X3D and glTF Model Differencing for Conversions, Comparison and Conformance Testing

Rick William Lentz, D. Brutzman, Michalis Kamburelis
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引用次数: 1

Abstract

The Extensible 3D (X3D) Graphics Architecture ISO/IEC 19775-1 International Standard version 4.0 is a major release that includes extensive support for version 2.0 of glTF (glTF2), a standard file format for 3D scenes, and models supporting geometry, appearance, a scene-graph hierarchical structure and model animation. X3D version 4 (X3D4) authors have the option to Inline (i.e. load) glTF models directly or else utilize native X3D nodes to create corresponding 3D models. Physically-based rendering (PBR) and non-photorealistic rendering (NPR), with corresponding lighting techniques, are each important additions to the X3D4 rendering model. These lighting models are compatible and can coexist in real-time with legacy X3D3 and VRML97 models (which utilize classic Phong shading and texturing) either independently or composed together into a single scene. The X3D4 approach to representing glTF2 characteristics is defined in complete detail in order to be functionally identical, thus having the potential to achieve the greatest possible interoperability of 3D models across the World Wide Web. Nevertheless, a persistent problem remains in that glTF renderers do not always appear to produce visually identical results. Best practices for mapping glTF structures to X3D4 nodes are emerging to facilitate consistent conversion. This paper describes a variety of techniques to help confirm rendering consistency of X3D4 players, both when loading glTF assets and when representing native X3D4 conversions. Development of an X3D4 conformance archive corresponding to the publicly available glTF examples archive is expected to reinforce the development of visually correct software renderers capable of identical X3D4 and glTF presentation.
转换、比较和一致性测试的X3D和glTF模型差异
可扩展3D (X3D)图形体系结构ISO/IEC 19775-1国际标准4.0版本是一个主要版本,它包括对glTF (glTF2) 2.0版本的广泛支持,glTF (glTF2)是3D场景的标准文件格式,以及支持几何、外观、场景图分层结构和模型动画的模型。X3D版本4 (X3D4)作者可以选择直接内联(即加载)glTF模型,或者利用本地X3D节点创建相应的3D模型。基于物理的渲染(PBR)和非真实感渲染(NPR),以及相应的照明技术,都是X3D4渲染模型的重要补充。这些照明模型是兼容的,可以与传统的X3D3和VRML97模型(利用经典的Phong阴影和纹理)实时共存,无论是独立的还是组合在一起的单一场景。表示glTF2特征的X3D4方法被定义得非常详细,以便在功能上相同,因此有可能在万维网上实现3D模型的最大可能的互操作性。然而,glTF渲染器并不总是产生视觉上相同的结果,这是一个持久的问题。将glTF结构映射到X3D4节点的最佳实践正在出现,以促进一致的转换。本文描述了各种技术来帮助确认X3D4播放器的渲染一致性,无论是在加载glTF资产时还是在表示原生X3D4转换时。开发与公开可用的glTF示例存档相对应的X3D4一致性归档,有望加强能够提供相同X3D4和glTF表示的视觉正确的软件渲染器的开发。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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