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Description
dev is a current active working branch for Tydra https://github.com/syoyo/tinyusdz/tree/dev/src/tydra , especially OpenGL/Vulkan friendly data structure conversion.
Tydra provdes a handy logic to convert some USD scene with material/texturing to OpenGL/Vulkan-like renderer.
Limited support of keyframe animation, skinned mesh and blendshapes.
Phase1(mostly done)
Node hierarcy(scene graph), static mesh, material/textures
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Scene graph construction
- Xform(at a specific time)
- Mesh, GeomSubset
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Load asset from USDZ
- AssetResolution and FileSystem handler support for USDZ Is there a way to perform asset resolution? #140 Embedded texture buffer empty #134
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Material/Texturing
- BindMaterial resolution(consider material bind strength).
- Basic UsdUVTexture/PrimvarReader support. UV primvar name resolution.
- Basic Texture image load(jpg, png, exr, ...)
- Custom texture image loader? [TODO] [Tydra] Support custom texture loader callback #143
- Linear-sRGB colorspace conversion of texture.
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Mesh conversion
- Convert mesh at a static time
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Mesh Triangulation
- Triangulate common vertex attributes(normals, texcoords, vertex_colors, vertex_opacities)
- Triangulate GeomSubset indices
- Validate triangulation is correct
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Vertex index buffer build
- To render a mesh with single index buffer(OpenGL/Vulkan)
- Convert 'facevarying' primvars to 'vertex' primvars
- Validate index buffer build is correct
Phase2(mostly done)
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Vertex Skinning
- Read vertex weights
- Build skel hierarchy(bone hierarchy)
- Skinning transform matrix build(?)
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Animation
- Node xform animation(timeSamples)
- SkelAnimation(rotation, translation, scale) https://github.com/syoyo/tinyusdz/tree/tydra-skelanimation
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BlendShapes
- Basic BlendShape Prim support
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Muli-value in Attribute support Support having multiple values in Attribute #154
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Test with some USD files
=> merged into dev
Advanced(future task)
- AR object [Tydra] [RenderScene] Support some AR specific Mesh/Material(Collider Mesh, Physics Material, ...) #163
- BlendShape
- In-between blendshapes
- Optimize vertex buffer and vertex index build.
- Wide color texture support
- Linear-displayP3 colorspace conversion of texture
- ACEScg(Linear) colorspace conversion of texture.
- Subdivision surface
- Subdivide surface using osd(OpenSubdiv)
- Interpolate primvars
- Material collection
- MaterialX support
- Vertex animation of a mesh
- UDIM texture support
- Support some ACES color profile as a built-in
- Multiple Animation(SkelAnimation) support
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