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ErfanMo77/gltf-research-scenes open-source repository on GitHub

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git clone https://github.com/ErfanMo77/gltf-research-scenes.git

glTF Research Scenes

glTF Validation

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

Each scene's reference image is a Blender 5.3 Cycles render of its extended glTF, saved in the scene's gltf/ folder. Render settings are recorded in the reference_render section of each conversion.yaml. With them, you can reproduce the render in Blender and compare your own renderer's output against the reference.

Cornell Caustic is the exception: its reference is a PBRT v4 render using photon mapping (SPPM), because Cycles could not reproduce its caustics.

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/<scene-id>/gltf/<scene_id>_core.gltf
  • scenes/<scene-id>/gltf/<scene_id>_extended.gltf
  • scenes/<scene-id>/gltf/<scene_id>.bin
  • scenes/<scene-id>/gltf/conversion.yaml
  • scenes/<scene-id>/gltf/<scene_id>_environment.hdr and <scene_id>_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

Contributing

Contributions are welcome. Before starting a pull request, please open an issue so we can discuss the scope and the planned changes first. Issues are also the place to report problems with a scene, such as materials, lighting, or geometry issues.

More scenes will be added gradually. Each conversion takes time, because I check its materials and rendering manually against the original scene to keep it as accurate as possible.

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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Ngày đồng bộ: 2026-11-09