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KHR_draco_mesh_compression #874

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14 changes: 14 additions & 0 deletions extensions/Khronos/KHR_draco_mesh_compression/ALTERNATIVE.md
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## Alternative Approach

We also thought about other designs for adding geometry compression as an extension, but we don't think they are as good as the proposed one. We will describe one here in case someone is interested.


The idea is to add an extension object `decompressedBuffer` to `bufferView` instead of `primitive`. See the following picture for the structure of the alternative approach.
`decompressedBuffer` will work like `bufferView` but pointing to compressed data. The extension will basically declare that the data pointed by the `bufferView` is compressed geometry data. Then for bottom-up loading, the process is to decompress the data when the `bufferView` is loaded, and store the data as a normal buffer of `bufferView`. So after decompression `bufferView` should work the same with or without the extension. For top-down loading, when `accessor` requires the data through `bufferView` the first time, the loader needs to look at the decompressed mesh data of `bufferView` instead of regular `bufferView` --> `buffer` approach.


The advantage of this alternative approch is that it has less impact on the modularity of layers of standard glTF spec. For example, for bottom-up loading, it only requires to load `decompressedBuffer` between `buffer` and `bufferView` so that it could replace the data used by `bufferView`. However, it will change the `bufferView` that its `buffer` property will not be used any more. Another disadvantage is that it is not good for high level understanding and looks hacky. The proposed approach is mush easier to understand and the structure is clear since the compression is applied on the mesh/primitive objects. But we are definitely open to discussions about the choice we made.


**Figure 2**: Structure of extension.
![](figures/decompressed.png)
141 changes: 141 additions & 0 deletions extensions/Khronos/KHR_draco_mesh_compression/README.md
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# KHR_draco_mesh_compression

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As the Draco extension is referring to significant external documents – namely the Bitstream specification we should also include, and be consistent with the additional header wording for normative clarity:
https://www.khronos.org/members/login/groups/Agreements%20and%20Licenses/Open%20Source%20Repository%20Resources/Khronos%20Copyright%20License%20Header%20Addition%20for%20NORMATIVE%20CLARITY%20Oct17.txt Note - this has some boiler plate that needs to be tweaked to fit the spec.

The key text in the header is:

Some parts of this Specification are purely informative and do not define requirements
necessary for compliance and so are outside the Scope of this Specification. These
parts of the Specification are marked by the "Note" icon or designated "Informative"
<replace/insert specific conventions for the specification here>.

And

Where this Specification includes normative references to external documents, only the
specifically identified sections and functionality of those external documents are in
Scope. Requirements defined by external documents not created by Khronos may contain
contributions from non-members of Khronos not covered by the Khronos Intellectual
Property Rights Policy.

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Done

## Contributors

* Fan Zhang, Google, <mailto:[email protected]>
* Ondrej Stava, Google, <mailto:[email protected]>
* Frank Galligan, Google, <mailto:[email protected]>
* Kai Ninomiya, Google, <mailto:[email protected]>
* Patrick Cozzi, Cesium, [@pjcozzi](https://twitter.com/pjcozzi)

## Status

Draft

## Dependencies

Written against the glTF 2.0 spec.

## Overview

This extension defines a schema to use Draco geometry compression libraries in glTF format. This allows glTF to support streaming compressed geometry data instead of the raw data.

The [conformance](#conformance) section specifies what an implementation must do when encountering this extension, and how the extension interacts with the attributes defined in the base specification.

## glTF Schema Updates

Draco geometry compression library could be used for `primitive` by adding an `extension` property to a primitive, and defining its `KHR_draco_mesh_compression` property.
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If a primitive contains an extension property and the extension property defines it's KHR_draco_mesh_compression property, then the Draco geometry compression must be used.

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Unless the loader doesn't support Draco and use the fallback uncompressed data?


The following picture shows the structure of the schema update.

**Figure 1**: Structure of geometry compression extension.
![](figures/structure.png)

In general, we will use the extension to point to the buffer that contains the compressed data. The major change is that the `accessor` in an extended `primitive` no
longer points to a `bufferView`. Instead, the `attributes` of a primitive will use the decompressed data. This is valid because in glTF 2.0, `bufferView` is not required in `accessor`, although if it is not present, it will be used with `sparse` field to act as a sparse accessor. In this extension, we will ignore the `bufferView` property.

