Commit b2ddaa8d by Kai Westerkamp

gltf

parent d57f1a71
......@@ -8,10 +8,26 @@ Rendering Equation: \cite{Kajiya:1986:RE}
Das GL Transmission Format (glTF) ist ein Format zum effizienten Übertragen von 3D Daten für Gl Api's wie WebGL, OpenGl ES und OpenGL.
GlTF dient als effizientes, einheitliches und erweiterbares Format zur Übertragung und dem Laden von 3D Daten.
Im Vergleich zu aktuellen Standards wie COLADA ist glTF optimiert schnell heruntergeladen und in eine Applikation geladen zu werden.
In einem JSON formatierten Datei (.gltf) wird eine komplette Scene samt Szenegraf, Materialien und deren zugehörigen Shadern, Kameras und Animationen übertragen.
Dabei kann auf externe Dateien verwiesen werden mit Binärdaten, Bildern oder Shadern.
In einem JSON formatierten Datei (.gltf) wird eine komplette Szene samt Szenegraf, Materialien und deren zugehörigen Shadern, Kameras, Animationen und Skinning Informationen übertragen.
Dabei kann auf externe Dateien verwiesen werden mit Binärdaten zur einfachen Übertragung von Geometrie, Bildern als Texturen oder den nötigen Shadern.
\subsection{Struktur}
\begin{figure}
\begin{center}
\label{img:glTFOverview}
\includegraphics[width=\textwidth]{Bilder/dictionary-objects.png}
\caption{Dateien und deren Aufgaben in einem glTF Datei}
\end{center}
\end{figure}
In deisem Kapitel wird ein grober Überblick über die Struktur und die Komponenten des GL Transmission Format gegeben.
Alle Informationen über Animationen und Mesh Skinning werden weggelassen da diese im weiteren nicht wichtig sind für die Darstellung von Geodaten.
\subsubsection{Buffers and Accessors}
Buffer sind die eigentlichen Daten in einem Binären Block.
Diese können entweder als externe Datei (.bin) oder als BASE64 encodierter String in der JSON Datei angefügt werden.
Die Hauptaufgabe der Buffer ist es große mengen an Daten wie die Geometrie effizient zu übertragen.
\section{3D Tiles}
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UMaterialInterface* GLTFMeshBuilder::ToUMaterial(tinygltf::Material* Material)
{
return UMaterial::GetDefaultMaterial(MD_Surface);
}
\ No newline at end of file
}
new(StaticMesh->SourceModels) FStaticMeshSourceModel();
und Source Models ist: TArray<FStaticMeshSourceModel> SourceModels;
\ No newline at end of file
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