Khronos has formed a liaison agreement with the Open Geospatial Consortium (OGC) in the interest of jointly advancing open geospatial standards related to AR and VR, distributed simulation, and 3D content services. The liaison will let Khronos and OGC assess standards in these fields as well as identify future potential standards that will facilitate interoperability and hardware capabilities of relevant data sharing and analysis. The collaboration will occur through working groups, forums, workshops, committee activities, etc., and OGC will adopt Khronos standards where appropriate.
If you’re coding 3D visualizations with Three.js, sooner or later you’ll want to move beyond using the library’s basic native shapes to using complex custom 3D shapes wrapped in UV mapped material. Since Three.js dropped support of its Blender exporter plugin in favor of relying on its glTF loader, exporting via the popular and versatile glTF file format is now the way to go for bringing Blender objects into your Three.js projects. This tutorial will walk through each step from creating a Three.js-compatible UV-wrapped 3D object in Blender to loading the object into a Three.js scene.
There have been some discussions around an updated glTF material model to support additional capabilities. Check out this requirements gathering exercise to understand what kind of capabilities everyone would like to see in the next gen material model for glTF. Are there additional capabilities anyone would like to see? Any preferences or priorities on what we should go after next from the list above? Please let us know.
Vizard 6, the new version of the VR development platform for researchers from WorldViz now offers support for glTF. On the graphics side, Vizard embraced the new 3D model format glTF, which improves graphics rendering and provides new and simplified workflows out of Revit, Solidworks, Maya, Blender, SketchUp, Substance Painter, Modo, and more, as well as access to over 150,000 models in Sketchfab’s library.
SIGGRAPH is next week! The conference is August 12–16 in Vancouver Canada. For those going, Khronos will be hosting several Birds of a Feather sessions. For all those folks that will not be present, we will be offering live streaming of all our sessions (glTF, WebGL, OpenXR, Vulkan and OpenGL) on the Khronos Group YouTube Channel, and will follow up with recorded video the following week. For complete details on all the sessions, please ask your friends and co-workers to take a look at our SIGGRAPH event page! A special thanks to our Diamond sponsor NVIDIA, Gold Sponsor LunarG, and Silver sponsors Cesium and AMD, for making possible the Khronos Networking Reception at the end of the day.
Khronos hosted a webinar on July 31st covering "glTF 2.0 – Status and Outlook." If you missed the webinar, which was hosted by Nobert Nopper from UX3D, we have you covered with the video and presentations available online. All the links are in our Developer Library here.
The Khronos Group will be at SIGGRAPH 2018. This year, Khronos is presenting a full day of BOFs covering Vulkan, WebGL, OpenXR, OpenGL, glTF and OpenGL ES, and a Networking Reception after the Khronos sessions on Wednesday, August 15. Details on all the sessions can be found on our SIGGRAPH page.
Join the Khronos Group for this webinar on July 31 where we will talk about the current status of glTF and its ecosystem, and why it is the "JPEG of 3D." We'll go into some of the current hot topics for glTF, and talk about what may be in the future for glTF. This webinar is appropriate for existing users of glTF 2.0 and those considering it as their 3D asset format.
The demand for 3D content is growing quickly across markets. New formats, applications, and tools are being developed to keep up with the demand . TurboSquid has been eagerly watching the development of the glTF 2.0 specification and has now added full support for the format for its StemCell initiative, which standardizes how 3D models are built and makes buying a 3D model as easy as buying a stock photo.
In this Khronos Group glTF webinar, we will talk about the current status of glTF and its ecosystem, and why it is the "JPEG of 3D." We'll go into some of the current hot topics for glTF, and talk about what may be in the future for glTF. This webinar is appropriate for existing users of glTF 2.0 and those considering it as their 3D asset format. This webinar will be presented by one of the creators of the glTF standard and a member of the Khronos glTF Working Group. Be sure to register online.
The Khronos Group standards logos are now available for download on Sketchfab. Sketchfab makes it easy for anyone to publish and find 3D content online. Available logos currently include OpenXR, OpenCL, NNEF, OpenVX, SPIR, Vulkan, WebGL, SYCL and glTF. OpenGL has not been overlooked and will be arriving shortly.
Compressonator is a set of tools that allows artists and developers to work easily with compressed assets and easily visualize the quality impact of various compression technologies. Compressonator allows users to choose from all major compression formats for their texture files and supports DirectX® 12, Vulkan® and OpenGL®. Users can view OBJ files in OpenGL and GLTF with DirectX 12. Version 3.1 will support viewing GLTF 2.0 files using a choice of OpenGL, Vulkan or DirectX 12.
What Game Developers need to know about The Khronos Group and the latest in GPU and 3D rendering for games from Neil Trevett, President of the Khronos Group. More presentations, video and photos from GDC 2018 can be viewed in the Khronos' Developer library.
A new blog post on UploadVR provides a blueprint for people to think about the spatial computing revolution over the next six years. Part of this future looks how a combined roll-out of OpenXR with the broader adoption of formats like glTF may allow us to start to see the underpinnings of an actual interconnected universe like the OASIS or Metaverse.