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This document describes the specification for 3D Tiles, an open standard for streaming massive heterogeneous 3D geospatial datasets.

Introduction

3D Tiles is designed for streaming and rendering massive 3D geospatial content such as Photogrammetry, 3D Buildings, BIM/CAD, Instanced Features, and Point Clouds. It defines a hierarchical data structure and a set of tile formats which deliver renderable content. 3D Tiles does not define explicit rules for visualization of the content; a client may visualize 3D Tiles data however it sees fit.

In 3D Tiles, a tileset is a set of tiles organized in a spatial data structure, the tree. A tileset is described by at least one tileset JSON file containing tileset metadata and a tree of tile objects, each of which may reference renderable content.

glTF 2.0 is the primary tile format for 3D Tiles. glTF is an open specification designed for the efficient transmission and loading of 3D content. A glTF asset includes geometry and texture information for a single tile, and may be extended to include metadata, model instancing, and compression. glTF may be used for a wide variety of 3D content including:

  • Heterogeneous 3D models. E.g. textured terrain and surfaces, 3D building exteriors and interiors, massive models

  • 3D model instances. E.g. trees, windmills, bolts

  • Massive point clouds

See glTF Tile Format for more details.

Tiles may also reference the legacy 3D Tiles 1.0 formats listed below. These formats were deprecated in 3D Tiles 1.1 and may be removed in a future version of 3D Tiles.

Table 1. Legacy tile formats and common uses
Legacy Format Uses

Batched 3D Model (b3dm)

Heterogeneous 3D models

Instanced 3D Model (i3dm)

3D model instances

Point Cloud (pnts)

Massive number of points

Composite (cmpt)

Concatenate tiles of different formats into one tile

A tile’s content is an individual instance of a tile format. A tile may have multiple contents.

The content references a set of features, such as 3D models representing buildings or trees, or points in a point cloud. Each feature has position and appearance properties and additional application-specific properties. A client may choose to select features at runtime and retrieve their properties for visualization or analysis.

Tiles are organized in a tree which incorporates the concept of Hierarchical Level of Detail (HLOD) for optimal rendering of spatial data. Each tile has a bounding volume, an object defining a spatial extent completely enclosing its content. The tree has spatial coherence; the content for child tiles are completely inside the parent’s bounding volume.

tree
Figure 1. A tree of tiles

A tileset may use a 2D spatial tiling scheme similar to raster and vector tiling schemes (like a Web Map Tile Service (WMTS) or XYZ scheme) that serve predefined tiles at several levels of detail (or zoom levels). However since the content of a tileset is often non-uniform or may not easily be organized in only two dimensions, the tree can be any spatial data structure with spatial coherence, including k-d trees, quadtrees, octrees, and grids. Implicit tiling defines a concise representation of quadtrees and octrees.

Application-specific metadata may be provided at multiple granularities within a tileset. Metadata may be associated with high-level entities like tilesets, tiles, contents, or features, or with individual vertices and texels. Metadata conforms to a well-defined type system described by the 3D Metadata Specification, which may be extended with application- or domain-specific semantics.

Optionally a 3D Tiles Style, or style, may be applied to a tileset. A style defines expressions to be evaluated which modify how each feature is displayed.

File Extensions and Media Types

3D Tiles uses the following file extensions and Media Types.

Explicit file extensions are optional. Valid implementations may ignore it and identify a content’s format by the magic field in its header.

JSON encoding

3D Tiles has the following restrictions on JSON formatting and encoding.

  1. JSON shall use UTF-8 encoding without BOM.

  2. All strings defined in this spec (properties names, enums) use only ASCII charset and shall be written as plain text, without JSON escaping.

  3. Non-ASCII characters that appear as property values in JSON may be escaped.

  4. Names (keys) within JSON objects shall be unique, i.e., duplicate keys aren’t allowed.

  5. Some properties are defined as integers in the schema. Such values may be stored as decimals with a zero fractional part or by using exponent notation, as defined in RFC 8259, Section 6.

URIs

3D Tiles uses URIs to reference tile content. These URIs may point to relative external references (RFC3986) or be data URIs that embed resources in the JSON. Embedded resources use the "data" URL scheme (RFC2397).

When the URI is relative, its base is always relative to the referring tileset JSON file.

Client implementations are required to support relative external references and embedded resources. Optionally, client implementations may support other schemes (such as http://). All URIs shall be valid and resolvable.

Units

The unit for all linear distances is meters.

All angles are in radians.

Coordinate reference system (CRS)

3D Tiles uses a right-handed Cartesian coordinate system; that is, the cross product of x and y yields z. 3D Tiles defines the z axis as up for local Cartesian coordinate systems. A tileset’s global coordinate system will often be in a WGS 84 Earth-centered, Earth-fixed (ECEF) reference frame (EPSG 4978), but it doesn’t have to be, e.g., a power plant may be defined fully in its local coordinate system for use with a modeling tool without a geospatial context.

The CRS of a tileset may be defined explicitly, as part of the tileset metadata. The metadata for the tileset can contain a property that has the TILESET_CRS_GEOCENTRIC semantic, which is a string that represents the EPSG Geodetic Parameter Dataset identifier.

An additional tile transform may be applied to transform a tile’s local coordinate system to the parent tile’s coordinate system.

The region bounding volume specifies bounds using a geographic coordinate system (latitude, longitude, height). Specifically, EPSG 4979, but with the latitude and longitude given in radians instead of degrees. The reference ellipsoid is assumed to be the same as the reference ellipsoid of the tileset.

