COLLADA at GDC 2007

Last minute info : Sessions are free, but pre-registration is requested.
register here


GDC is approaching fast. There will be a lot of exiting news regarding
COLLADA.

We are preparing a presentation program for attendees. This year the presentation will be done in the expo floor, in a mini-theater set-up by the Khronos Group. This will provide access to anybody, no need to get an expensive pass to get to those presentations.

We have already scheduled many presentations for Thursday March 8th.

At 1pm, we have a COLLADA 101 tutorial, which will be very useful for those following COLLADA, but did not have the time to really look into it, and for artists that want to learn more about the technology, and how to take advantage of it. Make sure you arrive a few minutes early to get a good seat.

From 3pm till the end of the day, there will be many more specific presentations from COLLADA enabled products. Those presentations will be really useful for new users, but even more for current users that need to learn more about all the new capabilities introduced lately, or in the works.

In addition, there will be a COLLADA demonstration pod on the Khronos booth, where you can come and ask for any specific information, and ask for demonstrations.

Here’s the presentation schedule.

I’ll most probably update this post when more content will be announced.

The program has been posted in mode detail. There will be two session, one fast forward, and one tutorial:

Special Guest Instructor: PixelBox Academy CEO Bruno Patatas

COLLADA 101 – “Fast Track”
Wed Mar 7 10:15 – 10:50

This 35 minute session is an very condensed version of the 2-hour “COLLADA 101” session (March 8 1-2:50PM) where attendees get and introduction to the very latest COLLADA tools available and most importantly, how to get the most from them.

Who should attend this session?

This COLLADA Session is designed to all DCC working professionals; including Playstation 3 developers who have access to any 3D software package with a COLLADA translator available.

What will you learn?

COLLADA 101 – “Fast Track to Getting Started” covers the ins and outs of COLLADA in a 35 minute session. Using some of the most widespread DCC tools in the market, attendees will learn how to interchange assets using COLLADA.

COLLADA 101 – “Everything you ever wanted to know about COLLADA”
Thu Mar 8 1PM – 2:50PM
What’s this session about?

This in-depth session gives attendees an in- depth education on the very latest COLLADA tools available and most importantly, how to get the most from them.

Who should attend this session?

This COLLADA Session is designed to all DCC working professionals; Playstation 3 developers who have access to any 3D software package with a COLLADA translator available and academic researchers with a strong interest in learning how to work with COLLADA.

What will you learn?

COLLADA 101 – “Everything you ever wanted to know about COLLADA” is a 2 hours session that provides conceptual and practical foundation needed to take full advantage of the range of creative opportunities created by COLLADA. Offering a unique approach to learning COLLADA, the session is composed by 4 topics.

1.) Introduction to COLLADA

  1. What is COLLADA – History and development.

  2. The COLLADA schema – Introduction to the COLLADA schema. Overview of the COLLADA architecture.

  3. The COLLADA API – Introduction to the COLLADA API.

  4. COLLADA implementations – Overview of the available COLLADA tools.

  5. COLLADA and Open Source – Why it matters.

2.) COLLADA Up and Running

  1. The COLLADA API – How it works and how to use it.

  2. Creating a COLLADA document.

  3. COLLADA libraries – Introduction and how to use them.

  4. Setting up a scene.

  5. Working with animations – How to control them and how to work with skinned animations.

3.) COLLADA FX

  1. What is it? – Overview of the COLLADA FX schema.

  2. Nuts and bolts.

  3. “Hello World”, my first COLLADA FX shader.

  4. Extending “Hello World” – Advanced shaders.

  5. Advanced lighting effects.

  6. Useful techniques.

4.) COLLADA in Production

  1. Asset wrangling.

  2. Using COLLADA for asset management.

  3. 3D assets interchange between Maya and XSI.

  4. COLLADA physics interchange between XSI and Maya.

  5. Conditioners.

  6. Further steps and online resources.

The objective of this session is to provide attendees with the skills needed to use and integrate COLLADA in a production pipeline.

Thursday 10:15AM - 11:00AM


Adobe Photoshop: Tech Preview

Don’t miss this session! The Adobe Photoshop team is giving a sneak peek of how the next version of Photoshop will better enable game developers to extend Photoshop across their COLLADA 3D workflow.

More information about the COLLADA panel

Wed. 3/7 at 2:30pm

Gabe Ahn - MC - SCEA Developer Support

Erwin Coumans - SCEA Developer Support - physics simulation
Ken Normann - EA/Maxis - The Sims
Shaun Leach - Zipper Interactive - SOCOM
Benny Nitschke - exDream entertainment

The GDC presentations will be available on the khronos site here

XSI made a video of their cool GDC demo.
DAZ/Maya -> COLLADA -> XSI -> Half Life 2

http://youtube.com/watch?v=hjsstUqiUyY& … ed&search=

The COLLADA part is easy compared to the Half Life part !

part1:
http://youtube.com/watch?v=hjsstUqiUyY& … ed&search=

part2:
http://youtube.com/watch?v=sknm9_CuHps& … ed&search=