Revision 3.1: DASH File Format Specification and File Intercommunication Architecture.

DIGITALAX
2 min readApr 14, 2021

We are releasing the next revision of the DASH File Format Specification and File Intercommunication Architecture. View here.

A foundation talking point in 3D is that of rendering, especially in relation to time. If games are able to render what looks like photo-realistic graphics in real time, why do 3D animation softwares take hours, and even in some cases days to render sometimes the simplest of animations?

The ELI5 answer to this is semi intuitive — well, games aren’t actually producing photo-realistic graphics in real time. Instead, they are mainly manipulating lighting and if you look closely, you can see the many imperfections in the scene.

Blender is one such game engine used for creating and rendering 3D real time graphics. The engine is entirely open-source and completely free. Rendering in engines like Blender, involve completing very complex calculations, like that of reflections, shadows, camera visibility etc. The game engine must be able to display the graphics at very high speeds, which often comes at the cost of fidelity, with the rendering software approximating the calculative answers, rather than specifically copying the natural behaviour of light and materials as they are in real life (i.e. physics based).

As we continue to progress further in our technological advancements across computer graphics, the term “metaverse” is becoming more and more ubiquitous and not out of far sight when we consider its definition as a full interactive reality layered across every segment of our lives. So much of our lives is already digitally native, and everyday people’s expectations on the capabilities of what this means is rapidly increasing.

Rendering serves as a key element when considering the DASH file format and both our technical and business approach and architecture. We are building DASH for the creative economy and the metaverse — for seamless information transfer and 3D interoperability across graphic environments, engineering a common software that can reach the largest number of creators for the greatest range of activity types (Game production, 3D digital fashion creation etc.) and developing this in a way that actually enables creators and their intent, rather than tying them up with a set of restrictive parameters and false negatives.

In this latest revision of DASH we will be diving deeper into the game engine plug-in component of our architecture, how this works with our Transformation Set and also broader crypto-native business model for fidelity dial ups and detection.

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We write prompts, design styles & build code for protocol-ecosystems where web3 fashion & latent machines draw distances between ideas & reality closer each day