Concepts

Tiles

Tiles consist of metadata used to determine if a tile is rendered, a reference to the renderable content, and an array of any children tiles.

Tile Content

A tile can be associated with renderable content. A tile can either have a single tile.content object, or multiple content objects, stored in a tile.contents array. The latter allows for flexible tileset structures: for example, a single tile may contain multiple representations of the same geometry data.

The content.uri of each content object refers to the tile’s content in one of the tile formats that are defined in the Tile format specifications), or another tileset JSON to create a tileset of tilesets (see External tilesets).

The content.group property assigns the content to a group. Contents of different tiles or the contents of a single tile can be assigned to groups in order to categorize the content. Additionally, each group can be associated with Metadata.

Each content can be associated with a bounding volume. While tile.boundingVolume is a bounding volume that encloses all contents of the tile, each individual content.boundingVolume is a tightly fit bounding volume enclosing just the respective content. More details about the role of tile- and content bounding volumes are given in the bounding volume section.

Geometric error

Tiles are structured into a tree incorporating Hierarchical Level of Detail (HLOD) so that at runtime a client implementation will need to determine if a tile is sufficiently detailed for rendering and if the content of tiles should be successively refined by children tiles of higher resolution. An implementation will consider a maximum allowed Screen-Space Error (SSE), the error measured in pixels.

A tile’s geometric error defines the selection metric for that tile. Its value is a nonnegative number that specifies the error, in meters, of the tile’s simplified representation of its source geometry. Generally, the root tile will have the largest geometric error, and each successive level of children will have a smaller geometric error than its parent, with leaf tiles having a geometric error of or close to 0.

In a client implementation, geometric error is used with other screen space metrics—​e.g., distance from the tile to the camera, screen size, and resolution-- to calculate the SSE introduced if this tile is rendered and its children are not. If the introduced SSE exceeds the maximum allowed, then the tile is refined and its children are considered for rendering.

The geometric error is formulated based on a metric like point density, mesh or texture decimation, or another factor specific to that tileset. In general, a higher geometric error means a tile will be refined more aggressively, and children tiles will be loaded and rendered sooner.

Refinement

Refinement determines the process by which a lower resolution parent tile renders when its higher resolution children are selected to be rendered. Permitted refinement types are replacement ("REPLACE") and additive ("ADD"). If the tile has replacement refinement, the children tiles are rendered in place of the parent, that is, the parent tile is no longer rendered. If the tile has additive refinement, the children are rendered in addition to the parent tile.

A tileset can use replacement refinement exclusively, additive refinement exclusively, or any combination of additive and replacement refinement.

A refinement type is required for the root tile of a tileset; it is optional for all other tiles. When omitted, a tile inherits the refinement type of its parent.

Replacement

If a tile uses replacement refinement, when refined it renders its children in place of itself.

Table 2. A tile and a refined tile using replacement refinement
Parent Tile Refined

replacement 1

replacement 2

Additive

If a tile uses additive refinement, when refined it renders itself and its children simultaneously.

Table 3. A tile and a refined tile using additive refinement
Parent Tile Refined

additive 1

additive 2

Bounding volumes

A bounding volume defines the spatial extent enclosing a tile or a tile’s content. To support tight fitting volumes for a variety of datasets such as regularly divided terrain, cities not aligned with a line of latitude or longitude, or arbitrary point clouds, the bounding volume types include an oriented bounding box, a bounding sphere, and a geographic region defined by minimum and maximum latitudes, longitudes, and heights.

Table 4. Different bounding volume types for a tile
Bounding box Bounding sphere Bounding region

BoundingBox

BoundingSphere

BoundingRegion

Region

The boundingVolume.region property is an array of six numbers that define the bounding geographic region with latitude, longitude, and height coordinates with the order [west, south, east, north, minimum height, maximum height]. Latitudes and longitudes are in the WGS 84 datum as defined in EPSG 4979 and are in radians. Heights are in meters above (or below) the WGS 84 ellipsoid.

Note
Informative

The latitude and longitude values are given in radians, deviating from the EPSG 4979 definition, where they are given in degrees. The choice of using radians is due to internal computations usually taking place in radians — for example, when converting cartographic to Cartesian coordinates.

Bounding Region
Figure 2. A bounding region
"boundingVolume": {
  "region": [
    -1.3197004795898053,
    0.6988582109,
    -1.3196595204101946,
    0.6988897891,
    0,
    20
  ]
}
Box

The boundingVolume.box property is an array of 12 numbers that define an oriented bounding box in a right-handed 3-axis (x, y, z) Cartesian coordinate system where the z-axis is up. The first three elements define the x, y, and z values for the center of the box. The next three elements (with indices 3, 4, and 5) define the x-axis direction and half-length. The next three elements (indices 6, 7, and 8) define the y-axis direction and half-length. The last three elements (indices 9, 10, and 11) define the z-axis direction and half-length.

Note
Informative

The representation that is used for an oriented bounding box in 3D Tiles is versatile and compact: In addition the center position, the array contains the elements of a 3x3 matrix. The columns of this matrix are the images of unit vectors under a transformation, and therefore uniquely and compactly define the scaling and orientation of the bounding box.

Bounding Box
Figure 3. A bounding box
"boundingVolume": {
  "box": [
    0,   0,   10,
    100, 0,   0,
    0,   100, 0,
    0,   0,   10
  ]
}
Sphere

The boundingVolume.sphere property is an array of four numbers that define a bounding sphere. The first three elements define the x, y, and z values for the center of the sphere in a right-handed 3-axis (x, y, z) Cartesian coordinate system where the z-axis is up. The last element (with index 3) defines the radius in meters.

