: Advances in Qt 3D
Having 3D scenes in your application is becoming a clear trend and is likely
to become even more important in the future with the growth of Virtual Reality
and Augmented Reality. So far Qt was allowing you to integrate with Open GL
fairly easily, but managing the rendering code itself was still a very
That's why Qt 5.7 introduced Qt 3D. Of course, it keeps evolving and in this
talk we will highlight the novelties coming with 5.8, 5.9 and 5.10.
Since writing 3D code from scratch can be very difficult and since getting the
architecture of your rendering engine right is critical to your application,
Qt 3D will offload those risks from you so that you can focus on your actual
simulation and 3D scene content.
In this talk, we will first do a quick recap of Qt 3D's API principles. In
particular it is structured around an Entity Component System (ECS) architecture
which will be presented.
Then we'll have a tour of the newest features available in 5.8 and 5.9. Of
particular interest to the community we will talk about painting to texture
and we will show how to integrate a QtQuick 2 scene inside of a 3D scene. We
will also present the new PBR materials, the new animation aspect and more...
If time permits, we will also give a sneak peak to a feature in the work meant
to help managing shader code. This is currently private API but will be
leveraged and exposed both in QtQuick and Qt 3D.
This talk will be interesting to any developer having to implement a 3D scene
inside an application using Qt or thinking about bringing VR or AR use cases
in the KDE community. No prior knowledge of Open GL or GPU programming is
required for this talk.
Start time: 12:45
Track: Technical Talk
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