[HN Gopher] Pixar, Adobe, Apple, Autodesk, and Nvidia form allia...
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       Pixar, Adobe, Apple, Autodesk, and Nvidia form alliance for OpenUSD
        
       Author : anaclet0
       Score  : 287 points
       Date   : 2023-08-01 18:51 UTC (4 hours ago)
        
 (HTM) web link (www.apple.com)
 (TXT) w3m dump (www.apple.com)
        
       | pitaj wrote:
       | Odd to see Nvidia and Apple working together on anything
        
         | pier25 wrote:
         | Both are also members of the Kronos group.
        
           | [deleted]
        
         | latchkey wrote:
         | I'm more wondering where AMD is in this. "Open" isn't very open
         | without all the major GPU players involved.
        
           | jsheard wrote:
           | AMD isn't directly involved with the alliance, but they have
           | embraced USD
           | 
           | https://www.amd.com/en/technologies/radeon-prorender _( "A
           | Pixar(r) USD(tm) Hydra(tm) render delegate...")_
           | 
           | https://gpuopen.com/learn/amd-usd-hydra-blender
        
             | latchkey wrote:
             | Good to know, thanks! Would be nice to see them join the
             | standard too.
        
       | hiidrew wrote:
       | Unity and Epic seem like two glaringly omissions from this.
        
         | colinthompson wrote:
         | From the AOUSD website:
         | https://www.linuxfoundation.org/press/aousd-quotes
         | 
         | "Unity is committed to the continued adoption of USD standards.
         | AOUSD is an important step forward to delivering a common
         | foundation for content creation, collaboration and
         | interoperability. We are excited to be involved in the alliance
         | and to help shape the future of USD." - Allan Poore, Senior
         | Vice President, Unity Weta Tools
         | 
         | "Epic Games recognizes the significance of USD in establishing
         | standards for 3D content, virtual worlds, and the open
         | metaverse. Pixar has demonstrated exceptional leadership in the
         | open source community over the last decade, and we are excited
         | to witness the formation of the Alliance for OpenUSD, which
         | will propel the technology to new levels of standardization." -
         | Marc Petit, VP Unreal Engine Ecosystem, Epic Games
        
         | jsheard wrote:
         | Unreal already supports USD:
         | https://docs.unrealengine.com/5.0/en-US/universal-scene-desc...
         | 
         | USD has the most traction in the offline rendering world, but
         | it's creeping into gamedev workflows too as a replacement for
         | FBX.
        
         | treyd wrote:
         | As well as the Blender Foundation.
        
         | fgeahfeaha wrote:
         | Game engines usually have their own runtime formats and just
         | have an importer
        
         | dagmx wrote:
         | Unity and Epic are both already members, just not at the
         | founders level. The title lists the founders, but there's
         | several more companies at the general level just a little bit
         | lower down the aousd.org page
        
         | 9erdelta wrote:
         | Unity supports USD -- also Unity isn't technically a content
         | creation tool (well...in the sense of what Adobe and Autodesk
         | tools are). It is way bigger deal for the content creation
         | tools to be aligning on an export format than consumers of said
         | content (i.e. Unity) to align on importer.
        
       | coldtea wrote:
       | Does anybody know if the Blender project is involved / working
       | towards this in any capacity?
        
         | erichocean wrote:
         | Blender has USD support, but I think it would be difficult for
         | them to contribute to OpenUSD directly. They're more of an
         | "downstream user".
         | 
         | It's similar to SideFX and Houdini, which is an extremely
         | common way to author USD scenes. SideFX isn't a member either,
         | just a downstream user.
        
           | dagmx wrote:
           | SideFX are a member. They're listed on the main site under
           | General Members.
        
         | [deleted]
        
         | zitterbewegung wrote:
         | They support USDZ (Blender includes support for USD export.[6]
         | Import support from version 3.0. )
        
         | dagmx wrote:
         | Blender could in theory join the Alliance, but a lot of the
         | companies in the Alliance do already contribute for USD support
         | in Blender as well as other features. NVIDIA and Apple do quite
         | a bit.
        
