Activision / caldera

Caldera data set from Call of Duty®: Warzone™
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Scene structure explanation and decisions #3

Open SeanSnyders opened 3 months ago

SeanSnyders commented 3 months ago

Firstly, thank you for an amazing resource that is being shared with the OpenUSD community!

The readme documentation on how to navigate the data set is great, and I am really appreciative for the effort that was spent on that.

Although, it would be awesome to have an explanation on the decisions made that resulted in this specific USD scene structure, and provide information on how the overarching structure is organized and the different intent of structuring it that way (essentially the hierarchy). Did you follow specific best practices for OpenUSD scene structuring (e.g. NVIDIA's Principles of Scalable Asset Structure in OpenUSD), or internal Activision typical layout, etc.

Thanks again!

koen-v commented 3 months ago

Hello Sean,

The structure of the caldera scene closely follows the structure of our internal scene graph, both on the composed stage and the file structure on disk. I consider this OpenUsd representation almost "read only" structure. To efficiently edit the scene ( especially with multiple departments involved ) you would likely want more granularity in the layers, and more closely follow the recommendations for asset structures like the one you mentioned.

Cheers, Koen