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COLLADA

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Parent: BRL-CAD Hop 4
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COLLADA
NameCOLLADA
Extension.dae
Mimemodel/vnd.collada+xml
DeveloperSony Computer Entertainment, Khronos Group
ReleasedAugust 2004
Latest release version1.5.0
Latest release dateAugust 2008
Genre3D computer graphics, Asset pipeline
Container forMesh, Animation, Shader, Physics
Extended fromXML
Standard[https://www.khronos.org/collada/ Khronos Specification]

COLLADA. COLLADA is an open-standard XML-based file format and Asset pipeline for the interchange of digital assets between interactive 3D applications. Originally created by Sony Computer Entertainment for use with the PlayStation 3, its stewardship was transferred to the Khronos Group, a consortium of industry leaders including NVIDIA, Autodesk, and Adobe Systems. The format is designed to facilitate the transfer of complex 3D computer graphics data, including geometry, animation, shaders, and physics properties, across diverse content creation tools and game engines.

Overview

COLLADA defines a comprehensive schema for encoding the entire spectrum of data required for interactive 3D experiences. It represents scenes as a hierarchy of nodes containing transformations, cameras, lights, and geometric objects. The format's core strength lies in its ability to preserve not just mesh data and textures, but also sophisticated rendering effects, skeletal animations, and even collision volumes. By serving as a neutral intermediary, it mitigates data loss when moving assets between proprietary software like Autodesk Maya, Blender, and Unity.

History and development

The development of COLLADA was initiated by Sony Computer Entertainment in the early 2000s to address challenges in the PlayStation 3 development ecosystem. The first public specification, COLLADA 1.4, was released in August 2004. Recognizing its broader utility, Sony transferred control of the standard to the Khronos Group in 2006, a move that significantly expanded its industry adoption. Under Khronos, the specification was refined, culminating in COLLADA 1.5.0 in August 2008. This version added critical features for digital content creation and real-time rendering, including support for OpenGL ES effects profiles and enhanced physics modeling.

Technical details

Technically, COLLADA documents are XML files validated against an XML Schema (XSD). A scene is described within a `` element, instancing assets defined in other libraries for ``, ``, and `` (for skinning). Materials and visual effects are defined using the `` and `` elements, which can reference GLSL or Cg shader code. The format also supports XMP metadata, enabling robust asset management. For physics simulation, it can define rigid bodies, collision shapes, and constraints through the `` element.

Applications and usage

COLLADA is extensively used as an interchange format in professional game development pipelines, connecting tools such as Autodesk 3ds Max, Houdini, and Unreal Engine. Beyond gaming, it is employed in industries like architectural visualization, visual effects for film, and simulation training. Its role in the Google Earth project for importing 3D buildings was notable. The format also serves as the foundation for the WebGL-based 3D modeling standard glTF, which was developed as a more runtime-efficient successor for web and mobile applications.

Software support

A wide array of major software packages provide native import and export capabilities. Leading CAD and DCC applications like Autodesk Maya, Blender, and Cinema 4D offer robust support. Popular game engines, including Unity, Unreal Engine, and CryEngine, can directly ingest assets. Furthermore, the Khronos Group provides the OpenCOLLADA project, a set of open-source plugins and tools to facilitate integration. Other supporting tools include SketchUp, Modo, and the Photoshop extension for handling textured models.

See also

* glTF * FBX * X3D * Universal Scene Description * OBJ * Asset pipeline * Khronos Group

Category:3D computer graphics Category:File formats Category:Khronos Group standards Category:XML-based standards