         | bssrdf wrote:
         | Just finished writing [0] about Blender's USD import issue.
         | 
         | [0] - https://news.ycombinator.com/item?id=36947946
        
           | dagmx wrote:
           | That improvement sounds great. Any chance that's up as a PR
           | to blender?
        
       | ruuda wrote:
       | How does USD compare to Collada?
        
       | Oarch wrote:
       | Maybe it's a revolution, but I don't understand how one format
       | can be all things to all types of users.
       | 
       | BIM requirements are very different to 3D graphics and animation
       | requirements.
        
         | omershapira wrote:
         | I think this is the biggest mental shift to make when
         | considering OpenUSD.
         | 
         | It allows splitting the data representation from the render
         | pipeline.
         | 
         | On the data side, OpenUSD can support BIM just fine:
         | 
         | * Can store the geo representation, will render as long is
         | there is a plugin written to render it (for systems that don't,
         | the geo is still available to query) * Can store additional
         | information either on the same file, referenced in a different
         | referenced file (ex.: In-wall pipe layouts can be referenced
         | from the main construction file to keep it small) * Can 'layer'
         | additional information and resolve conflicts according to a
         | well-defined resolution method, allowing multiple authors.
        
       | pier25 wrote:
       | Surprised to see Adobe here. Maybe they're working on some new 3D
       | tools?
        
         | rallyforthesun wrote:
         | Adobe owns Substance, a material painting tool for 3d character
         | and other assets, often used in game and movie industry
        
           | pier25 wrote:
           | But how is a texture/material generator related to a scene
           | description standard?
        
             | pixelesque wrote:
             | Users will want to load USD scenes/models into Adobe
             | products.
             | 
             | Also, USD supports USDShade and MaterialX material (shader
             | network) definitions, and I imagine there will be full
             | round-tripping support for that?
        
             | franzb wrote:
             | Adobe makes many 3D tools that are able to import and
             | export USD files. For instance, you could import a USD
             | scene into Substance Painter, paint some objects and export
             | it again in a lossless manner.
        
         | franzb wrote:
         | Adobe acquired Allegorithmic in 2019. Allegorithmic were the
         | makers of Substance Designer, Substance Painter and many other
         | 3D tools that are de facto standards for digital texturing.
         | They're _widely_ used in the video games, film and design
         | industries (among others).
         | 
         | Disclaimer: I worked for Allegorithmic and now work for Adobe.
        
         | sammorrowdrums wrote:
         | The have Aero and Substance 3D Apps
         | https://www.adobe.com/products/aero.html
         | 
         | https://www.adobe.com/creativecloud/3d-ar.html
        
       | elif wrote:
       | USD will be great for animators, but I think the biggest
       | beneficiaries will be AI's. The question of how and at what
       | layers AI could interact with 3D art and still give the final
       | aesthetic decision to humans with a true artistic eye left a big
       | gap in willingness to use AI for 3D projects.
       | 
       | If, essentially, they are speaking the same language as humans,
       | this curation becomes trivial and the cost of incorporating AI
       | becomes purely artistic in nature rather than a technical or
       | organizational cost. There will be no downside for a 3D artist to
       | tell the servers "render this scene, but generate a few different
       | versions if you finish before I get back to work tomorrow" in the
       | worst scenario it is electricity used, in the average scenario it
       | can inspire new ideas, and in the ideal scenario it creates
       | something usable.
        
         | rallyforthesun wrote:
         | nvidia uses usd as standardfileformat in its omniverse 3d
         | suite. They are starting to integrate AI into it, for example
         | to convert an image into a 3d scene.
        
         | rcarr wrote:
         | This was my immediate thought. I reckon this will be one of the
         | early steps in getting to automated movies.
        
