#gltf — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #gltf, aggregated by home.social.
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Khronos showed up big at SIGGRAPH 2026 in LA: 20+ sessions, hands-on courses, and BOFs, kicked off by Khronos Developer Day on July 22.
Get access to recordings, slides, and see the full recap: https://www.khronos.org/blog/khronos-at-siggraph-2026
#SIGGRAPH2026 #Vulkan #glTF #Slang #OpenXR -
3D Formats member, Adam Morris (Bentley Systems/Cesium) sits down with host Muthu Kumar (Geoawesome) to break down how 3D Gaussian Splatting works, why it outperforms traditional 3D models in complex visual inspection tasks, and how Khronos is standardizing the technology via a new glTF extension.
https://youtu.be/a7bAUMbMEec?si=k25Nk_SWq_zMqFYh
#glTF #Gaussian #Splats #3D #models #3DGS #geospatial -
Как я собрал браузерный хоррор на Three.js: GLB-контракт, аномалии и PS1-рендеринг для слабых устройств
Как я сделал браузерную 3D-игру на Three.js и Vue: система аномалий, GLB-сцена, PS1-рендеринг и оптимизация под слабые устройства.
https://habr.com/ru/articles/1069580/
#threejs #webgl #JavaScript #TypeScript #Vuejs #blender #glTF #Разработка_игр #браузерные_игры #оптимизация_производительности
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Toggle visibility of a group of X3D / glTF nodes #CastleEngine #GameDev #glTF #Pascal #x3d
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Say hi to Sébastien Vandenberghe: Babylon.js Core Contributor, SpectorJS Creator, #WebGL Enthusiast, and #WebXR category expert in #js13k 2026!
https://js13kgames.com/2026/experts#sebastien
#gamedev #gamedevjs #BabylonJS #SpectorJS #glTF #WebGPU #3D #core #contributor #creator #enthusiast
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SIGGRAPH 2026 is here!
If you're at LACC or the JW Marriott this week, don't miss: Khronos Fast-Forward (Mon, 1pm) for a rapid-fire tour of Vulkan, Slang, OpenXR, glTF, ANARI, and WebGL/WebGPU — plus deep-dives throughout the week on The State of Vulkan, glTF 2.1 and Beyond, OpenXR's move into spatial computing, and AI-Powered Standards.
Full schedule + RSVP: https://www.khronos.org/events/siggraph-2026
#SIGGRAPH2026 #Khronos #Vulkan #OpenXR #glTF #ANARI #MachineLearning #WebGL #Slang -
The Khronos Group today announced that the KHR_interactivity extension for glTF 2.0 has been submitted for ratification. As interactive 3D content becomes central to a growing range of markets, KHR_interactivity lets creators build portable, self-contained interactive behaviors — expressed as behavior graphs — into the glTF asset itself, eliminating the need to hard-code interactivity for every platform and application.
https://www.khronos.org/news/press/gltf-interactivity-extension-submitted-for-ratification?utm_medium=social&utm_source=mastodon&utm_campaign=glTF_Interactivity_Ratification&utm_content=press
#glTF #interactivity #coding -
The Khronos Group today announced that the KHR_interactivity extension for glTF 2.0 has been submitted for ratification. As interactive 3D content becomes central to a growing range of markets, KHR_interactivity lets creators build portable, self-contained interactive behaviors — expressed as behavior graphs — into the glTF asset itself, eliminating the need to hard-code interactivity for every platform and application.
https://www.khronos.org/news/press/gltf-interactivity-extension-submitted-for-ratification?utm_medium=social&utm_source=mastodon&utm_campaign=glTF_Interactivity_Ratification&utm_content=press
#glTF #interactivity #coding #programming -
Vulkan
(@)vulkan(@)fosstodon.org*From rigged mesh to a living, physically-simulated character*
New Advanced glTF tutorial series: GPU compute skinning, ragdoll physics, procedural IK, and bindless facial morph targets — a real production pipeline, not just a demo scene.
https://docs.vulkan.org/tutorial/latest/Advanced_glTF/introduction.html
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*From rigged mesh to a living, physically-simulated character*
New Advanced glTF tutorial series: GPU compute skinning, ragdoll physics, procedural IK, and bindless facial morph targets — a real production pipeline, not just a demo scene.