Bounding Sphere
Figure 4. A bounding sphere
"boundingVolume": {
  "sphere": [
    0,
    0,
    10,
    141.4214
  ]
}
Content Bounding Volume

The bounding volume can be given for each tile, via the tile.boundingVolume property. Additionally, it is possible to specify the bounding volume for each tile content individually. The content.boundingVolume may be a more tight-fitting bounding volume. This enables tight view frustum culling, excluding from rendering any content not in the volume of what is potentially in view. When it is not defined, the tile’s bounding volume is still used for culling (see Grids).

The screenshot below shows the bounding volumes for the root tile for Canary Wharf. The tile.boundingVolume, shown in red, encloses the entire area of the tileset; content.boundingVolume shown in blue, encloses just the four features (models) in the root tile.

contentsBox
Figure 5. Bounding volumes for the root tile of a tileset. Building data from CyberCity3D. Imagery data from Bing Maps
Extensions

Other bounding volume types are supported through extensions.

Viewer request volume

A tile’s viewerRequestVolume can be used for combining heterogeneous datasets, and can be combined with external tilesets.

The following example has a point cloud inside a building. The point cloud tile’s boundingVolume is a sphere with a radius of 1.25. It also has a larger sphere with a radius of 15 for the viewerRequestVolume. Since the geometricError is zero, the point cloud tile’s content is always rendered (and initially requested) when the viewer is inside the large sphere defined by viewerRequestVolume.

{
  "children": [{
    "transform": [
      4.843178171884396,   1.2424271388626869, 0,                  0,
      -0.7993325488216595,  3.1159251367235608, 3.8278032889280675, 0,
      0.9511533376784163, -3.7077466670407433, 3.2168186118075526, 0,
      1215001.7612985559, -4736269.697480114,  4081650.708604793,  1
    ],
    "boundingVolume": {
      "box": [
        0,     0,    6.701,
        3.738, 0,    0,
        0,     3.72, 0,
        0,     0,    13.402
      ]
    },
    "geometricError": 32,
    "content": {
      "uri": "building.glb"
    }
  }, {
    "transform": [
      0.968635634376879,    0.24848542777253732, 0,                  0,
      -0.15986650990768783,  0.6231850279035362,  0.7655606573007809, 0,
      0.19023066741520941, -0.7415493329385225,  0.6433637229384295, 0,
      1215002.0371330238,  -4736270.772726648,   4081651.6414821907, 1
    ],
    "viewerRequestVolume": {
      "sphere": [0, 0, 0, 15]
    },
    "boundingVolume": {
      "sphere": [0, 0, 0, 1.25]
    },
    "geometricError": 0,
    "content": {
      "uri": "points.glb"
    }
  }]
}

For more on request volumes, see the sample tileset.

Transforms

Tile transforms

To support local coordinate systems—​e.g., so a building tileset inside a city tileset can be defined in its own coordinate system, and a point cloud tileset inside the building could, again, be defined in its own coordinate system—​each tile has an optional transform property.

The transform property is a 4x4 affine transformation matrix, stored in column-major order, that transforms from the tile’s local coordinate system to the parent tile’s coordinate system—​or the tileset’s coordinate system in the case of the root tile.

Note
Informative

The storage of the transform matrix in column-major order follows the conventions that are common in graphics programming APIs like OpenGL, meaning that the elements in the transform array directly correspond to the entries of a 4x4 matrix in these systems.

The transform property applies to

  • tile.content

    • Each feature’s position.

    • Each feature’s normal should be transformed by the top-left 3x3 matrix of the inverse-transpose of transform to account for correct vector transforms when scale is used.

    • content.boundingVolume, except when content.boundingVolume.region is defined, which is explicitly in EPSG:4979 coordinates.

  • tile.boundingVolume, except when tile.boundingVolume.region is defined, which is explicitly in EPSG:4979 coordinates.

  • tile.viewerRequestVolume, except when tile.viewerRequestVolume.region is defined, which is explicitly in EPSG:4979 coordinates.

The transform property scales the geometricError by the largest scaling factor from the matrix.

When transform is not defined, it defaults to the identity matrix:

[
  1.0, 0.0, 0.0, 0.0,
  0.0, 1.0, 0.0, 0.0,
  0.0, 0.0, 1.0, 0.0,
  0.0, 0.0, 0.0, 1.0
]

The transformation from each tile’s local coordinate system to the tileset’s global coordinate system is computed by a top-down traversal of the tileset and by post-multiplying a child’s transform with its parent’s transform like a traditional scene graph or node hierarchy in computer graphics.

glTF transforms

glTF defines its own node hierarchy and uses a y-up coordinate system. Any transforms specific to a tile format and the tile.transform property are applied after these transforms are resolved.

glTF node hierarchy

First, glTF node hierarchy transforms are applied according to the glTF specification.

y-up to z-up

Next, for consistency with the z-up coordinate system of 3D Tiles, glTFs shall be transformed from y-up to z-up at runtime. This is done by rotating the model about the x-axis by π/2 radians. Equivalently, apply the following matrix transform (shown here as row-major):

[
  1.0, 0.0,  0.0, 0.0,
  0.0, 0.0, -1.0, 0.0,
  0.0, 1.0,  0.0, 0.0,
  0.0, 0.0,  0.0, 1.0
]

More broadly the order of transformations is:

Note
Informative

When working with source data that is inherently z-up, such as data in WGS 84 coordinates or in a local z-up coordinate system, a common workflow is:

  • Mesh data, including positions and normals, are not modified - they remain z-up.