       | zgluck wrote:
       | Something I've always wondered about: All of these alliances for
       | this and that format/standard/whatever - do they end up hiring
       | some secretarial staff in some office for several decades?
       | 
       | There should be several hundreds active corporate alliances now.
        
         | franzb wrote:
         | As far as I know: no. It's people like you and me from the
         | involved companies that are largely responsible for moving
         | things forward (most often in addition to their regular
         | engineering work!) through Working Groups (WG) or Task Sub-
         | Committees (TSC).
        
           | [deleted]
        
         | CodeCompost wrote:
         | Doesn't the Linux Foundation take care of all that?
        
       | LASR wrote:
       | Reading between the lines, is Apple making moves in preparation
       | for VisionPro?
        
         | echelon wrote:
         | Apple wants to own spatial computing. They've been building
         | LIDAR into their phones for some time.
        
           | stalfosknight wrote:
           | Only some of them.
        
         | jsheard wrote:
         | It's pretty explicit at this point, the visionOS AR app model
         | is centered around handing off content to a centralized
         | renderer provided by Apple, and they've settled on USD and
         | MaterialX as the ingest formats for that renderer.
        
         | llm_nerd wrote:
         | Apple worked with Pixar on USZD back in 2018 (making a file
         | format around USD). This initiative is simply making an open
         | consortium to guide the evolution of USD.
         | 
         | Apple has been preparing for the VisionPro for a long time.
         | LIDAR makes zero sense on a smartphone, but was foundational.
         | ARKit was foundational. A lot of their scene technologies were
         | clearly targeting a headset, and smartphones were just a
         | temporary kickoff.
        
       | schoubey wrote:
       | Why have they created yet another alliance, isn't Khronos group
       | which standardizes similar things(APIs, 3d model standards such
       | as GlTF etc) enough?
        
         | thrillgore wrote:
         | Apple is currently in litigation with Khronos
         | https://news.ycombinator.com/item?id=22538214
        
       | [deleted]
        
       | TheMagicHorsey wrote:
       | How is this different from Collada from Kronos group?
       | https://en.wikipedia.org/wiki/COLLADA
       | 
       | They already made a universal scene description standard.
        
         | lattalayta wrote:
         | From the Collada wiki page: Initial release October 2004; 18
         | years ago Latest release 1.5.0 August 2008; 14 years ago
         | 
         | USD has more layering and referencing capabilities
        
       | caycep wrote:
       | wait, Apple and Nvidia in the same room together?!
        
       | CSMastermind wrote:
       | Standardization is desperately needed here - Apple is out in the
       | wilderness doing their own thing. Trying to import the USD files
       | their software generates into other tools is a nightmare. Most
       | people I see, my own team included, ends up writing a
       | deserialization tool that just parses the raw data they generate
       | because working with their wonky USD files is too much of an
       | annoyance.
        
       | PoignardAzur wrote:
       | Can someone ELI5 how this is different from glTF?
       | 
       | What information does the OpenUSD format carry?
        
         | beiller wrote:
         | USD is at a higher level of abstraction than gltf (IMO). It was
         | created to ease things such as scene graph LOD (levels of
         | detail) for example. It's made for very large scenes. It was
         | created as a file format to exchange very large scenes for 3d
         | animated movies. Inside of a USD file you can point to many
         | other files, for example GLTF, OBJ files etc.
         | 
         | It seems like a great format so far, but I'm skeptical based on
         | Adobe, Apple, Autodesk track records for "open" formats.
        
       | avmich wrote:
       | Seen Autodesk here, which might - or might not - mean that the
       | standard is also applicable for 3D engineering artifacts. However
       | I see no explicit mention of this in the article by the link. Can
       | this standard be well used for, say, designing a model for a 3D
       | printer?
        
         | jahewson wrote:
         | For professional CAD/CAM use cases? No. Those do not use meshes
         | but more sophisticated and computationally expensive 3D
         | modelling techniques. For hobby use? Sure. Most of that stuff
         | uses meshes already.
        