Usage of the extension must be listed in the `extensionUsed` and `extensionsRequired`.
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Will a glTF asset with Draco compression fail to load with a loader that doesn't support Draco?

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Is it possible to create an asset that has both Draco compressed geometry and core non-compressed geometry?

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Thank you for the input!
For question 1: Yes. The loader has to have support for Draco decoding to load the asset with Draco compression.
For question 2: That's a good question. It's kinda conflict with the idea that making the assets smaller since it will have more data even than uncompressed, right? We thought about people could add a link of the uncompressed asset to the extension. So if the loader doesn't support decoding, it could download the uncompressed asset. But most exported glTF files might not have that.
May I ask what are the cases you are thinking regarding this question?

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The scenario I was imagining is where an asset is hosted on a server. If I want that asset to be the most compatible with all loaders, I would want an asset that can serve both core and Draco compressed. I would have expected that a single asset will be able to do this. Clients that understand Draco will download only the compressed bits. Clients that don't will continue to download the core bits. I am worried using extensionsRequired will cause fragmentation.

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It would be possible to define a fallback efficiently: include primitive.attributes pointing to real accessors, and also define the Draco extension defining those same accessors, and the loader can choose which to use. In this case, an efficient exporter would put the standard attributes and the Draco data into different buffers, so that the loader can choose which it will download, and only download one.

But, IMO this might be unnecessarily complex for v1 of this spec. I would be OK with saying that the Draco extension is always required, and does not provide a fallback, for v1.

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This looks a good solution. Just two thoughts. One thing is that a loader should determine whether or not support the extension when checking extensionUsed, if not then download the binary source with uncompressed assets, otherwise download the one with compressed assets. And throughout the loading, it should process the extension consistently, either use it or omit it.

I think the fallback has one problem left that if the loader supports the extension but there's some attributes, e.g. user defined generic attributes, that are not compressed in the extension. In this case, that attribute will have conflict accessor since the bufferView should be different because they point to different binary file. It could not use data in compressed binary source at all, but it needs to when the extension is available.

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Sounds good on the first point.

I don't think I understand the second. Taking this example again, with four uncompressed attributes:

"attributes": {
    "POSITION" : 11,
    "NORMAL" : 12,
    "TEXCOORD_0" : 13,
    "TEXCOORD_1" : 14
}

And let's assume the Draco extension defines compressed versions of the first three, but not TEXCOORD_1. Then, the exporter should put attributes 1-3 into one buffer, TEXCOORD_1 into another, and the Draco data into a third buffer. Loaders supporting Draco will request buffers 2+3, and loaders not supporting Draco will load buffers 1+2.

But, that choice of buffers should probably be an implementation note and not part of the spec. It would be technically valid for an exporter to put all the compressed and redundant uncompressed data into one buffer, even though that is inefficient.

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I might not completely understand your design. In your example, for the binary source with Draco and without Draco, the buffer for TEXCOORD_1 might start from different byteOffset of the file which will result to different bufferView or buffer. The buffer 2 in your example will actually be different depends on which binary source it belongs to.

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The buffer and byte offset for TEXCOORD_1 should be the same, whether the loader supports Draco or not.

In an efficient case, it would be:

"attributes": {
    "POSITION" : 11,  // accessor located in buffer1.bin
    "NORMAL" : 12, // accessor located in buffer1.bin
    "TEXCOORD_0" : 13, // accessor located in buffer1.bin
    "TEXCOORD_1" : 14 // accessor located in buffer2.bin
}
// extension
"KHR_draco_mesh_compression" : {
  "bufferView" : 5,  // bufferView located in buffer3.bin
  "attributes": ["POSITION", "NORMAL", "TEXCOORD_0"]
}

And then, a loader supporting Draco would load only buffer3.bin and buffer2.bin.

It would also be valid to have all of the above in the same .bin file, just very inefficient.

