Friday, August 9, 2013

Re: [android-developers] Re: 3D model importer / engine for Android / Android NDK for use with Vuforia - what do you use?

Thank you very much gjs!

That's seems very interesting reading the first few comments.

Apparently it use assimp below.

I'll look into it and be back to say what I think.
In the meanwhile thanks for the suggestion.

Regards,
Daniele Segato

On 08/09/2013 10:27 AM, gjs wrote:
> Hi,
>
> Ok maybe take a look through
> https://groups.google.com/forum/#!topic/android-developers/cna_Ljg0v4Q
>
> Regards
>
> On Friday, August 9, 2013 5:45:01 PM UTC+10, Daniele Segato wrote:
>
> Hi,
>
> I know how to google, thanks.
>
> And I've already scouted and dropped both of the link you gave me.
>
> The first one glTF is a software in javascript, probably nodejs or
> something like that, I have no use for it in Android
>
> The second one doesn't give much more of Assimp library author compiled
> it with Visual Studio only and require GLEW and GLUT, how am I supposed
> to install those in an Android device?
> It's OpenGL ES not OpenGL.
>
> thanks anyway,
> Regards,
> Daniele Segato
>
> On 08/09/2013 08:57 AM, gjs wrote:
> > Hi,
> >
> > http://lmgtfy.com/?q=convert+collada+to+opengl
> <http://lmgtfy.com/?q=convert+collada+to+opengl>
> >
> > Maybe have a look at https://github.com/KhronosGroup/glTF
> <https://github.com/KhronosGroup/glTF>
> > and http://sourceforge.net/projects/colladaloader/
> <http://sourceforge.net/projects/colladaloader/>
> >
> > Regards
> >
> > On Thursday, August 8, 2013 9:15:51 PM UTC+10, Daniele Segato wrote:
> >
> > Hi,
> >
> > I'm scouting for a 3D model importer library.
> > I'd like it to have support for COLLADA and FBX format.
> >
> > Our iOS team is using NinevehGL engine: http://nineveh.gl/
> > which is just perfect... but for iOS only.
> >
> > Do you know of something similar for Android?
> >
> > I want to add a quote from /Diney Bomfim/, the author of
> NinevehGL:
> >
> > If you choose a 3D engine, like PowerVR, SIO2,
> Oolong, UDK,
> > Ogre and many others, you�ll be stuck inside their
> APIs and
> > their implementation of OpenGL. If you choose a third
> party
> > API just to load a 3D file, you will need to
> integrate the
> > third party class to your own implementation of OpenGL.
> >
> >
> > Another choice is to search a plugin to your 3D
> software to
> > export your objects as a .h file. The .h is just a
> header
> > file containing your 3D objects in the OpenGL array
> format.
> > Unfortunately, until today I just saw 2 plugins to do
> this:
> > One to Blender made with Phyton and another made with
> Pearl
> > and both was horribles. I never seen plugins to Maya,
> 3DS
> > Max, Cinema 4D, LightWave, XSI, ZBrush or Modo.
> >
> > /took from
> > http://db-in.com/blog/2011/02/all-about-opengl-es-2-x-part-23/
> <http://db-in.com/blog/2011/02/all-about-opengl-es-2-x-part-23/>
> >
> <http://db-in.com/blog/2011/02/all-about-opengl-es-2-x-part-23/
> <http://db-in.com/blog/2011/02/all-about-opengl-es-2-x-part-23/>> /
> >
> > Which I think is true for Android too.
> > iOS developers has the option to solve those issues by using
> NinevehGL.
> > Do we have some option like that for Android?
> >
> > *My specific need* is a library that interact well with
> Vuforia -
> > http://www.qualcomm.com/solutions/augmented-reality
> <http://www.qualcomm.com/solutions/augmented-reality>
> > <http://www.qualcomm.com/solutions/augmented-reality
> <http://www.qualcomm.com/solutions/augmented-reality>>
> > which is a library for Augmented reality using NDK and a C++
> > library. Vuforia examples show, via OpenGL, the camera and
> overlay
> > upon it a very simple 3D model defined in .h files.
> > I need something to keep all that and just change the model /
> > underling database of features detections.
> >
> > My scouting results until now:
> >
> > * JOGL - https://jogamp.org/jogl/www/ - this is a Java library
> > that just act as a bind to OpenGL�, OpenCL�, OpenAL
> and OpenMAX
> > APIs inside Java - to my needs it's not that much of an
> help, I
> > only need OpenGL to show a 3D model and this library doesn't
> > provide a way to import one - nor has anything more then
> what I
> > can already use with NDK
> > * Min3D - http://code.google.com/p/min3d/
> <http://code.google.com/p/min3d/>
> > <http://code.google.com/p/min3d/
> <http://code.google.com/p/min3d/>> - this is a Java library to
> > import OBJ, 3DS and D2D models, many guide talks about it
> but it
> > seems pretty dead project, no commit since 2011 and it use a
> > Scene object which somewhat collide with the way Vuforia
> use OpenGL
> > * JPCT-AE http://www.jpct.net/jpct-ae/index.html
> <http://www.jpct.net/jpct-ae/index.html>
> > <http://www.jpct.net/jpct-ae/index.html
> <http://www.jpct.net/jpct-ae/index.html>> - this is another java
> > library which expose a very simple 3d engine and import
> for 3DS,
> > OBJ, MD2, ASC which is horribly written (IMHO) for Android
> > * Assimp (Open Asset Import Library) -
> > http://assimp.sourceforge.net/
> > <http://assimp.sourceforge.net/
> <http://assimp.sourceforge.net/>> - this is a C/C++ library for
> > importing almost any 3D model around (including COLLADA and
> > FBX), it "just" provide methods to import the models and
> should
> > work very well - but that's no version for Android even
> if some
> > folks actually managed to use it with Android
> > (http://jazzyjester.wordpress.com/2013/02/02/test/
> <http://jazzyjester.wordpress.com/2013/02/02/test/>
> > <http://jazzyjester.wordpress.com/2013/02/02/test/
> <http://jazzyjester.wordpress.com/2013/02/02/test/>>)
> > * Unity3D - http://unity3d.com/ - Very complete 3D
> crossplatform
> > framework, in my company we already use it, too bad you
> can't
> > integrate it very nicely with a native application that
> just use
> > 3D with Vuforia in a fragment.
> >
> > My current effort is aimed at trying to integrate Assimp into a
> > Vuforia Sample and I'll then write plain OpenGL commands to
> render it.
> >
> > I had to study NDK, C++, OpenGL all together and this is
> taking a
> > while.[1]
> >
> > I hope you have other suggestions and that this discussion
> may prove
> > helpful to others.
> >
> > Regards,
> > Daniele Segato
> >
> > [1] Furthermore I'm encountering issues with the pre-compiled
> > libassimp.so library provided at the link above by
> jazzyjester which
> > apparently doesn't have the symbol for a aiScene
> de-constructor -
> > and when I compile it own my own for some reason it say the
> target
> > missmatch. But that's little off-topic right now
> >
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