           | gibsonf1 wrote:
           | With a brief look at the example, it looks like they
           | represent form with formulas instead of meshes, enabling
           | fabrication from the form, for example. This is one of the
           | reasons BIM software like Revit is so unhelpful for
           | fabrication as they don't use formulas to represent the form
           | so you can't get high enough accuracy.
        
         | cobbal wrote:
         | I suspect, but have no evidence, that it's the Maya side of
         | AutoDesk
        
           | LightFog wrote:
           | I doubt it - for 3D CAD there are STEP/IGES etc. Most of the
           | 3D printing issues are from triangulation/voxelization of
           | analytical surfaces rather than interchange format.
        
           | bsimpson wrote:
           | When Pixar launched USD, the release included a Maya plugin.
           | That's a totally reasonable assumption.
        
       | epolanski wrote:
       | I see lots of off topic comments, but I'd like to ask as someone
       | who played with fbx and similar formats supported by Autodesk and
       | large parts of the gaming/CG industry what does OpenUSD provides
       | exactly over different formats.
       | 
       | I feel like there's never been a 3D counterpart to standards like
       | Midi for audio.
        
         | jsheard wrote:
         | For one the reference implementation of USD is open source,
         | unlike FBX where you have to depend on Autodesks binary blobs
         | and are at the mercy of whatever jankiness comes with them.
         | Such as the fact that the FBX SDK still isn't thread safe in
         | TYOOL 2023 so you have to take a global lock whenever you touch
         | it.
         | 
         | Even Autodesk is backing USD so presumably even they have given
         | up on the long term prospects of FBX.
        
           | OmarShehata wrote:
           | What about glTF?
        
             | jms55 wrote:
             | glTF is actually pretty good. It just's fairly minimal and
             | lacks support for an entire scene description, lacking
             | important features such as LODs.
             | 
             | Coincidentally, I help develop the Bevy game engine, and I
             | was just talking to people about working on a bevy_usd
             | library. From what they told me, USD is extremely
             | complicated, and the "spec" is basically just the C++
             | source code. I was warned not to bother. Imo it would be
             | better if glTF just got more support and extensions.
        
             | pixelesque wrote:
             | glTF is really single-asset only: that's not what USD is -
             | USD is designed for entire scenes with scene graph
             | hierarchy, and layers of overrides / additions (it's
             | essentially a mini-evaluation engine internally). It's very
             | powerful, but also quite complicated, and not just a file
             | format.
             | 
             | USD started in the very complicated CG/VFX world where this
             | type of complexity and flexibility is needed, however,
             | Apple (and others) have been pushing it into other realms
             | (VR, mobile, .usdz).
        
             | jsheard wrote:
             | They serve different roles, glTF is intended to be an asset
             | delivery format that aligns with how GPUs work so it can be
             | loaded onto one with fairly minimal overhead. USD is
             | intended to be an interchange format for moving assets
             | between editors and renderers. They're kind of analogous to
             | JPG/PNG and PSD respectively, if PSD were an open standard.
             | 
             | What Apple is doing with USD might have been better served
             | by glTF, but glTF is a Khronos standard and Apple refuses
             | to work with them for unspecified legal reasons.
        
               | GeekyBear wrote:
               | > glTF is a Khronos standard and Apple refuses to work
               | with them
               | 
               | Given that Apple created OpenCL and handed it over to
               | Khronos, this seems a bit off.
               | 
               | > OpenCL was initially developed by Apple Inc., which
               | holds trademark rights, and refined into an initial
               | proposal in collaboration with technical teams at AMD,
               | IBM, Qualcomm, Intel, and Nvidia. Apple submitted this
               | initial proposal to the Khronos Group.
               | 
               | https://en.wikipedia.org/wiki/OpenCL#History
               | 
               | Apple just has a long history of working with Pixar. I
               | think they've been using Pixar's USD as the basis for
               | their AR asset file format since 2018.
               | 
               | https://www.techrepublic.com/article/apples-usdz-ar-file-
               | for...
        
