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Deploy JSON-LD v3 pipeline from jjohare/logseq @ 5e11f4e5c5b2060e0258d6c9858b8cea47b66ffb jjohare/logseq@5e11f4e
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api/markdown/3-d-asset-standard.md

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- ### Definition
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- 3D Asset Standard is a concept within the ngm domain.
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- A **3D Asset Standard** is a formal specification that governs the file formats, metadata schemas, coordinate conventions, material models, animation encodings, and interoperability protocols necessary for consistent creation, exchange, and real-time rendering of three-dimensional digital content. These standards enable [[Asset Interoperability]] across heterogeneous authoring tools, game engines, and runtime environments such as [[Extended Reality]] platforms, [[Digital Twin]] infrastructure, and [[Metaverse Platform]] ecosystems. Key exemplars include the [[Khronos Group]]'s [[glTF]] 2.0 (GL Transmission Format), Pixar's [[Universal Scene Description]] (USD/USDZ), and the interoperability profiles developed by the [[Metaverse Standards Forum]]. Collectively, 3D asset standards are the foundational layer that transforms bespoke 3D content into portable, semantically consistent, and runtime-agnostic digital objects.
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- ### Semantic Classification
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- owl-class:: infrastructure:3D Asset Standard
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- owl-role:: Concept
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- ### Overview
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- Three-dimensional assets — meshes, textures, materials, rigs, animations, scenes — are authored in dozens of different software packages using incompatible internal representations. Without standards, every pipeline transition requires manual conversion, with attendant data loss, visual inconsistency, and maintenance overhead.
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- A 3D Asset Standard resolves this by defining:
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- **Geometry encoding** — vertex positions, normals, tangents, UV coordinates, and indexed triangle lists or strips.
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- **Material model** — typically a [[Physically Based Rendering]] (PBR) metallic-roughness or specular-glossiness workflow with defined texture slot semantics.
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- **Scene graph** — hierarchical node transforms representing the spatial relationship of objects; standardised in [[Universal Scene Description]] as the "composition arc" model.
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- **Animation** — skeletal rigs, blend shapes, and keyframe channels encoded in a standard schema (e.g. glTF animation samplers, USD skeletal animation).
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- **Extensions and profiles** — versioned extension mechanisms that allow domain-specific enrichment (e.g. [[Extended Reality]] depth sensing, digital-human facial blendshapes, [[Digital Twin]] sensor metadata) without breaking baseline compatibility.
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- The strategic importance of these standards has grown as [[Spatial Computing]], [[Augmented Reality]], and [[Real-Time Rendering]] have expanded beyond gaming into architecture, product design, simulation, healthcare, and retail.
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- ### Relationships
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- <!-- No relationships defined -->
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- ### Key Components
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- #### File Format Specifications
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- **[[glTF]]** (GL Transmission Format, v2.0) — maintained by the [[Khronos Group]]; JSON-based with optional binary buffer (.glb); the de facto standard for web and mobile 3D delivery; supports PBR materials, morph targets, skinned meshes, animations, and an extension registry (KHR_* extensions).
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- **[[Universal Scene Description]]** (USD / USDZ) — originated at Pixar, now stewarded by the [[Academy Software Foundation]] via OpenUSD; hierarchical composition arcs (references, payloads, variants, layers) enable large-scale collaborative scene assembly used in film VFX pipelines and [[Digital Twin]] platforms.
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- **FBX** (Filmbox) — Autodesk proprietary but widely supported; strong animation and rigging support; contrast with open standards because it lacks a fully published specification.
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- **OBJ / MTL** — legacy geometry and material pair; human-readable but lacks animation, rigging, or PBR semantics.
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- **[[ISO/IEC 14496-16]]** (MPEG-4 Animation Framework eXtension) — ISO standard governing compressed 3D object representation and animation within MPEG-4 containers.
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- #### Material and Shading Standards
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- **[[Physically Based Rendering]]** (PBR) workflows — metallic-roughness model (glTF 2.0) and specular-glossiness model; consistent energy-conserving shading across renderers.
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- **[[MaterialX]]** — open standard from the [[Academy Software Foundation]] for portable material and shading network definitions; increasingly integrated into USD and glTF extension proposals.
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- **OpenPBR** — emerging successor to MaterialX targeting unified PBR across real-time and offline renderers.
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- #### Geometry and Compression
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- **[[Mesh Compression]]** — Draco (Google, integrated as KHR_draco_mesh_compression in glTF) and Meshoptimizer reduce mesh data by 4–10x for transmission.
