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Zhenyao Mo (Software Engineer, Google)
Ken Russell (Software Engineer, Google)
Patrick Cozzi (Principal Graphics Architect, Cesium)
Tony Parisi (Head of VR and AR, Unity Technologies)
Mike Erwin (Software Engineer, Epic Games)
Frank Galligan (Software Engineer, Google)
Tom Mignone (Program Manager, Microsoft)
Mike Bond (Senior Computer Scientist, Adobe)
David Wilkinson (SMTS Graphics Engineer, AMD)
Location: Room 3022, West Hall
Date: Monday, March 19
Time: 10:00am - 11:00am
Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Educators Summit, Indie Games Summit - Get your pass now!
Format: Sponsored Dev Day
Vault Recording: Video
Audience Level: All
WebGL has become a ubiquitous mechanism for displaying interactive, high-performance graphical content on the World Wide Web. glTF 2.0, which includes Physically Based Rendering (PBR) materials, is becoming the runtime format of choice for transmitting high-performance 3D models.
This session will present the current state of both the WebGL API and glTF file format. The latest features of both will be demonstrated, as well as how each is being used in the wild. The latest asset pipelines for producing glTF content will be described, and best practices for deploying both across multiple platforms and graphics APIs will be provided.
An understanding of how to develop and deploy web content and games utilizing both the WebGL API and the glTF file format. Comprehensive coverage of the current libraries, engines and tools available. Confidence in creating a first web-based game project, or upgrading the graphical functionality of an existing one.
Game developers interested in leveraging the Web's frictionless deployment to get more eyeballs on their content. Engine and tool developers and artists wanting to learn about the latest techniques for deploying real-time, physically-rendered 3D models.