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ErfanMo77/gltf-research-scenes: glTF 2.0 versions of common graphics research scenes

ErfanMo77/gltf-research-scenes: glTF 2.0 versions of common graphics research scenes

13 hours ago

glTF Research Scenes

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glTF 2.0 versions of commonly used graphics research scenes, with conversion metadata and documented limitations.

Collage of glTF research scene reference renders

A preview of selected glTF scenes included in the repository.

Many well-known research scenes are distributed in renderer-specific formats such as PBRT. Those formats are useful for offline renderers, but less convenient to use in real-time engines, and web experiments.

This repository provides glTF 2.0 adaptations of those scenes so they are easier to inspect, load, and reuse. The glTF outputs are close approximations of the original scenes.

Each scene includes glTF assets and metadata describing how the conversion was done. PBRT scenes were converted with Python scripts, then manually checked against the original files and reference renders.

glTF scenes are validated in GitHub Actions with the Khronos glTF Validator.

glTF variants

PBRT scenes include two generated glTF variants:

  • *_core.gltf: standard glTF 2.0 material model, for easier loading in engines.
  • *_extended.gltf: a richer material mapping using supported glTF extensions.
For basic importer and engine testing, use the core version. And use the extended version for richer material representation.

Classroom 2 is supplied as a single classroom2.glb, with its textures and camera embedded.

Download

Download the latest release if you only need the packaged .glb files.

Clone the repository for the full asset set: sources, .gltf files, textures, metadata, and licenses.

Scenes

Reference images are Blender 5.3 Cycles renders of each scene's glTF (the extended), stored in the scene's gltf/ folder. Cornell Caustic uses a PBRT v4 SPPM render instead, because Cycles could not reproduce its caustics. Render settings are recorded in the reference_render section of each conversion.yaml.

| Scene | Reference | License | Notes | | --- | --- | --- | --- | | breakfast-room | Breakfast Room reference | CC-BY-3.0 | Textured interior with metallic fixtures, environment map data, and a directional light | | bathroom | Bathroom reference | CC0-1.0 | Large bathroom interior with glass, alpha masking, and emissive mesh lighting | | bathroom2 | Bathroom 2 reference | CC-BY-3.0 | Bathroom interior with textured coated wood, rough glass, mirrors, and emissive mesh lighting | | bmw-m6 | BMW M6 reference | CC0-1.0 | Vehicle scene with clearcoat paint, dielectric glass, aluminum metals, coated conductors, and environment map data | | classroom | Classroom reference | CC-BY-3.0 | Classroom interior with textured wood, clearcoat materials, metals, environment map data, and a directional light | | classroom2 | Classroom 2 reference | CC0-1.0 | Blender Classroom by Christophe Seux, supplied as one GLB with embedded textures and camera | | coffee-maker | Coffee Maker reference | CC-BY-3.0 | Compact appliance scene with coated plastics, glass, metal, and emissive mesh lighting | | cornell-box | Cornell Box reference | CC0-1.0 | Small diffuse box scene with emissive mesh lighting | | cornell-caustic | Cornell Caustic reference | CC0-1.0 | Cornell Box caustics scene with dielectric water and emissive mesh lighting | | crown | Crown reference | CC-BY-3.0 | Austrian Imperial Crown with gold conductors, gemstones with dispersion, height map baked into geometry, and emissive mesh lighting | | dragon | Dragon reference | CC-BY-3.0 | Dense dragon model scene with diffuse materials and a directional light | | glass-of-water | Glass of Water reference | CC0-1.0 | Transparent glass, water, ice, and emissive mesh lighting test | | house | House reference | CC0-1.0 | Large Victorian house with glass, environment map data, and a directional light | | kitchen | Kitchen reference | CC-BY-3.0 | Detailed kitchen with textures, glass, metals, and emissive mesh lighting | | lamp | Lamp reference | CC0-1.0 | Desk lamp with coated plastic, metals, bulb glass, emissive mesh lighting, and a directional light | | living-room | Living Room reference | CC-BY-3.0 | Textured interior with leaf cutouts, mirrors, glass, and environment map data | | living-room-2 | Living Room 2 reference | CC-BY-3.0 | White living room interior with textured props, clearcoat materials, glass, and emissive mesh lighting | | material-testball | Material Testball reference | CC0-1.0 | Compact material ball with baked checkerboard and environment map data | | modern-hall | Modern Hall reference | CC-BY-3.0 | Modern hallway interior with textured surfaces, volumetric glass, and disk emissive mesh lighting | | pontiac-gto | Pontiac GTO reference | CC0-1.0; environment map CC-BY-3.0 | Vehicle scene with clearcoat car paint, glass, chrome, and environment map data | | spaceship | Spaceship reference | CC0-1.0 | Sci-fi model with metals, glass, emissive mesh lighting, and environment map data | | staircase | Staircase reference | CC-BY-3.0 | Wooden staircase interior with portrait camera and emissive mesh lighting | | teapot | Teapot reference | CC0-1.0 | Teapot with baked checkerboard and environment map data | | teapot-full | Full teapot reference | CC0-1.0 | Teapot and liquid scene with volume, medium settings, and environment map data | | veach-ajar | Veach Ajar reference | CC0-1.0 | Veach lighting scene with transformed meshes, glass, and emissive mesh lighting | | veach-bidir | Veach Bidir reference | CC0-1.0 | Small bidirectional-lighting scene with emissive mesh lighting | | veach-mis | Veach MIS reference | CC0-1.0 | Compact MIS scene with tessellated emissive mesh lighting | | vintage-car | Vintage Car reference | CC0-1.0 | Vehicle scene with clearcoat car paint, glass, chrome, rough steel, and environment map data |

Limitations

Some PBRT scene features are outside the current conversion scope because glTF cannot represent them directly and a practical approximation is not always available. B-spline curves used for fur, hair, or carpet fibers are the main example: converting them to triangle meshes can make the generated assets too large, so scenes that depend on them are not currently included.

The included scenes were selected because their important geometry, materials, textures, lighting, cameras, and render settings can be represented in glTF or approximated with supported glTF features. PBRT-only details are recorded in glTF extras and conversion.yaml.

PBRT distant lights are included as KHR_lights_punctual directional lights in the extended glTF files. PBRT area lights are converted to emissive mesh geometry using the source emitter shape and size, which better matches how path tracing engines model finite-area emitters. glTF has no environment light, so PBRT image-based infinite lights are exported as separate HDR files beside the glTF. Light intensities use the same relative units as emissive strength; when importing into Blender, choose the Unitless lighting mode to keep that balance.

Generated Outputs

Each PBRT scene's gltf/ directory contains:

  • scenes//gltf/_core.gltf
  • scenes//gltf/_extended.gltf
  • scenes//gltf/.bin
  • scenes//gltf/conversion.yaml
  • scenes//gltf/_environment.hdr and _environment_LICENSE.txt, for scenes with their own image environment map
The conversion.yaml report may include:
  • source files and license
  • generated outputs
  • geometry statistics
  • material mapping
  • light mapping
  • render presets
  • unsupported and approximated features

References

License

Project-authored docs and metadata are MIT licensed.

Third-party scene assets keep their original licenses. Converted glTF assets are derivative scene assets and retain the source scene license unless a scene-specific note says otherwise.

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