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Gltf tagged news

In this episode of ACM ByteCast, Rashmi Mohan hosts Neil Trevett as they discuss Neil’s career, the evolution of computer graphics, and his role at NVIDIA, where his work focuses on helping developers make good use of GPUs. He also explains the benefits of standardization in industry and how open standards can enable innovation and interoperability. Neil also discusses how 3D is changing the landscape of e-commerce and online shopping and gives his perspective on the Metaverse and how it can leverage other disruptive technologies.

Gestaltor Automated has been released for companies that require automated processing for hundreds or even thousands of 3D assets in context of glTF. Gestaltor Automated allows for a seamless integration into 3D graphics production pipelines and offers the whole feature set of Gestaltor Desktop.

PlayCanvas announced that their PlayCanvas Editor is now supports glTF 2.0 import allowing users to import and use 3D models created in other applications such as Blender, SketchUp, and digital asses from Sketchfab, directly into the PlayCanvas Editor. Read their blog to learn more.

During New York Times R&D’s work developing 3D storytelling tools with the newsroom, they built plugins that fill the gap for Vite and Rollup. These plugins enable build tools to parse and optimize 3D scenes using the popular and web-friendly glTF file format (.gltf, .glb). Now, they’re excited to share that they’ve open sourced these plugins for anyone to use.

Interest in digital twins has picked up over the last year. Digital twin tools are growing in capability, performance and ease of use. They are also taking advantage of promising formats like USD and glTF to connect the dots among different tools and processes. Advances in techniques for combining models can also improve the accuracy and performance of hybrid digital twins. Generative AI techniques used for text and images may also help create 3D shapes and even digital twins. These kinds of advances will allow enterprises to mix and match modeling capabilities in new ways and for new tasks.

There is growing momentum behind the glTF file format for exchanging 3D models across different tools. The Khronos Group calls it the JPEG for the metaverse and digital twins. Expect gITF to pick up steam, particularly as creators look for an easy way of sharing interactive 3D models across tools.

The Khronos 3D Formats Working Group is constantly assessing emerging requirements of the glTF ecosystem and asking how the group can make the most impactful progress. Over the past 18 months, one issue has consistently bubbled to the top of these discussions: interactivity.

The urgency of developing new interactivity and behaviors capabilities for glTF has been fueled in part by the evolution towards the open metaverse. It’s clear that glTF can and should have an important role to play in this ecosystem, but we have some important functionality gaps to close first. We’ve spent the past few months cooperatively refining proposals for how we might build interactivity into glTF 3D assets. This blog will outline our current approach and reasoning, as well as invite the community to weigh in.

Join the Khronos 3D Formats Working Group and the glTF community at our virtual meetups. During each session our expert presenters will share use cases, best practices, tooling updates, and live demos, plus answer your questions live.

glTF Virtual Meetup #1 on Tuesday, November 8, 2022

  • Integrating glTF into Qt3D, Vulkan and Embedded Applications - Mike Krus, KDAB
  • Overcoming the Challenges in e-Commerce Content Creation - Jatinder Kukreja, SuperDNA 3D Lab
  • 3D in Fashion - Baking Non-standard Unity Materials into glTF - Julien Berta, Smartpixels
  • Ask the Experts - Q&A session with our panel of speakers and glTF experts

glTF Virtual Meetup #2 on Tuesday, November 15, 2022

  • Blender glTF I/O : Support for glTF PBR Material Extensions - Julien Duroure, Blender Foundation
  • Creating a Bridge Between Unity and three.js - Felix Herbst, prefrontal cortex
  • Ask the Experts - Q&A session with our panel of speakers and glTF experts

glTF Virtual Meetup #3 on Tuesday, December 6, 2022

  • Getting CGI Content Ready for Real-time with glTF - Max Limper, DGG
  • Staging glTF to the Metaverse - Norbert Nopper, UX3D
  • Volumetric glTF - Tim Porter, Mod Tech Labs
  • Ask the Experts - Q&A session with our panel of speakers and glTF experts

Visit our events page for more information and registration: https://www.khronos.org/events/

How do we solve the challenges of glTF asset creation? Artists can leverage glTF to create rich 3D visuals, but the process can be difficult. Assets can be difficult to create, many 3D assets are still not compatible, the tooling ecosystem has gaps, and rendering can be inconsistent. However, solutions are on the horizon! This webinar on November 3rd will showcase the work currently taking place within the Khronos Group to address the current challenges and how to solve them. It will be followed by a Q&A session with the speakers and a panel of industry experts.

The Open Geospatial Consortium (OGC) seeks public comment on version 1.1 of the 3D Tiles Community Standard, which is used for sharing, visualizing, fusing, and interacting with massive heterogenous 3D geospatial content across desktop, web, mobile – and now metaverse – applications. 3D Tiles v1.1 introduces new glTF extensions for fine-grained metadata storage and uses direct references to glTF content for closer integration with the glTF ecosystem. The candidate OGC Community Standard is identical to the Cesium release of version 1.1 of the 3D Tiles specification. Comments are due by September 23, 2022.

Today the Khronos® Group announced that its glTF™ 2.0 specification for the efficient transmission and loading of 3D models has been released as the ISO/IEC 12113:2022 International Standard. Khronos has successfully completed the transposition of glTF 2.0 through the ISO/IEC JTC 1 PAS (Publicly Available Specification) Submission Process to solidify glTF’s global recognition and accelerate its adoption by industry and other standards. Khronos will continue to evolve glTF as a Khronos specification and regularly update ISO/IEC 12113 with proven, widely available glTF functionality to avoid industry fragmentation. The ISO/IEC 12113:2022 specification is available here.

In this document, the challenges by creating a “naive” glTF renderer with WebGPU is demonstrated. Then we’ll progressively refine it to make better use of the API and add more features until we’ve arrived at a renderer that makes much better, more efficient use of WebGPU’s design.

Khronos’ glTF is the first 3D model format to specify physically-based rendering (PBR), meaning it contains material properties that define in real-world units how light should be reflected & refracted in terms of physics. This means renderers are free to innovate in GPU shaders to create more and more accurate approximations of the underlying physics, because glTF does not specify any single approximation. This also means that while different renderers may make different tradeoffs of accuracy vs. speed you can have confidence that your glTF will look consistent (though not pixel-identical) even across unrelated codebases. We call glTF the JPEG of 3D because it is compressed for efficient web delivery and can be rendered consistently by a large number viewers.