https://docs.vulkan.org/tutorial/latest/Advanced_glTF/introduction.html
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The Khronos Group has sponsored the glTF 2.0 Importer/Exporter for Autodesk 3ds Max open-source project under the Apache 2.0 license, and today has released the resulting glTF importer and exporter plugins, built to professional standards in collaboration with the community, and free for all to use.
https://www.khronos.org/blog/khronos-sponsors-open-source-gltf-importer-exporter-for-autodesk-3ds-max?utm_medium=social&utm_source=mastodon&utm_campaign=glTF_3ds_Max&utm_content=blog
@adobemax #adobe #3dsMax #opensource #glTF -
We are live at #AWE2026! Come see us in Booth #1041 and talk to us about the latest news for glTF, OpenXR, Vulkan and the OMBI Sneeze metaverse browser. We also have cool luggage tags you can pick up.
Learn more about Khronos' activities at AWE: https://www.khronos.org/events/highlights2/awe-2026
#glTF #OpenXR #Vulkan #XR #gaussian #splatting #volumetric #KTX #spatial -
#glTF
Khronos Launches Initiative to Extend glTF for Volumetric Media.https://www.khronos.org/blog/khronos-launches-initiative-to-extend-gltf-for-volumetric-media
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Introducing glTF 2.1 with Complex Scenes
https://www.khronos.org/blog/introducing-gltf-2.1-with-complex-scenes
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Khronos has formed a Volumetric Media Subgroup to extend glTF for interoperability across the volumetric pipeline — capture, encoding, streaming, and playback. The effort includes a liaison agreement with the Volumetric Format Association, which will adopt glTF as its primary format for future specifications.
Any organization is welcome to join and contribute. Full details at the link.
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glTF is evolving!
If you use glTF (or plan to), read through the list of improvements and feel free leave feedback (GitHub).
If you're using glTF in Unity, let me know what new features you're most excited about.
https://www.khronos.org/blog/introducing-gltf-2.1-with-complex-scenes
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The Khronos Group has announced glTF 2.1, a backward-compatible revision of the core spec focused on one goal: making glTF work as well for large, composed scenes as it does for single assets.
New in 2.1: external asset references, scene packaging, bounding volume hierarchies, thumbnails, 64-bit GLB, and more...
Spec development is open on GitHub. Learn more: https://www.khronos.org/blog/introducing-gltf-2.1-with-complex-scenes
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Added a bit of animation support to my WebGPU library using @donmccurdy 's glTF-Transform and @tojiro 's gl-matrix.
#webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment #genart #creativecoding #digitalart #3d #cgi #shaders #generativeart #gltf
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What libraries did I use to do this you ask? None! I wrote a linear predictive coding algorithm and a complex polynomial root solver from scratch and connected it up to a morph animation system I added to my custom-built #GLTF loader in my own #Vulkan renderer. I guess I used #openAL to get the microphone data, but that's it.
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Join developers and integrators from around the world at the 2026 Cesium Developer Conference in Philadelphia, where the community comes together to shape the future of open geospatial technologies.
Khronos' glTF and work in Gaussian Splatting will be featured prevalently throughout the conference, especially in the Product Roadmaps and Advanced Technologies Track. Explore Cesium's event page for more information: https://cesium.com/events/cesium-developer-conference/
#glTF #gaussian #splats #3dtiles #digitaltwins -
I've updated the #GLTF model loader in #WorldFabric to read morph targets, which means I can parse out #VRM avatar expressions.
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GoBlend — мост между BLENDER и GODOT
Если вы работаете в Blender, а потом переносите сцены в Godot вручную, то знаете, как это выматывает. Материалы едут, коллизии надо выставлять заново, иерархия ломается. Год за годом одна и та же байда. Недавно вышел Goblend — двунаправленный import/export-мост, который позволяет экспортировать сцены из Blender в Godot буквально одной кнопкой. Главная идея была сделать так, чтобы сцена попадала в Godot с минимумом правок, сразу с прицелом на производительность. ⬅️ ⬇️ ➡️ ➡️ + Z
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Three.js 184 is out! Lots of great enhancements, and a tiny tweak from me!
You can now use webp textures across the whole GLTF pipeline.
All changes: https://github.com/mrdoob/three.js/releases/tag/r184
Example: https://threejs.org/examples/?q=gltf#misc_exporter_gltf
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Also: ambient type generation from #glTF scene data and Needle components in those for type safe scene access everywhere.
(Still experimenting with syntax/names/formats)