    "In a hierarchy every employee will rise to his level of incompetence". The Peter Principle
    1. Re:I was excited for a moment... by Mithrandir · · Score: 2, Informative

      There is one in the works - There's a CAD profile of the X3D standard that is currently being worked on by the Web3d Consortium. The primary purpose is for data interchange at the DCC tool level so that CAD content can be taken and repurposed for tasks like training manuals, applications and online display. Every major CAD vendor as well as all the other tool vendors (Autodesk, Alias etc etc) are involved. The standard is underway and the first draft to be added to the ISO process should be ready in the next month or so.

      --
      Life is complete only for brief intervals in between toys or projects -- John Dalton
    2. Re:I was excited for a moment... by paradesign · · Score: 1

      Ive had luck with .OBJ and STEP. OBJ going between surface modeling programs, Alias StudioTools> Rhino, and STEP going to engineering programs, Alias StudioTools > MCad. Luckily Maya imports StudioTools' .wire format seemlessly. I dont think another format is going to do anything for design / engineering 3D. Best of luck to them though.

      --
      I want 2D games back.
  74. Grace Hopper TOUCHED MY JUNK! by Anonymous Coward · · Score: 0
    1. Re:Grace Hopper TOUCHED MY JUNK! by breon.halling · · Score: 1

      I know this is a troll, but MAN! I gotta start using that term! "Touched my junk!" Hilarious! =)

      --
      "Yeah, well, Dracula called and he's coming over tonight for you and I said okay."
  75. A golden opportunity... by theo2520 · · Score: 0

    I think this is a great opportunity for the Open-Source Community to try to jump the gun on our proprietary counterparts. If we came up with a standard, got some big names to back it (as we do have several big names interested in us now), and copylefted or GNUd it, we could guarantee it stays open and standard. If we do it first or immeadietly after, it can make first revisions of 3D software as an alternative to the proprietary "standard"!

  76. Yes, but can it interoperate? by TWooster · · Score: 2, Interesting

    Alright, this is all very well and good for games and general purpose stuff, but (since 3DIF is slow at getting login confirmations) I looked at the rather small list of supporting companies in their FAQ, and this is what I saw:

    Adobe, Boeing, Dassault/Systemes, NGRAIN, Lattice, Microsoft, Parallel Graphics, SGDL Systems and Tech Soft

    Where's discreet (3dsMax), where's avid (Softimate), maxon (Cinema4d), or alias (Maya), or how about newtek (Lightwave)? Maybe this can become the universal CAD format, but if those are their backers, don't expect this to become a standard in the high-end 3D arena. Someone mentioned Kaydara Motionbuilder earlier -- that's good, but proprietary.

    I wouldn't give this much credibility as a UNIVERSAL format until they get some of those companies in on it... And if they are, and they aren't listing it in their FAQ, they're foolish.

  77. Sure people would notice! by PaulBu · · Score: 1

    Would one really notice slight noise in the coordinates of points of a mesh or in texel color values?

    I've got a feeling that this format is specified not only for 3D as in virtual reality/animation but also for 3D as in mechanical CAD work. Do you REALLY want that rivet in a wing of a plane you fly to be "just a little bit" off? ;-)

    Paul B.

    1. Re:Sure people would notice! by Halfbaked+Plan · · Score: 1

      Actually, I don't mind 3D renderings of planes that I ride, the renderings used for prototype and demo and what-not, being approximations. But that isn't the level at which planes in 'real life' are produced. Planes are created with metal and composite parts from flat precise mechanical drawings. With nothing at all 'virtual' about them.

      I guess people who live in cyberspace wouldn't get the distinction.

      --
      resigned
    2. Re:Sure people would notice! by chunkymunky · · Score: 1

      "Planes are created with metal and composite parts from flat precise mechanical drawings" Whats a drawing? :-) I've used plenty of subbies that'll accept CAD model files (Solidworks, Pro etc) and don't even bother with a 2d print, dead-tree or otherwise...

    3. Re:Sure people would notice! by Halfbaked+Plan · · Score: 1

      Whoah! And I bet it all gets pixelated if they make the part too big, huh?

      --
      resigned
    4. Re:Sure people would notice! by Anonymous Coward · · Score: 0

      Er, no. Doesn't quite work like that...

  78. No it isn't by drix · · Score: 1

    Interesting that they would choose two lossy media formats as models for comparison.

    Hrm... nope, not interesting. They're referring to their ubiquity, nothing more. (Duh.) I would shudder to think how a lossy 3D modelling standard would work, but luckily I don't have to, since that's an idiocy.

    What's marginally interesting is that they would name two standards that are encumbered in a thicket of patent disputes.

    --

    I think there is a world market for maybe five personal web logs.
  79. Re:What about 3DMF or GopherVR by Anonymous Coward · · Score: 0
  80. already an iso 3d standard by drfrog · · Score: 2, Interesting

    called x3d

    web3d's x3d

    so if they think iso is gonna aprove a second 3d format they are being pretty silly

    --
    back in the day we didnt have no old school
    1. Re:already an iso 3d standard by drfrog · · Score: 2, Informative

      correct url is web3d.org

      --
      back in the day we didnt have no old school
  81. Re:The standardization would benefit consumers mor by Anonymous Coward · · Score: 0

    Shouldn't your iEverything come with a built-in iRenderFarm?

  82. W3C are the peeps for me by t_allardyce · · Score: 1

    AFIC the W3C team are gods of standards and should be incharge, they should also be incharge of the entire world! These people are not recognised for their work and instead people implementing W3C standards go out of their way to totally screw it up and negate the entire point of it - HTML & CSS is a perfect example of this, VRML its true is old but they are working on the next thing already, these guys pretty much cover every corner and while their standards might seem hard to figure out at first but when you finally do get it its like a high and zen enlightenment!

    --
    This comment does not represent the views or opinions of the user.
  83. I wonder how much the price for the spec is by andalay · · Score: 1

    link
    With MS involved, I have a feeling that there is going to be a lot of ``embrace and extend'' beyond what goes on in Ballmers office.

  84. I like the idea. by moroderzone · · Score: 2, Informative

    I do research in computer graphics. Finding 3d models is a pain. There are so many formats, and converting between formats is no fun. Sometimes parts of the model get messed up. For example the surfaces normals come out backwards or the material properties disappear. I think if they release a nice file format, and a nice and fast API for loading and saving files i would check it out. And if there were a lot of nice 3d models available in that format, i would be all for it.

  85. Consortium announces universal file format by jbum · · Score: 3, Funny

    Burbank, CA - A consortium of one programmer is working to
    define a new file format intended to seve as a universal
    file format for all data. The new file format will be
    named the 'Universal File Format', of UFF. According to
    the consortium, he hopes to make the new format as
    standard as MP3 has become for audio, and JPEG has
    become for 2D images.

    "The basic structure of my file format is a sequence of
    8-bit numbers," says the consortium, "in which each
    number can represent anything required by the users of
    the file."



    1. Re:Consortium announces universal file format by Anonymous Coward · · Score: 0

      Bah.. that'll never gain acceptance. It's sure to lose out to the other UFF project.. the one that is constructed with a series of single bits, which are combined together in different patterns to represent the desired information.

    2. Re:Consortium announces universal file format by Wdi · · Score: 1

      Well, there is already a legit "Galactic File Format". ;-)

      (its exact name is the "thermo galactic file format", but people tend to shorten it. It is a popular format to store chemical spectral data).

    3. Re:Consortium announces universal file format by BrainStain · · Score: 1

      Unfortunately, Microsoft has a patent on series of single bits files. Sun had prior claims to a discrete container for boolean modules, and now they just work better together.

    4. Re:Consortium announces universal file format by oshy · · Score: 1

      Just wait till someone tries to patent this one and charges everyone for every file they have.

  86. Re:30 companies? Good luck trying to get an agreem by argent · · Score: 3, Insightful

    I suspect it'll be more like TIFF and MPEG-4.

    TIFF had so many options that it was years before a common subset developed.

    MPEG video is a maze of twisty little codecs all different.

  87. So 1337 it will... by pinkstuff · · Score: 1

    "boost demand for faster processors and graphics chips" - Will it be that bad?

    1. Re:So 1337 it will... by Anonymous Coward · · Score: 0

      synergise your paradigm, dude

  88. why not XML .... by Anonymous Coward · · Score: 0

    Just use the XML format and define a tag structure.Traditional 3D file formats are really easy to define. This is because they all contain the same types of data. Its just arranged differently.

    Doesn't all decent 3d software support the importing of other vendors file formats? I have caligari TrueSpace 3.2 (way old version -- cost me over $380 and I see no reason to upgrade for making game models-- works great)

    Below is an example of a simple 3d structure (minus scene lights).

    MaterialName
    MaterialID
    color r,g,b
    specular r,g,b
    diffuse r,g,b
    texture filename
    typehint (texture,envrionment,bump,lightmap)

    Object
    MeshName
    ParentID
    ObjectID
    Position x,y,z #used to build the transform matrix
    Rotation x,y,z
    Scale x,y,z
    Shear x,y,z
    PointList
    x,y,z,...
    SurfaceNormalList
    x, y,z,...
    UVList
    u,v,...
    TriangleList #more than one uv & MaterialID needed for multitexture support
    pointindex1,pointindex2,pointindex3,uvind ex1,uvind ex2,uvindex3,normalindex,MaterialID1,MaterialID2,M aterialID3,....

    The difficulty comes in incorperating the special features of 3d programs. Nurbs, Metaballs, Plastiform, Physical simulation attributes and any other exosteric way of defining a 3d mesh and its attributes.

    This is why I think XML would be good. The software could ignore any tags it doesnt understand.

    The Truespace .COB and .SCN formats are good in this regard too since the file is a series of data chunks defined by a simple header that makes it easy to skip chunks you don't care about or currently can't handle.

  89. X3D by adpsk · · Score: 1

    This already exists. It's called X3D, an XML-ized VRML. It works, it's extendable, it's XML. To me it seems that all these "industry" folks want to do is re-package VRML now that there's actual hardware and market to support it. I wouldn't concern myself with this much. Just go on creating fantastic stuff with the tools you have and let your actions dictate what becomes a standard. These people obviously have nothing better to do.

  90. JPEG is not a lossy format by alphakappa · · Score: 4, Informative

    JPEG is not *necessarily* lossy. The JPEG specification allows for both lossy and lossless compression.

    In common parlance, however, JPEG refers to the *JPEG baseline algorithm* which is lossy (but allows you to define the amount of loss). Note that even though you can create images that are visually lossless, baseline JPEG can never produce truly (mathematically) lossless compression. (no, not even if you set quality=100)

    If you want lossless JPEG compression, there's the standard called *lossless JPEG* (LJPEG) which doesn't provide a high degree of compression though. There's also *JPEG-LS* which is another JPEG standard which provides for lossless compression.

    If that's not enough JPEG for you, there's the new standard called *JPEG 2000* which allows a host of features such as the ability to choose between lossy and lossless compression, progressive transmission etc.

    So calling JPEG lossy is true only if you are referring to baseline JPEG.

    --
    "When the only tool you own is a hammer, every problem begins to resemble a nail." - Abraham Maslow (1908-1970)
  91. Re:Microsoft's motive by Anonymous Coward · · Score: 0

    "Their reason is they have a virtual monopoly in office suites - despite very viable alternatives."

    I love how you throw in "virtual" to save your argument. How can you have a monopoly when there are "very viable alternatives"? Mono - single, one, i.e. no alternatives. Microsoft isn't a monopoly, it just has sometimes shady business practices.

  92. hopefully they get it right by Sludge · · Score: 2, Informative

    Do something cool, and THEN move to standardize it. This was the fundamental problem with VRML. Standards locked it down far before it was useful.

  93. HEY! by Jeremiah+Cornelius · · Score: 2, Funny
    VRML

    (ducks for cover...) ;-)

    --
    "Flyin' in just a sweet place,
    Never been known to fail..."
    1. Re:HEY! by jacquesm · · Score: 1

      vrml is a great tool for raytracing and the like, but it would not serve as a cad-cam file format.

    2. Re:HEY! by bjohnson · · Score: 1

      Why?

    3. Re:HEY! by gfxguy · · Score: 2, Interesting

      Wondering the same thing myself...

      One of the great things about some of the open formats out there (like openGL and vrml) is that they are exensible... don't have constructs for CSG? Go ahead and make them.

      Besides, I REALLY like having a format that, when I'm just playing around, I can make text file and with a couple of lines have spheres and lights and cubes and stuff. I've designed simple furniture, including a hutch for my guinea pigs, using OpenInventor (which is basically VRML).

      --
      Stupid sexy Flanders.
    4. Re:HEY! by Anonymous Coward · · Score: 0

      And the successor to VRML even has "extensible" as part of its name (X3D). Unfortunately the "working group" sucks. Every few weeks the format/API is changed. The decission process is painfully slow, driven by hackers and clueless academic types who like to meet at conferences to present their next (useless) 3d interface. And yes, I co-authored a paper for InfoVis so I kind of know the insights.

    5. Re:HEY! by orasio · · Score: 1

      I don't think that is funny. XML encoded VRML2.0, or X3D, and displayed with OpenGL acceleration, is a nice format, although it might be a commercial failure.

  94. Paranoid web developers by 0x0d0a · · Score: 1

    The other problem I heard people complain about (but was not a problem for me) was the "JavaScript" problem -- people on comp.lang.vrml didn't like that their web VRML was human-readable and stealable.

    I've always been curious as to how much of a real risk this is. How many contracts do developers *really* lose because someone used a snippit? I write open source C/C++/etc code without worries, because I'm quite comfortable believing that given the vast number of computing needs in the world that aren't being met, the market for people to produce software is not going to vanish (may change a lot, become less lucrative, but not vanish). If Bob Smith writes a "right click save image blocker" Javascript, and Mary Jones uses the same thing, what is the actual chance that Bob Smith was going to get hired in place of Mary Jones? I mean, I can understand it for some things, but a lot of web code is website-specific. The Web is an expanding and rapidly-changing medium, and it's not as if that Javascript snippit is likely to be in use seven years from now.

    1. Re:Paranoid web developers by Minna+Kirai · · Score: 1

      How many contracts do developers *really* lose because someone used a snippit?

