
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.

OTOY and UX3D have unveiled a new partnership integrating the UX3D glTF Scene Toolkit into the OTOY marketplace, bringing 100% native glTF support to the OTOY ecosystem.

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.

Khronos Group President, Neil Trevett, sat down with VentureBeat’s George Lawton to discuss the evolution of glTF, what it does, and what lies ahead.

Tom Acland, CEO of 3DEXCITE, explaines how the shopping experience is shifting from 2D to 3D thanks to glTF.

In this blog post from RapidCompact by DGG, we learn how to define light sources within a scene with glTF KHR extensions.

Global design and BIM software provider Vectorworks, Inc. has released its third service pack for the Vectorworks 2022 product line focused on improvements to Vectorworks Cloud Services for all design customers. Other highlights include new storage integrations with Vectorworks Cloud, updates to Datasmith file exchange for a direct link to Twinmotion and support for .glTF within the MVR export from Vectorworks Spotlight.

The recording for the panel, Complementary Standards for an Open Metaverse, held at the RealTime Conference features Khronos’ Neil Trevett, Martin Enthed, and Brent Scannell and is now available for viewing.
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Martin Enthed, Innovation Manager at IKEA, joins hosts Patrick Cozzi (Cesium) and Marc Petit (Epic Games) on Building the Open Metaverse podcast to discuss his pioneering work in computer graphics, spatial computing, and 3D development at IKEA, and his advocacy for open standards as Vice President of The Khronos Group.

I3S enables the streaming and storage of arbitrarily large amounts of 3D geographic data. I3S is web and cloud friendly and is rooted in modern standards and technological advancements in the areas of 3D graphics, data structuring, and mesh and texture compression. Version 1.2 of I3S includes support for supercompression of texture data using Basis Universal Texture supercompression in the Khronos KTX 2.0 texture container format, and advanced physically based materials that are feature compatible with the Khronos glTF 3D asset format standard.

Dassault Systemes explores the need for online shopping experiences to grow rapidly by using glTF to minimize the size of 3D assets and speed up runtime processing.

Cesium announced that the 3D Tiles Next open specification is now available. The core of 3D Tiles Next is streaming interactive 3D at scale with a set of extensions to allow the developer community to better:
- Stream semantic metadata efficiently
- Run massive simulations and analytics via spatial indexes
- Integrate with glTF and extension ecosystem