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I3dm updates #100
I3dm updates #100
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@lasalvavida did you draw all the figures? If not, what is their terms of use? |
**Figure 1**: Instanced 3D Model layout (dashes indicate optional fields). | ||
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![](figures/layout.png) | ||
![header layout](figures/header-layout.png) |
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In the Cesium implementation span
is called scale
. What is the standard terminology for quantization? Let's use it in all cases.
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Same comment with origin
and translation
.
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I'm open to whatever you think is best as far as naming goes.
span
is a little different from scale
in quantization. In quantization since we store everything in a decode matrix scale
is stored as span
divided by 2^16-1
. However, here we can choose not do that and potentially improve precision which is what I am doing currently.
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So it sounds like scale
is the right term here. Is origin
the standard quantization term used in the literature?
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By the literature, origin
should be offset
and span
should be scale
. I'll make those changes.
Add a Resources section at the bottom that links to the papers for quantization and oct-endcoding. Also link to the Cesium helper functions implementation. |
Just like the Cesium implementation, this needs:
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### X, Y, and Z for Translation | ||
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`x`, `y`, and `z` are stored as `uint16` positions in the quantized instance region defined by the `origin` and `span` fields in the header. |
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The definition here for "quantized instance region" should come earlier in the spec, and how it does/doesn't relate to the bounding volume should be explicit to avoid confusion; readers may think they are the same at first glance.
Also, "quantized volume" is a better name since instance is implicit in this context and the reader won't need to wonder if there is a difference between volume and region; it is the prefix, "bounding" or "quantized", that defines that.
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I agree, and quantized volume is a better name.
Good start here, @lasalvavida! |
Also:
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Also, change the "Spec Status" for i3dm to "Solid base, only minor changes expected" See https://github.com/AnalyticalGraphicsInc/3d-tiles#spec-status |
Also explain how the transform (inverse transpose) affects normals. |
Wouldn't that be better suited for the tileset transform specification? Also this is updated and ready for another look. |
It should be mentioned here too; otherwise, someone writing a new tile loaded based on this spec may forget it. It can be short, just something like:
Later, that will link to the section in the spec that described how to compute the matrices using the tile and its ancestors. |
Is this ready? |
Yup. Everything should be addressed now. |
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### Examples | ||
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In these examples, the semantic values are shown as JSON arrays. This is done to make the examples more human readable, and is still a valid feature table. |
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My comment from before still holds. Please revise.
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The new approach with the code example is good (actually really good for those doing writers in Node.js). Update this paragraph since it is out-of-date.
The
Then under the table, include a link to the example section so readers could jump to common layouts. |
We need to define what happens if |
My issue with this is that something being required but with an optional alternative, ( I think applying a blanket "Sometimes, if" to both cases is confusing. If anything I think maybe:
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Alright, updated, let me know what you think. |
This is pretty good, not sure that it is perfect, but let's go with it and see if we get any feedback. |
Just that one small update and this is ready to merge! |
Updated |
Nice! |
@pjcozzi these are the i3dm spec changes. Can you take a look over this and tell me what you think?