  • The root node matrix specifies a column-major z-up to y-up transform. This transforms the source data into a y-up coordinate system as required by glTF.

  • At runtime the glTF is transformed back from y-up to z-up with the matrix above. Effectively the transforms cancel out.

Example glTF root node:

"nodes": [
 {
   "matrix": [1,0,0,0,0,0,-1,0,0,1,0,0,0,0,0,1],
   "mesh": 0,
   "name": "rootNode"
 }
]
Example

For an example of the computed transforms (transformToRoot in the code above) for a tileset, consider:

tileTransform
Figure 6. Structure of an example tileset with tiles that contain glTF content

The computed transform for each tile is:

  • TO: [T0]

  • T1: [T0][T1]

  • T2: [T0][T2]

  • T3: [T0][T1][T3]

  • T4: [T0][T1][T4]

The full computed transforms, taking into account the glTF y-up to z-up transform and glTF Transforms are

  • TO: [T0]

  • T1: [T0][T1]

  • T2: [T0][T2][glTF y-up to z-up][glTF transform]

  • T3: [T0][T1][T3][glTF y-up to z-up][glTF transform]

  • T4: [T0][T1][T4][glTF y-up to z-up][glTF transform]

Implementation example

This section is informative

The following JavaScript code shows how to compute this using Cesium’s Matrix4 and Matrix3 types.

function computeTransforms(tileset) {
  const root = tileset.root;
  const transformToRoot = defined(root.transform) ? Matrix4.fromArray(root.transform) : Matrix4.IDENTITY;

  computeTransform(root, transformToRoot);
}

function computeTransform(tile, transformToRoot) {
  // Apply 4x4 transformToRoot to this tile's positions and bounding volumes

  let normalTransform = Matrix4.getRotation(transformToRoot, new Matrix4());
  normalTransform = Matrix3.inverseTranspose(normalTransform, normalTransform);
  // Apply 3x3 normalTransform to this tile's normals

  const children = tile.children;
  if (defined(children)) {
    const length = children.length;
    for (let i = 0; i < length; ++i) {
      const child = children[i];
      let childToRoot = defined(child.transform) ? Matrix4.fromArray(child.transform) : Matrix4.clone(Matrix4.IDENTITY);
      childToRoot = Matrix4.multiplyTransformation(transformToRoot, childToRoot, childToRoot);
      computeTransform(child, childToRoot);
    }
  }
}

Tile JSON

A tile JSON object consists of the following properties.

tile
Figure 7. Elements of a tile JSON object

The following example shows one non-leaf tile.

{
  "boundingVolume": {
    "region": [
      -1.2419052957251926,
      0.7395016240301894,
      -1.2415404171917719,
      0.7396563300150859,
      0,
      20.4
    ]
  },
  "geometricError": 43.88464075650763,
  "refine" : "ADD",
  "content": {
    "boundingVolume": {
      "region": [
        -1.2418882438584018,
        0.7395016240301894,
        -1.2415422846940714,
        0.7396461198389616,
        0,
        19.4
      ]
    },
    "uri": "2/0/0.glb"
  },
  "children": [...]
}

The boundingVolume defines a volume enclosing the tile, and is used to determine which tiles to render at runtime. The above example uses a region volume, but other bounding volumes, such as box or sphere, may be used.

The geometricError property is a nonnegative number that defines the error, in meters, introduced if this tile is rendered and its children are not. At runtime, the geometric error is used to compute Screen-Space Error (SSE), the error measured in pixels. The SSE determines if a tile is sufficiently detailed for the current view or if its children should be considered, see Geometric error.

The optional viewerRequestVolume property (not shown above) defines a volume, using the same schema as boundingVolume, that the viewer shall be inside of before the tile’s content will be requested and before the tile will be refined based on geometricError. See the Viewer request volume section.

The refine property is a string that is either "REPLACE" for replacement refinement or "ADD" for additive refinement, see Refinement. It is required for the root tile of a tileset; it is optional for all other tiles. A tileset can use any combination of additive and replacement refinement. When the refine property is omitted, it is inherited from the parent tile.

The content property is an object that describes the tile content. A file extension is not required for content.uri. A content’s tile format can be identified by the magic field in its header, or else as an external tileset if the content is JSON.

The content.boundingVolume property defines an optional bounding volume similar to the top-level tile.boundingVolume property. But unlike the top-level boundingVolume property, content.boundingVolume is a tightly fit bounding volume enclosing just the tile’s content.

It is also possible to define multiple contents for a tile: The contents property (not shown above) is an array containing one or more contents. contents and content are mutually exclusive. When a tile has a single content it should use content for backwards compatibility with engines that only support 3D Tiles 1.0. Multiple contents allow for different representations of the tile content — for example, one as a triangle mesh and one as a point cloud:

multiple contents geometry
Figure 8. An example of a tile that defines multiple contents

Contents can also be arranged into groups, using the content.group property:

{
  "root": {
    "refine": "ADD",
    "geometricError": 0.0,
    "boundingVolume": {
      "region": [-1.707, 0.543, -1.706, 0.544, 203.895, 253.113]
    },
    "contents": [
      {
        "uri": "buildings.glb",
        "group": 0
      },
      {
        "uri": "trees.glb",
        "group": 1
      },
      {
        "uri": "cars.glb",
        "group": 2
      }
    ]
  }
}

These groups can be associated with group metadata: The value of the content.group property is an index into the array of groups that are defined in a top-level array of the tileset. Each element of this array is a metadata entity, as defined in the metadata section. This allows applications to perform styling or filtering based on the group that the content belongs to:

filtering groups
Figure 9. Illustration of rendering options based on content groups

The optional transform property (not shown above) defines a 4x4 affine transformation matrix that transforms the tile’s content, boundingVolume, and viewerRequestVolume as described in the Tile transform section.