               | jsheard wrote:
               | They _used_ to work with Khronos but things have
               | developed since 2008 - Apple has completely abandoned
               | OpenCL and OpenGL, won 't support Vulkan alongside Metal,
               | and during the development of WebGPU one of their
               | representatives let slip that there's a legal dispute
               | blocking any further interaction between Apple and
               | Khronos.
               | 
               | https://docs.google.com/document/d/1F6ns6I3zs-2JL_dT9hOkX
               | _25...
               | 
               |  _> Apple is not comfortable working under Khronos IP
               | framework, because of dispute between Apple Legal  &
               | Khronos which is private. Can't talk about the substance
               | of this dispute. Can't make any statement for Apple to
               | agree to Khronos IP framework._
               | 
               | Since the details of the dispute haven't come out it's
               | unclear if it has been resolved yet, but regardless they
               | don't seem to be on good terms.
        
               | GeekyBear wrote:
               | Interesting. Thanks!
        
         | erichocean wrote:
         | > _what does OpenUSD provides exactly over different formats_
         | 
         | USD is to scene authoring what FBX is to 3D object authoring
         | (though it also can do 3D object authoring).
         | 
         | USD adds complex shading, lighting and cameras, state-of-the-
         | art multi-level instancing workflows, and most importantly, a
         | very flexible way of referencing/layering assets and performing
         | per-scene or per-shot overrides, plus tools (payloads) that
         | enable extremely large scenes to be opened and authored in
         | minutes instead of hours.
         | 
         | It really is pretty groundbreaking and has a ton of momentum.
         | 
         | The other hugely helpful component is USD has a very high-
         | performance rendering architecture written in C++ called
         | "Hydra" that allows for both interactive and non-interactive
         | rendering backends to be developed and switched between at
         | runtime. I can't think of a single commercial renderer that
         | either hasn't already built a Hydra delegate, or isn't planning
         | to.
        
       | xbiitx wrote:
       | is this about stablecoin ?
        
       | 2OEH8eoCRo0 wrote:
       | Is this like HTML for 3D scenes?
       | 
       | Sidenote- OpenUSD sounds like a crypto currency.
        
         | khazhoux wrote:
         | No, because HTML is semantic (rendering is open to
         | interpretation) whereas USD is explicit.
         | 
         | But in terms of "common format which different systems can
         | read", then yes, sure.
        
         | petercooper wrote:
         | _Sidenote- OpenUSD sounds like a crypto currency._
         | 
         | This is exactly what I thought at first too. But then realized
         | it's August 1st and not April..
        
       | zengid wrote:
       | This is pretty neat to see Apple involved in a standard. They
       | don't like to back everything that comes along. What is _very_
       | interesting though, is that Meta isn 't involved. Maybe because
       | they're backing another horse, namely OpenXR [0].
       | 
       | [0] https://www.khronos.org/openxr/
        
         | jsheard wrote:
         | OpenXR has absolutely nothing to do with 3D asset interchange,
         | it's a standard for interfacing with VR/AR hardware.
        
         | HPMOR wrote:
         | It probably helped that Pixar was the developer of the
         | technology. I'm sure Tim Cook & Apple writ large think very
         | fondly of tech developed by a company run by it's old CEO.
        
       | andrewstuart wrote:
       | No Intel and AMD?
       | 
       | No thanks.
       | 
       | This is just a power play by all the companies most well known
       | for lock-in and monopoly-like behavior.
       | 
       | This is not a good thing.
        
       | rafaelturk wrote:
       | USD: I thought this was instant payments initiative similar to
       | Brazil's OpenPix...
        
