This article includes a list of general references, but it lacks sufficient corresponding inline citations .(December 2010) |
Filename extension | .dae |
---|---|
Internet media type | model/vnd.collada+xml |
Uniform Type Identifier (UTI) | org.khronos.collada.digital-asset-exchange [1] |
Developed by | Sony Computer Entertainment, Khronos Group |
Initial release | October 2004 |
Latest release | 1.5.0 August 2008 |
Type of format | 3D computer graphics |
Extended from | XML |
Standard | ISO/PAS 17506:2012 |
Website | khronos |
COLLADA (for 'collaborative design activity') is an interchange file format for interactive 3D applications. It is managed by the nonprofit technology consortium, the Khronos Group, and has been adopted by ISO as a publicly available specification, ISO/PAS 17506. [2]
COLLADA defines an open standard XML schema for exchanging digital assets among various graphics software applications that might otherwise store their assets in incompatible file formats. COLLADA documents that describe digital assets are XML files, usually identified with a .dae (digital asset exchange) filename extension.
Originally created at Sony Computer Entertainment by Rémi Arnaud and Mark C. Barnes, [3] it has since become the property of the Khronos Group, a member-funded industry consortium, which now shares the copyright with Sony. The COLLADA schema and specification are freely available from the Khronos Group. [4] The COLLADA DOM uses the SCEA Shared Source License 1.0.
Several graphics companies collaborated with Sony from COLLADA's beginnings to create a tool that would be useful to the widest possible audience, and COLLADA continues to evolve through the efforts of Khronos contributors. Early collaborators included Alias Systems Corporation, Criterion Software, Autodesk, Inc., and Avid Technology. Dozens[ quantify ] of commercial game studios and game engines have adopted the standard.
In March 2011, Khronos released [5] the COLLADA Conformance Test Suite (CTS). The suite allows applications that import and export COLLADA to test against a large suite of examples, ensuring that they conform properly to the specification. In July 2012, the CTS software was released on GitHub, [6] allowing for community contributions.
ISO/PAS 17506:2012 Industrial automation systems and integration -- COLLADA digital asset schema specification for 3D visualization of industrial data was published in July 2012. [7]
COLLADA was originally intended as an intermediate format for transporting data from one digital content creation (DCC) tool to another application. Applications exist to support the usage of several DCCs, including:
Originally intended as an interchange format, many game engines now support COLLADA,[ citation needed ] including:
Some games and 3D applications have started to support COLLADA:
As of version 1.4, physics support was added to the COLLADA standard. The goal is to allow content creators to define various physical attributes in visual scenes. For example, one can define surface material properties such as friction. Furthermore, content creators can define the physical attributes for the objects in the scene. This is done by defining the rigid bodies that should be linked to the visual representations. More features include support for ragdolls, collision volumes, physical constraints between physical objects, and global physical properties such as gravitation.
Physics middleware products that support this standard include Bullet Physics Library, Open Dynamics Engine, PAL and NVIDIA's PhysX. These products support by reading the abstract found in the COLLADA file and transferring it into a form that the middleware can support and represent in a physical simulation. This also enables different middleware and tools to exchange physics data in a standardized manner.
The Physics Abstraction Layer provides support for COLLADA Physics to multiple physics engines that do not natively provide COLLADA support including JigLib, OpenTissue, Tokamak physics engine and True Axis. PAL also provides support for COLLADA to physics engines that also feature a native interface.
OpenGL is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.
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OpenVG is an API designed for hardware-accelerated 2D vector graphics. Its primary platforms are mobile phones, gaming & media consoles and consumer electronic devices. It was designed to help manufacturers create more attractive user interfaces by offloading computationally intensive graphics processing from the CPU onto a GPU to save energy. The OpenGL ES library provides similar functionality for 3D graphics. OpenVG is managed by the non-profit technology consortium Khronos Group.
The Khronos Group, Inc. is an open, non-profit, member-driven consortium of 170 organizations developing, publishing and maintaining royalty-free interoperability standards for 3D graphics, virtual reality, augmented reality, parallel computation, vision acceleration and machine learning. The open standards and associated conformance tests enable software applications and middleware to effectively harness authoring and accelerated playback of dynamic media across a wide variety of platforms and devices. The group is based in Beaverton, Oregon.
OpenGL for Embedded Systems is a subset of the OpenGL computer graphics rendering application programming interface (API) for rendering 2D and 3D computer graphics such as those used by video games, typically hardware-accelerated using a graphics processing unit (GPU). It is designed for embedded systems like smartphones, tablet computers, video game consoles and PDAs. OpenGL ES is the "most widely deployed 3D graphics API in history".
JT is an openly-published ISO-standardized 3D CAD data exchange format used for product visualization, collaboration, digital mockups, and other purposes. It was developed by Siemens.
The C4 Engine is a proprietary computer game engine developed by Terathon Software that is used to create 3D games and other types of interactive virtual simulations for PlayStation 5, PlayStation 4, PlayStation 3, Windows, Mac OS X, Linux, and iOS.
The Physics Abstraction Layer (PAL) is an open-source cross-platform physical simulation API abstraction system. It is similar to a physics engine wrapper, however it is far more flexible providing extended abilities. PAL is free software, released under the BSD license.
PRC is a file format that can be used to embed 3D data in a PDF file.
Web3D, also called 3D Web, is a group of technologies to display and navigate websites using 3D computer graphics.
FBX (Filmbox) is a proprietary file format developed by Kaydara and owned by Autodesk since 2006. It is used to provide interoperability between digital content creation applications. FBX is also part of Autodesk Gameware, a series of video game middleware.
WebGL is a JavaScript API for rendering interactive 2D and 3D graphics within any compatible web browser without the use of plug-ins. WebGL is fully integrated with other web standards, allowing GPU-accelerated usage of physics, image processing, and effects in the HTML canvas. WebGL elements can be mixed with other HTML elements and composited with other parts of the page or page background.
Biosphere3D is an open-source project that targets interactive landscape scenery rendering based on a virtual globe. The software system supports multiple scales but focuses primarily on the creation of realistic views from eye-level or near ground level. The software is released under the MPL license and developed by Zuse Institute Berlin, Lenné3D and the open-source community for use on personal computers.
StormEngineC is a free and open-source 3D graphics library written in JavaScript that uses various HTML5 features such as WebGL, WebCL, and WebSockets. The library provides a way to load objects in the OBJ or Collada format and adds them to physical simulations.
glTF is a standard file format for three-dimensional scenes and models. A glTF file uses one of two possible file extensions: .gltf (JSON/ASCII) or .glb (binary). Both .gltf and .glb files may reference external binary and texture resources. Alternatively, both formats may be self-contained by directly embedding binary data buffers. An open standard developed and maintained by the Khronos Group, it supports 3D model geometry, appearance, scene graph hierarchy, and animation. It is intended to be a streamlined, interoperable format for the delivery of 3D assets, while minimizing file size and runtime processing by apps. As such, its creators have described it as the "JPEG of 3D."