The optional implicitTiling property (not shown above) defines how the tile is subdivided and where to locate content resources. See Implicit Tiling.

The children property is an array of objects that define child tiles. Each child tile’s content is fully enclosed by its parent tile’s boundingVolume and, generally, a geometricError less than its parent tile’s geometricError. For leaf tiles, there are no children, and children may not be defined. See the Tileset JSON section below.

The full JSON schema can be found in tile.schema.json.

Tileset JSON

3D Tiles uses one main tileset JSON file as the entry point to define a tileset. Both entry and external tileset JSON files are not required to follow a specific naming convention.

Here is a subset of the tileset JSON used for Canary Wharf:

{
  "asset" : {
    "version": "1.1",
    "tilesetVersion": "e575c6f1-a45b-420a-b172-6449fa6e0a59",
  },
  "properties": {
    "Height": {
      "minimum": 1,
      "maximum": 241.6
    }
  },
  "geometricError": 494.50961650991815,
  "root": {
    "boundingVolume": {
      "region": [
        -0.0005682966577418737,
        0.8987233516605286,
        0.00011646582098558159,
        0.8990603398325034,
        0,
        241.6
      ]
    },
    "geometricError": 268.37878244706053,
    "refine": "ADD",
    "content": {
      "uri": "0/0/0.glb",
      "boundingVolume": {
        "region": [
          -0.0004001690908972599,
          0.8988700116775743,
          0.00010096729722787196,
          0.8989625664878067,
          0,
          241.6
        ]
      }
    },
    "children": [...]
  }
}

The tileset JSON has four top-level properties: asset, properties, geometricError, and root.

asset is an object containing metadata about the entire tileset. The asset.version property is a string that defines the 3D Tiles version, which specifies the JSON schema for the tileset and the base set of tile formats. The tilesetVersion property is an optional string that defines an application-specific version of a tileset, e.g., for when an existing tileset is updated.

Note
Informative

The tilesetVersion can be used as a query parameter when requesting content to avoid using outdated content from a cache.

properties is an object containing objects for each per-feature property in the tileset. This tileset JSON snippet is for 3D buildings, so each tile has building models, and each building model has a Height property (see Batch Table). The name of each object in properties matches the name of a per-feature property, and its value defines its minimum and maximum numeric values, which are useful, for example, for creating color ramps for styling.

geometricError is a nonnegative number that defines the error, in meters, that determines if the tileset is rendered. At runtime, the geometric error is used to compute Screen-Space Error (SSE), the error measured in pixels. If the SSE does not exceed a required minimum, the tileset should not be rendered, and none of its tiles should be considered for rendering, see Geometric error.

root is an object that defines the root tile using the tile JSON described in the above section. root.geometricError is not the same as the tileset’s top-level geometricError. The tileset’s geometricError is used at runtime to determine the SSE at which the tileset’s root tile renders; root.geometricError is used at runtime to determine the SSE at which the root tile’s children are rendered.

External tilesets

To create a tree of trees, a tile’s content.uri can point to an external tileset (the uri of another tileset JSON file). This enables, for example, storing each city in a tileset and then having a global tileset of tilesets.

tilesets
Figure 10. A tileset that refers to other tilesets

When a tile points to an external tileset, the tile:

  • Cannot have any children; tile.children shall be omitted

  • Cannot be used to create cycles, for example, by pointing to the same tileset file containing the tile or by pointing to another tileset file that then points back to the initial file containing the tile.

  • Will be transformed by both the tile’s transform and root tile’s transform. For example, in the following tileset referencing an external tileset, the computed transform for T3 is [T0][T1][T2][T3].

tileTransformExternalTileset
Figure 11. The chain of transforms for a tileset that refers to another tileset

If an external tileset defines asset.tilesetVersion, this overrides the value from the parent tileset. If the external tileset does not define asset.tilesetVersion, the value is inherited from the parent tileset (if defined).

Bounding volume spatial coherence

As described above, the tree has spatial coherence; each tile has a bounding volume completely enclosing its content, and the content for child tiles are completely inside the parent’s bounding volume. This does not imply that a child’s bounding volume is completely inside its parent’s bounding volume. For example:

parentBoundingSphere
Figure 12. Bounding sphere for a terrain tile.
childBoundingSphere
Figure 13. Bounding spheres for the four child tiles. The children’s content is completely inside the parent’s bounding volume, but the children’s bounding volumes are not since they are not tightly fit.

Spatial data structures

3D Tiles incorporates the concept of Hierarchical Level of Detail (HLOD) for optimal rendering of spatial data. A tileset is composed of a tree, defined by root and, recursively, its children tiles, which can be organized by different types of spatial data structures.

A runtime engine is generic and will render any tree defined by a tileset. Any combination of tile formats and refinement approaches can be used, enabling flexibility in supporting heterogeneous datasets, see Refinement.

A tileset may use a 2D spatial tiling scheme similar to raster and vector tiling schemes (like a Web Map Tile Service (WMTS) or XYZ scheme) that serve predefined tiles at several levels of detail (or zoom levels). However since the content of a tileset is often non-uniform or may not easily be organized in only two dimensions, other spatial data structures may be more optimal.

Included below is a brief description of how 3D Tiles can represent various spatial data structures.

