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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."

104 of 464 comments (clear)

  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 sampowers · · Score: 2, Insightful

      XML

    3. 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?"
    4. 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.
    5. 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.

    6. 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.)
    7. 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
    8. 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.

    9. 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

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

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

    11. 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!

  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

  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!!!

  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 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.

    2. 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
  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 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.

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

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

  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 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
    3. 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
    4. 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?"
    5. 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

    6. 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.

    7. 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.

    8. 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"
  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.

  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 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.

    4. 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].

  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!

  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.
  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."
  16. 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...
  17. 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-
  18. 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.

  19. 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
  20. 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}
  21. 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.

  22. 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?
  23. 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.

  24. 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.

  25. 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...

  26. 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
  27. 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!
  28. 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!

  29. 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.

  30. 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.
  31. 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!
  32. 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.
  33. 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.)
  34. 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
  35. 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 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
  36. 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.

  37. 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
  38. 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
  39. 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.

  40. 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
  41. 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.

  42. 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."



  43. 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.

  44. 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)
  45. 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.

  46. 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 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.
  47. 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
  48. 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.

  49. .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'....
  50. 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.

  51. 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.

  52. 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
  53. 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.

  54. 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.

  55. 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?

  56. 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.
  57. 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.

  58. 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.

  59. 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.
  60. 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.

  61. 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
  62. 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 :)

  63. 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.

  64. 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.