GlTF tagged news

The Khronos Group is holding a series of sessions today in San Francisco. If your are at GDC, take a break and a 5 minute walk over to Green Space to see one of the several sessions Khronos will be hosting. Start the day off with Jon Peddie Research at 8:30AM PT. After a short break there will be 3 back-to-back sessions: WebGL+glTF at noon, Khronos Chapters lunch at 1PM and Vulkan at 2PM. Ending the day off will be a large Khronos Social from 7PM-9:30PM. All the details you need are on the Khronos event page. Unable to attend? No worries, Khronos has you covered with a Livestream of both the WebGL + glTF session and the Vulkan session. We're expecting a lot of people today and space is limited. Please be sure to register for one of the few remaining spots if you haven't done so already.

glTF Ecosystem Takeoff! The glTF Working Group 15th March 2016If you are a Web developer, you may know and love WebGL, the Khronos standard that defines a JavaScript binding to the OpenGL ES API. Up to now, 3D has been unique in not having a widely established format that browsers and apps have agreed to use to send assets efficiently across the Web: photos have JPEGs, music has MP3s, and movies have MP4 – well now 3D has glTF! Although the glTF 1.0 specification was released just a few months ago, in October 2015, it is already gaining friends and allies across the industry. Learn more about glTF in the Khronos Developer Blog.

xeoEngine is an open-source WebGL-based 3D visualization engine which supports glTF as its native data format. xeoEngine intentionally does not yet load animations, cameras and lights from glTF. Instead, it focuses on loading static models while allowing us to access their components via its scene graph API, so that we can programmatically rig them with our own tweens, lights, cameras and so on. Also, xeoEngine currently ignores glTF shaders, opting instead to rely on its own internally-generated shaders.

The Khronos Group will be hosting a series of sessions again this year at Green Space in San Francisco. Lined up this year on March 16th will be sessions on WebGL, glTF, Chapters and Vulkan. A Khronos Social for developers to meet and chat with the developers that create some of the Khronos APIs will wrap up the day. Starting the day will be the now famous JPR Press Briefing on the Gaming Market. Complete details and registration for the Khronos sessions are available online. For anyone that cannot make the sessions, we will have live streaming and videos of the event will be available afterwards.

The week of March 16th is a busy one so be sure to add the annual Khronos Group sessions to your calendar. This year we have a great line up including Vulkan, WebGL and glTF. There will be a special Chapters Luncheon and after the day winds down join Khronos for a special evening social full of good conversation with the Khronos Group members who bring you Vulkan, WebGL, OpenGL, and more. Register today for all the sessions you will attend.

Cyrille Fauvel will present a short overview of the glTF format – a specification for the efficient transmission and loading of 3D scenes and models by applications – followed by a more detailed discussion and demonstration of the FBX to glTF converter that he has recently created.

This is a C# reference loader for glTF. It's as simple to use as Interface.LoadModel("PathToModel.gltf"). You can use this loader in your project by importing the "glTF Loader" NuGet package. Additional examples can be found in the gltfLoaderUnitTests project.

Cesium announce the release of Cesium 1.15. Highlights include: Support for glTF 1.0 and the KHR_binary_glTF and KHR_materials_common extensions. Also, updated the online model converter to output glTF 1.0; Decreased GPU memory usage in BillboardCollection and LabelCollection by using WebGL instancing; New CZML examples thanks to Tiff Lu and Adam Cole from the University of Pennsylvania.

Khronos Finalizes glTF 1.0 SpecificationKhronos announced that the glTF™ 1.0 (GL Transmission Format ) royalty-free specification for transmission and loading of 3D content has been finalized for Ratification and is immediately available for use by tools and application vendors. glTF is an efficient, interoperable asset delivery format that compresses the size of 3D scenes and models, and minimizes runtime processing by applications using WebGL™ and other APIs. glTF also defines a common publishing format for 3D content tools and services.

During this virtual AR Community meeting on Thursday October 15, 2015 participants will learn about the status of the Khronos Group glTF specification, experiences with implementation and we will discuss the role of glTF in reducing the complexity and bandwidth of compressing and transmitting 3D assets for use in AR experiences. Presenters will share the work the Khronos Group members are doing, trends in use of glTF and how this will impact AR. Speakers include: Neil Trevett, VP NVIDIA and President Khronos Group; Patrick Cozzi, Cesium and Marius Preda, Institut Telecom Sud-Paris.

Next week Patrick Cozzi will be giving a talk on the state of WebGL and glTF at the Graphical Web conference. He will have some exciting progress to share on glTF, and he also wants to capture the state of the entire WebGL ecosystem. If you are working on a WebGL engine, tool, or browser/driver/platform, and want Patrick to include an update for it, please contact him with the details by the morning of Friday September 18th. The slides will be posted online afterwards.