      VRML and C++/Java/Javascript have to be pretty different in this regard. VRML works are essentially artistic data, like a JPG or MP3, while all programming code is functional. You'll notice there is no equivalent to the Free Software / Open Source movement for music or images (there may be some groups that attempt this, but they've had nowhere near the success of FOSS).

      There are many possible explanations for this. One is that artistic works are more composable. If I need sound effects or 3d models for my video game, it's much easier to snag individual small files from here&there than it would be for me to build up executable code from the same scatter methodology. (Composability of software is often attempted, but seldom realized. One might say that successful software is more than the sum of its parts)

  95. That must have been difficult... by NIN1385 · · Score: 0, Offtopic
    "The Register is reporting that more than 30 companies are working together to define a new file format intended to serve as a universal 3D file format. The new file format will be named the 'Universal 3D Format', or U3D.

    How the hell did they EVER think of that name...I mean, that is just as clever as you can get. They must have Harvard and Yale graduates thinking of that one all day.

    Does this mean if an alien in another universe doesn't use this format that he/she/it will have compatibility issues? Will Earth be liable if they sue us for not offering support for the products they bought? Oh wait that is right, we live in a country that doesn't discipline a company for screwing over customers and not supporting their products, it rewards them with huge contracts and laws that favor them and only them. Us americans should be ok unless they decide to screw us over in yet another way, shape or form.

    --

    If carrots got you drunk, rabbits would be fucked up. - Comedian Mitch Hedberg R.I.P. 03/30/68-2/24/05
  96. VRML is now X3D! by the+Hewster · · Score: 1

    X3D is the successor to VRML, it is mostly the same but in a XML type format. You can check it out at web3d.org . A lot of software packages can import/export it but the flurry of VRML browsers declined when VRML content creation didn't reach the expected levels. Also, if i am not mistaken, a lot of material data frequently used by 3D artists (multi texturing, bump maps not to mention pixel shaders etc.) are not supported by the format. Which makes it crap as an interchange format. On the upside: it is now incorporated as part of the mpeg4 standard...

    1. Re:VRML is now X3D! by Mithrandir · · Score: 2, Informative

      You're partially correct. X3D added a XML format, it didn't replace the existing one with it. As such it has grown a lot so now you can express the same concepts in 3 different file formats - the origial Inventor-style curly brackets, XML and a pure binary form.

      As for the other technologies, they're included in the X3D standard. The only ones taht aren't are progammable shaders and 3D texturing support. Both of those are currently going through the standardisationn process working groups within the Web3d consortium.

      Only a part of X3D is incorporated into MPEG IV. There's a lot they didn't take - most specifically all the extensibility that X3D allows. It's a single fixed profile of functionality. It's a rather cut-down version if anything.

      --
      Life is complete only for brief intervals in between toys or projects -- John Dalton
  97. Universal ever-evolving crap by billcopc · · Score: 3, Insightful

    We all know what this is going to be: an XML definition like everything else these days.

    Universal everything is a misnomer, because everything is in a constant state of evolution. What works today, will be passé in a year or two when DirectX n+1 is released with new gimmicks. Standards are good for fixed concepts, or at least ones that take a long time before having significant changes. 3D ain't one of them.

    --
    -Billco, Fnarg.com
  98. Obsessive compulsive disorder? by Thinkit4 · · Score: 1

    So I'm not the only geek with OCD? Lossy compression bugs the hell out of me!

    --
    -I am an elective eunuch.
  99. Overambitious? by Dr.+Mu · · Score: 4, Informative
    The goals of this project are either overambitious or overstated. Each of the 3D file formats in current use has its plusses and minuses, depending on what it's used for. For example, VRML works fine for dynamic 3D visualation, but I wouldn't want to fabricate anything from it. Likewise, STL is optimized for stereolithography, but IGES is de regeur for final manufacturing. A single, universal format would have to include a lot more data than any one single application could ever need.

    Perhaps the best approach is a pseudo file format with plug in codecs, like Microsoft uses for its video playback.

    1. Re:Overambitious? by Anonymous Coward · · Score: 0

      I haven't read the article, but I think they are aiming for a universal file format to be used for entertainment purposes and on consumer PCs - a format that is well suited to be rendered on consumer graphics cards. So that a common framework can be used for rendering them and that can be easily used by different applications.

  100. 3d this by mnemonic_ · · Score: 1

    I thought it was pretty obvious that they were referring to polygon meshes (and possibly NURBS), which can be used to make any of the things you listed. A 3d map is a collection of vertices shaped like a map. A 3D wireframe is a mode with which you view a 3d object (it is a view setting, like smooth shaded or flat shaded), it is not an object. A 3d solid object could refer to volumetric computerized geometry, however the uses of that are so uncommon (engineering, medical, scientific visualizations) that it would not be worthwhile to create a standard 3d file format. A 3d interior space is a collection of vertices shaped like an interior space.

    It's not like you have to use a different image format when create an picture of a house or a picture of a dog. It's all in how the user paints the pixels. Likewise, with a polygon model, it's all about how the user manipulates the geometry.

    There *are* some 3d geometry types other than polygon meshes and NURBS, but the only need (that I've perceived anyways) for a universal 3d geometry file format is with those two categories. The others so seldomly in such esoteric groups that they'd have no need for such a thing.

  101. .u3d already in use! by buhatkj · · Score: 5, Informative

    the .u3d file extension is already used for a proprietary format for a neat little app called uinwrap3d, which a lot of modders use to make skins for custom game models. prolly no big deal but i just thought that was mildly relavent
    maybe not...

    --
    sometimes, i wonder if i'm the only conservative on teh intarweb. ah well, back to mah hogs and warmongerin'....
    1. Re:.u3d already in use! by Anonymous Coward · · Score: 1, Informative

      pffft... hardly.

      u3d is the standard Unreal engine's 3D format.

  102. Re:Microsoft's motive by vaccum+pony · · Score: 2, Insightful

    They will. Don't forget Direct X. Yes, Direct X is focused at the moment on games (mainly), but that will change. And besides, Microsoft has a stake in controlling the video game industry.

  103. Boost demand for faster chips? by ReelOddeeo · · Score: 1

    From the article... In particular, they hope that such a standard will allow 3D data to be more easily incorporated into other apps, such as web browsers, to make 3D imagery more widespread - and, in turn, boost demand for faster processors and graphics chips.

    Shouldn't they have said....

    ...and in turn slow down computers and applications everywhere.

    --

    Those who would give up liberty in exchange for security and DRM should switch to Microsoft Palladium!
  104. No more Alias by mnemonic_ · · Score: 1

    Alias was acquired by AKKR recently, and with that transfer probably went the ownership of the file format rights (the cursed or blessed .mb, maya binary). I doubt that AKKR has any interest in opening the format up, unfortunately...

    1. Re:No more Alias by FueledByRamen · · Score: 1

      Curse .mb all you want, but Maya's .ma format is quite nice. Especially when you have to do something to your scene by hand. Just about any program can use it, because it's all human-readable ASCII, and figuring out how to read what you need from it is very trivial. I wouldn't exactly call it open, but anyone who can read the Maya documentation (or has a good understanding of 3d concepts and a grasp of the English language) can "reverse engineer" the format.

      --
      Every cloud has a silver lining (except for the mushroom shaped ones, which have a lining of Iridium & Strontium 90)
  105. Bad examples? I think not by Cougem · · Score: 1

    Interesting that they would choose two lossy media formats as models for comparison

    Which makes them such good examples; despite the fact they aren't the best of the bunch, they've conquered all to become the standard

  106. Original. by Anonymous Coward · · Score: 0

    The Register is reporting that more than 30 companies are working together to define a new file format intended to serve as a universal 3D file format. The new file format will be named the 'Universal 3D Format'

    Wow, what an original name. Must have taken them years to come up with that.

  107. In this case Lossiness is a Good Thing by BrainStain · · Score: 1
    Um, this format is for DOWNSTREAM 3D, not CAD work. It is supposed to be lossy to protect the designs of the mechanical engineers from being duplicated by competing firms, while enabling marketing and other fluffy visualizations.

    Consider that it would be relatively difficult to steal Boeing's new fangled turbo fan based on lossless 2D photos, but a sure thing if they posted a 3D model using correct VRML indexed face sets or Wavefront obj's. on the web or in a flight sim game.

    Furthermore, because the data is intended for downstream consumption, it should be compressed to enable visualization on low bandwidth, as full fledged CAD models can take up gigs, whereas the 2D snapshot would only be a couple megs at most, a lossy mode can provide however a reasonable facsimile for the purpose at hand. Nevertheless the main concern is protection of IPR without needing to incorporate DRM into a 3D standard, which may have other hard to solve patent issues for 3D browser companies, like mine.

    If you want a CAD file, need to know the resistance of that wire, or the temperature constraints on that piston, or the material used to coat the undercarriage, or submillimeter accuracy over hundreds of meters of model, etc, that is what a CAD format is for.

    Also consider that there are huge wharehouses full of CAD data that can be converted to the lossy format, enabling far better 3D games with lots of stuff found in real life without being reverse enginineerable.

    1. Re:In this case Lossiness is a Good Thing by PaulBu · · Score: 1

      From the article: Intel and co.'s goal is to end the array of proprietary 3D graphics formats devised by CAD, 3D and other software developers and replace it with a single, standard format that all can use.

      I read this as if they do indeed want this format to replace proprietary formats and CAD is mentioned first. Nowhere it was said that this one is for "downstream consumption" only (except if you read too much into mp3 and JPEG being mentioned).

      I would be more than happy to see CAD models flowing between my layout tool, EM simulator and my project manager's Powerpoint. Heck, I've spent half a day recently figuring out that the only way to convert GDSII file into Agilent's ADS layout database which did not involve a tool with expired license was to go through IGES... ;-)

      As for the IPR protection angle, what makes you think that Boeing would treat data in this format differently than any other data they have, i.e., "need to know" and only on the intranet? If they would want to release a 3D mockup of their next plane to CNN they will definitely filter data and maybe intentionally disturbe vertices and such.

      The beauty of well-designed format is that it would be able to be used at all levels of detail, from real detailed CAD database to 3D game objects. The examples of CAD data that you cite require only the availability of user-definable properties/sections in the file and decent data precision + scaling factors incorporated in the format (microns/mils for chips, mm/inches for planes... ;-) ).

      Paul B.

    2. Re:In this case Lossiness is a Good Thing by ctxspy · · Score: 1

      Wow... I'm amazed at the profound lack of insight that you possess.

      Please stop the mindless drivel, it may actually serve to confuse some people.

      1) The companies that would "steal boeing's newfangled turbo fan", are more likely going to a) acquire the CAD originals, or b) buy one, and reverse engineer it. Not that your scenario is likely in the 1st place. Are you seriously positing that a flight simulator game would be created that had a high-detail / accurate model of the turbo fan? Oh boy.. god help us all if you think that's even remotely possible.

      2)Compression.. ??? !?! WTF are you talking about.. Please please please tell me you're smart enough to understand that the #1 way to reduce the size of any 3D file is to reduce the complexity?! It has nothing to do with the precision of the points, it has all to do with the number of features you're representing in the file.

      3) "full fledged CAD models can take up gigs, blah blah blah" Wow! more retarded conjecture. Yeah, a cad model can take up gigs.. and yeah, a picture can take up a few megs.. what is your point?!? Any kind of 2D snapshot would instantly be in a whole different realm -- not to mention the 'couple meg' limit, which severely limits the resolution (unless of course you're talking about vector graphics, but i kinda doubt you are)

      4) I love your final paragraph, as it fully shows off how little you know about 3D graphics in general. Please explain how this 'lossy format' can enable 'far better 3d games'?.. If you look at games, you'll notice something. Most of the detail comes from texture & bumpmaps, not the model itself. That's becuase higher model detail = more polygons = higher processing power requirement. As i said earlier, reducing the complexity of the model is the ONLY REAL WAY to solve the problem, not by somehow rounding off the precision of the 3d points.

    3. Re:In this case Lossiness is a Good Thing by BrainStain · · Score: 1
      Hey, that is how it was explained to me by Boeing and Intel and Microsoft and Adobe when I was at the spec meetings, where were you? Downstream was key period.

      To counter 1>

      Putting your 3D data out in the open makes it one step easier than "aquiring the originals" and cheaper, like free. Not all products can be bought, can I buy a 2005 Mustang? No, can I see one on the web? Yes. Most manufacturers find the need to present their designs without giving them away, whether its a fan-blade or whatever. It makes perfect sense to me, and as you state I'm retarded so you must be both retarded and smoking crack.

      2>Compression can be via decimation but you can also modify the vertices to make up for decimation artifacts. Compression is one way to make something lossy. Another way is to use watermarking, which perturbs the geometry, but doesn't reduce its complexity. Both have value. The fact is for web publishing, all the information in a manufacturing document is not needed to visualize the model for one, and reduction in complexity is lossy compression and good for transport across the wire.

      I've seen CAD models where there are a million quads to represent a flat feature, you can't just remove that feature, but you could easily decimate or otherwise maintain normals and still have the same feature. Conversely if that surface was not flat, then reduction of complexity alone doesn't compensate for loss of normal information and it looks cruddy, so pure decimation is not always an option.

      3>I've worked on models that take up terrabytes, like the entire gulf coast oil reserves, and it makes no difference when all you want is to show the high order details. However, what I was referring to was the practice prior to the invention of CAD when people would use images to steal designs.Part of the reason for texture and bump maps is to compensate for the lack of real 3D data. In game production it is easier to texture map an image on a simplified geometry than to aquire the actual data and that suffices. With todays graphics processors which cost 1/10'th per transistor than their CPU counterparts, due in part to intense competition in the market, very complex scenes are possible but not widely implemented due to lack of time on the part of game manufacturers to redesign every feature of reality. So, reducing complexity is not the goal, more realism is, you moron. On the otherhand, there is a wealth of 3D data in every design shop in the world, that could be repurposed and used in games without compromising intellectual property of the designers. Your comment shows lack of understanding and I suspect you are an inbreed.

    4. Re:In this case Lossiness is a Good Thing by tepples · · Score: 1

      Nowhere it was said that this one is for "downstream consumption" only (except if you read too much into mp3 and JPEG being mentioned).

      That's exactly what I read into it. Intermediate steps in the production of works use RIFF WAVE and TIFF rather than MPEG audio and JPEG JFIF, formats which are typically used only for distribution or exhibition to consumers.