       | MAGZine wrote:
       | This is a big deal. I used to work at Autodesk, trying to build
       | software that made 3D blueprints available to everyone,
       | everywhere. Rendering things on mobile is hard, in part because
       | you need to writer bespoke renderers, and in part because the
       | data formats for the assets are not aligned.
       | 
       | Pixar developed USD, and it should really help to standardize 3D
       | tech. In particular, I hope that USD can help make it easier to
       | build high-performance rendering tech for a variety of
       | applications that might not receive so much attention from the 3D
       | graphics people (this is one thing video games do quite well,
       | from a CS approach!)
       | 
       | Having some big names behind the standard should help, but of
       | course, the proof will be in the pudding as to how meaningful
       | their contributions are, and how much their involvement pushes
       | the adoption of the standard.
        
         | 2OEH8eoCRo0 wrote:
         | Can I open an OpenUSD file in a text editor and read it?
        
           | pixelesque wrote:
           | The ASCII (plain-text, .usda file extension version)
           | absolutely.
           | 
           | For large scenes/models, the normal .usd binary/compressed
           | version is often used for efficiency reasons (and proper
           | round-tripping of float values for xforms, etc), but you can
           | convert between the two with the 'usdcat' util and the
           | python/c++ apis for debugging.
        
             | derefr wrote:
             | > proper round-tripping of float values
             | 
             | Why do so many (all?) textual data serialization formats
             | represent floats in base-10 scientific notation, anyway?
             | 
             | If we wanted floats that are 1. human-editable but 2.
             | bijective with IEEE754, wouldn't floating-point
             | _hexadecimal_ (with binary exponents) be a better idea?
        
           | franzb wrote:
           | Yes, absolutely.
        
           | [deleted]
        
           | omershapira wrote:
           | OpenUSD has a plaintext encoding mode, which by convention
           | gets saved as .usda. The standard OpenUSD SDK contains two
           | command line utilities `usdcat` and `usdedit` to do plaintext
           | editing, but most programs using the SDK have better editing
           | functionality by directly using the C/Python SDK.
        
             | wilg wrote:
             | Here is an example file for the curious: https://github.com
             | /PixarAnimationStudios/OpenUSD/blob/releas...
        
       | dang wrote:
       | Stub for arguing about what "USD" means. These comments were
       | originally at the top level but the offtopicness was choking the
       | thread so I'm moving them here.
       | 
       | I left https://news.ycombinator.com/item?id=36962294 out because
       | it has actual interesting information about the project.
        
         | TacticalCoder wrote:
         | > For people complaining about the name, USD has been already a
         | thing publicly since at least 2013
         | 
         | As opposed to the United States dollar that became public after
         | 2013?
         | 
         | I mean, seriously: OpenUSD sounds like a cryptocurrency
         | "stablecoin" token name.
        
           | [deleted]
        
           | khazhoux wrote:
           | Literally no one who uses USD as part of their work gets
           | tripped up by this.
           | 
           | It's ok for jargon and acronyms to be confusing to people who
           | are not at all in the field.
        
             | KMnO4 wrote:
             | Python's fork can be used to create children. Don't forget
             | to kill them when you're done otherwise their memory can
             | leak when they become zombies.
             | 
             |  _Trust me, it's about programming. Not snake horror
             | dystopias._
        
               | khazhoux wrote:
               | I'll reply to your comment, but first I need to look into
               | this dump I just took.
        
             | whycome wrote:
             | Any old BOB or RON can use USD as part of their work. I
             | sometimes work with Autodesk and I, personally, prefer CAD.
             | Don't let this RUB you the wrong way. Don't get MAD. Don't
             | call a COP. Don't declare an SOS. For those that use PHP,
             | consider SVC or plain old PEN.
             | 
             | https://www.xe.com/iso4217.php
        
         | serhack_ wrote:
         | > Alliance to foster global collaboration for Universal Scene
         | Description (USD)
         | 
         | UNISD? UNIversal Scene Description
         | 
         | At least better than Universal Scene Specific (USS)
        
           | disillusioned wrote:
           | Even just OpenSD would be a vast improvement. Presume the
           | "open" replaces "universal" (which isn't a 1:1 mapping, but
           | still works as a branding exercise) and you DON'T have what
           | literally 100% of the non-graphic-artist HN commentariat
           | thought: that they're weirdly doing a stablecoin.
        
