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During his Wednesday session at GCDC'08 Intel's Rémi Arnaud delivered deep insight into the open source 3D interface COLLADA. It's an heavily used industry standard which a lot of applications like 3dsMax, Maya and companies like Google, Adobe, etc. are implenting already.
If you have look at khronos.org you can find a good definition what COLLADA stands for:
COLLADA defines an XML-based schema to make it easy to transport 3D assets between applications - enabling diverse 3D authoring and content processing tools be combined into a production pipeline. The intermediate language provides comprehensive encoding of visual scenes including: geometry, shaders and effects, physics, animation, kinematics, and even multiple version representations of the same asset. COLLADA FX enables leading 3D authoring tools to work effectively together to create shader and effects applications and assets to be authored and packaged using OpenGL Shading Language, Cg, CgFX, and DirectX FX.
btw: COLLADA was unveiled at SIGGRAPH 2004, and the first Khronos specification 1.4.0 was released in January 2006. Release 1.4.1 come out in June 2006, the latest spec 1.5 was released in April this year.
Right after his tech session we had the chance to talk to Rémi and ask him four stunning questions:
For his detailed answers please watch the whole video ...
