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glTF, WebGL & 3DCommerce (Presented by Khronos Group)

Ken Russell (Software Engineer, Google)

Patrick Cozzi (Principal Graphics Architect, Cesium)

Adam Morris (Senior Software Engineer, Target)

Location: Room 2024, West Hall

Date: Tuesday, March 17

Time: 9:30am - 10:30am

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On - Get your pass now!

Topic: Programming

Format: Sponsor Developer Summit

Vault Recording: TBD

Audience Level: All

WebGL has become a ubiquitous standard 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 not only in gaming, but also in the retail industry.

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 textures with KTX2 and Basis Universal. 3D Commerce will present ways to distribute and experience 3D content at scale.

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. Content creators who want to learn how to make content ubiquitous for use in other industries.