Part of the Khronos Group

COLLADA Overview

COLLADA - 3D Asset Exchange Schema

COLLADACOLLADA™ defines an XML-based schema to make it easy to transport 3D assets between applications - enabling diverse DCC and 3D processing tools be combined into a production pipeline. The intermediate format provides comprehensive encoding of visual scenes Including shaders and physics, and even multiple versions of the same asset. COLLADA FX enables shaders to be authored and packaged using OpenGL Shading Language so that leading 3D authoring tools can work effectively together to create OpenGL / OpenGL ES applications and assets.

COLLADA at a glance

COLLADA defines an XML-based schema to make it easy to transport 3D assets between applications without loss of information, enabling diverse DCC and 3D processing tools be combined into a production pipeline.

COLLADA 1.4.1 Specification (Second edition)
COLLADA 1.4.1 Release Notes (Second edition)
COLLADA 1.4.1 Specification in Japanese
COLLADA 1.4.1 Release Notes Revision A in Japanese
COLLADA 1.4.1 Schema (includes OpenGL ES Profile)

COLLADA 1.4.1 Document Object Model (DOM) (also includes RT, FX, and Refinery tools)

COLLADA Test Model Bank (exchange test models for COLLADA development projects)

COLLADA enables content creation pipelines

COLLADA supports all the features that modern 3D interactive authoring applications and DCC (digital content creation) tools need to exchange and fully preserve asset data and its feature set is expanding to incorporate technologies such as packaging programmable shader effects and controlling real-time physics engines. COLLADA enables powerful content creation pipelines that can automatically condition and scale 3D geometry and texture assets for real-time playback on a wide diversity of platforms.

  • COLLADA transports 3D assets between applications
    Enables binding of diverse DCC and 3D processing tools into a production pipeline
  • COLLADA is a XML database schema for 3D assets
    COLLADA is an intermediate format - not a delivery format and not a scene graph
  • COLLADA can be lossless
    Retains all information - even multiple versions of the same asset
  • COLLADA has comprehensive encoding of visual scenes
    Including shaders and physics
  • COLLADA is an open, archive-grade format that retains meta information
    When your DCC tool upgrades, you keep your assets

What New in COLLADA 1.4?

Core Feature Enhancements

  • Mesh geometry
  • Skinning
  • Morphing
  • Animation
  • Assets
  • Data validation

COLLADA FX
COLLADA FX is the first cross-platform standard shader and effects definition written in XML. It targets high-end systems running OpenGL Shading Language (GLSL) and Cg (HLSL coming), as well as resource-constrained systems (OpenGL ES 1.x profile). It provides:

  • Next generation lighting, shading and texturing
  • High level effects and shaders
  • Support for all shader models (1.x, 2.0, 3.0) under CG and GLSL profiles.

COLLADA Physics

  • Rigid Body Dynamics
  • Rag Dolls
  • Contraints
  • Collision Volumes
  • Enables data interchange between Ageia (PhysX), Havok, Bullet, ODE and other game physics middleware

COLLADA Refinery and coherency check

COLLADA Refinery and coherency check - please use this tool to check if your exported COLLADA documents are valid.

COLLADA DOM

The COLLADA DOM released as open source, is a comprehensive framework for the development of COLLADA applications and provides a C++ programming interface to load, query, and translate COLLADA instance data. The DOM loads COLLADA data into a runtime database consisting of structures that mirror those defined in the COLLADA schema. These runtime structures are auto-generated from the current schema, eliminating inconsistency and error. Developers can directly use the data structures loaded into the COLLADA runtime database within their application so they can easily add import and export capabilities for COLLADA v1.4+ or COLLADA v1.3.1 documents.

COLLADA OpenGL ES authoring stack

What Next for COLLADA?

  • Adding support for OpenGL ES 2.0 shaders
  • Full shader FX framework for OpenGL and OpenGL ES
  • Richer asset types
  • Asset Conditioning - scaling assets to platform capabilities
  • Integration of audio and video assets
  • Run-time and delivery formats
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