             | TylerE wrote:
             | Then it sounds like AI.
        
               | depereo wrote:
               | Stable Diffusion isn't a familiar term outside a very
               | niche audience. Probably over 50% of the earth's
               | population is familiar with checking 'USD' exchange
               | rates.
        
               | TylerE wrote:
               | This isn't something regular people care about though.
               | 
               | People working in computer graphics absolutely know what
               | stable diffusion is.
               | 
               | I would also that at least a third of the US adult
               | population doesn't know that USD is the abbreviation for
               | symbol for US dollars. The average American never travels
               | internationally.
        
               | NavinF wrote:
               | > at least a third of the US adult population doesn't
               | know that USD is the abbreviation for symbol for US
               | dollars
               | 
               | If we're just gonna make up statistics...
        
               | depereo wrote:
               | Maybe regular _americans_. Africans, Europeans, Asians,
               | Pacific peoples and Antipodeans however...
               | 
               | The tech we buy is often USD-denominated and exchange
               | risk is something we all deal with constantly for basic
               | purchases, in business and personal life.
        
               | bsimpson wrote:
               | As an outsider, OpenSD sounds more like a disk format
               | than anything to do with AI.
        
         | khazhoux wrote:
         | When Toy Story 3 was almost finished in 2010, they needed to
         | convert some assets from Toy Story 1. Ed Catmull called an
         | urgent meeting and instructed the software team to write a USD
         | converter. The team came back 3 weeks later and demo'd their
         | new USD converter, which they proudly announced could also
         | handle Euros, Pesos, Rupees, and 20 other currencies. The team
         | was immediately fired, and went on to found Paypal.
        
         | gjsman-1000 wrote:
         | Seems to me that there is no shortage of better names
         | available.
         | 
         | It's so easy to fix... why not call it, say, a "Universal Scene
         | Description Package" (USDP) or a "3D Scene Description" (3DSD)
         | or "Layered Universal Scene Description" (LUSD) or "Modern
         | Scene Description Format" (MSDF) or "Universal Scene
         | Description Format" (USDF) or "Kronos Scene Description" (KSD)
         | or "Kronos Universal Scene Description" (KUSD) or...
        
         | throwaway104782 wrote:
         | what a terrible name, I thought this was some kind of USD
         | stablecoin
        
         | jrflowers wrote:
         | I am so glad that they picked an acronym so obvious so as to
         | not confuse anyone.
        
           | moffkalast wrote:
           | Can someone clarify what the conversion ratio between OpenUSD
           | and OpenEUR will be though?
        
         | dyingkneepad wrote:
         | OpenUSD sounds like something bitcoin-related. The USD acronym
         | is so known for being for US Dollars, why would they want to
         | overload it...
        
           | jshreder wrote:
           | Pixar has been using USD for years, OpenUSD is the rebranding
           | of it as an open format.
           | 
           | > Universal Scene Description (OpenUSD) is an extensible
           | framework and ecosystem for describing, composing,
           | simulating, and collaborating within 3D worlds. Originally
           | developed by Pixar Animation Studios, USD, also referred to
           | as OpenUSD, is more than a file format. It's an open-source
           | 3D scene description used for 3D content creation and
           | interchange among different tools. [1]
           | 
           | [1] https://developer.nvidia.com/usd
        
           | ninepoints wrote:
           | As someone in and out of the USD ecosystem for years
           | (starting around 2014 or so), this comment is especially
           | hilaruous.
        
           | jimbob45 wrote:
           | Maybe this is the new anti-crypto meta - we proactively take
           | away the best acronyms that the crypto community would want
           | to use.
        
