Tag Archives: 3D Graphics

Google Blocks is now Open Source

In 2017, we shared Google Blocks with the world as a simple, easy and fun way to create 3D objects and scenes, using the new wave of VR headsets of the day.

We were thrilled to see the surprising, inventive and beautiful assets you all put together with Google Blocks, and continue to be impressed by the enthusiasm of the community.



We now wish to share the code behind Google Blocks, allowing for novel and rich experiences to emerge from the creativity and passion of open source contributors such as the Icosa Foundation, who have already been doing wonderful work with Tilt Brush, which we open-sourced in 2021.


"We're thrilled to see Blocks join Tilt Brush in being released to the community, allowing another fantastic tool to grow and evolve. We can't wait to take the app to the next level as we have done with Open Brush." 
– Mike Nisbet, Icosa Foundation

What’s Included

The open source archive of the Blocks code can be found at: https://github.com/googlevr/blocks

Please note that Google Blocks is not an actively developed product, and no pull requests will be accepted. You can use, distribute, and modify the Blocks code in accordance with the Apache 2.0 License under which it is released.

The currently published version of Google Blocks will remain available in digital stores for users with supported VR headsets. If you're interested in creating your own Blocks experience, please review the build guide and visit our github repo to access the source code.

Thank you all for coming on this journey with us so far, we can’t wait to see where you take Blocks from here.

By Ian MacGillivray – Software Engineer, on behalf of the Google Blocks team.

Basis Universal Textures – Khronos Ratification and Support

In 2019, Google partnered with Binomial to open source the Basis Universal texture codec with the goal to make high-quality textures more efficient for network transmission and graphics processing unit (GPU) memory usage. The Basis Universal texture format is 6-8 times smaller than JPEG on the GPU, yet has similar storage size as JPEG—making it a great alternative to current GPU compression methods that are inefficient and don’t operate cross platform. The format is intended for a variety of use cases: games, virtual and augmented reality, maps, photos, small videos, and more.

the Basis Universal texture codec
Over the past year, several exciting developments have been made to make Basis Universal more useful. A new high-quality mode was introduced, allowing the codec to use the highest quality formats modern GPUs support, finally bringing the web up to modern GPU texture standards—with cross platform support. Additionally, the Basis encoder now has an option to build a WebAssembly version, allowing for innovative web applications to take advantage of outputting to the super-compressed format. Lastly, the Khronos Group has announced and ratified the Basis Universal texture extension to glTF format, allowing for compressed assets that can be shipped and displayed everywhere in a KTX 2.0 container. This will have profound impacts on how models are distributed via the web and advance applications like eCommerce, making it easy to take advantage of 3D content on any platform.

In addition to these new features, developers worldwide have been making it easier to take advantage of Basis Universal. <model-viewer> has just added support for glTF files with universal textures, making it as easy as two lines of JavaScript to have beautiful, interactive 3D models on your page and in the coming months, the <model-viewer> editor will add support for encoding to universal textures. Additionally, 3D engines like Three.js, Babylon.js, Godot, Archilogic, and Playcanvas have added support for Basis Universal, with more engine support coming. Basis Universal is already in applications many use every day.

We look forward to seeing Basis Universal adoption soar as it has never been easier to distribute 3D assets. Check out the code and demo on GitHub, let us know what you think, and how you plan to use it!

By Stephanie Hurlburt, Binomial and Jamieson Brettle, Chrome Media