7 Geometry

7.1 Introduction

7.2 General

7.2.1 Dimensions

The unit used for object dimensions is meters.

7.2.2 Coordinate systems

The local coordinate system is a right-handed coordinate system according to ISO 8855 with the axes pointing to the directions mentioned below. For a non-rotated coordinate system, the following applies:

  • Forward matches x-axis

  • Left matches y-axis

  • Up matches z-axis

The coordinate system is in line with the standards ASAM OpenDRIVE, ASAM OpenSCENARIO, and ASAM OSI.

Origins of the coordinate frames for specific object classes are under discussion.

7.2.3 Naming conventions

The following naming conventions apply to ASAM OpenMATERIAL geometry files:

  • The name of a 3D model file shall have the prefix omg_ to indicate that the file complies with the ASAM OpenMATERIAL geometry specification.

  • The 3D model file and the related 3D asset file shall have the same base name.

Putting more information in file name to be discussed for specific object classes.

7.2.4 3D asset file

The 3D asset file provides meta data as well as a mapping table to ASAM OpenMATERIAL material property files. This information extends the geometry of an asset given in standard 3D model file formats, e.g. glTF, FBX or USD. The 3D asset file is in JSON format with the file extension xoma. As indicated above, the asset file has to have the same file name as the accompanying 3D model with the prefix omg indicating, that the 3D model file is structured according to the ASAM OpenMATERIAL geometry specification. This is an example of a 3D model file in glTF format with an accompanying 3D asset file:

  • omg_my-model.glTF

  • omg_my-model.xoma

Each 3D asset file contains the following information:

  • Metadata

  • Material mapping (with possibility to easily change assignment)

  • Optional link to another asset file to facilitate instancing (same asset file for different 3D models)

  • Semantic information (labels) for sub-meshes ?

  • Description of coordinates, pivot points and so on instead of hierarchy in 3D model file ?

  • Assigning data streams (for example, wheel rotation) to certain sub-meshes ?

TODO: Add short descriptions and references

7.2.5 Requirements

Materials shall be separated.

TODO: Extend rule and find better location. What do you want to express, that two materials with different properties need to be modeled by separate objects? Are there any other requirements regarding quality, semantic/animation/material structure?

7.2.6 Recommendations

  • The same texel density should be used within a file. (asset file?)

  • For each object class, the recommended mesh resolution should be used.

  • To improve performance of vegetation objects, alpha textures should be used.

TODO: Move recommendations to descriptive sections, e.g. object class recommendation to section "Object Class".

7.3 Object classes

7.3.1 Introduction

In ASAM OpenMATERIAL, an object class is a collection of similar objects. Examples of object classes are vehicles, humans, and road networks. Each instance of an object class is described by the same properties, but has individual property values.

The ASAM OpenMATERIAL standard supports the following object classes:

  • Vehicle

  • Human

  • Road and road infrastructure

TODO: Add references to dedicated sections describing object classes.

If the human is clearly distinguishable from the vehicle, then both the human and the vehicle are represented by two different objects. Examples are bicycles, motorbikes, or scooters, where the human and the vehicle are perceived as separate entities.

7.3.2 Class-specific information

Each object class has a specific set of properties, such as:

  • Node structure

  • Semantic structure

  • Animation structure

  • Material structure

  • Coordinate system

  • Pivot points

  • Mesh resolution

The interpretation of the following coordinates depends on the class-specific rules:

  • The x/y position represents the center of the bounding box used to describe the shape of the object.

  • The value on the z-axis on the ground represents the default pose.

Example For object class vehicle, the z-value defines the pose if a vehicle door is closed. For object class human, the z-value defines the T-pose.

For each object class, the recommended mesh resolution should be used.

TODO: Added information on mesh resolution to this section. We should consider extending the description of the properties above.
TODO: Discuss and document - Class-specific file name conventions - New or rare structures (for example, front trunk) - Class-specific levels of detail and impostors
TODO: Add information on geometry classes + segmentation?

