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

  • JSON-based structure with binary geometry data

  • Vendor and runtime neutral specification

  • Optimised for web and real-time applications

  • Compact and efficient runtime processing

    ISO Standardisation

  • ISO/IEC 12113:2022 International Standard (July 2022)

  • Regular updates to maintain alignment

  • Khronos maintains reference specification

  • Open standard available for any use

    2024 Developments

    New Extensions

  • KHR_interactivity: Interactive behaviours (June 2024)

  • KHR_materials_dispersion: Light dispersion (April 2024)

  • Physics metadata standardisation (2024-2025)

  • Audio metadata extensions planned

    VRM Collaboration

  • VRM Consortium partnership (October 2024)

  • Platform-independent avatar standard

  • Based on glTF 2.0 foundation

  • Metaverse avatar interoperability

    Metaverse Standards Forum

    Working Group Activities

  • glTF/USD 3D Asset Interoperability Working Group

  • Alignment between glTF and USD ecosystems

  • Shared requirements and roadmaps

  • Cross-industry collaboration

    Emerging Technologies

  • Neural Radiance Fields (NeRFs) exploration

  • Gaussian Splats investigation

  • New 3D representation formats

  • Real-time rendering optimisation

    Technical Capabilities

    Supported Features

  • Geometry and mesh data

  • PBR (Physically Based Rendering) materials

  • Skeletal animation

  • Morph targets and blend shapes

    Extensions System

  • Modular extension architecture

  • Vendor-specific extensions

  • Ratified Khronos extensions

  • Backward compatibility

    Applications

    Platform Support

  • Web browsers (WebGL, WebGPU)

  • Game engines (Unity, Unreal)

  • Native applications

  • AR/VR headsets

    Use Cases

  • Metaverse asset exchange

  • E-commerce 3D products

  • Digital twins

  • 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

Provenance