    5. Re:In this case Lossiness is a Good Thing by ctxspy · · Score: 1

      Your ad hominem attacks were weak. :(

      I'm not going to bother countering your 'counterpoints' considering most were just reiterations of what I said or implied, and the new information you introduced has absolutely nothing to do with your original comments.

      By the way, i've worked on multi dimensional hyperbased megafiles that take up several quads of data in hexadecimal form. Can you beat that?... No. you can't - because it is an outlandish statement that isn't backed up by any factual information.

    6. Re:In this case Lossiness is a Good Thing by BrainStain · · Score: 1
      Your ad hominem attacks were weak. :(

      But your's were ever so clever, you must really know what you are talking about.

      I'm not going to bother countering your 'counterpoints' considering most were just reiterations of what I said or implied, and the new information you introduced has absolutely nothing to do with your original comments.

      Good, but, no, my follow up post both supports my original and counters whatever outlandish statements you made in reponse, and is drawn from direct experience with all parties involved, not some jounalists interperetation of some marketing spokesman's PR rehashed on /.

    7. Re:In this case Lossiness is a Good Thing by BrainStain · · Score: 1

      More background info, esp. wrt. trends in "IPR/DRM" & "downstream": http://www.upfrontezine.com/travel/cofes04.htm

    8. Re:In this case Lossiness is a Good Thing by ctxspy · · Score: 1

      You're right, i apologize.

    9. Re:In this case Lossiness is a Good Thing by PaulBu · · Score: 1

      Ok, man, I admit (after checking out this page and your way overheated exchange with ctxspy) that you do know things that were simply not there in that article.

      And all I hoped for was a nice 3D format that major players would agree to use for data *exchange* (not necessarily one-way) and small tool vendors would be able to hack. In my world (EDA) people seem to get along with GDSII, Cadence's OpenAccess DB and CIF if everything else fails, but I was stunned how bad interoperability is in 3D mechanical CAD world when I learned that, after our company (a sizeable one even before it was aquired by even bigger one) decided to standartize on something (either Catia or ProE, do not remember the details), the tool that they chose DID NOT READ ITS OWN FILES saved in the previous version and they had to re-digitize from paper...

      Paul B.

    10. Re:In this case Lossiness is a Good Thing by BrainStain · · Score: 1
      I admit the "discussion" with ctxspy was over the edge, except for the content, and apologize as did he/she; name calling is a two-way one-way street.

      I suppose for EDA, when there are widespread EDA chips and IP contained within, one would find similar roadblocks to exchange as are found in 3D. X3D has about the best defined credo for exchange so far and adheres to web standards, however ISO is not the only standards org, W3C for example could use a 3D format, and without IE and mozilla native implementations, why go there. I tried with some powers that be for mozilla, and the answer back was the software needed to work in IE; chickens and eggs.

      Plugins are just not going to enable multiple namespaces within a single document, which you should be able to do by theory with SVG, MathML, XHTML, why dammit not X3D? Because in short the leading vendors of X3D are still thinking in terms of plugins, and not able to integrate with mozilla for IP restrictions, whether they are internal or dependency driven, and not able to integrate with IE for the fact they don't work at Microsoft, who in turn don't really care about the given format and don't see X3D as a case to sway chip vendors away proprietary interfaces that they already pay for.

    11. Re:In this case Lossiness is a Good Thing by PaulBu · · Score: 1

      I suppose for EDA, when there are widespread EDA chips and IP contained within, one would find similar roadblocks to exchange as are found in 3D.

      Sure, especially now when you can not just ship the layout layers geometry to the vendor and expect them to print it on silicon perfectly. In deep submicron world, fabs want to be able to adjust geometry depending on how things print out *right now*, and fabless design shops (unlike, say, Boeing which has its own plants taking blueprints from its own design engineers) have to be really nervous about not releasing anything fancy in their designs (their IP) while giving foundry enough latitude to adjust the design to fit their current process.

      But it seems that this problem is solved more through obfuscation and filtering rather than limiting the expressiveness and openess of the format itself, in the same way NDAs _usually_ ;-) do not require that all information exchange goes in, say, Esperanto, but explicitly limit the information that can be openly exchanged.

      I tried with some powers that be for mozilla, and the answer back was the software needed to work in IE; chickens and eggs. Like, say, the PNG situation? ;-/ At least there is some hope that a rogue group in (or outside) mozilla will add a patch to support X3D natively. If X3D becomes popular enough and SolidWorks starts distributing free IE plugins to view designs (as far as I remember they did that for their native format), we'll have one proven case where Moz is more user-friendly than IE (i.e., does not require dealing with thirt-party plugins).

      But then, again, I'll believe in this only after I see a stable and widespread SVG support... ;-(

      Paul B.

    12. Re:In this case Lossiness is a Good Thing by BrainStain · · Score: 1
      At least there is some hope that a rogue group in (or outside) mozilla will add a patch to support X3D natively.

      I've got XP_IDL_X3D up for grabs. Like I said in another thread, the spec was wiley, and these were done outside the box, so, don't really know if they comply with the current truth, conversely, I suppose that would be a Good Thing if a mozilla implementation came through, strange attractors and all.

  108. Patent this; by Anonymous Coward · · Score: 0

    x,y,z
    1,1,1
    2,2,2

  109. issues by Anonymous Coward · · Score: 2, Interesting
    Ok, first things first. JPEG and MP3 are both compressed formats, lossy or lossless. I have yet to encounter a compressed 3d file. 3D files tend to be nothing more than descriptions of scenes, no compression involved. Kind of like Flash. It's small not because it's the final product compressed down but because it's a recipe for how to make the final product. The client computer does the actual work.
    What happens when you lose data in a 3d file? in images you have less crispness and contrast between adjacent similar pixels. In audio you have the same effect between adjacent similar frequencies. What happens when adjacent vertices get confused? You wind up with corrupted geometry which makes the entire thing worthless. (this assumes that we're using specifying vertices and not just using mathematical primitives)

    Then there's the companies involved. I can see intel knowing something about 3d. They make processors for all of our favorite stuff. But Microsoft usesd to own Softimage which was the industry standard for many years. But did nothing with it but let it sit and rot and eventually sold Softimage to Avid. Have you seen Adobe's 3d stuff lately? They ought to stick to 2d. Why did none of the other 30 companies get mentioned by name? Who are they? is Alias involved? Softimage? Newtek? Side Effects? Discrete? Kaydara? These are companies that I know have a clue as to what it takes to make a 3D format, they've already done it.

    What kind of applications would this format be aimed at? the needs of an architect making CAD drawings are vastly different than those of an animator making character animations, which are different than those of someone making scientific visualizations. An architect doesn't need any dynamic simulation routines or an IK solver. But an animator doesn't need solid modelling features or measurement tools.

    That's all my ranting for now.

  110. Raw Geometry | Rich Text File by mnemonic_ · · Score: 1

    Very intriguing, but it is only capable of storing raw quantized geometry (i.e. no spline-based models, unless polygon conversion is acceptable).

    The universal 3d file format being proposed seems more like Rich Text File, whereas . It should not only store the meaningful content, but also basic object-organization data, comprehensive mapping coordinates, decent instance handling, intelligent scale adjustment and have flawless coordinate system conversion. Something that would store more data than a mapping of bits (as coordinates), just like Rich Text File stores than just text.

  111. Good lord by Anonymous Coward · · Score: 0

    How did this get modded to +2?

  112. No by mnemonic_ · · Score: 1

    Texels are not really manipulated directly in 3d content creation. Texel is a graphics term referring to a pixel of a frame occupied by geometry which is texture-mapped.

    It would depend on a lot of things, but small errors can propagate. For example creating a character skeleton relies on precise positioning of "joints" that, if improperly adjusted, can become pretty screwed up. Distorting texture coordinates can result in badly misplaced textures, especially with real time work (games). Extremely detailed models can have minute detail and large objects, with some of the larger details being thousands of times larger than the smaller details. Lossy compression algorithms could result in an unacceptable level of vertex deformation in smaller things as it only tries to preserve the larger details well.

    It all really depends on the degree to which precision loss exists though, which I don't think any of us can predict.

    I think it highly unlikely that it'll be a lossy format. There has never been a lossy 3d geometry format, and I'm pretty sure if I consulted my colleagues they'd find the idea insane as I do. Filesize is rarely a problem with 3d geometry files (I've worked with models with hundreds of thousands of polys only a few megabytes in size), and it's not like everyone is always trying to download the latest new 3d models off of Kazaa. There's no mass low-bandwidth transfer of 3d models compared to JPGs and MP3s, so no compression is needed. Lossy compression would be a completely unnecessary feature that would effectively block it from usage in almost every area of 3d content creation.

    1. Re:No by BrainStain · · Score: 1
      Agreed, except for

      There has never been a lossy 3d geometry format

      Maybe I'm out of context, but Java3D has had a lossy 3d geometry format for many years.

      http://java.sun.com/products/java-media/3D/forDe velopers/java3dfaq.html#geocomp

      but

      I'm pretty sure if I consulted my colleagues they'd find the idea insane as I do.

      In this business, we're all insane to some degree.

    2. Re:No by Anonymous Coward · · Score: 0

      This format is not lossy. Get you facts straight.

    3. Re:No by BrainStain · · Score: 1

      Doh! My facts are fine, get yours. See Deering's 1995 SIGGRAPH paper, now part of Java3D, outlined as follows: http://www.angelfire.com/space2/dineshshikhare/com pression/geomComp.html This was the first paper on Geometry Compression. Compression is achived by encoding geometry using generalised triangle strips and by using lossy techniques to encode vertex coordinates, colour and vertex normals. This work is now a part of Java3d wups!

  113. a little hope for the future and... by Dan9999 · · Score: 1
    it would be nice if the format can be accessed and used by the gpu directly, lots of potential there!

    out of order data for the cell phones of the future that will map the area around us into 3d data and upload it to an open server. The server would be serving a live 3d world representing the data from the phones. It will let everyone vitually be there through a first person view on their pc.
    When the resolution is high enough to make out distinct features of the people that are around downtown for example, it will be like the pc users are ghosts, they are there but no one can see them.

    what else... finaly mainstream 3D GUIs?

    tutorials and howtos for hardware installation may begin to be in 3D where you can move around and check things out like it's real before you open up the box for that hot new 64/384 audio card.

    anyways, seems like it's gonna be a fun ride

  114. Agreed, no spline suff! by mnemonic_ · · Score: 1

    .3ds also can't handle spline surface geometry. I've been using IGES for that instead (exports beautifully from Maya to CATIA).

  115. These guys are *clueless* by ameline · · Score: 4, Insightful

    The major players in 3D modelling/content creation can't even agree on the precise interpretation of trimmed nurbs surfaces, much less on other more difficult areas like material properties and lighting for rendering. For materials no two renderers agree on what something simple like a chrome material means much less something more complicated like wood, leather or marble.

    They want to define something universal that everyone making 3D software will use as a native data format -- the two main products at Alias (Studio Tools and Maya) don't even use the same file format (because they have different problem domains -- but at least they share the same interpretation of nurbs :-)

    In StudioTools, some of the textures and images in the scene can be the result of compositing a bunch of layers (like photoshop) -- are they going to embedd a photoshop like 2D format in their 3D format? Others are 16 bit/channel or float per channel -- Now add trimmed nurbs, hierarchical subdivision surfaces, construction history, particle systems, dynamics, kinematics, animation tracks, procedurally generated textures, fluids, the list goes on and on -- the number of node types for StudioTools and Maya alone would be in the thousands. I'm sure that CAD and Engineering software packages would add a couple thousand unique ones to that list.

    The mind just boggles at the complexity of what they're attempting. I'm quite sure they have not the faintest idea of just how large a chunk of work they've bitten off.

    When I was at IBM (10 years ago now), we used to call this sort of thing "boiling the ocean". ie. comsume enourmous resources and money for extended periods of time while producing no discernable and/or useful results.

    Ian Ameline
    Software Architect,
    Alias.
    (Not speaking for my employer.)

    --
    Ian Ameline
  116. 3D != 1D or 2D by baxissimo · · Score: 1

    Yeh, 3D what? The comparisons they make are meaningless because there is no agreed upon meaning of "3D model".

    Look at MP3 - A format for specifying a fixed, sampled 1D data stream.
    Look at JPEG - A format for specifying a fixed, sampled 2D data stream.
    and I'll throw in
    MPEG - A format for specifying a fixed, sampled time sequence of sampled 2D data (or 3D sampled data if you want to thing of it that way)

    All of those are relatively well defined problems. The output of the decoder is essentially either a 1D array of samples (audio), a 2D array of samples (image pixels), or a 3D array of samples (video). All of those are very well understood and very standardized in terms of meaning.

    U3D - What does it encode? It's not clear. Probably the most direct analogue to the MP3 and JPG cases would be that given a U3D file you should be able to generate any 3D view of the model. A view is basically a 2D image, and you can place the camera anywhere in 3D space, and you can rotate the camera about 3 axes. Add it all up you're talking about an 8D dataset. Now using a little clever reordering you can reduce that to 5D, and what's usually called the "plenoptic function" (6D if you include time as a dimension as well, for animation), but it's still an open problem as to how to encode all that info into a reasonable sized file. So we don't. We use cheats. We explicity define triangles that approximate particular surfaces in the scene. We assign them colors. We define material properties like specularity. We assign them textures. We assign them multiple textures. But we want better, more realistic images, so that we can make something that looks like brushed metal. Or refracts like glass. Or whatever. So now we have things like register combiners to allow prettier rendering, then we get pixel shaders. And pixel shaders 1.2, and 1.3, and 1.4, and 2.0. Etc. And there will be a pixel shader 3.0 I'm sure and so on. And then there are full surface BRDF descriptions, and all the many ways to encode that efficiently like the LaFortune model or spherical harmonics and whatnot. And we're definitely not done yet. All these things go a long way to capturing a lot of the high-order terms of the plenoptic function, but it still doesn't give you a way to encode any specific 2D view from any position in space.

    The point is that 1D and 2D -- even 3D -- sampled data are simple. It's just a bunch of samples. As soon as you move into describing 3D scenes you we're talking about much higher-dimensional data, and the exhaustive sampling approach breaks down. So you have to make a lot of assumptions, and use a lot of tricks, and people are still inventing the tricks. And some assumptions are useful to some people, like game designers, but completely inappropriate for others, like medical technicians. MP3s use tricks too, but the output is almost indistinguisable from the original audio for most people, same with JPEGs and a photograph. That's because sampling in low dimensional spaces is really well understood, and the raw data size isn't really that big to begin with.