Quadtrees

A quadtree is created when each tile has four uniformly subdivided children (e.g., using the center latitude and longitude), similar to typical 2D geospatial tiling schemes. Empty child tiles can be omitted.

quadtree
Figure 14. Classic quadtree subdivision

3D Tiles enable quadtree variations such as non-uniform subdivision and tight bounding volumes (as opposed to bounding, for example, the full 25% of the parent tile, which is wasteful for sparse datasets).

quadtree tight
Figure 15. Quadtree with tight bounding volumes around each child

For example, here is the root tile and its children for Canary Wharf. Note the bottom left, where the bounding volume does not include the water on the left where no buildings will appear:

nonUniformQuadtree
Figure 16. Building data from CyberCity3D. Imagery data from Bing Maps

3D Tiles also enable other quadtree variations such as loose quadtrees, where child tiles overlap but spatial coherence is still preserved, i.e., a parent tile completely encloses all of its children. This approach can be useful to avoid splitting features, such as 3D models, across tiles.

quadtree overlap
Figure 17. Quadtree with non-uniform and overlapping tiles

Below, the green buildings are in the left child and the purple buildings are in the right child. Note that the tiles overlap so the two green and one purple building in the center are not split.

looseQuadtree
Figure 18. Building data from CyberCity3D. Imagery data from Bing Maps
K-d trees

A k-d tree is created when each tile has two children separated by a splitting plane parallel to the x, y, or z axis (or latitude, longitude, height). The split axis is often round-robin rotated as levels increase down the tree, and the splitting plane may be selected using the median split, surface area heuristics, or other approaches.

kdtree
Figure 19. Example k-d tree. Note the non-uniform subdivision

Note that a k-d tree does not have uniform subdivision like typical 2D geospatial tiling schemes and, therefore, can create a more balanced tree for sparse and non-uniformly distributed datasets.

3D Tiles enables variations on k-d trees such as multi-way k-d trees where, at each leaf of the tree, there are multiple splits along an axis. Instead of having two children per tile, there are n children.

Octrees

An octree extends a quadtree by using three orthogonal splitting planes to subdivide a tile into eight children. Like quadtrees, 3D Tiles allows variations to octrees such as non-uniform subdivision, tight bounding volumes, and overlapping children.

octree
Figure 20. Traditional octree subdivision
pointcloud octree
Figure 21. Non-uniform octree subdivision for a point cloud using additive refinement. Point Cloud of the Church of St Marie at Chappes, France by Prof. Peter Allen, Columbia University Robotics Lab. Scanning by Alejandro Troccoli and Matei Ciocarlie.
Grids

3D Tiles enables uniform, non-uniform, and overlapping grids by supporting an arbitrary number of child tiles. For example, here is a top-down view of a non-uniform overlapping grid of Cambridge:

grid
Figure 22. Building data from CyberCity3D. Imagery data from Bing Maps

3D Tiles takes advantage of empty tiles: those tiles that have a bounding volume, but no content. Since a tile’s content property does not need to be defined, empty non-leaf tiles can be used to accelerate non-uniform grids with hierarchical culling. This essentially creates a quadtree or octree without hierarchical levels of detail (HLOD).

Implicit Tiling

The bounding volume hierarchy may be defined explicitly — as shown previously — which enables a wide variety of spatial data structures. Certain common data structures such as quadtrees and octrees may be defined implicitly without providing bounding volumes for every tile. This regular pattern allows for random access of tiles based on their tile coordinates which enables accelerated spatial queries, new traversal algorithms, and efficient updates of tile content, among other use cases.

implicit tiling small
Figure 23. Quadtree with tile coordinates

In order to support sparse datasets, availability data determines which tiles exist. To support massive datasets, availability is partitioned into fixed-size subtrees. Subtrees may store metadata for available tiles and contents.

An implicitTiling object may be added to any tile in the tileset JSON. The object defines how the tile is subdivided and where to locate content resources. It may be added to multiple tiles to create more complex subdivision schemes.

The following example shows a quadtree defined on the root tile, with template URIs pointing to content and subtree files.

{
  "root": {
    "boundingVolume": {
      "region": [-1.318, 0.697, -1.319, 0.698, 0, 20]
    },
    "refine": "REPLACE",
    "geometricError": 5000,
    "content": {
      "uri": "content/{level}/{x}/{y}.glb"
    },
    "implicitTiling": {
      "subdivisionScheme": "QUADTREE",
      "availableLevels": 21,
      "subtreeLevels": 7,
      "subtrees": {
        "uri": "subtrees/{level}/{x}/{y}.json"
      }
    }
  }
}

See Implicit Tiling for more details about the implicitTiling object structure and the subtree file format.

Metadata

Application-specific metadata may be provided at multiple granularities within a tileset. Metadata may be associated with high-level entities like tilesets, tiles, contents, or features, or with individual vertices and texels. Metadata conforms to a well-defined type system described by the 3D Metadata Specification, which may be extended with application- or domain-specific semantics.

Metadata enables additional use cases and functionality for the format:

  • Inspection: Applications displaying a tileset within a user interface (UI) may allow users to click or hover over specific tiles or tile contents, showing informative metadata about a selected entity in the UI.

  • Collections: Tile content groups may be used to define collections (similar to map layers), such that each collection may be shown, hidden, or visually styled with effects synchronized across many tiles.

  • Structured Data: Metadata supports both embedded and externally-referenced schemas, such that tileset authors may define new data models for common domains (e.g. for AEC or scientific datasets) or fully customized, application-specific data (e.g. for a particular video game).

