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3dcommerce tagged stories

Streamlining the asset creation pipeline for 3D Commerce and beyond! Model & texture. Public Domain or CC0Image: Copyright ©2023, The Khronos Group, Inc CC-BY 4.0 Online retailers and adtech platforms are increasingly enabling 3D interaction on their sites and apps to increase customer engagement. These companies need to ingest 3D product models from a wide variety of sources, including suppliers, brands, and manufacturers, and many have

Rendering variability across multiple platforms has long been a pain point for content creators wishing to reliably represent 3D models, such as products on a 3D Commerce website. In June 2021 Khronos launched the 3D Viewer Certification Program to bring together artists, developers, and vendors to build industry consensus on best practices for testing the consistency of rendering glTF assets in 3D viewers. These viewers are used to drive a wide variety of 3D end user experiences including interactions on social, search, and advertising platforms.

As the number of 3D assets used in e-commerce rapidly increases, the need to embed semantic information describing virtual products within real-time 3D formats such as glTF™ becomes ever more urgent. 3D asset files that contain descriptive and administrative metadata such as product descriptions, details on intellectual property rights, creation and modification dates and other detailed authoring history - all in multiple languages - will e

Recently, the Khronos 3D Commerce Working Group hosted a webinar to discuss its activities, including why industry alignment on the glTF file format (the “JPEG for 3D”) is crucial, and how standardization will bring new opportunities to any designer, retailer, manufacturer or technology company developing 3D experiences. At the end of the webinar, the audience submitted questions for panelists. As this dialogue benefits the whole community, we’re sharing the answers as a Q&A. You can watch the complete webinar recording, but this is not a verbatim transcription: The questions have been reordered for a logical flow, and additional data released since the webinar has been added. If you have questions of your own, comment below and we’ll be sure to get back to you!

In the world of e-commerce, many products come in different options, or variants. When shopping online, for example, colors and materials of a brand of shoe might have an image representing each option. And now, in addition to using 2D images, more and more retailers are starting to use 3D and AR to merchandise products in online channels to enable customers to more fully experience products or view items in their environment in rich 3D. Each time a customer views a different colored shoe, there’s a good chance that another complete 3D model is being loaded just to display that color variant. This leads to increased download times and wasted bandwidth as the files contain a lot of redundant data, including downloading exactly the same geometry multiple times. In turn this causes increased memory usage on the device, and slower interactivity, resulting in a poor customer experience. Learn how the Khronos Group and the 3D Commerce working group is improving this.

The Khronos 3D Commerce™ Working Group was established with the goal of spearheading industry alignment on the creation, management and display of 3D content for e-commerce—and since its formation, the use cases for 3D assets in e-commerce have rapidly expanded. In response, the 3D Commerce Working Group has today released V1.0 of its Realtime Asset Creation Guidelines for use by 3D artists who are familiar with 3D workflows, but new to creating e-commerce 3D assets for cross-platform delivery.

The 3D virtual representation of products is becoming pervasive in online retail across desktops, browsers, mobile phones and AR/VR devices. The Khronos® 3D Commerce™ Working Group is working to build industry consensus around guidelines, standards and certification programs to streamline 3D content creation, management and deployment for Ecommerce, including online ads and search results. The Working Group has the support of over 80 industry-leading retailers, technology vendors and manufacturers.

OLV builds tools and content that help visualize things before they can be touched. Our array of tools help Microsoft Retail to collaborate on the London flagship store from across the globe, a baseball player to customize his own Official Helmet and Glove of Major League Baseball®, and a varsity volleyball team to design their next uniform from Mizuno.