Today, The Khronos® Group announces the release of the 3D Commerce Viewer Certification Program. 3D viewers are software engines that enable users to display and interact with 3D models. Viewers are used by retailers, social media sites, and brands to create experiences on ecommerce storefronts, search engines, ad platforms, and in native applications. The Viewer Certification Program enables 3D viewers across the industry to demonstrate that they can accurately and consistently display 3D products, clearing the way for reliable 3D and AR-powered shopping across multiple platforms and devices. Amazon, Babylon.js, CGTrader, Emersya, Epic Games (Unreal Engine), Facebook (Spark AR), Google ( & Scene Viewer), Samsung (Internet Browser on Android), SketchFab, Unity, and UX3D (Gestaltor) have begun the process of certifying their viewers under this new program.
Join the Khronos Group’s 3D Commerce Working Group members making a difference in the world of 3D graphics from popular retail and tech companies like Amazon, IKEA, Microsoft, Shopify, Wayfair, and more as they take a deep dive into the ways people experience 3D graphics on the web and in stores. This virtual event highlights the recently announced Viewer Certification Program that was created to lower the barriers to 3D asset creation and implementation. This event shares the vision for a future empowered by 3D across education, medical, design, advertising, art, and more. You’ll learn what Pervasive 3D is, why it’s worth working towards, and what’s next.
<model-viewer> will now generate a USDZ on-the-fly when the user clicks the Enter AR button, and it will include any modifications done through the scene-graph API. Other features include:
- Updated the WebXR UX based on user feedback. Now the object is immediately placed, world-locked based on the last camera position from 3D mode, then when the floor is found, it is moved up or down to land on it
- Added two-finger rotation to the WebXR UX, allowing large models to be rotated when you cannot touch outside their bounding box
- Added an ar-tracking read-only attribute to indicate the state of ARCore world tracking in order to surface error messages
- Added an interpolation-decay attribute to control the speed of camera and target interpolation, see the modified example.
- Added CSS part to our default UI elements to allow them to be easily styled. This takes the place of most of our CSS custom properties, which have now been deprecated and will be removed when v2.0 comes.
- Added support for external renderers. This is an early-phase feature and the idea is to make it possible to control a cloud-based or non-glTF renderer with ‘s camera and annotation APIs
The recording of Pi Apparel’s panel discussion, “Interoperability & Standardization: What is Needed to Realise Seamless 3D Avatar Transfer, Export & Upload?” is now available!
Cesium has announced that Cesium for Unreal is now available! Cesium for Unreal is free and open source under Apache 2.0 license. The plugin is built to unlock the entire 3D geospatial ecosystem in the Unreal Engine by combining a high-accuracy, full-scale WGS84 globe, open standards, 3D Tiles and glTF. Download today to visualize massive high-resolution, real-world photogrammetry and 3D content at runtime using 3D Tiles.
The Khronos Group and Web3D Consortium have entered into a liaison agreement to advance Web-based 3D visualization, modeling and streaming. The liaison is designed to foster interoperability and synergy between the X3D and glTF open standards. The organizations will begin collaborating with a shared goal to integrate glTF 2.0 into X3D V4 to improve visualization and streaming of 3D data.
Cesium has announced that Cesium for Unreal will be available for download on March 30, 2021. It will be free and open source under Apache 2.0 license. The plugin is built to unlock the entire 3D geospatial ecosystem in the Unreal Engine by combining a high-accuracy, full-scale WGS84 globe, open standards, 3D Tiles and glTF.
glTF has become such an important format that migenius needed more direct control over the way it was imported into RealityServer. To that end, RealityServer’s glTF importer has been re-written from the ground up. RealityServer still supports everything in the previous importer, but it has now added support for several more ratified extensions, further reducing the need to pre-process glTF files with unsupported extensions. The complete list of supported extensions is now as follows:
At CES 2021, HERE Technologies announced its release of HERE Premier 3D Cities, high-fidelity 3D models of 75 city centers around the world, with the goal of enabling transformative augmented reality applications, from supply chain management to vehicle navigation.
To deliver high-resolution 3D geometry over the web, HERE chose to use OGC’s “future-proof” 3D Tiles standard, originally created by Cesium and leveraging The Khronos Group glTF open standard. HERE’s 3D cities demonstrate that Khronos Group and OGC standards are successfully enabling the 3D graphics and 3D geospatial communities to achieve scaling, performance, and interoperability. 3D Tiles and glTF also enable HERE cities to include data layers and attributes aligned to physical geometry and terrain, and each structure is indexed and addressable, with accurate volume size, elevation, and color.
For Godot 4.0, a bidirectional workflow with glTF was implemented to allow for a combination of in-engine and out-of-engine tooling to work seamlessly. Importing glTF scenes has been supported since Godot 3.0, and with this release you can now export your Godot scenes to glTF and then imported into other apps to make edits continuously. This workflow means you can work on your scene in Blender and then bring it back into Godot for more work.
The Khronos Group sessions from SIGGRAPH Asia are now available. Watch to hear:
- Khronos President, Neil Trevett, give an Open Standards Update
- glTF’s Ed Mackey shows off next-generation PBR materials for glTF
- Nathaniel Hunter from DreamView discusses 3D Commerce’s Asset Creation Guidelines
- OpenXR Chair, Brent Insko, gives us an informative OpenXR update
- HTC’s, Tony Lin, demonstrates the Vive Cosmos OpenXR developer preview
- WebGL Chair, Ken Russell gives an in-depth update on WebGL
- Vulkan Chair, Tom Olson, updates us on Vulkan’s latest deliverables and future directions
- Followed by Neil Trevett who gives us the latest from the ANARI Working Group’s work on an analytical rendering API for the scientific community
Come and hear the latest from The Khronos Group!
RapidCompact recently interviewed Neil Trevett, President of the Khronos Group and Vice President of Developer Ecosystems at NVIDIA. In the interview, Neil shares his thoughts on the present and future of 3D, discussing the work Khronos is carrying out for the industry, and how 3D content is soon to become pervasive.
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. The panel was led and moderated by Leonard Daly, President of Daly Realism, who was joined by industry experts from Wayfair, UX3D, Amazon Imaging Services, Autodesk, DGG, DreamView, Microsoft and Shopify. At the end of the webinar, the audience submitted questions for the panelists. The answers as a Q&A are now available online.
Lots of exciting glTF news today! Khronos announced three new new Physically Based Rendering extensions for Clear Coat, Transmission and Sheen which continues to build a powerful, interoperable, material model for the glTF ecosystem. As well, new versions of glTF Validator (2.0.0-dev.3.3) and glTF Tools for VSCode (2.3.2) were also published today, adding support for all three of the PBR extensions.