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by jsheard
1054 days ago
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They serve different roles, glTF is intended to be an asset delivery format that aligns with how GPUs work so it can be loaded onto one with fairly minimal overhead. USD is intended to be an interchange format for moving assets between editors and renderers. They're kind of analogous to JPG/PNG and PSD respectively, if PSD were an open standard. What Apple is doing with USD might have been better served by glTF, but glTF is a Khronos standard and Apple refuses to work with them for unspecified legal reasons. |
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Given that Apple created OpenCL and handed it over to Khronos, this seems a bit off.
> OpenCL was initially developed by Apple Inc., which holds trademark rights, and refined into an initial proposal in collaboration with technical teams at AMD, IBM, Qualcomm, Intel, and Nvidia. Apple submitted this initial proposal to the Khronos Group.
https://en.wikipedia.org/wiki/OpenCL#History
Apple just has a long history of working with Pixar. I think they've been using Pixar's USD as the basis for their AR asset file format since 2018.
https://www.techrepublic.com/article/apples-usdz-ar-file-for...