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- **[[Texture Atlas]]** packing and KTX2 / Basis Universal supercompressed textures (KHR_texture_basisu) enable GPU-native texture delivery with platform-specific transcoding.
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- **[[Level of Detail]]** (LOD) hierarchies — specified in USD via variant sets and in MSFT_lod glTF extension; critical for [[Real-Time Rendering]] performance.
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- #### Scene and Coordinate Conventions
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- **[[Coordinate System]]** conventions — Y-up (glTF, Unity) vs Z-up (USD, Blender, Unreal Engine); standards typically define a canonical system and require explicit declaration.
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- **Unit scale** — metres as the canonical unit in glTF 2.0 and USD; essential for [[Digital Twin]] spatial accuracy.
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- **[[Scene Graph]]** — acyclic hierarchical node transforms; glTF uses a flat node list with parent-child indices; USD uses a namespace-based layer stack.
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- #### Metadata and Semantic Extensions
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- Asset-level metadata: author, copyright, version, licence; increasingly includes provenance chains for [[Non-Fungible Token]] asset authenticity.
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- Semantic annotations linking geometry to ontology terms (cf. [[Semantic Web]] approaches) enable downstream query, filtering, and [[Digital Twin]] integration.
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- The [[Metaverse Standards Forum]] coordinates cross-SDO profiles that align glTF, USD, and W3C spatial web standards.
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- ### Content
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- ### Applications and Use Cases
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- #### Spatial Computing and XR
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- [[Augmented Reality]] overlays on physical objects (ARKit USDZ, Google Model Viewer glTF) require standards-compliant assets to render correctly on device.
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- [[Extended Reality]] training simulations demand interoperable rigs and animations so characters and equipment behave identically across VR headsets.
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- WebXR applications load glTF models directly in the browser via Three.js or Babylon.js without plugin dependencies.
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- #### Digital Twins and Industry
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- Industrial [[Digital Twin]] platforms (Siemens Teamcenter, NVIDIA Omniverse) use USD as the backbone for multi-stakeholder collaborative scene assembly.
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- Building Information Modelling (BIM) workflows export IFC geometry into USD or glTF for real-time visualisation in [[Spatial Computing]] dashboards.
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- Automotive and aerospace CAD pipelines use standards-compliant asset exports for [[Real-Time Rendering]] in configurators and training simulations.
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- #### Metaverse and Gaming
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- [[Metaverse Platform]] ecosystems (Decentraland, The Sandbox, NVIDIA Omniverse) mandate glTF or USD asset pipelines for user-generated content portability.
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- [[Game Engine]] integrations (Unreal Engine, Unity) import glTF and USD natively, enabling round-trip asset workflows from digital-content-creation tools (Maya, Blender, Houdini).
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- Avatar standards (VRM, Ready Player Me) extend glTF with humanoid rig and blend-shape conventions for cross-platform avatar portability.
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- #### E-commerce and Product Visualisation
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- Web-based product configurators (Shopify, IKEA Place) use glTF 2.0 to deliver photorealistic 3D products in the browser.
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- USDZ is the native format for Apple AR Quick Look, enabling tap-to-place product visualisation on iOS/macOS.
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- #### Film and VFX
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- USD originated in Pixar's film pipeline and has become the industry interchange format for multi-shot, multi-department [[Digital Content Creation]] workflows.
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- The [[Academy Software Foundation]] OpenUSD project ensures open governance across Disney, DreamWorks, ILM, and DNEG pipelines.
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## Definition
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- ### Relationships
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- hasPart:: [[glTF]]
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- hasPart:: [[Universal Scene Description]]
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- hasPart:: [[Physically Based Rendering]]
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- hasPart:: [[Level of Detail]]
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- requires:: [[Coordinate System]]
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- requires:: [[Mesh Compression]]
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- requires:: [[Texture Atlas]]
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- enables:: [[Asset Interoperability]]
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- enables:: [[Real-Time Rendering]]
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- enables:: [[Digital Twin]]
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- enables:: [[Extended Reality]]
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- implements:: [[Open Standard]]
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- implements:: [[ISO/IEC 14496-16]]
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- standardizedBy:: [[Khronos Group]]
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- standardizedBy:: [[Metaverse Standards Forum]]
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- standardizedBy:: [[Academy Software Foundation]]
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- uses:: [[Scene Graph]]
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- uses:: [[Skeleton Animation]]
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- uses:: [[MaterialX]]
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- supports:: [[Metaverse Platform]]
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- supports:: [[Game Engine]]
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- supports:: [[Augmented Reality]]
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- contrastsWith:: [[Proprietary Asset Format]]
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- contrastsWith:: [[FBX]]
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- relatedTo:: [[Digital Content Creation]]
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- relatedTo:: [[Spatial Web]]
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- bridges-to:: [[Non-Fungible Token]]
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- bridges-to:: [[Semantic Web]]
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3D Asset Standards define the technical specifications, file formats, metadata schemas, and interoperability protocols that enable consistent creation, exchange, and rendering of three-dimensional content across metaverse platforms. Key standards include glTF 2.0 (GL Transmission Format) for web-based 3D delivery, USD (Universal Scene Description) for complex scene composition and collaboration, FBX for animation data exchange, and OBJ for simple geometric representation. These standards specify vertex data structures, texture mapping conventions, material definitions following PBR workflows, animation encoding schemes, and compression algorithms. Emerging standards address real-time streaming of 3D content, procedural asset generation, volumetric data representation, and blockchain-based asset authentication. Organizations like Khronos Group, Pixar, Autodesk, and the Metaverse Standards Forum actively develop and maintain these specifications to ensure seamless asset portability between platforms like Unreal Engine, Unity, Blender, and web-based metaverse environments.
