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New Video: Representing Data with OpenUSD Custom Schemas

Nvidia

By formalizing data models, schemas enable the interpretation of raw data by USD-compliant runtimes. Specifically, we dive into: Data formalization: Custom schemas formalize data models, such as geometric meshes. Schemas formalize prim data, making them queryable and interpretable by USD-compliant runtimes.

Data 52
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Float Compression 4: Mesh Optimizer

The Astronauts

The previous post investigated some lossless filtering of data, before passing it to a regular compression library. Our result so far is: 94.5MB of data can get filtered+compressed down to 23.0MB in one second (split/shuffle bytes, delta encode, zstd or kraken compression). It decompresses back in about 0.15

Mesh 52
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Float Compression 5: Science!

The Astronauts

Previous post was about mis-using meshoptimizer compression for compressing totally non-mesh data, for pretty good results. This time, let’s look at several libraries specifically targeted at compressing floating point data sets.

Mesh 70
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Changing vertexData of a sprite in 2D in cocos creator 3.6.2

Cocos

Hello @zhangxm , I was able to modify the vertex data in CC3.6 but facing one issue depending on the sprite type mesh which is in CC2.4 where there is a function to create render data renderData.createFlexData but I could not find any way to do it in CC3.6. by converting code from graphics-assembler from CC2.4 Since in CC3.6

Sprite 40
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[WIP] Voxel World Engine (Minecraft-like world generation)

Cocos

Added today: Octave perlin noise Biomes data structure and components organization using the chain of responsibility pattern Domain Warping settings for more natural landscapes Next steps: Dig mechanics Generate the world with service workers Add more biomes Any help or collaboration here is super welcome, I have no idea how to deal with dynamic meshes (..)

Engine 52
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Developer Shares Building Fabrics, Ropes, And Soft Bodies

Cocos

Analysis The whole effect can be split into two parts, one for the simulation of the mesh and one for the rendering of the mesh. Combined with the knowledge of the rendering, the texture is actually very close to the rendering vertex data. Everything depends only on custom vertex data. Just pay attention to compatibility.

Build 98
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Cocos Shader Tutorial 1.0 - about UV

Cocos

This is consistent with how most image file formats store pixel data, and with how most graphics APIs work (including DirectX, Vulkan, Metal, WebGPU, but not OpenGL). Use the water wave effect on the 3D meshes This is only for 3D planes with tiled UV Mapping. meshes) { let dis = geometry.intersect.rayModel(this. x,waveFactor.y-uv0.y);

Shaders 98