    My point is that it's going to be a while before we can represent 3D generically in a way that is basically indistinguishable from reality. And that is universally useful as mp3 is to audio, and Jpeg is to images. Until then we'll continue to use various appearance models like Blinn-Phong specularity, and continue to develop newer and better ones. And each one requires that the decoder know how to handle that appearance model. And may require some particular kind of hardware support, like pixel shader 2.0.

    For the time being there just isn't a way to specify a 3D model that's universal. The whole idea is just silly. I don't see this being anything other than another VRML. Useful maybe, but nothing at all like Mp3 or Jpeg. The comparison is just dumb.

    That's why we have so many model formats in the first place. Some people just need a plain list of triangles. CAD people need data described

  117. Already are standards... by malfaetor · · Score: 2, Informative
    I work in a position where I get to mess around with transferring geometry between CAD applications almost daily. Thankfully for me, there are already a couple of standards for 3D Data Transfer.

    High-quality 3D CAD programs *should* already be able to import the Initial Graphics Exchange Specification (IGES). IGES has absolutely been the de-facto standard for the past 10 years on data transfer between CAD packages. It handles surfaces, 2D drawings, 3D wireframe, as well as solids (although it didn't originally support solids). Unfortunately, some CAD software manufacturers *cough*AutoCAD*cough* force the consumer to buy an additional license to handle it. They want everyone to use their proprietary Drawing Exchange Format (DXF)

    Some CAD packages had attempted to go to the solid model transfer format STEP (Standard for the Exchange of Product Model Data), but few have been quick to adopt it. STEP works extremely well between CAD packages that do support the format. It'll even build assembly heirarchies for the user as necessary. Unfortunately, STEP doesn't handle parametric models (models driven by dimensions, instead of the other way around).

    That said, there are still some downfalls of all flavors of the current intermediate transfer formats. I look forward to the day when I don't have to worry about what format a given CAD package uses, and how they interact with each other.

    -Malfaetor

    Reviled did I live, said I, as evil I did deliver.

    1. Re:Already are standards... by chunkymunky · · Score: 1

      Alibre's file format is based on STEP and maintains parametric info - any idea how 'close' this is to the standard?

    2. Re:Already are standards... by malfaetor · · Score: 1
      Hmmm. I guess I don't know. I have never worked with any neutral files that actually DO have parametric data in them. I know that some companies were working on something to make them bi-directional (Pro/ENGINEER and Solidworks), but I don't know if anything ever came of it.

      I'd be interested in getting one of these parametric files and importing it to Pro/ENGINEER to see how it turned out...

      -Malfaetor

      Reviled did I live, said I, as evil I did deliver...

    3. Re:Already are standards... by Cunk · · Score: 1

      Unfortunately, IGES support is inconsistently implemented in CAD systems. We certainly prefer to avoid it and luckily the customer who sends us our most complicated models also has a Parasolid exporter which plays nice with our Solidworks.

      --

      I am the inventor of the hilarious refrigerator alarm.
  118. Perhaps they forget geometry and just do 3-D MPEG! by Denial93 · · Score: 1

    Perhaps the format doesn't care about geometry, light sources and whatnot, but simply works like MPEG, just in 3D. The cosine or wavelet transform can be done in 3D as well as it can in 2D, and codecs for such a format would be rather simple to do (and faster, I guess) than realtime rendering engines, because they don't have to bother with how to interpret the various elements of a 3D scene with actual model data. Files in that format also would be much harder to edit, with obvious advantages for the industry.

    Also, the transform need not be lossy (although lack of lossless compression would mean the files get really big). Even if it is lossy, you could make certain parts of the 3D scenes much more detailed than others using clever wavelet compression.

    And of course, if the format is to work that way, the comparison to JPEG and MP3 makes a lot more sense.

  119. where the hell is pixar by Naikrovek · · Score: 2, Insightful

    http://www.ecma-international.org/memento/members. htm

    isn't pixar one of the more popular 3d companies? at least in movies they are, and their RenderMan 3d format is pretty damn popular among photorealistic renderers. There's nothing that I know of that a RenderMan file cannot represent. I'm wondering why they're not making some effort to collaborate in this.

    another question: why is apple a part of this when Pixar is not? Steve Jobs is CEO of both companies, as we all know.

  120. We need the standard by mnmn · · Score: 1

    A universal 3d format is needed in many places. Autodesk developed a new 3d format with Inventor, then sold copies of Volo Viewer (autocad file viewer) to try and standardize their format. All of a sudden, theyve changed their strategy from the DWG format to the DWF, leaving many customers who bought copies of Volo Viewer only last year in a limbo. New versions of Inventor produce files that cannot be read in Volo Viewer or any other reader from Autodesk, while Autodesk makes us wait for their next best thing, a batch covertor of DWG and inventor files, to the fabled DWF.

    Till then we have to either hire a team of draftspeople to covert each drawing to DWF(just open and save as...), or pay for the expensive third party tools.

    If there was a standard we wouldnt even get into all this.... 3D CAD format standard that is.

    And then, I certainly wouldnt mind having characters from unreal, quake2, GTA3 in my counterstrike game on-the-fly.

    --
    "Give orange me give eat orange me eat orange give me eat orange give me you." -Nim Chimpsky
  121. Besides... by Yobgod+Ababua · · Score: 1

    JPEG can be lossless compression, depending on what settings you use.
    Just because it's -normally- run in a lossy mode doesn't mean that it has to be.

  122. Shouldn't we be using JPEG2000 and wavelets? by Anonymous Coward · · Score: 0

    Whatever happened to those formats? And are they proposing to use some form of 3-d wavelet transform for the format?

    I guess it's off to read the article, I just wanted to get my questions in before it's buried under several hundred responses just in case someone had a quick answer.

  123. Video... by feelyoda · · Score: 1

    video is basically a 3D file...

    (row,column,time)

    I would love to see encoding based on that.

    Also, this would be useful in computer vision. Most vision algorithms for video are really just image streams.

    www.kirigin.com

    --

    Robo-Blogs of the world: UNITE!
  124. Re:Microsoft's motive by John+Hurliman · · Score: 2, Insightful

    I think one of the main pushes behind this is DirectX. Currently DirectX uses the .X format, that many professional modelling programs don't natively support. Maya 5.01 Unlimited, the latest version available to my knowledge, exports to OBJ, GE2, RTG, VRML2, and RTG. This has people turning to third party apps like Deep Exploration or hacked plug-ins*.

    Microsoft wants to be certain that every available 3D modelling program can easily and accurately export to a format that will work directly with the next version of DirectX.

    *Some of the export plugins available are homebrewed and don't support important features, or don't convert properly. What should a 3D format support? Polygons only, or NURBS as well? Subdivision surfaces? Camera angles, animation? How much shader information will be stored?

  125. Are we talking about scene files or model files? by KajiCo · · Score: 1

    There is a difference between a scene files like Max's .max file and the object export file .3DS. Scene files actually hold and store texture maps, light settings, plug-in settings and anything used by the program to render the scene. An object files is just the mesh object, the actual 3D model (or models if exported with multiple models selected) the point is that there is no actual textures or plugins to import, it's just the model with refrence to textures.

    I don't see how you could have a Lossy universal 3d model standard out there, if you exporting a vector based mesh...3D modelling (until rendered) is basically a 3D vector program, where points are ploted to create an object, it's not like a raster image that stores millions of colored pixels.

    If I'm wrong about this let me know ( i haven't done 3D in almost a 2 years)...but i don't see how lossy compression or licensing standards even relates to a 3D object.

  126. It won't be universal not now not ever by Mr.+Piddle · · Score: 2, Insightful

    "Universal" is a very ambitious word. I have seen attempts at standard "universal" 3D formats and realized that the problem space of 3D is so complex that "universal" will very likely never exist. So, who do we please? CAD/CAM? LOL: within CAD/CAM there is machining, molding, prototyping, ship building, process planning, etc. Mesh editing for still-lifes and animation? That would be easier but there are already formats for that (gee, it's just a mesh and some primitives).

    The problem is simply that the standards documents become so large that no one can implement them, no one can follow all the changes in them, everyone will be behind, no one will be compatible with each other. I'm talking tens of thousands of pages of standards documents, for starters. And people thought "web based" and it's hundreds of related acronyms is bad? Just you wait!

    Intel should just look to history and all the failed attempts at reforming 3D (IGES, STEP, and VRML to name a few) and revise their goals a bit lower.

    --
    Vote in November. You won't regret it.
    1. Re:It won't be universal not now not ever by cant_get_a_good_nick · · Score: 1

      "The best things about universal standards is there are so many to choose from."
      -- modified from unattributed quote on Net.

  127. Re:JPEG is not a lossy format by Anonymous Coward · · Score: 0

    PNG

  128. Re:Microsoft's motive by janbjurstrom · · Score: 1

    Wow, the radiant splendor of ignorance. Perhaps he means "virtual" as in precisely what it means?

    "Existing or resulting in essence or effect though not in actual fact, form, or name: the virtual extinction of the buffalo."

    Shady business practices, yes. Illegal, yes. And with an overwhelming marketshare (over 80%?) on the desktop OS and office suites, it's by definition a virtual monopoly. Slowly: Not. Literally. 100%, But. In. Essence.

    --
    668.5
  129. 3ds? by JazzXP · · Score: 0

    What's wrong with 3ds, it's easy to extend without breaking compatability.... if an app doesn't know about a chunk, it just ignores it.... seems like a pretty good format for 3d to me... maybe it could have compression, but that's all I'd probably add to it.

  130. Dear XML ... by jefu · · Score: 2, Informative
    XML models could be large, very large even, but XML in general compresses well. Furthermore, it is well suited for hierarchical model building so would probably do well in 3D models.

    And it is quite possible to specify an XML format which would serve as the "canonical" format for a model and specify one or more "shorthand" formats that encode the XML format more concisely with rules for transforming one to the other.

    XML has several advantages - it is text based so can be easily edited by humans when necessary and there are XML editors that can simplify the process. It has many standard tools and toolchains and XSLT is maturing nicely as a transformation engine which provides for lots of additional capabilities (and don't forget XQuery, and native XML databases). Finally, it is by nature extensible, allowing for different ways to put in comments, add in vendor specific extensions that are easily ignored by other vendors (or used when possible), provide for upgrade paths and the like.

    On the whole, using XML has disadvantages, but advantages as well. Given a choice between large XML and some smaller but quasi-proprietary binary format, I'll take XML every time.

    1. Re:Dear XML ... by Anonymous Coward · · Score: 0

      XML models could be large, very large even, but XML in general compresses well.

      So what? They still end up larger than a compressed version of a hypothetical equivalent binary format. And they take a lot more CPU power to parse.

      The rest of what you say, however, is true. I don't know how relevant it all is, but it is at least true.

    2. Re:Dear XML ... by MattRog · · Score: 1

      Suggesting that the XML be compressed to a binary format is just about crazy and illustrates the point I'm trying to make.

      Let's go over the points:

      1) it is text based so can be easily edited by humans when necessary
      We're using a text format to describe (in essence) a picture. What benefit is there at all to being able to edit the text file by hand? Absolutely none! Do you think 3D animators build these things by hand? No, they load it into a complex and expensive program which visually renders the scene for them, then they drag and drop stuff around. Hell, you'd be hard pressed to find any game developer that draws their models by hand with glVertex.

      2) there are XML editors that can simplify the process.
      Again, useless in the context of a graphics file format.

      3) It has many standard tools and toolchains
      So do plenty of binary formats, and there's nothing stopping these 30 vendors from coming up with a simple set of APIs like the XML folks did, too.

      4) XSLT is maturing nicely as a transformation engine
      Which is again useless.

      5) XQuery / XML DBMS
      Useless in this context. And useless in general, too. We already have a better query language (SQL) and far better DBMS systems (Oracle, Sybase ASE, PostgreSQL, etc.)

      6) Finally, it is by nature extensible, allowing for different ways to put in comments, add in vendor specific extensions that are easily ignored by other vendors (or used when possible), provide for upgrade paths and the like.
      These capabilities are not unique to XML. Plus, if this is indeed supposed to be a standard why would you allow for vendor specific extensions? That is counter to the "universal" format in the first place!

      So, in short, XML provides no practical nor theoretical benefit to this file format. They should steer well-clear of XML and come up with a compact, efficient file format. It doesn't necessarily have to be binary (there are far less verbose text formats than XML) but it sure as hell shouldn't be XML.

      --

      Thanks,
      --
      Matt
  131. IJG's role by tepples · · Score: 1

    Google query: Independent JPEG Group and discover that IJG just maintains the most common library for reading and writing JFIF (.jpg) files.

  132. Re:JPEG is not a lossy format by iNetRunner · · Score: 1

    The name JPEG 2000 probably comes from the fact that there are about 2000 possible encoding ways/options.. :( Hard to support all that + patents etc...

    --
    Store with salt
  133. Re:Microsoft's motive by prisoner-of-enigma · · Score: 1, Flamebait

    Not to long ago there was a push for Microsoft to adopt open file formats for their office suite. They naturally didn't follow through.

    This is not true. Microsoft did adopt an open file format: XML. However, it is not available in any Office suite except the uber-expensive Professional version. Standard and Basic version do not get it. So, effectively, Microsoft gets to keep their file-format monopoly because the very people most likely to want an open format are the people who'll be least likely to be able to afford it.

    --
    In the end they will lay their freedom at our feet and say to us, Make us your slaves, but feed us. - Fyodor Dostoyevsky
  134. Animators and Engineers both have the same problem by PotatoHead · · Score: 1

    They both have plenty of reasonable ways to transfer 3D geometry with enough attribute information to be perfectly useable. What they don't have is a way to express models.

    Models can be animations and kinematics, or dimensions and constraints. Both often involve a significant degree of construction history as well.

    Personally, I don't see this standard doing anything not currently being done. X3D is already out there and works surprisingly well with those few applications supporting it.

    Part of the problem lies in the differences between representations and methods used to describe and manupulate the models. (At least as far as engineering stuff goes --I assume animation models have the same troubles.)