7.3.3 Vehicle structure

7.3.3.1 General

7.3.3.2 Model creation

7.3.3.3 Model structure

Table of content
Diagram
Grp_Vehicle_Part_<keyword><vehicle_part_idx> (T)

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Table 4. <Table title>
<Header>

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Grp_Exterior
<Figure caption>

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Table 5. <Table title>
<Header>

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y-axis

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Grp_Exterior_Static
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Table 6. <Table title>
<Header>

Origin

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y-axis

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z-axis

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Grp_Exterior_Dynamic
<Figure caption>

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Table 7. <Table title>
<Header>

Origin

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x-axis

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y-axis

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z-axis

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Grp_Wheel_<axle_idx>_<wheel_idx> (T)
<Figure caption>

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Table 8. <Table title>
<Header>

Origin

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x-axis

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y-axis

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z-axis

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Grp_Wheel_Steering_<axle_idx>_<wheel_idx>
<Figure caption>

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Table 9. <Table title>
<Header>

Origin

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x-axis

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y-axis

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z-axis

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Grp_Wheel_Steering_Rotating_<axle_idx>_<wheel_idx> (T)
<Figure caption>

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Table 10. <Table title>
<Header>

Origin

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x-axis

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z-axis

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Grp_Door_Front_<door_front_idx> (T)
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Table 11. <Table title>
<Header>

Origin

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Grp_Door_Left_<door_left_idx> (T)
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Table 12. <Table title>
<Header>

Origin

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Grp_Door_Right_(door_right_idx) (T)
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Table 13. <Table title>
<Header>

Origin

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x-axis

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z-axis

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Grp_Door_Rear_<door_rear_idx> (T)
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Table 14. <Table title>
<Header>

Origin

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Grp_Door_Top_<door_top_idx> (T)
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Table 15. <Table title>
<Header>

Origin

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Grp_Door_Bottom_<door_bottom_idx> (T)
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Table 16. <Table title>
<Header>

Origin

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Grp_Light_Day_Left_<day_left_idx> (T)
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Table 17. <Table title>
<Header>

Origin

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Grp_Light_Day_Right_<day_right_idx> (T)
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Table 18. <Table title>
<Header>

Origin

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Grp_Light_Low_Beam_Left_<low_beam_left_idx> (T)
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Table 19. <Table title>
<Header>

Origin

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Grp_Light_Low_Beam_Right_<low_beam_right_idx> (T)
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Table 20. <Table title>
<Header>

Origin

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Grp_Light_High_Beam_Left_<high_beam_left_idx> (T)
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Table 21. <Table title>
<Header>

Origin

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Grp_Light_High_Beam_Right_<high_beam_right_idx> (T)
<Figure caption>

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Table 22. <Table title>
<Header>

Origin

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Grp_Light_Position_Left_<position_left_idx> (T)
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Table 23. <Table title>
<Header>

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Grp_Light_Position_Right_<position_right_idx> (T)
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Table 24. <Table title>
<Header>

Origin

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Grp_Light_Park_Left_<position_left_idx> (T)
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Table 25. <Table title>
<Header>

Origin

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Grp_Light_Park_Right_<position_right_idx> (T)
<Figure caption>

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Table 26. <Table title>
<Header>

Origin

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Grp_Light_Tail_Left_<tail_left_idx> (T)
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Table 27. <Table title>
<Header>

Origin

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Grp_Light_Tail_Right_<tail_right_idx> (T)
<Figure caption>

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Table 28. <Table title>
<Header>

Origin

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Grp_Light_Brake_Left_<brake_left_idx> (T)
<Figure caption>

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Table 29. <Table title>
<Header>

Origin

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Grp_Light_Brake_Center_<brake_center_idx> (T)
<Figure caption>

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Table 30. <Table title>
<Header>

Origin

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Grp_Light_Brake_Right_<brake_right_idx> (T)
<Figure caption>

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Table 31. <Table title>
<Header>

Origin

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Grp_Light_Reverse_Left_<reverse_left_idx> (T)
<Figure caption>

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Table 32. <Table title>
<Header>

Origin

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Grp_Light_Reverse_Right_<reverse_right_idx> (T)
<Figure caption>

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Table 33. <Table title>
<Header>

Origin

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Grp_Light_Fog_Left_<fog_left_idx> (T)
<Figure caption>

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Table 34. <Table title>
<Header>

Origin

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Grp_Light_Fog_Right_<fog_right_idx> (T)
<Figure caption>

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Table 35. <Table title>
<Header>

Origin

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Grp_Light_Corner_Left_<corner_left_idx> (T)
<Figure caption>

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Table 36. <Table title>
<Header>

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Grp_Light_Corner_Right_<corner_right_idx> (T)
<Figure caption>

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Table 37. <Table title>
<Header>

Origin

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Grp_Light_Indicator_Left_<indicator_left_idx> (T)
<Figure caption>

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Table 38. <Table title>
<Header>