  • Optimization: Per-content metadata may include properties with performance-related semantics, enabling engines to optimize traversal and streaming algorithms significantly.

The metadata can be associated with elements of a tileset at various levels of granularity:

  • Tileset - The tileset as a whole may be associated with global metadata. Common examples might include year of collection, author details, or other general context for the tileset contents.

  • Tile - Tiles may be individually associated with more specific metadata. This may be the timestamp when a tile was last updated or the maximum height of the tile, or spatial hints to optimize traversal algorithms.

  • Groups - Tile contents may be organized into groups. Each group definition represents a metadata entity that can be assigned to the tile contents by specifying the index within this list as the group property of the content. This is useful for working with collections of contents as layers, e.g. to manage visibility or visual styling.

  • Content - Tile contents may be individually associated with more specific metadata, such as a list of attribution strings.

  • Features glTF 2.0 assets with feature metadata can be included as tile contents. The EXT_structural_metadata extension allows associating metadata with vertices or texels.

The figure below shows the relationship between these entities, and examples of metadata that may be associated with these entities:

Metadata Granularity
Figure 24. Illustration of the different granularity levels for applying metadata

Although they are defined independently, the metadata structure in 3D Tiles and in the glTF EXT_structural_metadata extension both conform to the 3D Metadata Specification and build upon the Reference Implementation of the 3D Metadata Specification. Concepts and terminology used here refer to the 3D Metadata Specification, which should be considered a normative reference for definitions and requirements. This document provides inline definitions of terms where appropriate.

Metadata Schema

The Metadata schema defines the structure of the metadata. It contains a definition of the metadata classes, which are templates for the metadata instances, and define the set of properties that each metadata instance has. The metadata schema is stored within a tileset in the form of a JSON representation according to the Metadata Schema Reference Implementation. This reference implementation includes the definition of the JSON schema for the metadata schema.

Schemas may be embedded in tilesets with the schema property, or referenced externally by the schemaUri property. Multiple tilesets and glTF contents may refer to the same schema to avoid duplication. Any class that is defined in the schema of an external tileset shall also be defined in the top-level tileset schema.

Note
Example

Schema with a building class having three properties, "height", "owners", and "buildingType". The "buildingType" property refers to the buildingType enum as its data type, also defined in the schema. Later examples show how entities declare their class and supply values for their properties.

{
  "schema": {
    "classes": {
      "building": {
        "properties": {
          "height": {
            "type": "SCALAR",
            "componentType": "FLOAT32"
          },
          "owners": {
            "type": "STRING",
            "array": true,
            "description": "Names of owners."
          },
          "buildingType": {
            "type": "ENUM",
            "enumType": "buildingType"
          }
        }
      }
    },
    "enums": {
      "buildingType": {
        "values": [
          {"value": 0, "name": "Residential"},
          {"value": 1, "name": "Commercial"},
          {"value": 2, "name": "Other"}
        ]
      }
    }
  }
}
Note
Example

External schema referenced by a URI.

{
  "schemaUri": "https://example.com/metadata/buildings/1.0/schema.json"
}

Assigning Metadata

While classes within a schema define the data types and meanings of properties, properties do not take on particular values until a metadata is assigned (i.e. the class is "instantiated") as a particular metadata entity within the 3D Tiles hierarchy.

The common structure of metadata entities that appear in a tileset is defined in metadataEntity.schema.json. Each metadata entity contains the name of the class that it is an instance of, as well as a dictionary of property values that correspond to the properties of that class. Each property value assigned shall be defined by a class property with the same property ID, with values matching the data type of the class property. An entity may provide values for only a subset of the properties of its class, but class properties marked required: true shall not be omitted.

Note
Example

A metadata entity for the building class presented earlier. Such an entity could be assigned to a tileset, a tile, or tile content, by storing it as their respective metadata property.

  "metadata": {
    "class": "building",
    "properties": {
      "height": 16.8,
      "owners": [ "John Doe", "Jane Doe" ],
      "buildingType": "Residential"
    }
  }

Most property values are encoded as JSON within the entity. One notable exception is metadata assigned to implicit tiles and contents, stored in a more compact binary form. See Implicit Tiling.

Metadata Statistics

Statistics provide aggregate information about the distribution of property values, summarized over all instances of a metadata class within a tileset. For example, statistics may include the minimum/maximum values of a numeric property, or the number of occurrences for specific enum values.

These summary statistics allow applications to analyze or display metadata, e.g. with the declarative styling language, without first having to process the complete dataset to identify bounds for color ramps and histograms. Statistics are provided on a per-class basis, so that applications can provide styling or context based on the tileset as a whole, while only needing to download and process a subset of its tiles.

Metadata Granularity
Figure 25. Illustration of how to use metadata statistics for rendering an analytics

The statistics are stored in the top-level statistics object of the tileset. The structure of this statistics object is defined in statistics.schema.json. The statistics are defined for each metadata class, including the following elements:

  • count is the number of entities of a class occurring within the tileset

  • properties contains summary statistics about properties of a class occurring within the tileset

Properties may include the following built-in statistics:

Table 5. Statistics for metadata
Name Description Type

min

The minimum property value

Scalars, vector, matrices

max

The maximum property value

…​

mean

The arithmetic mean of the property values

…​

median

The median of the property values

…​

standardDeviation

The standard deviation of the property values

…​

variance

The variance of the property values

…​

sum

The sum of the property values

…​

occurrences

Frequencies of value occurrences

Object in which keys are property values (for enums, the enum name), and values are the number of occurrences of that property value

Tileset authors may define their own additional statistics, like _mode in the example below. Application-specific statistics should use an underscore prefix (_*) and lowerCamelCase for consistency and to avoid conflicting with future built-in statistics.

