www.threekit.com/blog/gltf-everything-you-need-to-know comparision of several formats
Official demos: github.com/KhronosGroup/glTF-Sample-Assets These are visible at: github.khronos.org/glTF-Sample-Viewer-Release/ with a JavaScript viewer present at: github.com/KhronosGroup/glTF-Sample-Viewer TODO can you load models on the web?
Supports animations, e.g.:
gltf-viewer.donmccurdy.com/ is based on doesn't work with those examples because they have separate asset files.
f3d just worked for it.
Articles by others on the same topic
Computer graphics creates visual representations from geometric models and numerical data. Vector graphics store shapes and drawing instructions, while raster graphics store an array of pixels. A drawing may use both: a geometric object can be rendered into a raster image and then combined with existing image data.
For example, three points specify a triangle. A perspective projection maps its geometry into a camera view, and rasterization determines contributions to output pixels. Their values can depend on a color model, surface response and illumination; ray tracing provides another way to determine visible surface interactions.
The stored representation and the sampled output answer different questions. A smooth geometric boundary can cross a pixel footprint, so choosing only one sample may introduce aliasing. Raster sampling and reconstruction makes that loss of detail explicit. Image processing then transforms an existing image, while computer graphics can generate one from a geometric description.