Origin

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Grp_Light_Indicator_Right_<indicator_right_idx> (T)
<Figure caption>

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Table 39. <Table title>
<Header>

Origin

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Grp_Number_Plate_<number_plate_idx> (T)
<Figure caption>

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Table 40. <Table title>
<Header>

Origin

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Grp_Light_Number_Plate_<number_plate_light_idx> (T)
<Figure caption>

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Table 41. <Table title>
<Header>

Origin

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Grp_Light_Warning_<warning_idx> (T)
<Figure caption>

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Table 42. <Table title>
<Header>

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Grp_Convertible_Top
<Figure caption>

Add a description

Table 43. <Table title>
<Header>

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Grp_Sensors (T)
<Figure caption>

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Table 44. <Table title>
<Header>

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Grp_Side_Mirror_Mounting_Left_<side_mirror_mounting_left_idx> (T)
<Figure caption>

Add a description

Table 45. <Table title>
<Header>

Origin

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x-axis

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z-axis

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Grp_Side_Mirror_Mounting_Right_<side_mirror_mounting_right_idx> (T)
<Figure caption>

Add a description

Table 46. <Table title>
<Header>

Origin

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x-axis

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y-axis

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z-axis

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Grp_Side_Mirror_View_Left_<side_mirror_view_left_idx> (T)
<Figure caption>

Add a description

Table 47. <Table title>
<Header>

Origin

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Grp_Side_Mirror_View_Right_<side_mirror_view_right_idx> (T)
<Figure caption>

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Table 48. <Table title>
<Header>

Origin

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x-axis

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y-axis

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z-axis

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Grp_Blindspot_Mirror_Mounting_<blindspot_mirror_mounting_idx> (T)
<Figure caption>

Add a description

Table 49. <Table title>
<Header>

Origin

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Grp_Blindspot_Mirror_View_<blindspot_mirror_view_idx> (T)
<Figure caption>

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Table 50. <Table title>
<Header>

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Grp_Interior
<Figure caption>

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Table 51. <Table title>
<Header>

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Grp_Interior_Static
<Figure caption>

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Table 52. <Table title>
<Header>

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Grp_Interior_Dynamic
<Figure caption>

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Table 53. <Table title>
<Header>

Origin

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y-axis

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z-axis

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Grp_Steering_Wheel (T)
<Figure caption>

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Table 54. <Table title>
<Header>

Origin

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Grp_Eyepoint_<eyepoint_idx> (T)
<Figure caption>

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Table 55. <Table title>
<Header>

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Grp_Rearview_Mirror_Mounting_<rearview_mirror_mounting_idx> (T)
<Figure caption>

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Table 56. <Table title>
<Header>

Origin

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Grp_Rearview_Mirror_View_<rearview_mirror_view_idx> (T)
<Figure caption>

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Table 57. <Table title>
<Header>

Origin

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z-axis

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Grp_Seat_<seat_idx> (T)
<Figure caption>

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Table 58. <Table title>
<Header>

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7.3.3.4 Notes from Miro board

General structure
<Figure caption>
  • The structure can be extended by custom groups for additional use-cases. Custom groups shall follow the general structure (e.g. grouping into static/dynamic, interior/exterior).

  • Vehicle Parts are for moving entire parts of the vehicle, e.g. in a hinged bus or construction vehicle with a hinge (articulated vehicles). When a vehicle part can be detached, like a trailer, it is to be treated as a separate vehicle and not a vehicle part.

  • Don’t include windows in hierarchy for now

  • General note: Grp_* Nodes are empty nodes

Nodes
  • axle_idx: Follow OSI Definition counting from front to rear starting with 0

  • wheel_idx: Follow OSI definition counting per axle from right to left (in positive y-direction)

  • door_*_idx: Counting per side from front to rear and right to left (in positive y-direction)

  • trunk, front-trunk, engine hood (lid) etc. are considered doors

  • convertible_top: Indicate default mesh (open, closed etc.) in the Asset File

  • Enable switching on/off convertible top from within the asset file

  • Warning lights incorporate emergency ligths, flashing lights, hazard lights,…​

  • Grp_Sensors can be used to position geometry of sensors, view cones, rays etc., but sensor geometry can also be part of the chassis/body

  • Discussion about switch nodes in glTF

  • Should add nodes for trailer coupling devices, so that you know where to attach (MT)

  • Any need for moving pedals or shift levers, or the levers on the steering wheel? (SG)

  • Interior is separated from exterior to enable switching or exchanging it (LF)

  • Door and sunroof interior parts would be defined as child nodes of the exterior node for the door (LF)

  • Trailers and train wagons are treated as separate vehicles (LF)

  • MT: What about buses with middle axis? More complex geometries/functions? Multiple Trailers? movable Cabins?

