Graphics Library Transmission Format (glTF) is a royalty-free, open interoperable 3D asset format developed by Khronos Group, designed for efficient runtime transmission and loading of 3D scenes across native and web-based engines, serving as a foundational standard for metaverse asset interoperability. Standardised as ISO/IEC 12113:2022, glTF 2.0 supports geometry, PBR materials, skeletal animation, morph targets, and a modular extension system enabling progressive capability extension.
Semantic Classification
Content
Technical Overview
Format Characteristics
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JSON-based structure with binary geometry data
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Vendor and runtime neutral specification
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Optimised for web and real-time applications
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Compact and efficient runtime processing
ISO Standardisation
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ISO/IEC 12113:2022 International Standard (July 2022)
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Regular updates to maintain alignment
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Khronos maintains reference specification
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Open standard available for any use
2024 Developments
New Extensions
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KHR_interactivity: Interactive behaviours (June 2024)
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KHR_materials_dispersion: Light dispersion (April 2024)
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Physics metadata standardisation (2024-2025)
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Audio metadata extensions planned
VRM Collaboration
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VRM Consortium partnership (October 2024)
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Platform-independent avatar standard
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Based on glTF 2.0 foundation
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Metaverse avatar interoperability
Metaverse Standards Forum
Working Group Activities
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glTF/USD 3D Asset Interoperability Working Group
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Alignment between glTF and USD ecosystems
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Shared requirements and roadmaps
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Cross-industry collaboration
Emerging Technologies
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Neural Radiance Fields (NeRFs) exploration
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Gaussian Splats investigation
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New 3D representation formats
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Real-time rendering optimisation
Technical Capabilities
Supported Features
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Geometry and mesh data
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PBR (Physically Based Rendering) materials
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Skeletal animation
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Morph targets and blend shapes
Extensions System
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Modular extension architecture
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Vendor-specific extensions
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Ratified Khronos extensions
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Backward compatibility
Applications
Platform Support
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Web browsers (WebGL, WebGPU)
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Game engines (Unity, Unreal)
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Native applications
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AR/VR headsets
Use Cases
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Metaverse asset exchange
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E-commerce 3D products
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Digital twins
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Interactive experiences
Current Landscape (2026)
- In June 2026 the Khronos 3D Formats Working Group announced glTF 2.1, a focused backward-compatible revision of the core specification aimed at large composed scenes rather than single assets, adding external asset referencing/instantiation, multi-file packaging, shapes and bounding-volume hierarchies, unified file references, embedded thumbnails, 64-bit GLB (lifting the 4 GiB ceiling for geospatial and high-fidelity data) and stable cross-file unique IDs.
- glTF 2.1 promotes four previously optional ratified extensions to required core functionality: EXT_texture_webp, KHR_materials_emissive_strength, KHR_mesh_quantization and KHR_node_visibility, with the specification being drafted openly on GitHub.
- KHR_interactivity, which encodes portable self-contained behaviour graphs directly inside a glTF asset, was submitted for ratification in mid-July 2026 after a public-comment draft; it distils established engine practice (Unity Visual Scripting, Unreal Blueprints, NVIDIA Omniverse Action Graph) into a safe node-based graph, and relies on companion extensions such as KHR_animation_pointer, KHR_node_hoverability and KHR_node_selectability.
- Early KHR_interactivity support already spans Babylon.js, Needle’s UnityGLTF exporter, Google’s Android XR via the Jetpack XR SDK, Magic Leap, Amazon (prototype authoring tool) and UX3D’s glTF Sample Viewer, signalling cross-engine buy-in ahead of ratification.
- Beyond interactivity, active working-group tracks in 2025-2026 cover a physics extension built on the NVIDIA/Apple/Pixar rigid-body schema, avatar extensions (drawing on VRM, with Meta contributing), 3D Gaussian Splatting capture and compression (led in part by Huawei), subsurface/diffuse-transmission PBR, MaterialX node graphs feeding glTF PBR, and the glX composition schema.
- glTF’s standards footprint continues to widen: the core format is ISO/IEC 12113:2022, it is embedded in ISO X3Dv4 (ISO 19775-1:2023) and MPEG-I scene description (ISO 23090-14:2023), and ISO/TS 32007 defines glTF-in-PDF, positioning it as the foundational interchange layer alongside USD.
- Open challenges as of 2026 include finalising a portable yet secure interactivity runtime across divergent engines, standardising Gaussian-splat compression, converging glTF and OpenUSD workflows without fragmentation, and managing the proliferation of market-specific vendor extensions while keeping the core lean.
References
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- Khronos Group (2026). glTF Interactivity Extension Submitted for Ratification. https://gamesbeat.com/gltf-web-graphics-standard-files-for-gets-interactivity-extension/
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- Amanda K. Morgan / Khronos Group (2026). glTF 2.1 Development Update with Khronos Working Group. https://www.linkedin.com/posts/amanda-k-morgan_3dtiles-activity-7470874291895459841-7vCK
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- Khronos Group (2024). glTF Interactivity Specification Released for Public Comment. https://www.khronos.org/blog/gltf-interactivity-specification-released-for-public-comment
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- Metaverse Standards Forum (2025). State of 3D Asset Interoperability using USD and glTF (SIGGRAPH BOF). https://metaverse-standards.org/wp-content/uploads/glTF-USD-BOF-SIGGRAPH-Vancouver-Aug25-FINAL.pdf
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- Khronos Group (2026). SIGGRAPH 2026 - glTF 2.1 and Beyond. https://www.youtube.com/watch?v=ibaYELTnFWM