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I see. Thanks for the clarification. I was more thinking of the case where all binary data is in one .bin file. But you are right, it's more implementation-wise problem, not the spec.


```javascript
"extensionsUsed" : [
"KHR_draco_mesh_compression"
]

"extensionsRequired" : [
"KHR_draco_mesh_compression"
]

```

The extension then could be used like the following, note that all other nodes stay the same
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Below is an example of what a part of a glTF file may look like if the Draco extension is set. Note that all other nodes stay the same except primitives:

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Done.

except `primitives`:

```javascript

"mesh" : {
"primitives" : [
{
"attributes" : {
"POSITION" : 11,
"NORMAL" : 12,
"TEXCOORD_0" : 13,
},
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The attributes above are ignored when the extension is present, correct? Or do these accessors have some special meaning to the Draco extension?

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In practical, for an implementation of loader like ThreeJS, it might be OK to ignore the attributes. But it is preferred not to ignore accessors since there are other properties. For example, WebGL might require these properties to render the assets correctly.
Another reason we don't explicitly omit the attributes is that we want to minimize the change in the spec when Draco extension is presented. In our design, the accessors of attributes could even have other extensions as long as they use the decompressed data instead of from bufferView.

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So I assume you mean that the primitive might list additional attributes here, beyond those encoded in the Draco buffer? If so, then let's clarify this example by changing attributes to avoid duplication:

"attributes" : {
    "TEXCOORD_1" : 11
}

... in which case, a loader would be expected to load POSITION, NORMAL, and TEXCOORD_0 from the Draco buffer, and then to add TEXCOORD_1 from a traditional accessor.

Alternatively, do we consider it valid to include POSITION in attributes, even if it's already in the Draco buffer? This would enable loaders to treat the Draco extension as optional, and to either load the compressed Draco data, or uncompressed data from another buffer, depending on runtime needs/capabilities. Or we could disallow this case, to keep things simple for the initial version, and say that attributes must be omitted when the Draco extension is used.

In previous comments, attributes was removed, and later re-added to specify Draco attribute order. With the observance that object properties aren't ordered, we then added attributeOrder as well. I'm not sure that we need both. Perhaps we don't need either one?

"indices" : 10,
"mode" : 4
"extensions" : {
"KHR_draco_mesh_compression" : {
"bufferView" : 5,
"attributesOrder" : [
"POSITION",
"NORMAL",
"TEXCOORD_0"
],
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In the Draco examples, it doesn't seem like the order of attributes is needed to decode a mesh:

https://github.com/google/draco/blob/master/javascript/npm/draco3d/draco_nodejs_example.js#L38-L58

if that's the case, is attributesOrder needed or useful?

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Hi Don, thanks for the input on the extension. The purpose of attributesOrder is that a glTF loader should be able to write decoded attributes back to accessors like a normal glTF so that the engine/loader could do the rest of loading like a normal glTF file. (For ThreeJS we don't need this because we have the Draco decoder already so the output from the decoder could be rendered directly). The purpose of putting it in the extension is to enable writing accessors without accessing the extension's sibling nodes.

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Sorry, I still don't understand the need for attributesOrder... THREE.DRACOLoader is able to decode all attributes without knowing this order, so why couldn't a non-three.js loader do the same, and then modify accessors or create the geometry directly?

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Sorry that I didn't explain well. You are right. ThreeJS doesn't need attributesOrder because we have THREE.DRACOLoader to convert decoded mesh to a ThreeJS mesh that could be directly rendered. In the ThreeJS glTF loader with Draco, the accessors are not even touched. But if some renderers uses accessors to render geometries and want to put decoded mesh to the form of a normal glTF, they may want to do 1) decode Draco mesh 2) put attributes and indices to the form of accessors of the primitive 3) render the primitive as a normal glTF primitive.
In this case, the attributesOrder would help to achieve that easily.

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...they may want to do 1) decode Draco mesh

As THREE.GLTF2Loader demonstrates, this decoding can be done without attributesOrder.

  1. put attributes and indices to the form of accessors of the primitive

Given the POSITION and NORMAL data decoded from (1), can't a loader just do:

gltf.accessors.push({ ... }); // position accessor
gltf.accessors.push({ ... }); // normal accessor
primitive.attributes.POSITION = gltf.accessors.length - 2;
primitive.attributes.NORMAL = gltf.accessors.length - 1;
  1. render the primitive as a normal glTF primitive.

After steps (1) and (2), this should just work.

In this case, the attributesOrder would help to achieve that easily.

I don't think that attributesOrder is providing necessary information; can you specify how it is actually used? Is it passed to the Draco decoder?

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The way you showed pushing attributes to accessors definitely works if an engine could do that. The problem we are considering is that in this way the primitives won't have any accessors, or the data decoded from extension would overwrite the existing accessors. Our purpose was to propose the extension in the way that it has minimum changes to the existing spec. That's why we want to preserve accessors even when the extension exists.
There might be some cases where overwriting accessors will cause issues. E.g.

  1. Some attributes of the primitive are not compressed in the extension, normal accessors are used to store the attributes.
  2. If some other extensions extended the way accessors are used for primitive attributes.
    So to avoid such cases, we use the attributesOrder to refer to the accessors of the primitive so that the extension will have minimum impact to the spec even with more complicated cases in the future.

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Sorry to keep picking nits on this one.. Unfortunately I can't join the meeting tomorrow, and would like to give all the feedback I can before then. :)

So to avoid such cases, we use the attributesOrder to refer to the accessors of the primitive...

The accessors of the primitive are not ordered. If the primitive provides:

"attributes" : {
  "POSITION" : 11,
  "NORMAL" : 12,
  "TEXCOORD_0" : 13,
},

and in the extension:

"attributesOrder" : [
  "POSITION",
  "NORMAL",
  "TEXCOORD_0"
],

.... the order given in attributesOrder is, as far as I can tell, meaningless. POSITION has index 0, but what does that mean? attributes has no order, it is an object not an array, indexed by the string "POSITION".

If the intention is to minimize impact on the spec, and also support attributes not compressed in the extension, my suggestion would be:

// primitive, where TEXCOORD_1 is not compressed.
"attributes" : {
  "TEXCOORD_1" : 11,
},
// extension, defining compressed POSITION, NORMAL, and TEXCOORD_0
"KHR_draco_mesh_compression" : {
  "bufferView" : 5
}

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No problem at all. It's absolutely great to get more input on the proposal before the meeting.
You had a good point. The order is meaningless here. I believe there's discussion regarding that the array's in json does not have order but forget about it later. Let's discuss in the thread below.

"version" : "0.9.1"
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Does it have any conformance implications? How should that field be used by implementations?

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Added description for properties and conformance.

}
}
},
]
}

"bufferViews" : [
// ...
// bufferView of Id 5
{
"buffer" : 10,
"byteOffset" : 1024,
"byteLength" : 10000
}
// ...
}

