GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App, once live. Sessions do fill up so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

glTF and WebGL (Presented by Khronos)

Patrick Cozzi (Principal Graphics Architect, Cesium)

Ken Russell (Software Engineer, Google)

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit - Get your pass now!

Topic: Programming

Format: Sponsored Dev Day

Vault Recording: TBD

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, has become 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 glTF roadmap will be covered including next-generation materials and compressed texture transmission (CTTF).

Takeaway

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.

Intended Audience

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.