  • Each vehicle part has its own transform:

    • Grp_Vehicle_Part_<part_idx>

      • Grp_Exterior

      • Grp_Interior

  • Grp_Vehicle_Part_keyword_vehicle_part_idx

    • The structure can be extended by custom groups for additional use-cases. Custom groups shall follow the general structure (e.g. grouping into static/dynamic, interior/exterior).

    • Each vehicle part has its own transform .

    • Vehicle Parts are for moving entire parts of the vehicle, e.g. in a hinged bus or construction vehicle with a hinge (articulated vehicles). When a vehicle part can be detached, like a trailer, it is to be treated as a separate vehicle and not a vehicle part.

      • Comment LF: Trailers and train wagons are treated as separate vehicles

      • Comment MT: MT: What about buses with middle axis? More complex geometries/functions? Multiple Trailers? movable Cabins?

      • Should add nodes for trailer coupling devices, so that you know where to attach (MT)

7.3.4 Human structure

7.3.4.1 General

7.3.4.2 Model creation

7.3.4.3 Model structure

Table of contents
Diagram
Root_Bone (T)

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Table 59. <Table title>
<Header>

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Hip (T)
<Figure caption>

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Table 60. <Table title>
<Header>

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Sitting_Point (T)
<Figure caption>

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Table 61. <Table title>
<Header>

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Lower_Spine (T)
<Figure caption>

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Table 62. <Table title>
<Header>

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Upper_Spine (T)
<Figure caption>

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Table 63. <Table title>
<Header>

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Neck (T)
<Figure caption>

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Table 64. <Table title>
<Header>

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Head (T)
<Figure caption>

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Table 65. <Table title>
<Header>

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Eye_Right (T)
<Figure caption>

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Table 66. <Table title>
<Header>

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Eye_Left (T)
<Figure caption>

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Table 67. <Table title>
<Header>

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Shoulder_Right (T)
<Figure caption>

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Table 68. <Table title>
<Header>

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Upper_Arm_Right (T)
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Table 69. <Table title>
<Header>

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Lower_Arm_Right (T)
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Table 70. <Table title>
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Full_Hand_Right (T)
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Table 71. <Table title>
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Hand_Right (T)
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Table 72. <Table title>
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Upper_Fingers_Right (T)
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Table 73. <Table title>
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Lower_Fingers_Right (T)
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Table 74. <Table title>
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Upper_Thumb_Right (T)
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Table 75. <Table title>
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Lower_Thumb_Right (T)
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Table 76. <Table title>
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Gripping_Point_Right (T)
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Table 77. <Table title>
<Header>

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Shoulder_Left (T)
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Table 78. <Table title>
<Header>

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…​

z-axis

…​

Add a figure.

Upper_Arm_Left (T)
<Figure caption>

Add a description

Table 79. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Lower_Arm_Left (T)
<Figure caption>

Add a description

Table 80. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Full_Hand_Left (T)
<Figure caption>

Add a description

Table 81. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Hand_Left (T)
<Figure caption>

Add a description

Table 82. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Upper_Fingers_Left (T)
<Figure caption>

Add a description

Table 83. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Lower_Fingers_Left (T)
<Figure caption>

Add a description

Table 84. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Upper_Thumb_Left (T)
<Figure caption>

Add a description

Table 85. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Lower_Thumb_Left (T)
<Figure caption>

Add a description

Table 86. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Gripping_Point_Left (T)
<Figure caption>

Add a description

Table 87. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Upper_Leg_Right (T)
<Figure caption>

Add a description

Table 88. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Lower_Leg_Right (T)
<Figure caption>

Add a description

Table 89. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Full_Foot_Right (T)
<Figure caption>

Add a description

Table 90. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Standing_Point_Right (T)
<Figure caption>

Add a description

Table 91. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Upper_Leg_Left (T)
<Figure caption>

Add a description

Table 92. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Lower_Leg_Left (T)
<Figure caption>

Add a description

Table 93. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Full_Foot_Left (T)
<Figure caption>

Add a description

Table 94. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Standing_Point_Left (T)
<Figure caption>

Add a description

Table 95. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Body
<Figure caption>

Add a description

Table 96. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Hair
<Figure caption>

Add a description

Table 97. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Clothing
<Figure caption>

Add a description

Table 98. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

7.3.4.4 Notes from Miro board

<Figure caption>
  • Static Equipment like bicycles, strollers, suitcase, dog (things that can be picked up and released) should be separate assets. thus equipment_static should be removed from the hierarchy

  • Hip: Bone coordinate frame axis have to be specified

  • Neck: For Facial Animation, more bones (Articulated_Face) may be added on top of Neck and Head

  • Head: For Facial Animation, more bones (Articulated_Face) may be added on top of Neck and Head. Some use cases (like in-cabin eye-tracking) require eyes. Eyes and facial movement may use an extensions to the rig.