Note
Example

Definition of a "building" class, with three properties. Summary statistics provide a minimum, maximum, and (application-specific) "_mode" for the numerical "height" property. The enum "buildingType" property is summarized by the number of distinct enum value occurrences.

{
  "schema": {
    "classes": {
      "building": {
        "properties": {
          "height": {
            "type": "SCALAR",
            "componentType": "FLOAT32"
          },
          "owners": {
            "type": "STRING",
            "array": true
          },
          "buildingType": {
            "type": "ENUM",
            "enumType": "buildingType"
          }
        }
      }
    },
    "enums": {
      "buildingType": {
        "valueType": "UINT16",
        "values": [
          {"name": "Residential", "value": 0},
          {"name": "Commercial", "value": 1},
          {"name": "Hospital", "value": 2},
          {"name": "Other", "value": 3}
        ]
      }
    }
  },
  "statistics": {
    "classes": {
      "building": {
        "count": 100000,
        "properties": {
          "height": {
            "min": 3.9,
            "max": 341.7,
            "_mode": 5.0
          },
          "buildingType": {
            "occurrences": {
              "Residential": 50000,
              "Commercial": 40950,
              "Hospital": 50
            }
          }
        }
      }
    }
  }
}

Specifying extensions and application specific extras

3D Tiles defines extensions to allow the base specification to have extensibility for new features.

Extensions

Extensions allow the base specification to be extended with new features. The optional extensions dictionary property may be added to any 3D Tiles JSON object, which contains the name of the extensions and the extension specific objects. The following example shows a tile object with a hypothetical vendor extension which specifies a separate collision volume.

{
  "transform": [
     4.843178171884396,   1.2424271388626869, 0,                  0,
    -0.7993325488216595,  3.1159251367235608, 3.8278032889280675, 0,
     0.9511533376784163, -3.7077466670407433, 3.2168186118075526, 0,
     1215001.7612985559, -4736269.697480114,  4081650.708604793,  1
  ],
  "boundingVolume": {
    "box": [
      0,     0,    6.701,
      3.738, 0,    0,
      0,     3.72, 0,
      0,     0,    13.402
    ]
  },
  "geometricError": 32,
  "content": {
    "uri": "building.glb"
  },
  "extensions": {
    "VENDOR_collision_volume": {
      "box": [
        0,     0,    6.8,
        3.8,   0,    0,
        0,     3.8,  0,
        0,     0,    13.5
      ]
    }
  }
}

All extensions used in a tileset or any descendant external tilesets shall be listed in the entry tileset JSON in the top-level extensionsUsed array property, e.g.,

{
  "extensionsUsed": [
    "VENDOR_collision_volume"
  ]
}

All extensions required to load and render a tileset or any descendant external tilesets shall also be listed in the entry tileset JSON in the top-level extensionsRequired array property, such that extensionsRequired is a subset of extensionsUsed. All values in extensionsRequired shall also exist in extensionsUsed.

Extras

The extras property allows application specific metadata to be added to any 3D Tiles JSON object. The following example shows a tile object with an additional application specific name property.

{
  "transform": [
     4.843178171884396,   1.2424271388626869, 0,                  0,
    -0.7993325488216595,  3.1159251367235608, 3.8278032889280675, 0,
     0.9511533376784163, -3.7077466670407433, 3.2168186118075526, 0,
     1215001.7612985559, -4736269.697480114,  4081650.708604793,  1
  ],
  "boundingVolume": {
    "box": [
      0,     0,    6.701,
      3.738, 0,    0,
      0,     3.72, 0,
      0,     0,    13.402
    ]
  },
  "geometricError": 32,
  "content": {
    "uri": "building.glb"
  },
  "extras": {
    "name": "Empire State Building"
  }
}

The full JSON schema can be found in tileset.schema.json.

Tile format specifications

Each tile’s content.uri property is a uri to a file containing information for rendering the tile’s 3D content. The content is an instance of one of the formats listed below.

glTF 2.0 is the primary tile format for 3D Tiles. glTF is an open specification designed for the efficient transmission and loading of 3D content. A glTF asset includes geometry and texture information for a single tile, and may be extended to include metadata, model instancing, and compression. glTF may be used for a wide variety of 3D content including:

  • Heterogeneous 3D models. E.g. textured terrain and surfaces, 3D building exteriors and interiors, massive models

  • 3D model instances. E.g. trees, windmills, bolts

  • Massive point clouds

See glTF Tile Format for more details.

Tiles may also reference the legacy 3D Tiles 1.0 formats listed below. These formats were deprecated in 3D Tiles 1.1 and may be removed in a future version of 3D Tiles.

Table 6. Legacy tile formats and common uses
Legacy Format Uses

Batched 3D Model (b3dm)

Heterogeneous 3D models

Instanced 3D Model (i3dm)

3D model instances

Point Cloud (pnts)

Massive number of points

Composite (cmpt)

Concatenate tiles of different formats into one tile

Declarative styling specification

3D Tiles includes concise declarative styling defined with JSON and expressions written in a small subset of JavaScript augmented for styling.

Styles define how a featured is displayed, for example show and color (RGB and translucency), using an expression based on a feature’s properties.

The following example colors features with a height above 90 as red and the others as white.

{
  "color" : "(${Height} > 90) ? color('red') : color('white')"
}

For complete details, see the Declarative Styling specification.