    Perhaps no standard yet exists because we are not entirely sure how the process should be done in the first place. I knew this was the case 10 years ago, but is that still true today? Keep in mind, new product releases often continue to include new abilities not present in older releases along with usability features. In contrast, the geometry based functionality largely boils down to new usability features; thus, implying we understand geometry very well compared to modeling.

    My thoughts anyway.

  135. Re:Microsoft's motive by Minna+Kirai · · Score: 1, Offtopic

    Microsoft did adopt an open file format: XML.

    XML hardly deserves to be called a file format. To have any meaning, the term "file format" must be usable as a way to discuss what files a program is capable of understanding. If two programs are known to both use MP3 or both use JPG, then one can predict with high certainty that they are compatible on the file level.

    But if all we know is that the programs both read XML data, then we actually know nothing about what they actually do.

    It would be possible for Microsoft to use XML for everything, but still not make life any easier for outsiders trying to achieve compatibility.

    We wouldn't claim "binary" is a file format, and we shouldn't call "XML" one either.

    Saddam Hussein may not have been an imminent threat, but then again neither was Hitler.

    By the time the USA took up arms against Hitler, he certainly wasn't imminent anymore- he was active. He'd already invaded 6 different US allies by the time they decided to join the fight against Germany.

  136. Many different representations by leachj · · Score: 1

    While I was a student I worked for a lab on campus that did a lot off stuff with 3D graphics. I remember how much a pain in the butt it was try to move things between different packages ( Autocad, ProE, Catia, Solidworks, 3D Studio Max, Wavefront Advanced Visualizer, Alias Studio, Softimage, Maya, you name it. )

    While a universal format sounds like a great idea I am a bit skeptical about this working out. Most of the packages I have run into play with a neutral format called IGES, I use the term play, because in my experience moving any useful amount of data around in it is hit or miss at best.

    With 3D data you are messing with so many variables a task specific representation is almost required. Audio isn't really that complicated, compressions techniques aside, most are just based on a pulse code modulation. 2D images start to get interesting, sure there is the good old raster images, but once you go vector there are lots of different formats. The brute force raster like approach to 3D is voxel based images, which are huge, and hardly generally useful in proportion to their size. Maybe we could model the solids, no use using storage space representing empty space. We could just store solid primitives and logic operations on then. This of course can get really big for complicated surfaces. Maybe the surface is all we need, then how do we go about it, polygon approximations? NURBS?

    Part of the reason for the different formats are differences just from reinventing the wheel, but some of them are there because the representation they are using is better suited to the application at hand.

  137. Re:Microsoft's motive by prisoner-of-enigma · · Score: 1, Offtopic

    XML hardly deserves to be called a file format.

    Regardless of whether or not you wish to deem it an acceptable file format, it is a file format that would allow anyone to open anywhere on any platform using any software, assuming that said software could properly parse the XML file. And the ability to parse that data is assured, since the file format is documented by Microsoft -- documents open to anyone and everyone, free of charge.

    By the time the USA took up arms against Hitler, he certainly wasn't imminent anymore- he was active. He'd already invaded 6 different US allies by the time they decided to join the fight against Germany.

    One is taken to wondering just how different things might've been if we'd shown more spine earlier as opposed to picking up the pieces later. Hundreds of thousands of lives might've been saved if Hitler had just known the Allies meant business. Instead, we sat around and let him get away with one international violation after another, each one emboldening him to take the next step. Churchill once said "At one point, a memo would've stopped Hitler." We stopped Saddam, but now we're being castigated for it. I imagine the same naysayers would've been present had we put a stop to Nazism back when it was in a nascent stage.

    Your argument that Hitler was "active" gives lie to the silliness of avoiding pre-emptive warfare. Which is smarter, fighting a war when your enemy is weak or waiting until he is strong, bold, and has the initiative? Naysayers cling to the idea that pre-emptive war is folly. It's pity they haven't learned from history, because if they had their way, we'd all be doomed to repeat it.

    --
    In the end they will lay their freedom at our feet and say to us, Make us your slaves, but feed us. - Fyodor Dostoyevsky
  138. Existing "Universal" Format by YodaToad · · Score: 2, Interesting

    Correct me if I'm wrong, but I thought the IGES format was supposed to be a "universal" 3d file format.

    I know 3D Studio MAX and Rhino3D support it and I believe SoftImage and Lightwave do, too.

  139. Intel's Motive by Long-EZ · · Score: 2, Interesting
    I question Microsoft's motive, as a simple conditioned response.

    But what about Intel's motive? From the article:

    ...and, in turn, boost demand for faster processors and graphics chips.

    Getting a chipmaker involved in a 3D file format committee sounds like a good way to ensure a very computationally inefficient format that needs custom hardware to encode and decode. Heck, why not get some RAM manufacturers, hard drive manufacturers and bandwidth suppliers on the committee to make sure the file sizes are huge, too?

    --
    >> My ultraviolent Linux switch video.
  140. Re:Microsoft's motive by dolphinling · · Score: 1, Offtopic

    Problem is, Hussein was never going to be "strong, bold, and have the initiative." He was the dictator of a small, poverty-ridden, country in which there were (at least) three very opposed different populations. Hitler was "dictator" of a larger, already strong, country, that was in a depression but by no means third-world, and was able to harness the emotions and power of practically the whole country to get what he wanted.

    End result: Hitler was a threat to the US. Saddam wasn't. Hitler would have, eventually, gotten enough power to defeat the US if we hadn't joined the war in time. Saddam would have just sat there on his throne, killing off a few people (which a) we could have prevented in ways other than war, and b) was AFAIK fewer than are dying now due to the terrorists that weren't there before but are now and the worsened living conditions) and not posing any threat at all to us.

    And as to pre-emptive war, the problem with it is that it sets a precedent for any other country that wants to start a pre-emptive war too. Because of that, there are a lot more wars total. And unless you happen to like war, I'm sure you'll agree that that's a bad thing.

    --
    There are 11 types of people in the world: those who can count in binary, and those who can't.
  141. It needs extensibility, and lots of it. by ace123 · · Score: 2, Insightful

    The main reason why there is not one standard file format is because each one implements different features.

    Some file formats may require that polygons be all adjacent per object/mesh and some don't. Some formats are editable by text editors (XML, OBJ) and some are completely binary. Some formats implement feature X, but others implement feature Y, and maybe a third format implements X and Y, but not Z which just came out and is needed by the game to work, so they had to make another texture format. Then they learn that yet another format got extended to include Z, but still only partially implements Y for some cases. Then suddenly someone comes out with another new feature that requires another texture, so ever format needs to be modified, but this will break compatibility. The story goes on and on and never ends until the time when new video cards and drivers stop being made.

    There needs to be a file format that includes all the features that were needed for most programs created and had extensibility, so that newer versions could easily be made without breaking compatibility.

    Sadly, this is not likely to happen, since standards organizations take 2 years to make 5 year old technology into standards or update them, so the extensibility will not be updated correctly, and different programs will make different non-standard extensions based on their needs. Basically it will end up like HTML. And finally standards organizations come up with a better file format that implements much more, and maybe even future features (like XHTML) And the story continues... But everyone will still use the old format (HTML) because it is more supported. by this time, it will be too late. And then, even the new format will be old, so yet another, and even less suported file format will come in another 5 years.

    This is in some ways similar to image formats. There are JPEG, PNG, BMP, PPM, SVG, ..., etc. JPEG gets best (but lossy) compression, but PNG gets better quality, but PPM is easy to edit, but takes forever to load, and BMP is easy to load, etc. Then SVG is completely different and draws lnes and objects instead of by pixel. Each format is different based on the needs.

  142. Re:Microsoft's motive by Minna+Kirai · · Score: 0, Offtopic

    it is a file format that would allow anyone to open anywhere on any platform using any software, assuming that said software could properly parse the XML file.

    Flat-out wrong. The ability to parse a file doesn't imply that you can understand it!

    One is taken to wondering just how different things might've been if we'd shown more spine earlier as opposed to picking up the pieces later.

    By "spine", I assume you mean strictness or aggression. But actually, for optimal results, the Allies (US+UK+France) should've been more gentle earlier. Then WWII never would've happened. (I wouldn't expect you to understand what I mean without an uncommon knowledge of history)

  143. What about FilmBoX? by jackbird · · Score: 1

    For interchange among the major 3D packages, Kaydara has the free (like beer) FBX file format, which seems to work pretty well. They've even gotten it incorporated into Quicktime, so it might be viable for online/relatime content as well.

  144. Re:Microsoft's motive by Anonymous Coward · · Score: 0

    Hello? Who's moderating here? Take your godwin crap to your journal.

  145. Re:Microsoft's motive by Anonymous Coward · · Score: 0

    the Allies (US+UK+France) should've been more gentle earlier. Then WWII never would've happened.

    Do you mean: by not demanding unreasonably large reparations from Germany at Versailles while simultaneously denying them the means to pay them, Germany would not have considered its several expansionist adventures in the early 30s and Hitler wouldn't have had as much appeal?

  146. again ? by Animaether · · Score: 2, Interesting

    Funny... a new 'standard' seems to pop up every few months.

    Despite even a good deal of acception, such as the FiLMBOX format, I keep seeing people falling back to :
    - export and import .3ds
    - export and import .obj
    - export and import through third party plugins
    - in-house export/import routines

    I'd be all for an XML format. Yes, I know, storage space.. but considering there's a limited datatypeset, a compression routine could easily be written that collapses the file to a tidy binary, which a decompressor could then stream right back out to tidy XML. But whatever :)

  147. Pointless by KewlPC · · Score: 1

    What about programs like Maya, which have the capacity to store the entire creation history of an object? In Maya keeping at least some of an object's construction history is important.

    Especially since Maya's file format is basically just a listing of the MEL commands that were used to create the object in the first place (in Maya, every action, tool, etc., generates a MEL (Maya Embedded Language) command, and it's the MEL command that actually performs the action).

    Really, this is bound to fail. They'd have to create a very large feature set in order to accomodate every need of every program, and that means the only to routes they can go are thus:
    1)Have a small, core set of required features and a larger set of optional features.
    or
    2)Have a large set of required features

    Obviously, #2 won't work. It just doesn't make sense for a program that only uses polygons to have to worry about things like NURBS, subdivision surfaces, etc.

    However, #1 isn't that great either. This is because there will inevitably be some programs that don't implement some of the optional features that other programs do implement, rendering this new format useless as a "universal" format.

    What's more, somebody will inevitably implement some of the features in a nonstandard way. Do you really think Microsoft wants to play nice and for once doesn't have any ulterior motives?

    As the old adage goes, "You can please some of the people all of the time, or all of the people some of the time, but you cannot please all of the people all of the time." The same goes for file formats.

  148. Re:Microsoft's motive by stephenisu · · Score: 1

    You know, I have mod points right now, but there is no modifier for invoking godwins law....

    --
    Sigs? We don't need no stinking sigs!
  149. Re:Microsoft's motive by Mycroft_VIII · · Score: 1

    Minor nitpick, but Iraq has the 3rd largest reserve of oil. Not exactly 3rd world (despite the despot's keeping many of civilian living that poor or worse).
    Saddam had already proven he had no qualms about attacking neighboring countries or useing chemical weapons on his own people let alone others.
    He was not obeying the U.N. resolutions, the cease fire agreement (you know the one that says we'll stop pounding on you as long as you do x,y, and z).
    Also a good portion of the world believed he had large amounts of proscribed weapons(instead of the tiny amounts found so-far), and his behouviour right up to the end only lent credibility to that perception.
    The main reason several countries didn't want to follow through on removing him when it became clear he would never do what he agreed to do is because of thier significant financial investments in Iraq. And quite possibly thier bypassing the embargo illeagly.
    Still though setting a precedent for pre-emtive war is not somthing I care for. Fortunately this was not a pre-emtive war, it was a resumption of a previous conflict when one party failed to live up to the cease fire treaty.

    Mycroft

    --
    https://signup.leagueoflegends.com/?ref=4c3ed6600b6ea
  150. Plus it's not even possible for models to be lossy by CGameProgrammer · · Score: 1

    They mentioned JPEGs because they're one of the two most popular image formats, with GIF being the other. BMPs are Windows-specific, PNGs are not very common and few mainstream people know of them, etc. MP3 are by far the most popular music format. WAVs are huge in size and Windows-specific and no one knows of Ogg Vorbis. So the two examples chosen were perfectly fine. Plus, can you name a popular lossless sound format? No. They're so large in size that they're not popular. Anyway, this is a really good idea; I'm excited to see what happens. Since filesize is never an issue with models, the format should be designed for simple reading and writing. Perhaps it can even be slightly redundant, with a list of unique vertex positions and another list of vertices, where multiple vertices can be at the same position if their texture data differs.

    --
    ~CGameProgrammer( );
  151. OpenFlight? by Anonymous Coward · · Score: 0

    Hasn't anybody ever heard of the OpenFlight format?

  152. Re:Perhaps they forget geometry and just do 3-D MP by Anonymous Coward · · Score: 0

    What have you been smoking?

    What you are saying here makes no sense. I even don't know where to begin to debunk you bullshit.

    Obviously you don't know how MPEG works. You don't know know that a 3D format is raadically different from a 2D format. What you a are suggesting would make HOM seem like a trivial issue.

    A 3D file format descirbes something dynamic. You are comparing it to something static.

  153. Random noise? by slubberdegullion · · Score: 1

    Random noise should be slightly smaller as a .bmp in most cases.

  154. XML?-Procedural Graphics. by Anonymous Coward · · Score: 0

    What I think would be bandwith, and space friendly would be procedural graphics (1) (in keeping with moore's law). There would be more work on the client, and server sides of the link, but inbetween it would work best. It would also be more flexible in what could be done with the results.

    (1) Remember that contest awhile back, that was about the smallest amount of code you could use to generate a scene? Procedural. Now all we need is scene compilers.

  155. Re:VRML isn't just a description language by Cochonou · · Score: 2, Informative

    VRML files are huge. VRML was designed to be human readable (a laudable goal) but this meant that a VRML of any complexity made an enormous file. I used to use VRML files out of ProEngineer in a 3D simulation package and the smallest files were usually about 20 megabytes and it went up to 200 at times.

