<div dir="auto">Another possibility is writing the glTF as a data URI. Certainly possible! Would I want to view it that way? Probably not!</div><div dir="auto"><br></div><div dir="auto">So how many X3D browsers or converters currently export glTF?</div><div dir="auto"><br></div><div dir="auto">So we need an infrastructure to export glTF. There are certainly glTF libraries in python and other languages. Michalis is working on one in Pascal. There is glTF export in Three.JS. I personally don’t want to write a glTF exporter, so I use Three.JS and pygltflib. I have also used Blender, but I don’t want to launch Blender for a file conversion.</div><div dir="auto"><br></div><div dir="auto">What are the options for writing out glTF and X3D from one starting call? Since we have Inline and InlineGeometry, this really isn’t an issue for X3DPSAIL or X3DJSAIL. It is an issue for authoring tools that want to export a scene with several inlines in different encodings.</div><div dir="auto"><br></div><div dir="auto">I don’t even know if X3DOM allows for scene export, so likely it’s irrelevant in this discussion.</div><div dir="auto"><br></div><div dir="auto">John <br><div class="gmail_quote gmail_quote_container" dir="auto"><div dir="ltr" class="gmail_attr">On Tue, Apr 7, 2026 at 2:43 PM John Carlson <<a href="mailto:yottzumm@gmail.com">yottzumm@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-style:solid;padding-left:1ex;border-left-color:rgb(204,204,204)"><div dir="auto">Because my proposal is not splat or glTF specific.</div><div dir="auto"><br></div><div dir="auto">If glTF does what I propose, great. I’ve only seen splat PLY files.</div><div dir="auto"><br></div><div dir="auto">If the glTF is translated into a X3D like our browsers are doing, we’re going to mix glTF and X3D data structures, and how are we going to write out those data structures if we export to X3D? Generate a glTF file like we do for images?</div><div dir="auto"><br></div><div dir="auto">Interesting question. There’s a reason why there are X_ITE PBR material extensions.</div><div dir="auto"><br></div><div dir="auto">John<br><div class="gmail_quote" dir="auto"><div dir="ltr" class="gmail_attr">On Tue, Apr 7, 2026 at 1:42 PM Polys, Nicholas <<a href="mailto:npolys@vt.edu" target="_blank">npolys@vt.edu</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-style:solid;padding-left:1ex;border-left-color:rgb(204,204,204)">
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why not just follow the new Khronos standard extension to gltf ?</div>
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<div id="m_-7706993896318155455m_8281299908178773869divRplyFwdMsg" dir="ltr"><font face="Calibri, sans-serif" style="font-size:11pt;font-family:Calibri,sans-serif;color:rgb(0,0,0)"><b style="font-family:Calibri,sans-serif">From:</b> x3d-public <<a href="mailto:x3d-public-bounces@web3d.org" target="_blank" style="font-family:Calibri,sans-serif">x3d-public-bounces@web3d.org</a>> on behalf of John Carlson via x3d-public <<a href="mailto:x3d-public@web3d.org" target="_blank" style="font-family:Calibri,sans-serif">x3d-public@web3d.org</a>><br>
<b style="font-family:Calibri,sans-serif">Sent:</b> Tuesday, April 7, 2026 2:00:53 PM<br>
<b style="font-family:Calibri,sans-serif">To:</b> Extensible 3D (X3D) Graphics public discussion <<a href="mailto:x3d-public@web3d.org" target="_blank" style="font-family:Calibri,sans-serif">x3d-public@web3d.org</a>><br>
<b style="font-family:Calibri,sans-serif">Cc:</b> John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank" style="font-family:Calibri,sans-serif">yottzumm@gmail.com</a>><br>
<b style="font-family:Calibri,sans-serif">Subject:</b> Re: [x3d-public] splats program</font>
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<div dir="auto">I think wins for X3D would be standardizing GPU instancing [InstancedShape (X_ITE) with MFColor] and SphereSet with SphereProperties for axis-based scaling and MFFloat for radii. Would you like to come up with a node description for these, Doug?</div>
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<div dir="auto">Thanks,</div>
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<div dir="auto">John </div>
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<div dir="ltr">On Tue, Apr 7, 2026 at 11:02 AM GPU Group via x3d-public <<a href="mailto:x3d-public@web3d.org" target="_blank">x3d-public@web3d.org</a>> wrote:<br>
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<div dir="ltr">Post webinar > potential attitudes for x3d browser developers:
<div>a) stay clear - splat generation dominated by a few proprietary hardware and software pipelines, compute resource heavy</div>
<div>b) dabble - add splat rendering node, at least gltf variant</div>
