Datasets:
Card: WebGL numbers, Unreal import note
Browse files
README.md
CHANGED
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@@ -113,7 +113,7 @@ loader.setMeshoptDecoder(MeshoptDecoder);
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loader.load('Clue_Board_Game_Classic_Edition.glb', (gltf) => scene.add(gltf.scene));
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```
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## For games and WebGPU: KTX2 and LODs
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A WebP texture is decoded to full RGBA on the GPU. `objects_ktx2/` has the same 1,033 objects with KTX2 textures
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(ETC1S, full mip chain, `KHR_texture_basisu`), which stay block compressed in VRAM. `lods/` adds three simpler levels of
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@@ -136,6 +136,9 @@ Load time for one object, median of 20 objects with 5 loads each:
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| three.js WebGPURenderer, load and first frame | 48.1 ms | 27.0 ms |
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| 67js, load | 49.0 ms | 30.4 ms |
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Measured on an RTX 3060 in headless Chrome (ANGLE D3D11, WebGPU backend), three.js r187 and 67js 0.15.0, files from
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localhost. VRAM counts texture and geometry bytes as uploaded: the KTX2 files transcode to BC7 on this GPU, and WebP is
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RGBA8 with mips. The GPU was shared with other jobs, so the ratios are more reliable than the milliseconds. Phones
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@@ -183,6 +186,16 @@ reported one BC7 2048 px texture with no warnings. The textures were encoded wit
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(ETC1S, `--clevel 0 --qlevel 128 --genmipmap`). ETC1S was chosen over UASTC because these scans have only a colour map.
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The LODs use meshopt simplify with error caps of 0.01, 0.03 and 0.08.
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## Categories and mass
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The source gives a product name and, for some objects, a retail category that is often missing or wrong (a shoe
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loader.load('Clue_Board_Game_Classic_Edition.glb', (gltf) => scene.add(gltf.scene));
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```
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## For web games and WebGPU: KTX2 and LODs
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A WebP texture is decoded to full RGBA on the GPU. `objects_ktx2/` has the same 1,033 objects with KTX2 textures
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(ETC1S, full mip chain, `KHR_texture_basisu`), which stay block compressed in VRAM. `lods/` adds three simpler levels of
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| three.js WebGPURenderer, load and first frame | 48.1 ms | 27.0 ms |
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| 67js, load | 49.0 ms | 30.4 ms |
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three.js WebGLRenderer was measured on a smaller sample, 5 objects with 3 loads each. It loaded the WebP file in
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45.1 ms and the KTX2 file in 26.3 ms. With the first frame, they took 67.3 ms and 35.4 ms. It also transcoded KTX2 to BC7.
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Measured on an RTX 3060 in headless Chrome (ANGLE D3D11, WebGPU backend), three.js r187 and 67js 0.15.0, files from
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localhost. VRAM counts texture and geometry bytes as uploaded: the KTX2 files transcode to BC7 on this GPU, and WebP is
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RGBA8 with mips. The GPU was shared with other jobs, so the ratios are more reliable than the milliseconds. Phones
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(ETC1S, `--clevel 0 --qlevel 128 --genmipmap`). ETC1S was chosen over UASTC because these scans have only a colour map.
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The LODs use meshopt simplify with error caps of 0.01, 0.03 and 0.08.
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Game engines: Unreal Engine 5.8 does not import these files, because its glTF importer does not read
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`EXT_meshopt_compression`. For Unreal, decode a file from `objects/` first. The command below writes plain geometry
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and PNG textures. A SimReady file made this way imported into Unreal 5.8 with its textures:
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```bash
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npx @gltf-transform/cli png Clue_Board_Game_Classic_Edition.glb Clue_plain.glb --formats "*"
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```
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Unity and Godot were not tested. `collision_hulls.json` holds one convex hull per object for any physics engine.
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## Categories and mass
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The source gives a product name and, for some objects, a retail category that is often missing or wrong (a shoe
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