    VRML files are designed to be human readable because VRML isn't just a mere 3D description language, but also a programming language.
    The very big advantage of VRML/X3D for designing virtual worlds is that you can not only design objects with VRML, but also define the interactions between them directly in the VRML source.
    Moreover, the concept of scene graph (the 3D scene is a tree, if you affect an object its children are affected) which was by popularized by VRML has proven to be quite effective for developping virual worlds, and has been for example adopted in newer technologies like Java 3D.

  156. Blender support-POV-RAY? by Anonymous Coward · · Score: 0

    Why not use POV-RAY's scene description language? Verbose, yes, but compressed it'll still make it through. All it needs is a time-based element for animation.

  157. Re:Microsoft's motive by rastos1 · · Score: 1
    And the ability to parse that data is assured, since the file format is documented by Microsoft -- documents open to anyone and everyone, free of charge.

    1. Ability to parse is not the same as ability to use. I'm able to parse French. I know all the letters. But I'm unable to use it. I could use it if I get a dictionary. However there is no dictionary for Microsoft XML available.
    2. XML is not Microsoft format. It was defined by W3C. Microsoft may have publish the same information or create extensions, document them and publish those. But I prefer to stick with W3C.
    3. MS documents are sometimes (e.g. format of .doc is not) accessible but they are not open - you can't contribute.
  158. Re:Microsoft's motive by It'sYerMam · · Score: 1

    I can parse because I know the punctuation and that nouns start with capitals, but I still can't understand it all :) And by "Uncommon Knowledge" would History up to year 9 be good enough? I knew about the Treaty at that point (at 13/14) and its effects and (lack of) success. However, if we hadn't been gentle at that point, then being strict later would probably have put down Hitler. The problem being that we ourselves barely had the arms to fight Hitler, even with his crippled army. Showing some spine, though, or having help from the US, could've convinced Hitler that we were going to crush him before he started - barely need for fighting.

    --
    im in ur .sig, writin ur memes.
  159. Re:Microsoft's motive by ekuns · · Score: 1

    How can you have a monopoly when there are "very viable alternatives"? Mono - single, one, i.e. no alternatives.

    Sorry, but legally, a monopoly does not necessarily mean having 100% of the market. Of course, having 100% control of the market is a monopoly, but a company can be found to be a monopoly with less than 100% control of a market -- without abusing the letter and spirit and intent of the law.

    Just because the common meaning of the word means 100% doesn't mean that the Sherman Antitrust Act requires 100% for a company to be declared a monopoly.

    Also, you can have a monopoly despite there being "very viable alternatives" if the monopoly has a large enough market fraction and if there are sufficient barriers to entry. If you had read anything about antitrust law, you would know that many successful antitrust cases of the last 100 years are against companies that do not have 100% of the market.

  160. Stupid moderators by Anonymous Coward · · Score: 0

    This is NOT off topic.

  161. Re:Universal 3D File Format by Anonymous Coward · · Score: 0

    I'm a stickler for your mom's sweet, sweet ass.

  162. WTF????? by raphae1 · · Score: 0, Flamebait

    What is it today? The whole front page of Slashdot is taken from *yesterday's* Register front page. Pathetic.

    1. Re:WTF????? by raphae1 · · Score: 0

      Now, now - the person who modded the parent as flamebait obviously can't stand the truth. Get a life.

  163. Politics and Tech by Anonymous Coward · · Score: 1, Insightful

    You should remember the sordid sage of VRML when the topic of universally accepted formats come up.

    VRML was a project started by Marc Pesce who, inspired by William Gibson's cyberpunk books, wanted to create virtual reality for the people. Gibson (and later Stephenson) was hot and many companies saw VRML as the future and wanted to be ahead on the issue, to avoid getting behind as Microsoft did for a while with HTML up to HTML 3.2 (aka Netscape extensions).

    So politics ensued. All energy went in there but the tools, well, those are not so hot. Ever wondered why VRML viewers are sluggish when a 486 can show a fast Castle Wolfenstein (limited 3D) and a Pentium can show Doom in glorious 3D?

    In the end Marc Pesce was kicked out and he wrote The Great Leap Downward (article offline tese days) where he told the sorry saga that VRML had turned into.

    The concortium took revenge by sanitising their documents from his name. And there it stands. Occationally you wil see people claiming VRML is alive (shouting movie at 11) but then again the CP/M newsgroup is active too.

  164. Re:Microsoft's motive by BlackHawk-666 · · Score: 1

    Don' they own SoftImage or some other high end renderer?

    --
    All those moments will be lost in time, like tears in rain.
  165. restriction != enforcement by Anonymous Coward · · Score: 0
    That makes no logical sense. A format cannot be both "restriction free (as in speech)" and have a "some sort of compatibility requirement". A format can't even be "restriction free except for a compatibility requirement". In order to enforce the compatibility requirement, the specification must be owned by someone with a lot of legal muscle and a lot of intellectual property in the specification.
    The specification could have some legalese:
    1. Any implementations MUST NOT use any "reserved" fields until AFTER such usage is clearly spelled out at <insert_some_website_here> and cached at Google (or successor or other caching site); at least two independent unrelated web sites. Furthermore, any "intellectual property claims" are abandoned at submission (disclosure lands in the public domain).
    2. Any violation MUST result in said implementation being unable to use the trademark.
    Wouldn't that help Kerberos?
    1. Re:restriction != enforcement by Anonymous Coward · · Score: 0

      Any implementations MUST NOT use any "reserved" fields until AFTER such usage is clearly spelled out at and cached at Google (or successor or other caching site); at least two independent unrelated web sites.

      I still use some open source software that is more than 20 years old (and I was around when it was created). If its licenses had any analogous references to infrastructure from back then, it would be in legal limbo right now. In fact, for the same reason, any kind of requirement to "send changes to the original author" or antyhing like that just don't work well.

      Any violation MUST result in said implementation being unable to use the trademark.

      If only Sun's intellectual property in Java were limited to the trademark. In fact, the main legal sledgehammer and control Sun has over Java is from patents and from licensing agreements with just about everybody who has ever done anything significant with Java.

      I'm sorry, but I just don't see any way of making these kinds of restrictions work.

  166. Universal 3D Models? by adamofgreyskull · · Score: 1

    I'd prefer universal 36DD models...

  167. When size matters & lossy models by Anonymous Coward · · Score: 0

    First of all, anyone who's ever sat around waiting to connect to a TFC server because they need to download new models will tell you that size does in fact matter; in games with dynamic content, sitting around and waiting for models to download is an issue. Next, though this idea is incompatible with the concept of "lossy" a la MP3 or JPEG, modern 3D graphics engines use level of detail (LOD) to reduce the number of polygons on screen. Basically, at a certain distance from the camera, it switches to a version of the model with fewer polys in it. The reason this is incompatible with the issue of lossiness, however, is that this usually isn't about file size... though in dynamic games, sending the low-LOD models first allows a rough prototype of the scene to be displayed and then have the polish sent off afterwards.

  168. Re:VRML isn't just a description language by julesh · · Score: 1

    the concept of scene graph (the 3D scene is a tree, if you affect an object its children are affected) which was by popularized by VRML has proven to be quite effective for developping virual worlds, and has been for example adopted in newer technologies like Java 3D.

    Not to mention older ones, like POVRay.
    Oh, wait.

  169. GDL (Geometric Description Language) by cyberassasin · · Score: 1

    This proprietary language developed by Graphisoft (makers of ArchiCAD) would be a good place to start. As a 3D format, it would be great. It already has a web plugin architecture. From the website:

    The Geometric Description Language (GDL) is the foundation for intelligent building objects. Continuously developed since 1982, GDL represents mature object technology, with tens of thousands of highly parametric objects available and in use around the world. Intelligent building objects are important to architects because they accelerate work, make project management easier and allow them to design instead of draft.

    GDL contains all of the information necessary to completely describe building elements as 2D CAD symbols, text specifications, and 3D models for calculations and presentations. GDL distinguishes itself from other electronic object descriptions in that it requires very little programming experience - it was designed to be used by architects, after all - it is compact, and library parts are easy to customize.

    Intelligent building objects behave parametrically. Parameters simply are rules embedded in the object that govern its appearance and behavior. A window might have parameters that allow the architect to define its height, width, number of panes, material and frame style. A wall might contain parameters to define its composition, surface, finish, height, and construction to other walls, columns, floors and ceilings. Parameters can be changed at any time and the complete project will be updated.

    --
    Who is the master of foxhounds, and who says the hunt has begun? -Pink Floyd
  170. Re:Microsoft's motive by prisoner-of-enigma · · Score: 1

    By "spine", I assume you mean strictness or aggression. But actually, for optimal results, the Allies (US+UK+France) should've been more gentle earlier. Then WWII never would've happened. (I wouldn't expect you to understand what I mean without an uncommon knowledge of history)

    That's a very good argument, and I respect it. Had WWI been ended differently, German animosity towards everyone else may not have existed, and Hitler might not have been able to tap that hatred and desperation to fuel the nationalism that led to WWII.

    However, I could make the counter-argument that had the Allies had a more pre-emptive policy towards pre-WWI German aggression, WWI might not have happened. That would invalidate your position. This is supposition, of course, but history shows that strong nations who mean business are rarely challenged by intelligent opponents. It it better to be feared or to be loved? Given human nature, I'd rather be feared since you can rarely count on being universally loved.

    --
    In the end they will lay their freedom at our feet and say to us, Make us your slaves, but feed us. - Fyodor Dostoyevsky
  171. Re:Microsoft's motive by prisoner-of-enigma · · Score: 0, Offtopic

    Flat-out wrong. The ability to parse a file doesn't imply that you can understand it!

    parse ( P ) Pronunciation Key (pärs)
    v. parsed, parsing, parses
    v. tr.
    1. To break down into its component parts with an explanation of the form, function, and syntactical relationship of each part.

    So, tell me, if parsing isn't understanding the file, exactly what is your definition of parsing?

    Sorry, you're wrong.

    --
    In the end they will lay their freedom at our feet and say to us, Make us your slaves, but feed us. - Fyodor Dostoyevsky
  172. Re:Microsoft's motive by afd8856 · · Score: 1

    Softimage is not a renderer, it's a company, their flagship product, Softimage XSI is not a renderer, it's a full 3d production environment and its renderer is called MentalRay and it's prodused by a company called mental images. And yes, Microsoft owned Softimage some years ago, but now they are owned by Avid. And you should thank Microsoft for bringing profesional 3d apps to the "masses" - aka Windows NT, moving them from SGI workstations and the like.

    BTW, I'm not a Microsoft lover, just speaking the truth :)

    --
    I'll do the stupid thing first and then you shy people follow...
  173. Re:Microsoft's motive by prisoner-of-enigma · · Score: 1

    Ability to parse is not the same as ability to use. I'm able to parse French. I know all the letters. But I'm unable to use it. I could use it if I get a dictionary. However there is no dictionary for Microsoft XML available.

    You misunderstand the use of the term "parse." If you were a developer thinking in developer terms, your ability to parse an XML file would mean you can read the file and logically understand the contents of it (tags, data, etc.). Since the tags are documented, you have no reason to be unable to understand the file. Unless, of course, you're just not trying very hard.

    XML is not Microsoft format.

    And I'll give you the DUH! Awards of the Century for that comment. The W3C may define how XML works, but the contents of the file can be anything you want. This is one of the great flexibility advantages of XML, that it can hold pretty much any kind of data.

    MS documents are sometimes (e.g. format of .doc is not) accessible but they are not open - you can't contribute.

    SOOO????? How does this prevent you from being able to open and use an XML-saved Word document on a FOSS platform? The answer: it doesn't. You're never satisfied, are you? People complained about Microsoft having closed document formats, so Microsoft opened them and made them interchangeable with other packages. Now you're complaining because you can't tell Microsoft what tags to put in their format. At what point does this diverge from being a way to get documents on more platforms and instead become a jihad to castigate Microsoft for anything and everything, at all times, no matter what? For crying out loud, give them some credit for doing something interchangeable!

    --
    In the end they will lay their freedom at our feet and say to us, Make us your slaves, but feed us. - Fyodor Dostoyevsky
  174. Re:Microsoft's motive by prisoner-of-enigma · · Score: 0, Offtopic

    Problem is, Hussein was never going to be "strong, bold, and have the initiative." He was the dictator of a small, poverty-ridden, country in which there were (at least) three very opposed different populations.

    I suppose it would be ridiculous for me to point out that, when Hitler came into power, Germany was a small, poverty-ridden country in which there were many different political factions (Democrats, Fascists, and Communists at the very least, as well as a religious party) vying for power.

    The argument you're presenting is strikingly similar to the arguments I hear from clients about buying a UPS or tape backup system. If you buy the UPS, it may prevent a multimillion dollar computer outage at some point in the future. But if you prevent it, it never happens, and the beancounters will scream "but we spent $100,000 on this UPS and nothing happened!" If Saddam Hussein were destined to produce nuclear, biological, or chemical weapons, then use them to blackmail the rest of the world on his terms, a pre-emptive invasion may have saved the world much hardship and bloodshed years from now. Instead, everyone's complaining he wasn't a threat. I'm just glad he got taken out before he was an imminent threat. We let Hitler germinate and it cost 100 million lives.

    --
    In the end they will lay their freedom at our feet and say to us, Make us your slaves, but feed us. - Fyodor Dostoyevsky
  175. You've got me by IshanCaspian · · Score: 1

    I deleted my flash plugins for that very reason.

    --

    But there is another kind of evil that we must fear most... and that is the indifference of good men.
  176. Re:Microsoft's motive by BlackHawk-666 · · Score: 1
    Lightwave is more likely the product I would name for bringing 3D to the masses - or maybe PovRay for the extremely budget conscious. SoftImage was a good product, not one I could ever afford mind you, but 3DS Max was already extremely well entrenched in the i386 market by the time MS even thought about SoftImage. I'll be reserving my thanks to MS on this point until they make it affordable for people who just want to fiddle about with 3D.

    I mean, I see the point you're trying to make, Unix workstations were expensive, but then so was/is CAD and 3D software.

    --
    All those moments will be lost in time, like tears in rain.
  177. Re:Microsoft's motive by Anonymous Coward · · Score: 0

    War is indeed a bad thing, but not the worst of things.

    Living under tyrants who kill/rape/plunder at will is much worse.

    Just like Saddam, Hitler ignored the concessions Germany made when it lost WWI.

    We didnt hold them accountable, with Saddam the US held him accountable.

    Pre-emptive? At that word you lose credibility. 12 years is pre-emption? HAHA.

