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To support copy&paste all you need is a common format for 3D objects, like HTML is for 2D documents; glTF might be a reasonable candidate. The problem with the
by devit 3y ago
To support copy&paste all you need is a common format for 3D objects, like HTML is for 2D documents; glTF might be a reasonable candidate.
The problem with the Apple approach is that there are no apps and games, and there probably won't be many given it's a 3500$ device with few users that Apple exerts its tyrannical grip over (or if there will be, they will be ports of Unity/Unreal, PC or Android VR apps, not using any of the special features that the Apple OS may have).
- kevindamm 3y agoAny scene description format would work (but please not obj or stl), it would be good to see a standard emerge for this, though. USD might be it.
- chris37879 3y agoI really hope USD is not it. Having worked with it trying to build stuff for the vision pro, it's a massive software library pretending to be a file format. It is inexorably linked to the source code that processes it to the point that making a processor for the format is a non-starter, and that seems to be by design. The codebase is dense, hard to compile, using outdated dependencies, and doesn't play nice with anything else. Documentation is sparse, often incorrect, and severely lacking in anything like a new user guide. Everything assumes you work for Pixar already and know the ins and outs of their pipeline.
- TylerE 3y agoPeople have been trying to solve this problem since the VRML days in the '90s. I suspect you are underestimating the complexity of 3D data by a pretty huge extent. 3D is much, much, much more complicated than 2D, especially if you're trying to interchange between arbitrary applications that may have divergent needs. Start with this little thought experiment. What do you mean by 3d object? Do you mean a set of polygons, like in a traditional triangle mesh? A volume, like voxels? A set of 3d surfaces? Do you need to model interior details, or only the exterior envelope? Do you need to be able to split or explode it at some arbitrary level of detail? Do we need to encode sharp edges or creases in some way? etc, etc, etc This is before you have touched materials, texturing, lighting, any of that.
- uxcolumbo 3y agoStupid question… isn’t all that wrapped in a container? Like in HTML with divs? So if you have a virtual lamp you want to copy, all the various elements that make up the lamp are in a VR equivalent object markup as <div id=‘lamp’ />. If you want to copy specific elements you can, but you’d have specific actions, e.g copy color etc. Maybe I’m missing something though and it’s more complex.
- TylerE 3y agoDon’t think about tag soup. Think about how you’d encode the geometry, and what that even means for anything but the most trivial object, like a cube.
- polyomino 3y agoOk now, I have a few separate colored lights pointing at the lamp. What color is the lamp? How about when it’s on?
- richardw 3y agoInteresting. I assume you’d copy the object not the lighting. If you move a real object into a different room or outside you don’t expect the colour to stay the same. But if I’m pasting it into a word doc, I guess intuitively I might want it to look the same as source, but that breaks down unless I copy the whole virtual universe. A mirrored globe inside a room of mirrors is not going to look the same unless I copy the scene. People will learn this and maybe demand eg a choice of the copy scope. You might not even have rights to copy all objects. I can’t just copy your palace and paste it into mine unless you allow it (say).
- TylerE 3y agoThat’s the entire crux. What exactly the hell is “the object”, and how does your target program DO anything to it, to include manipulating it, or getting it out to a GPU for rendering in some even vaguely terrible way - and you’re probably trying to render it 120 times (or more) a second with a decent level of resolution. 3D is not like tabular data. There isn’t some default resting state it naturally wants to exist in. It’s all edge cases and special logic. Also, it’s mind bogglingly vast amounts of raw data. Even a simple scene can contains hundreds of thousands of surfaces/polygons/spline patches/voxels/whatever representation. A VR environment is essentially running a high end 3d game engine at all times.
- baby 3y ago^ exactly this. The problem with the Vision Pro is that there is nothing to do, whereas the Quest 3 is driven by cool experiences
- sunshinerag 3y agoTyrannical grip on users who paid 3500$? That indicates no understanding of said users.
- brookst 3y ago“This all inclusive resort has a tyrannical grip on all the poor visitors who spent $10k to travel and stay at an all-inclusive resort!”