           | theogravity wrote:
           | I also thought this was crypto related and felt it was odd
           | Adobe, Pixar, and Autodesk were involved.
        
             | moffkalast wrote:
             | Yeah at first I thought it was some kind of store payment
             | crypto they were introducing.
        
         | therealmarv wrote:
         | for a second I've thought they are creating a new crypto stable
         | coin oO
        
       | emmjay_ wrote:
       | My dyslexic arse thought this read OpenBSD for a brief second.
        
       | can16358p wrote:
       | So, can we finally say a "JPEG" or "H.264-in-MP4" for 3D content
       | is coming?
       | 
       | (I mean as a universally accepted format that just works
       | everywhere, not literally a JPEG on H.264 inside a scene)
        
         | CharlesW wrote:
         | > _So, can we finally say a "JPEG" or "H.264-in-MP4" for 3D
         | content is coming?_
         | 
         | Both of those are generally considered distribution formats,
         | where my understanding is that USD is an authoring/interchange
         | format. In that case, somewhat more analogous file formats
         | might include TIFF and PSD for images. or Motion-JPEG and
         | ProRes for video.
        
       | gyf304 wrote:
       | Does anyone remember X3D[1] / VRML? X3D is roughly the same
       | concept, 20-some years ago.
       | 
       | Here's a hello world for X3D:
       | https://www.web3d.org/x3d/content/examples/Basic/X3dSpecific...
       | 
       | And here's a hello world for OpenUSD:
       | https://www.openusd.org/release/tut_helloworld.html
       | 
       | Although X3D is a bit more verbose, a lot of parallels can be
       | drawn between the two, 20 years apart.
       | 
       | [1] https://en.wikipedia.org/wiki/X3D
        
         | vxNsr wrote:
         | Not all surprising that X3D uses xml and of course OpenUSD uses
         | some form of python/json thing
        
         | khazhoux wrote:
         | I was tinkering in that space in the mid-90s, and always felt
         | the file format was a missed opportunity, and wasn't taking any
         | of the lessons of HTML.
         | 
         | What I wanted (but never built) was a semantic file format,
         | something like:                   <room style="square"
         | id="room1">           <wall direction=north>
         | <picture frame="modern" src="http://foo.com/fancycat.jpg" />
         | </wall>           <wall direction=south>             <door
         | room="room2" />           </wall>         </room>
        
       | dang wrote:
       | All: if you want to argue about what "USD" means, please do that
       | at https://news.ycombinator.com/item?id=36962507, not here. But
       | also consider: " _Please don 't complain about tangential
       | annoyances--e.g. [...] name collisions [...]. They're too common
       | to be interesting._" -
       | https://news.ycombinator.com/newsguidelines.html
        
       | zokier wrote:
       | For people complaining about the name, USD has been already a
       | thing publicly since at least 2013, and internally probably fair
       | bit before that: https://www.cgchannel.com/2013/10/pixars-usd-
       | system-the-new-...
       | 
       | I did also happen to find small comment about the name from an
       | interview:
       | 
       | > Just a little fun an anecdote, the original name ... And we
       | were looking at the extension for the file. Technically when I do
       | something that says layered scene description. But the extension
       | LSD we thought it was a little too trippy, so we decided that we
       | couldn't go in that route. So that's why the universal came,
       | because it feels a little too far, but technically it was
       | supposed to be a layered scene description. But anyway, we
       | couldn't use that.
       | 
       | https://cesium.com/open-metaverse-podcast/the-genesis-of-usd...
        
       | wildpeaks wrote:
       | I look forward to USD & USDZ being supported more consistently.
       | The same file can look quite different even within the Apple
       | ecosystem, as these screenshots from a few monthes ago show:
       | https://twitter.com/mrdoob/status/1654494500230778887
        
         | meindnoch wrote:
         | Something is broken with your texcoords. The whole texture
         | atlas is misaligned.
        
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