```
We will explain each of the property in the following sections.
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properties

Should we just remove this line?

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Removed.

#### bufferView
The `bufferView` property points to the buffer containing compressed data. The data should be passed to a mesh decoder and decompressed to a
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The bufferView property points to the buffer containing compressed data. The data must be passed to a Draco decoder and decompressed to a mesh.

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Done

mesh.

#### version
The version of Draco encoder used to compress the mesh. This is used for verifying compatibility of Draco encoder and decoder. With this property, the loader could easily determine if the current decoder supports decoding the data.
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How is version compatibility defined? Strict decoderVersion >= assetVersion? We may have discussed this elsewhere and I've forgotten. I realize we'll probably just use dracoLoader.isVersionSupported(...) anyway, but I could imagine a runtime wanting to check compatibility in advance, manually, to avoid unnecessarily fetching and loading the Draco WASM binary.

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Yes. We have fixed isVersionSupported() in 1.0 release. I'll send the fix to 3JS shortly.

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Thanks, but, could you also verbally define what compatible versions would be, here in the spec? Or link to a source that explains this, e.g. http://semver.org/?

I just worry about saying "This is used for verifying compatibility" without saying how it must be used.

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Thanks for the advice. I added a sentence that might help. We don't have explicit version support description right now but will add that shortly.

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Looks good, thanks.


