Sony Computer Entertainment Inc. is holding a COLLADA sponsored session at
Game Developrt Conference 2005 in San Francisco.
COLLADA: An Open Interchange Format for the Interactive 3D Industry
Speakers:
… Remi Arnaud (Graphics Architect, Sony Computer Entertainment America)
… Mark Barnes (COLLADA Project Lead, Sony Computer Entertainment America)
Time/Date: Thursday (March 10, 2005) 12:00pm -1:00pm
Track: Programming
Format: Sponsored Session
Experience Level: All - Open to All Levels
COLLADA allows artists working in XSI, Max, Maya to share data easily because it
enables the import and export of files. COLLADA also makes writing tools for
games easier because instead of having to write exporters for all the tools that
are used, one can simply write a COLLADA tool. This reduces development and
maintenance costs and reduces dependency on a particular brand of tool.
In the COLLADA sponsored session we will cover 3 areas of the project:
-
Quality of tools for import and export. We are working on conformance test
suites so measure the robustness of plug-ins from our DCC partners like
Softimage. We’ll demonstrate COLLADA content running on the PSP exported from
Maya. -
Ease of use with the upcoming COLLADA API. The new API is written in C++ and
provides an asset centric interface to a COLLADA database. The API is designed
to be a COLLADA reference implementation that is easy to integrate with
applications and run on multiple platforms. -
Future glimpse of COLLADA 2.0 features. We are designing new features for
COLLADA with various partners that include:
- Physics with Novodex/Ageia supporting rigid body dynamics.
- Shader Effects with NVIDIA, Softimage, 3Dlabs, and ATI to enhance COLLADA’s existing
capabilities with programmable materials and shaders.
Please join SCEI at GDC 2005 to learn more about COLLADA!