Neil Trevett

@neilt3d

VP Developer Ecosystems at NVIDIA. President of the Khronos Group. Interoperability through cooperation for 3D, XR and Parallel Compute

SF Bay Area, California
Joined April 2009

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  1. Retweeted
    Apr 6

    This year's IWOCL and SYCLCon programme is looking like it'll be a great conference - a fitting line up for a decade of IWOCL! Don't forget to register - it's free!

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  2. Retweeted
    Apr 11

    New in glTF Transform v2.1: • WebP, MozJPEG, and OxiPNG compression (with WASM library) • ~4x faster KTX2 compression (thanks to Mike Jurka!)

    Model of a lamp in a 3D viewer. Left panel shows gallery of textures, "WebP" format highlighted. Center shows the lamp, which has an intricate stained glass pattern.

Caption:
 "Original: 12 MB
 WebP: 3.2 MB"
    Illustrated-style 3D character in a canyon, shown in a web viewer. Caption:

"Original: 35MB
OxiPNG: 29MB (lossless)
WebP: 8MB"
    npm install --global @gltf-transform/cli

# Optimize .jpeg textures
gltf-transform mozjpeg input.glb output.glb

# Optimize .png textures
gltf-transform oxipng input.glb output.glb

# Convert all textures to .webp
gltf-transform webp input.glb output.glb

# Convert specific textures to .webp
gltf-transform webp input.glb output.glb --slots "baseColor*"
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  3. Retweeted
    Apr 5

    . 1.3.211 Released With Another Extension To Help Implementation

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  4. Retweeted
    Apr 6

    Tomorrow at , be sure to catch Khronos President, Neil Trevett's session - Open Standard Acceleration APIs for Safety-Critical Graphics, Vision

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  5. Retweeted
    Apr 4

    In this blog, Dan Ginsburg from Valve describes his experience in reducing draw time hitching with VK_EXT_graphics_pipeline_library extension.

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  6. Retweeted
    Apr 3

    Hardware Capability Viewer 3.21 released. Adds support for VK_EXT_graphics_pipeline_library and VK_EXT_primitives_generated_query:

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  7. Retweeted
    Apr 2

    It's crazy that moving data around 3D apps is still so broken everywhere. (but is changing that!) The last hour, I "just" checked some FBX export UV tiling/offset issues reported to me; Result: - 2 PRs (, ) - 1½ Bug Reports (, ) 😺👀

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  8. Retweeted
    Apr 2

    Godot 4 opens .blend files by calling Blender to export a GLTF2 (Unity does the same but via FBX which is proprietary). If a .blend is found, it tries to autodetect where Blender is installed, otherwise you can supply a path. Props to and bruvzg for this code!

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  9. Retweeted
    Mar 30

    "glTF Material & Exporter: In 3ds Max 2023, you will be able to publish assets from your 3ds Max scene to glTF ... to use in web applications, online stores, browser games, and other modern online outlets."

    Autodesk has revealed the list of new features and improvements in the upcoming 3ds Max 2023.

Autodesk has unveiled the features and improvements of the upcoming 3ds Max 2023, the updated version of the company's software for 3D modeling, animation, rendering, and visualization. According to Autodesk, the 3ds Max 2023 release focuses on personal and team productivity, modern asset creation, and real-time workflows.

The update brings multiple improvements to the tool's retopology capabilities, a new Autobackup Toolbar, glTF Material & Exporter, and multiple other features that should make working with 3ds Max much more convenient. Here's a list of some of the new features:
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  10. Retweeted
    Mar 30

    The Viewer Certification Program from is a fantastic effort bringing rendering consistency to the industry. Learn how to get a certified viewer version based on the Babylon.js engine.

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  11. Retweeted
    Mar 29

    Khronos has introduced a new extension named VK_EXT_graphics_pipeline_library that allows for shaders to be compiled much earlier than at full Pipeline State Object (PSO) creation time. Check out the blog to learn more:

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  12. Retweeted
    Mar 26

    Wrote a prototype for a Megascans -> GLB -> JSX exporter. It's a "one click" export from Quixel Bridge to get all the beautiful assets (you own) from your Megascans library into ThreeJS/React-Three-Fiber.

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  13. Retweeted
    Mar 24

    Babylon.js 5 is just a few weeks away and adds support for a beautiful new .gltf extension: KHR_materials_volume. Together with KHR_materials_ior, KHR_materials_transmission you can create some stunning visuals!

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  14. Retweeted
    Mar 24

    Check out the new LunarG white paper: Loader enhancements released with Vulkan 1.3. has updated the loader to support the new API version and to incorporate other important changes made in the last six months.

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  15. Retweeted
    Mar 17
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  16. Retweeted
    Mar 4
    Replying to

    My latest take is the “Metaverse” is a speculative design provocation catalyzing many important near-term XR interoperability efforts. Standards bodies & industry groups like have just as much if not more leverage for how it plays out. See

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  17. Retweeted
    Mar 15

    You can now add glTF Settings node easily in shader tree! No more needed to create it yourself when you want to export Ambient Occlusion map :) (You need to activate glTF UI in addon preferences)

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  18. Retweeted
    Mar 11

    Godot moves OpenXR into core for better integration with Vulkan and other engine components.

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  19. Retweeted
    Mar 8

    Thread: I have now checked into the a new memory allocator optimized for scene graph traversals. The performance benefits on memory intensive models is astounding with over 3 x improvement in frame rate vs using C++'s new/delete.

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  20. Retweeted
    Mar 8

    KHR_materials_iridescence extension changed from "Draft" to "Release Candidate":

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