### attributesOrder
`attributesOrder` defines the order of attributes stored in the decompressed geometry. E.g, in the example above, `POSITION` will have attribute id 0 in the decoded mesh, and `NORMAL` as 1, `TEXCOORD_0` as 2. The id should be used along with `accessors` to correctly load all attributes from extension.

#### Restrictions on geometry type
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When using this extension, the mode of primitive must be either TRIANGLES or TRIANGLE_STRIP and the mesh data will be decoded accordingly.

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Done

When using this extension, the `mode` of `primitive` could only be one of
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As a future idea for the Draco team outside the scope of this extension, there are use cases for line compression, especially in the geospatial world, e.g., roads, rivers, county borders, etc.

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Acknowledged. Sounds good to us.
cc @ondys

`POINTS`, `TRIANGLES` and `TRIANGLE_STRIP` and the mesh data will be decoded accordingly. For example, if `mode` is `POINTS`, then the
decompressed geometry will be a point cloud.

### JSON Schema

For full details on the `KHR_draco_mesh_compression` extension properties, see the schema:
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It could be cool to try the latest wetzel (CesiumGS/wetzel#4) to generate reference doc to paste in here like the glTF spec has.


* [extension property](schema/node.KHR_draco_mesh_compression.schema.json) `KHR_draco_mesh_compression` extensions object.

## Conformance

To process this extension, there are some changes need to be made in loading a glTF asset.
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Below is the process when a loader encounters a glTF asset with the Draco extension set:

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Done

* Check `version` property and verify the version of encoder used for the mesh
is compatible with the current decoder.
* When encountering a `primitive` with the extension the first time, you must process the extension first. Get the data from the pointed `bufferView` in the extension and decompress the data to a geometry of a specific format, e.g. Draco geometry.
* Then, process `attributes` and `indices` properties of the `primitive`. When loading each `accessor`, if there is no `bufferView` then go to the previously decoded geometry in the `primitive` to get indices and attributes data. To load an attriute in extension, it is required to first determine the id of this attribute in using `attributesOrder`, then use the id to get the attribute from decoded mesh.
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s/attriute/attribute


It is pretty straigtforward for top-down loading of a glTF asset, e.g. only
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s/straigtforward/straightforward

decompress the geometry data when a `primitive` is met for the first time. However, for
bottom-up loading, loading `accessor` before `primitive` will not get the data. It could only be handled when processing its parent `primitive`. This is based on the consideration that it will rarely happen that
loading an `accessor` without knowing its parent `primitive`. And it should be
easy enough to change the loader to ignore `accessor` without `bufferView` in glTF 2.0. But we are
definitely open to change this if there actually are some use cases that require
loading `accessor` independently.
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@donmccurdy donmccurdy Aug 7, 2017

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Per comment above, could I suggest that the attributes list be omitted, or that we clarify how it must be used in conjunction with Draco?


## Resources

* [Draco Open Source Library](https://github.com/google/draco)
* [ThreeJS
Loader](https://github.com/mrdoob/three.js/blob/dev/examples/js/loaders/DRACOLoader.js)
and
[example](https://github.com/mrdoob/three.js/blob/dev/examples/webgl_loader_draco.html)


# Appendix: Alternative Approach

See [ALTERNATIVE.md](ALTERNATIVE.md).
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Original file line number Diff line number Diff line change
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{
"$schema" : "http://json-schema.org/draft-04/schema",
"title" : "KHR_draco_mesh_compression extension",
"type" : "object",
"properties" : {
"bufferView" : {
"allOf" : [ { "$ref" : "glTFid.schema.json" } ],
"description" : "The index of the bufferView."
},
"attributesOrder" : {
"type" : "array",
"description" : "The order of attributes in decompressed geometry.",
"items" : {
"type" : "string",
},
"minItems" : 1,
"maxItems" : 8,
"gltf_detailedDescription" : "It is used to define the order of attributes stored in the decompressed geometry. The respective attribute id is used to get attribute data."
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What does "attribute id" mean here? Maybe array's index?

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Yes. array's index makes more sense.

},
"version" : {
"type" : "string",
"description" : "The version of Draco encoder that is used on the compressed geometry data."
},
},
"additionalProperties" : false,
"required" : ["bufferView", "attributes"]
}