    HE DIDNT COMPLY WITH THE CEASE FIRE. None of the other bullshit matters.

    Go read about all the corruption involving the countries 'opposed' to Iraqs liberation, mostly around the oil-for-tyrants program. There you will see why the UN opposed it.

  178. Re:Microsoft's motive by Anonymous Coward · · Score: 0

    Don' they own SoftImage...

    No, MS bought Softimage to port to NT so they could pressure Alias/Wavefront to port Maya to NT and SGI to run NT (and Intel). Softimage, Maya, and SGI were the big power players in the highend 3d market at the time. Once Maya and SGI gave in they quickly sold SoftImage (to Avid). Not a bad investment to ensure OS domination. They only held back Softimage development for a few years allowing Maya to take the lead and made SGI dump a bunch of time and cash creating a lousy box that's no longer sold on their site (if at all). Bad faith investment? Never with MS...

    ++MSisEvilDailyQuota;

  179. Re:Microsoft's motive by drinkypoo · · Score: 0, Offtopic
    If someone had just bought one of Hitler's crappy talentless paintings when he was in art school, possibly his ego would have been healthier, and we would never have had to deal with him in the first place.

    While we knew about WWII atrocities long before we did anything and just discounted them (stupidly) out of hand, much as we had some idea pearl harbor was going to get bombed like sorority girls at a frat party, it doesn't change the fact that hindsight is 20/20.

    These days such a thing could not trivially occur due to the level of international oversight which exists thanks to the global espionage community.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  180. What's wrong with VRML? by vrmlguy · · Score: 1
    Similar 3D standards already exist, but Intel and co. argue that none as yet can replace proprietary file formats as both a working data file format, as a data interchange format and with applications such as web streaming and animation in mind. The 3DIF also says it will work to ensure that U3D is extensible, allowing it to take into account new features over time.

    VRML/2 is non-propriatory, with standard binary encoding can be a working data file format, is a data interchange format, supports streaming and animation, and is extensible.

    --
    Nothing for 6-digit uids?
  181. Re:Microsoft's motive by Anonymous Coward · · Score: 0

    If Micro$oft acquires the patents they have applied for then storing word processing documents in XML WILL be a Micro$oft format.

  182. Re:Microsoft's motive by dolphinling · · Score: 1

    Germany was in a depression, that Hitler brought it out of. Iraq was (and is) a third world country, and nothing that Hussein could have done would have brought it up from that, to say nothing of the fact that he acted like he didn't even want to. Also, as evidenced by the amount of popular support that Hitler had inside Germany, the internal splits in Germany were very shallow compared to the ones in Iraq.

    Obviously, we haven't found any weapons of mass destruction in Iraq. We haven't found any WMD programs. Right now, we're trying, and failing to find "WMD program related activities." Hussein didn't have any WMDs, and he probably wan't going to anytime soon. It's like spending $200 billion to make sure the moon doesn't slip out of its orbit and hit us.

    Again, Iraq had no WMDs, and showed no indication at all of wanting to attack us. The probability of it happening would have been minimal. If we hadn't gone there, about 0 lives would have been lost. Instead, by going there, several thousands of people were killed or permanently injured. Ask yourself: which is worse, a 1/1 millionth chance of 1 million people dying, or a certain chance of a thousand people dying?

    --
    There are 11 types of people in the world: those who can count in binary, and those who can't.
  183. Revisionism by Tony+Parisi · · Score: 1

    Intel claims that there is "no standard" out there that does what U3D does. Not true. There *is* an ISO standard called X3D that does everything the U3D group is claiming. And it's out there now. Someone asked whatever happened to VRML? Over the last 4 years it got an upgrade, was renamed X3D, is coded in XML, is totally scalable and *doesn't* bog down in CPU like ahem some companies would like. It accelerates very well and already supports hardware programmable shaders through new extensions. For more information, go to http://www.web3d.org/ Tony Parisi X3D Working Group Co-Chair

  184. Re:Microsoft's motive by dolphinling · · Score: 1

    According to the CIA world factbook, Iraq's GDP in 2002 was $58 billion. According to this page (first on a google search for gdp germany hitler) Germany's GDP during the war averaged at about $400 billion in 1990 dollars, or >700 billion in 2002 dollars.

    AFAIK, while a good part of the world believed that Saddam had WMDs because of the propoganda and fabricated/faulty intelligence (some of which was known to be so), a better part of the world didn't, even when presented with said propoganda and f* intelligence.

    A war is pre-emptive if the reasoning given for it is that it's pre-emptive. Look back at the news from before and at the beginning of the war--everyone then said that it was because it was pre-emptive.

    --
    There are 11 types of people in the world: those who can count in binary, and those who can't.
  185. Re:Microsoft's motive by dolphinling · · Score: 1
    War is indeed a bad thing, but not the worst of things.

    Living under tyrants who kill/rape/plunder at will is much worse.

    And similarly, living under a chaotic, violent anarchy is even worse. Since war tends if not perfectly planned to lead to chaotic, violent anarchy, by itself war is not worse, but viewed as a whole, war and what it leads to is worse than malevolent dictatorship. (And I would debate that war is worse anyway--your chances of dying during a war are much higher than during peacetime, be it democracy OR dictatorship.)

    Just like Saddam, Hitler ignored the concessions Germany made when it lost WWI.

    And just like Hitler, Saddam was trying to conquer the world, right? Just because two people do similar things doesn't mean they're for the same reason.

    Pre-emptive? At that word you lose credibility. 12 years is pre-emption? HAHA.

    Nearly the entire reason given for the war by the government was that Iraq was a threat to the US, and therefore we should get rid of the threat. That is pre-emption.

    --
    There are 11 types of people in the world: those who can count in binary, and those who can't.
  186. VRML rules while everything else still sucks. by mpesce · · Score: 1
    Ten years on, VRML is still being used as a common data format for 3D graphics. Try to move data between Vectorworks (a common design program) and Maya, for example - you'll need VRML in the pathway. And beyond that, VRML handles net-based resources like no other 3D tool. Renderware, which is used in games like GTA:Vice City will push bazillions of polygons around for you, but has no capabilities for sound or motion graphics. And Renderware's nearly good as it gets for commercial real-time 3D libraries.


    VRML's been an international standard since 1997, it's part of the MPEG-4 spec (which would have gone somewhere, but for those...ahem...minor licensing issues) and it's been out there being *improved* for the last ten years while every other file format has come and gone, gone, gone.


    Could you imagine putting models of the earth online with anything other than VRML? At least with VRML people have some chance of viewing it.


    So let them try to float another "universal" 3D format. BRING IT ON! Because, in another year's time, when someone is talking about another universal 3D format, VRML will still be chugging along.


    Disclaimer: I'm biased, because, working with Tony Parisi, I invented VRML.

    1. Re:VRML rules while everything else still sucks. by Tony+Parisi · · Score: 1
      Amen, brother Pesce.

      I've seen this kind of thing come and go over the years-- big threats to VRML from the big companies. And it *always* falls by the wayside.

      An interesting twist this time around is that the U3D group is playing the standards game, by going to ECMA. The Web3D Consortium-- the trade group that Mark and I helped found-- has a long a quite successful track record in this domain. We also have good working relationships with W3D and MPEG.

      So, can the U3D posse beat us at our own game? Good question. They have a big microphone and they are throwing a lot of big names around. But you could have said that those other times, too.

      Two things let me get a good night's sleep last night:

      • U3D is just Shockwave 3D in another package
      • X3D is shipping today and customers are buying it
        • Tony

  187. Re:Microsoft's motive by Minna+Kirai · · Score: 2, Insightful
    So, tell me, if parsing isn't understanding the file, exactly what is your definition of parsing?

    I define "parse" the same way your dictionary does- which does not call it equivalent to "understanding". In computer science, as in linguisticts, parsing is one specific stage of coming to understand.

    The following sentence is parsable according to the same rules as the English language; but can you understand it?

    1. Stortilly racan the actouct into a jerby hoonter.

    It's parsable, but not comprehensible. You can identify each noun, verb, adverb, and adjective. The relationship between each is clear. But you still can't tell what it means! (Another good example)

    To go back to the more specific topic of Microsoft file formats: if they used XML, you could probably parse out their data. You'd know what each of the variables in the file was set to. You might even know what each variable was called, if the XML or DTD is verbose enough. But you still don't know what they do.

    You can guess, but that'll never be good enough, since "correct" behavior is defined as "whatever Microsoft Word does when given the file". Only exhaustive reverse-engineering of the actual program can produce true bug-for-bug compatibility.
  188. Re:Microsoft's motive by Minna+Kirai · · Score: 0, Offtopic

    Minor nitpick, but Iraq has the 3rd largest reserve of oil. Not exactly 3rd world

    Actually, that oil is part of what keeps Iraq (and many Middle Eastern nations) from developing "first world" status. If a nation possesses over-abundant salable natural resources, it has no incentive to develop the industrial economy required to support modern warfare is actually reduced.

    This is an oversimplification, but to a first approximation, the citizens of an oil-rich nation don't actually have to work for a living. Taxes work backwards- every year the government pays you just for living there. (Alaska in the USA has a minor version of this system)

    Compared to Iraq, places like Germany and especially Japan had negligble supplies of natural resources, which is why their people became (occasionally) such hard workers, and why they had the ambition to attempt global empire.

    Fortunately this was not a pre-emtive war, it was a resumption of a previous conflict when one party failed to live up to the cease fire treaty.

    With that claim, you are accusing the President of treason-level lying, because pre-emption was exactly the reason he gave for going to war.

    Besides, the US was not a party to that agreement, It was been Iraq and the UN (of which US is just one member)! If the US had gone to the UN and properly demanded that either (a) sanctions against Iraq be dropped as ineffective, or (b) Iraq be forcibly put into compliance, then all indications are that UN approval would've come through by around February, 2004.

    But that didn't mesh with Bush's schedule... he just couldn't wait. (The especially funny part is: if he did wait, then the war would be ongoing during the US Presidential elections, and voters prefer not to change the Commander-In-Chief during wartime)

  189. Re:Microsoft's motive by Minna+Kirai · · Score: 1

    You misunderstand the use of the term "parse."

    No, you do. You think "parse" is a more powerful term than it really is. Although ratsos1 didn't explain his "French" analogy quite right: to parse French, you need to understand not just the letters, but also verb-conjugation suffixes and structural words (la, le, de...)

    That's sufficient for you to diagram a French sentence. And that's all parsing can do for you.

    Since the tags are documented, you have no reason to be unable to understand the file.

    That's another invalid assumption. XML does nothing (and can do nothing) to guarantee that the attached documentation is correct or complete, or if it even exists at all.

    It would be valid XML, for example, for each tag to be documented with a page number in a trade-secret book accessible only to Microsoft employees. And in fact, for some of their past experiments with XML storage, that's exactly what they've done! There have been data-blocks whose only documentation has been a reference to a Microsoft OLE type id.

  190. Re:Microsoft's motive by prisoner-of-enigma · · Score: 0, Offtopic

    Obviously, we haven't found any weapons of mass destruction in Iraq. We haven't found any WMD programs. Right now, we're trying, and failing to find "WMD program related activities."

    I'll point out that a bioweapons lab large capable of producing enough anthrax to annihilate a small city would be no larger than a truck trailer. We're still finding MiG's buried in the desert. Iraq is nearly 200,000 sq. miles in area. How hard would it be to hide something like that? If I told you there was a buried trailer somewhere in California with $1 million in it for you, and that's all you had to go on, how long would it take you to find it? Would you be so quick to say it doesn't exist?

    Further, there is documented proof Hussein had WMD's at some point. The pictures of dead women and children in northern Iraq are irrefutable. Hussein had a lot of those weapons. Now we can't find them. Where did they go? If they were destroyed, why did Hussein refuse to provide proof of such? And they weren't beamed up by the starship Enterprise. The question you should be asking is "where did they go?" not "why did we invade in the first place?"

    Again, Iraq had no WMDs, and showed no indication at all of wanting to attack us.

    I point to my previous statement. Iraq did have the weapons as late as the early 90's. We know this from chemical residues found in bombed-out weapons bunkers. But there weren't enough bunkers found to account for all the stuff he had acquired during the Iran-Iraq war...and we know how much he had because we gave some of it to him. Again, where did it go? It didn't get used up in the war. It didn't get poured down the drain. Where did it go? You can't answer that question, so you just jump to the nearest, most naive conclusion: they never existed. Too bad there's ample proof to prove you wrong. The WMD's may not be in Iraq anymore, but they're somewhere.

    As for Saddam's intentions to attack us, I would hope you wouldn't be so shallow as to assume Hussein could only affect the U.S. by engaging in direct warfare. If the 1990 invasion of Kuwait had been backed up by nuclear weapons, it would've been far more dangerous to kick Saddam out of Kuwait...perhaps so dangerous that we wouldn't have done it. Then he could've moved on to Saudi Arabia and other major oil-producing nations. After gaining control of 4/5th's of the world's oil supply, he could dictate whatever terms he desired to the rest of the world. The resemblance to Hitler nibbling away at Czechoslovakia peacefully before forcibly conquering Poland is uncanny. And Hussein was known to be an admirer of Hitler. I'm sure the lesson wasn't lost on him, which is why he bullied his neighbors when he could and attacked them when he thought he could get away with it. You seem to keep forgetting that, but I'll keep reminding you of it. But thanks to Bush's actions, we don't have to live through another WWII with another maniacal dictator causing millions of deaths. It may never have come to happen if we hadn't done anything, but now we know for sure it won't.

    --
    In the end they will lay their freedom at our feet and say to us, Make us your slaves, but feed us. - Fyodor Dostoyevsky
  191. Re:Microsoft's motive by be-fan · · Score: 1

    There is something called ethics. It is unethical to attack someone unless there is a direct threat to yourself. I consider myself better off dead than alive without morality.

    --
    A deep unwavering belief is a sure sign you're missing something...
  192. Re:Microsoft's motive by prisoner-of-enigma · · Score: 1

    No, you do.