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- ### Standards and Governance Context
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- **[[Khronos Group]]** — develops and maintains glTF (GL Transmission Format); open membership consortium including Google, Apple, NVIDIA, Microsoft, Adobe, and Meta.
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- **[[Metaverse Standards Forum]]** — coordinates 3D asset interoperability across standards bodies (Khronos, W3C, ISO, IEEE, Open Geospatial Consortium); produces cross-SDO profiles.
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- **[[Academy Software Foundation]]** (ASWF) — governs OpenUSD, [[MaterialX]], OpenEXR, and related open-source projects used in film and VFX pipelines.
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- **ISO/IEC JTC 1/SC 29** — responsible for [[ISO/IEC 14496-16]] (MPEG-4 AFX) and other multimedia coding standards relevant to compressed 3D representation.
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- **W3C WebXR Device API** — references glTF as the recommended 3D asset format for web-based spatial experiences, cementing its role in the [[Spatial Web]].
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- **OpenXR** (Khronos) — runtime standard for [[Extended Reality]] devices that complements 3D asset standards by defining how rendered assets reach display hardware.
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- Regulatory and procurement frameworks in aerospace (DO-178C environments), defence simulation (SISO standards), and AEC (ISO 19650 BIM) increasingly mandate open 3D asset standards for long-term data retention and interoperability.
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#### References
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- Khronos Group. (2024). "glTF 2.0 Specification and Extensions." https://registry.khronos.org/glTF/
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- Pixar. (2024). "Universal Scene Description: Asset Standards." https://openusd.org/release/spec.html
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- Metaverse Standards Forum. (2024). "3D Asset Interoperability Standards." https://metaverse-standards.org/
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- ISO/IEC 14496-16. (2024). "Animation Framework eXtension (AFX)." https://www.iso.org/standard/
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- Academy Software Foundation. (2024). "MaterialX: Open Standard for Material Networks." https://materialx.org/
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- ### Challenges and Emerging Directions
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- **Semantic gap** — current standards encode geometry and appearance but lack rich semantic annotations linking scene objects to domain ontologies; USD custom schemas and glTF extensions are partial solutions.
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- **Procedural and generative assets** — AI-generated 3D content (NeRF, Gaussian splatting, diffusion-based mesh generation) does not yet have a universally accepted standardised representation; the [[Metaverse Standards Forum]] has working groups addressing this.
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- **Streaming and progressive loading** — 3D Tiles (OGC standard for massive geospatial 3D) and glTF progressive mesh extensions address streaming but are not yet unified with scene-graph standards.
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- **Rights and provenance** — linking 3D asset ownership to [[Non-Fungible Token]] smart contracts or W3C Verifiable Credentials requires metadata extensions not yet in core specifications.
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- **AI/ML integration** — annotated 3D datasets conforming to a standard schema enable [[Machine Learning]] model training on geometry; this bridges to [[Semantic Web]] knowledge graph enrichment of spatial scenes.
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- ### Provenance
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- sources:: [[ISO/IEC 14496-16]]
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- sources:: Khronos Group glTF 2.0 Specification
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- sources:: OpenUSD Documentation (openusd.org)
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- sources:: Metaverse Standards Forum Working Group Reports
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- sources:: Academy Software Foundation MaterialX Specification
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- updated:: 2026-06-13
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- migration-date:: 2026-04-26T00:00:00Z
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- modified:: 2026-04-26T15:00:00Z
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- modified:: 2026-06-13T00:00:00Z

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