  • Full Hand Right: Motorcycle Rider/Cyclist/Scooter Rider/ Person carrying stuff needs fingers. For Hand Animation, additional bones (Articulated_Hand) may be added in Parallel to Full_Hand.

  • Full Hand Left: Motorcycle Rider/Cyclist/Scooter Rider/ Person carrying stuff needs fingers. For Hand Animation, additional bones (Articulated_Hand) may be added in Parallel to Full_Hand. Help bones (e.g. center of a closed hand) could be helpful.

  • Full Foot Right: For Foot Animation, additional bones (Articulated_Foot) may be added in Parallel to Full_Foot. Barefoot Pedestrians would need articulated toes.

  • Full Foot Left: For Foot Animation, additional bones (Articulated_Foot) may be added in Parallel to Full_Foot. Barefoot Pedestrians would need articulated toes.

  • Grp_Equipment_Dynamic: If equipment is very specific for a human asset, rather small, not self-contained or animated, it can be part of the human asset.

7.3.5 Road network structure

7.3.5.1 General

7.3.5.2 Model creation

7.3.5.3 Model structure

Table of contents
Diagram
Road_Network (T)

Add a description

Table 99. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Road_<road_idx>
<Figure caption>

Add a description

Table 100. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Lane_<lane_idx>
<Figure caption>

Add a description

Table 101. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Lane_Marking_<lane_marking_idx>
<Figure caption>

Add a description

Table 102. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Object_<object_idx> (T)
<Figure caption>

Add a description

Table 103. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Signal_<signal_idx> (T)
<Figure caption>

Add a description

Table 104. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Sign (T)
<Figure caption>

Add a description

Table 105. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Bulb_<bulb_idx> (T)
<Figure caption>

Add a description

Table 106. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Junction_<junction_idx>
<Figure caption>

Add a description

Table 107. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Junction_Connection_<junction_connection_idx>
<Figure caption>

Add a description

Table 108. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Direct_Junction_<direct_junction_idx>
<Figure caption>

Add a description

Table 109. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Direct_Junction_Connection_<direct_junction_connection_idx>
<Figure caption>

Add a description

Table 110. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Virtual_Junction_<virtual_junction_idx>
<Figure caption>

Add a description

Table 111. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

Virtual_Junction_Connection_<virtual_juncion_connection_idx>
<Figure caption>

Add a description

Table 112. <Table title>
<Header>

Origin

…​

x-axis

…​

y-axis

…​

z-axis

…​

Add a figure.

7.3.5.4 Notes from Miro board

<Figure caption>

General comments:

  • OpenDRIVE Variable Message Boards already possess local coordinate frame

  • Proposal: Include correct Road/Lane/Junction/…​ ID from OpenDRIVE as suffix in naming, e.g. Road_100, Lane_-3 etc.

  • Railroads, corresponding tracks and stations are probably something discuss in GitHub. This may be a topic for a version > 1.0?

Object Usage of transforms/group nodes: Objects: Position 3D models

Signals

  • Signals can be further detailed in order to allow positioning of lights and exchange of sign textures

  • Traffic signal post or mount of traffic signals/traffic lights are defined as objects

Sign

Usage of transforms/group nodes: Traffic Signs: Position Light Bulbs and Textures

Bulb

Traffic Light Bulbs Positioning has to be estimated. Do we want to do that or postpone that topic?

Junction

OpenDRIVE 1.4: Junctions had holes between connections OpenDRIVE 1.8: Junction Grid provides height information for junction area

7.4 File format

ASAM OpenMATERIAL does not define its own 3D model format. ASAM OpenMATERIAL defines coordinate systems, units, node hierarchies, and more, which can be applied in different 3D model formats.

ASAM OpenMATERIAL has tested and supports the following file formats for 3D models:

  • glTF

  • FBX

  • USD

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Performance

  • …​