BEGIN:VCALENDAR
VERSION:2.0
PRODID:Linklings LLC
BEGIN:VTIMEZONE
TZID:America/Los_Angeles
X-LIC-LOCATION:America/Los_Angeles
BEGIN:DAYLIGHT
TZOFFSETFROM:-0800
TZOFFSETTO:-0700
TZNAME:PDT
DTSTART:19700308T020000
RRULE:FREQ=YEARLY;BYMONTH=3;BYDAY=2SU
END:DAYLIGHT
BEGIN:STANDARD
TZOFFSETFROM:-0700
TZOFFSETTO:-0800
TZNAME:PST
DTSTART:19701101T020000
RRULE:FREQ=YEARLY;BYMONTH=11;BYDAY=1SU
END:STANDARD
END:VTIMEZONE
BEGIN:VEVENT
DTSTAMP:20260417T190157Z
LOCATION:East Building\, Room 15
DTSTART;TZID=America/Los_Angeles:20250811T120000
DTEND;TZID=America/Los_Angeles:20250811T133000
UID:siggraph_SIGGRAPH 2025_sess498_bof_169@linklings.com
SUMMARY:glTF: Innovations in 3D Content Delivery and Use
DESCRIPTION:Ed Mackey (AGI, Khronos Group); Preetish Kakkar (Adobe); Ken J
 akubzak (Meta); Neil Trevett (Khronos Group, NVIDIA); Leonard Daly (Khrono
 s Group, Daly Realism); and Imed Bouazizi (Qualcomm Inc)\n\nGet an in-dept
 h look at how glTF is evolving to support richer, more realistic textures 
 and new interactive applications, including gaming and metaverse use cases
 . We’ll begin with updates on the latest advancements in Physically Based 
 Rendering (PBR), including new extensions and improvements to the Khronos 
 sample viewer. Then, dive into emerging glTF capabilities such as baking i
 nteractivity into models, supporting VRM avatars, integrating real-time me
 dia with MPEG-I, and assembling multiple assets into complex scenes. We’ll
  wrap up with a case study from Blender Studio using a glTF-based pipeline
  for the papercraft game Project Dogwalk. Join the conversation!\n\nIntere
 st Area: Arts & Design, Gaming & Interactive, New Technologies, Production
  & Animation, Research & Education\n\nKeyword: Augmented Reality, Games, M
 odeling, Pipeline Tools and Work, Real-Time, Scientific Visualization, Spa
 tial Computing\n\nRegistration Category: Full Conference, Experience\n\n
END:VEVENT
END:VCALENDAR