    No, you are either purposefully misunderstanding the definition of "parse" or you're just too ignorant to understand. My usage of "parse" means to read and understand the contents of the file. If you save a Microsoft Word document in XML format (remembering you need the Pro version in order to do that), you can open and understand that XML document with any application that understands the tags and structure of the file. Again, the specifications for Office documents saved in XML format are open to everyone. Microsoft's reason for doing this is to allow third-party document management applications to seamlessly integrate with Office documents. With the standard .DOC, .XLS, etc. files, you can't do that very well. Since any third party can get the XML format documentation from Microsoft, anyone can write an import filter for it. This includes OpenOffice, StarOffice, or whatever else. Oops! You're wrong!

    That's another invalid assumption. XML does nothing (and can do nothing) to guarantee that the attached documentation is correct or complete, or if it even exists at all.

    Your ignorance of this matter is so astounding I'm shocked you felt the need to comment on the thread. Get it through your head: the document is saved as a collection of tags and data, where the tags are formatted in accordance with the standard specs for XML. If you have such an XML document, and you have the specifications for what each tag means and how the data is arranged, you can correctly interpret the file. Oops! I did it again! You're wrong! My heart bleeds for you!

    It would be valid XML, for example, for each tag to be documented with a page number in a trade-secret book accessible only to Microsoft employees.

    Indeed it would be. What you're missing here is this "trade-secret book" is, in fact, available to anyone. Oops! Three strikes! You're wrong! Thanks for playing, but you don't win any prize.

    --
    In the end they will lay their freedom at our feet and say to us, Make us your slaves, but feed us. - Fyodor Dostoyevsky
  193. Re:Microsoft's motive by prisoner-of-enigma · · Score: 1

    To go back to the more specific topic of Microsoft file formats: if they used XML, you could probably parse out their data. You'd know what each of the variables in the file was set to. You might even know what each variable was called, if the XML or DTD is verbose enough. But you still don't know what they do.

    Ah, yes, but if you had the documentation from Microsoft explaining what each tag meant, your entire house of cards comes crashing down. And it just so happens that this format is documented and is freely available to third-party developers. This was done with the intention of allowing document management applications better insight into the content and formatting of Office documents, as well as integration into databases and anything else you might imagine.

    So, we have the XML standard itself which is well known. We have the file consisting of tags and data. And we have the specs telling you what each tag means and how to interpret the data within. Forgive my bluntness, but this kind of blows your whole thread to smithereens.

    --
    In the end they will lay their freedom at our feet and say to us, Make us your slaves, but feed us. - Fyodor Dostoyevsky
  194. Re:Microsoft's motive by dolphinling · · Score: 1
    I'll point out that a bioweapons lab large capable of producing enough anthrax to annihilate a small city would be no larger than a truck trailer. We're still finding MiG's buried in the desert. Iraq is nearly 200,000 sq. miles in area. How hard would it be to hide something like that?

    The thing is, though, we're not just looking at random in the desert; we have access to pretty much all his records, and we haven't found anything that even suggests that he had or wanted to get WMDs. It's not just a matter of hiding the actual weapons, it's that if there were any, they're hidden so well that we haven't found any traces of them even with all our people over there and all our intelligence (which is usually pretty good when it isn't fabricated) and all our access to nearly all his records.

    ...we know how much he had because we gave some of it to him. Again, where did it go? It didn't get used up in the war. It didn't get poured down the drain. Where did it go?

    If you'll remember, Iraq was becomming increasinly more compliant with letting weapons inspectors in. Perhaps we could have answered that if we'd let them continue instead of taking over and bombing the place into oblivion.

    You can't answer that question, so you just jump to the nearest, most naive conclusion: they never existed.

    No. I jump to the conclusion that they don't exist anymore. And there is evidence to back me up. (And much more so, a lack of evidence to anything contrary.)

    If the 1990 invasion of Kuwait had been backed up by nuclear weapons, it would've been far more dangerous to kick Saddam out of Kuwait...perhaps so dangerous that we wouldn't have done it.

    What, we would have just sat there and let him take over large swaths of earth? You must think Bush Sr. was stupider than I do. (Actually, I give him a moderate-low rating, much higher than the current Bush.) If someone is demonstrating a clear and obvious threat to the US, and is starting to put their threat into action, we do something about it (one of the reasons I'm ambivelant about the first Gulf War.) We don't just sit there and let them get more power. If Saddam had had nukes and had attacked multiple places in the middle east, we would have done our best to stop him from using them, not watched as he conquered those places and got more.

    In any rate, that's irrelevant--what matters is whether he was showing any want to gain significantly more power now, which he wasn't.

    It may never have come to happen if we hadn't done anything, but now we know for sure it won't.

    Again, you have to look at probabilities and relative losses when you compute the final costs. Hussein was showing no indication of major attempts to gain more power--if we'd left things how they were, with our current spending on Iraq, he most likely would have never again done anything significant outside of Iraq. Instead, we spent several hundreds of billions of dollars, and several thousands of US lives (not to mention all the Iraqi lives) to make absolutely sure of it. (I won't go into the fact that Iraq now is much worse for us than it was before, especially in terms of anti-american sentiment and terrorists.)

    The Iraq war was a bad idea from the outset, especially since it wasn't planned well. We would have been much better off if we had never invaded.

    p.s.: Can someone mod up the parent poster, please? It's really not fair that I'm getting insightfuls to balance out my offtopics, but he's not.

    --
    There are 11 types of people in the world: those who can count in binary, and those who can't.
  195. Re:Microsoft's motive by Minna+Kirai · · Score: 1

    First off, you are misreading most of what I've said. My attacks are primarily against the claim that XML is an open file format, which is not necessarily the case.

    Yes, it is possible for an XML format to be opened, if specifications for the data is published. But that's no different from how the author of any pure binary format could choose to publish a spec. Ergo, XML does nothing to either increase or decrease the openness of the format- it all hinges on the availability of external documentation.

    PNG: binary and open.
    SVG: XML and open.
    DOC: binary and closed
    MS XML DOC: XML and closed until the spec is finally published.

    No, you are either purposefully misunderstanding the definition of "parse" or you're just too ignorant to understand.

    I don't obsessively follow Microsoft's every little move, so I could potentially be ignorant of one of their actions. However one place where I can't POSSIBLY be wrong is the definition of "parse". It has a specific meaning that many other posters have supported me on. Since you didn't believe the definition printed in your own dictionary, I doubt I can convince you of the truth. The best I can suggest is to hunt down a linguist or Computer Science professor and ask for an explanation. A textbook on XML might also help you: try looking up "DOM Parser" in the index.

    Again, the specifications for Office documents saved in XML format are open to everyone.

    This brings us back to an error in your original post, which I didn't point out at that time. (So everything you said since then comes crashing down, house-of-cards la-de-da)

    Microsoft did adopt an open file format: XML. However, it is not available in any Office suite except the uber-expensive Professional version.

    They "adopted" it, but only in some special versions? If it's just a nonstandard option, it means they didn't really adopt it at all, any more than StarOffice has adopted the Microsoft Word 95 format.

    Microsoft's reason for doing this is to allow third-party document management applications to seamlessly integrate with Office documents.

    That's completely impossible if the average version of MS Office can't even use the XML formats.

    If you have such an XML document, and you have the specifications for what each tag means and how the data is arranged, you can correctly interpret the file

    Ok, you got me. I don't re-read Microsoft.com each week, so I was unaware that those specifications had been published FOUR DAYS AGO. And yet, that still doesn't damage my central point: that XML is not an open format.

    Microsoft could've just as easily published the specifications for their binary files. Whether or not they're using XML is technically irrelevant to openness.

    What you're missing here is this "trade-secret book" is, in fact, available to anyone.

    The book isn't a trade-secret. Instead, it's a patent. So although anyone might be able to read it, you can only make use of that information with Microsoft's permission (which they can withdraw at will). To do otherwise is to break the law.

  196. Re:Microsoft's motive by prisoner-of-enigma · · Score: 1

    Ok, you got me. I don't re-read Microsoft.com each week, so I was unaware that those specifications had been published FOUR DAYS AGO. And yet, that still doesn't damage my central point: that XML is not an open format.

    I never once said it was open, you fool, I said it was available for everyone, with the end result being you can get your documents to open in anything that will read and parse the XML Office document.

    So, all your prattling up to this point is finally shot down, and what do you say? "It's not open! Microsoft could take away my toys! Waaaaaah!" You move from one indefensible point to another one with amazing ease. Nothing satisfies you. Even if Microsoft makes some baby steps towards opening things up, it's not good enough for you, you won't give them credit for it at all. Instead you whine and moan about how it's not open. There are plenty of binary-only pieces of software for Linux that are anything but open, but do I hear you castigating these vendors? Nope, you single out Microsoft for your ire. Typical.

    --
    In the end they will lay their freedom at our feet and say to us, Make us your slaves, but feed us. - Fyodor Dostoyevsky
  197. Re:Microsoft's motive by prisoner-of-enigma · · Score: 1

    The thing is, though, we're not just looking at random in the desert; we have access to pretty much all his records, and we haven't found anything that even suggests that he had or wanted to get WMDs.

    But you still haven't answered the basic question: if we can't find them, where did they go? What we have here is a very simple solution set: either Iraq possessed WMD's at some point in the last 25 years or they didn't. Pictures of gassed Kurds and records from the Iran-Iraq war pretty much rule out the latter, so the former must be true. He had the weapons. And not all of them were used up in the Iran-Iraq war, and not all of them were destroyed in the Gulf War. The U.N. itself indicated Saddam retained significant quantities of liquid anthrax as well as the potential to produce more, hence the 12 resolutions demanding he either (a) turn over the weapons or (b) provide evidence they were destroyed. He chose to do neither and, despite all the prattling by liberals and appeasers throughout the world, that refusal alone was all that was needed to execute the "or else" clause of the U.N. resolution. Understand that it was not our burden to prove these weapons existed, it was Saddam's burden to prove they didn't exist. Go read the U.N. resolution. There is no equivocation. That's how it's written.

    If you'll remember, Iraq was becomming increasinly more compliant with letting weapons inspectors in. Perhaps we could have answered that if we'd let them continue instead of taking over and bombing the place into oblivion.

    If I felt the U.N.'s true aim was to find these weapons instead of prolonging the corruption-ridden Oil-For-Food program (of which France, Germany, Russia, and even Kofi Annan's own son have been implicated in receiving multimillion-dollar bribes) I might agree with you. However, I'll point out again that Saddam was requird to come clean on where all his weapons were within 90 days of the 1991 cease-fire agreement. The U.N. gave him twelve years instead, and showed no sign whatsoever towards actually enforcing the resolutions it passed. The U.K., France, and the rest of the Allies came up with really convenient excuses to not do anything when Hitler marched into the Rhineland. They did nothing when he took over Austria. They did nothing when he took over Czechoslovakia. Finally, when Germany had been sufficiently emboldened by the lassitude of the Allies, Hitler invaded Poland and kicked off the bloodiest war in the history of humanity. Saddam's defiance of the U.N., and the U.N.'s unwillingness to do anything about it, was getting worse, not better.

    No. I jump to the conclusion that they don't exist anymore. And there is evidence to back me up.

    Where is your evidence, then? Lack of proof is not proof of lack. I will remind you again of the language of U.N. resolution 1441. It contains no provisions requiring the U.N. to prove anything. It does, however, contain provisions requiring Saddam to prove his lack of said weapons. He refuse to do so. The consequence was invasion. There is no equivocation here. That's how it's written.

    What, we would have just sat there and let him take over large swaths of earth?

    The world sat by while Hitler started nibbling at Europe, but eventually they did do something...about five years too late. The consequences of waiting until Hitler had re-armed, rebuilt, and re-energized the nationalistic base of his supporters were catastrophic for the entire world. Had the Allies stepped in and stopped Hitler back when he first violated the Versailles treaty, much bloodshed might've been spared. But, having been spared, we wouldn't have the historical perspective we have today. I would hope the human race could learn from such an example, but it seems clear it cannot.

    Either way, let's suppose we did intervene after Saddam had nukes, biological, and chemical weapons. At a st

    --
    In the end they will lay their freedom at our feet and say to us, Make us your slaves, but feed us. - Fyodor Dostoyevsky
  198. Re:Microsoft's motive by Mycroft_VIII · · Score: 1
    With that claim, you are accusing the President of treason-level lying, because pre-emption was exactly the reason he gave for going to war.

    Sorry, that was more my take on it than a statement as to why GWB chose to goto war, I Really should have said somthing like:
    This conflict could also be seen not as a pre-emptive war but,a resumption of a previous conflict when one party failed to live up to the cease fire treaty.
    Mea Culpa on the phrasing, but it doese seem accurate to say he (Saddam) wasn't going to go by the rules.
    Besides, the US was not a party to that agreement, It was been Iraq and the UN (of which US is just one member)! If the US had gone to the UN and properly demanded that either (a) sanctions against Iraq be dropped as ineffective, or (b) Iraq be forcibly put into compliance, then all indications are that UN approval would've come through by around February, 2004.

    Most likely it would have been a., if eigther, as countries with veto power had to much money invested in Iraq to really want to force the trade sanctions.
    As far as the Weapons and intelligence issue goes it's quite clear that even though he kept saying he didn't have any, he wanted the world to believe he had them. Why else would he not simply demonstrate he didn't. The inspectors were NOT there to play detective, they were there to VERIFY thier destruction and other elements of compliance. Saddam was require to give pro-active help to them in thier job. That's not what he did.
    I can't really comment to much on the natural resources argument (though I can see how somthing like that could apply. but in EVERY case? on both sides of 'the coin'). Still significant resource like that can't be just wrote off as 'oh it's make them to lazy to be any trouble to anyone', especially when Saddams track record was just the opposite.
    Still what worries me is with so many so certain he still had such weapons is the chance he shuffled them offstage into the hands eigther another unsavory government or equally bad group of individuals.

    Mycroft

    --
    https://signup.leagueoflegends.com/?ref=4c3ed6600b6ea
  199. Goes Without Saying by mfh · · Score: 1

    > With them in on the ground floor on this one, I think it's doomed to be proprietary.

    This really goes without saying. Let's face it, MS has always been an adopter of closed technology, even when they have been tinkering with open standards. They consistently over-complicate things, to try and keep things in the family. Their overcomplicating is what has lead to so many security leaks, IMHO. They write XML as if it was some kind of machine language... it doesn't have to be that difficult, at all.

    What the hell is with that little campaign against my puny UID in your sig? Are you some kind of nut? Don't you think it's wise to get to know someone before making them a foe?

    --
    The dangers of knowledge trigger emotional distress in human beings.