<div>c) all-in - add splat and photogrammetry component, with ability to generate splats from MovieTexture or ImageTextures, including save to file, solver in separate thread and reports when solved like Inline reports when loaded, making browser into an editor</div>
<div>-Doug</div>
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<div dir="ltr">On Mon, Apr 6, 2026 at 12:30 PM John Carlson via x3d-public <<a href="mailto:x3d-public@web3d.org" target="_blank">x3d-public@web3d.org</a>> wrote:<br>
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<div dir="auto">I also feel like castle could properly handle gsplats with a subclass of PointSet which included an MFVec3f for scales on each point. This is currently not something that PointProperties can handle, because of independent x,y,z scales. Perhaps
PointProperties could be extended?</div>
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<div dir="auto">I don’t have a problem viewing colored PLY point clouds in Castle. The question is, can WebGL handle this at scale, and perhaps we should look at WebGPU? If Castle can use the web with WASM, maybe we can see scaleable point clouds on the web?</div>
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<div dir="auto">I don’t have a problem interacting with point clouds in Castle, I just don’t know the impact of adding scales to the problem, and it’s probably severe and not suitable for X3D. But Sunrize already supports instancing. Why not instanced spheres
for points?</div>
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<div dir="auto">When I wrote my email last night, I had not tried looking at PLY point clouds in the new Castle, it looks like they are well supported, even in X3D. For Castle, I just need PLY color properties that Castle is using.</div>
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<div dir="auto">John</div>
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<div dir="ltr">On Mon, Apr 6, 2026 at 10:38 AM Bergstrom, Aaron via x3d-public <<a href="mailto:x3d-public@web3d.org" target="_blank">x3d-public@web3d.org</a>> wrote:<br>
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All,<br>
<br>
I would like to see Gaussian Spats in an X3D browser, as I'd like to use them in our interactive environments.<br>
<br>
Holger came up with a proposed Guassian Splat node for X3D/X_ITE, but it hasn't been implemented.<br>
<br>
My guess it would require some funding so that he could allocate resources, though I am not sure how the traditional polygon rendering pipeline fits with that needed to render splats.<br>
<br>
As far as how it fits with X3D, it's just content that I would like to include as part of an X3D scene.<br>
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I would like to create web-based content for the University of North Dakota that includes gaussian splat models remote learning as part of our distance learning Geology courses.<br>
<br>
Effectively, we want to use the gaussian splat technique for rendering minerals/rocks that was demonstrated at the Web3D conference last year. This is a more realistic rendering of how light reflects and passes through 3D content generated from real-world minerals.<br>
<br>
I have a friend who works for a construction company doing construction site visualization, and they are eyeing gaussian splats for that instead of photogrammetry because they feel it looks better for the amount of effort needed to generate the content.<br>
<br>
There just needs to be an easy way to view it on the web. Sure you can use SuperSplats, but it would be nice if I could include gaussian splat content in my X3D environments.<br>
<br>
Aaron<br>
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-----Original Message-----<br>
From: x3d-public <<a href="mailto:x3d-public-bounces@web3d.org" target="_blank">x3d-public-bounces@web3d.org</a>> On Behalf Of Len Bullard via x3d-public<br>
Sent: Monday, April 6, 2026 10:09 AM<br>
To: <a href="mailto:joedwil@earthlink.net" target="_blank">joedwil@earthlink.net</a>; Extensible 3D (X3D) Graphics public discussion <<a href="mailto:x3d-public@web3d.org" target="_blank">x3d-public@web3d.org</a>><br>
Cc: <a href="mailto:cbullard@hiwaay.net" target="_blank">cbullard@hiwaay.net</a><br>
Subject: Re: [x3d-public] splats program<br>
<br>
On 2026-04-06 3:13 am, Joe D Williams via x3d-public wrote:<br>
> <a href="https://www.khronos.org/events/gaussian-splats-use-cases-next-steps-for-gltf-standardization" rel="noreferrer" target="_blank">
https://www.khronos.org/events/gaussian-splats-use-cases-next-steps-for-gltf-standardization</a><br>
> <br>
> Register for April<br>
<br>
I had to look up splatting. Interesting and with high quality rendering<br>
<br>
Compared to X3D;<br>
<br>
1. Lose interactivity<br>
2. Lose real time data input to model.<br>
3. Lose extensibility<br>
<br>
It seems to be a runtime for image sourced 3D models.<br>
<br>
How does this fit with X3D?<br>
<br>
Len<br>
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