TinyUSDZ
is secure, portable and dependency-free(depends only on C++ STL. Other 3rd-party libraries included. Yes, you don't need pxrUSD/OpenUSD library!) USDZ/USDC/USDA library written in C++14.
Wasm demo! (requires 10MB file download)
(from https://github.com/syoyo/Vulkan-glTF-USDZ-PBR) (from ASF MaterialXViewer fork https://github.com/lighttransport/materialx)- Prepare Release v0.8
- Core part should be ready for the release.
- Support PLY and point primitive for Gaussian Splatting #190
- Write a demo and example viewer(work in progress)
- examples/openglviewer OpenGL viewer
- examples/sdlviewer Software raytracing viewer
- For Vulkan and Android Vulkan example, please refer https://github.com/syoyo/Vulkan-glTF-USDZ-PBR for a while
- For OpenGL + MaterialX example, please refer ASF MaterialXViewer fork to load USD model through TinyUSDZ https://github.com/lighttransport/materialx
- Performace optimization #164
- MaterialX #86
- Write our own MaterialX parser
- OpenPBR shading model support #172
- USD + MateriralX + OpenPBR rendering verification using pbrlab? https://github.com/lighttransport/pbrlab
- Nested variantSet #94
- Enhancement for wasm, webgpu #118
- Three.js loader addon(TinyUSDZLoader) #185
- better colorspace + wide-gamut support #142
- Better skinning + blendshapes support
- Write example using mediapipe for motion tracking and face tracking with rigged USDZ model.
- Improve interoperability with Blender USD export/import #98
- Tydra: Handy data structure converter for rendering #31
- UTF8 Identifier support #47
- Collection API
- Experimental composition support #25
- subLayers
- references
- payload(no delayed load)
- inherits
- variantSet
- Validate composition is correctly operated.
- Better usdLux support #101
- Support parsing usd-wg USD aasets
- Support reading & compose some production USD scenes
Linux | Windows | macOS | iOS | Android | |
---|---|---|---|---|---|
dev | |
Linux | Windows | macOS | iOS | Android | WASM(WASI) | WASM(Emscripten) | |
---|---|---|---|---|---|---|---|
dev | âś… 64bit âś… 32bit âś… aarch64 |
âś… 64bit âś… 32bit âś… ARM64/ARM32 |
âś… | âś… | âś… | âś… sandbox/wasi | âś… sandbox/emscripten |
TinyUSDZ is in v0.8.0 release candidate. Core loading feature(both USDA and USDC) is now working and production-grade(And no seg fault for corrupted USDA/USDC/USDZ input). Somewhat working Tydra framwork for rendering USD model with OpenGL/Vulkan-like renderer. #148
v0.8.0 is basically Flattened scene only(i.e, USDA/USDC generated by using pxrUSD's usdcat --flatten
or USDZ scene).
Composition features are work-in-progress(experimental Composition feature support in v0.8.0. Better composition feature in next major release v0.9.0(Q2/2025 expected) planned)
Remaining tasks for v0.8.0 release are writing examples, demos and utility functions(Tydra. Especially access to Material/Shader attributes).
- USDZ/USDC(Crate) parser
- USDC Crate version v0.8.0(most commonly used version as of 2022 Nov) or higher is supported.
- USDZ/USDC(Crate) writer (Work-in-progress)
- USDA parser(Hand-written from a scratch. No Bison/Flex dependency!)
- USDA writer
- Support basic Primitives(Xform, Mesh, BasisCurves, etc.), basic Lights and Shaders(UsdPreviewSurface, UsdUVTexture, UsdPrimvarReader)
- Experimental support of some Composition features #25
- subLayers
- references
- payload
- inherits
- variants
- specializes
Please see doc/status.md for more details
- Basic C API(
c-tinyusd
) for language bindings- examples/c_api_example
- Basic Python binding
- Write simple SDL viewer example(2025 Spring expected)
- Write iOS and Android example(2025 expected)
- Write Vision OS example?
- Vulkan or OptiX/HIP RT raytracing viewer example
- USD <-> glTF converter example
- There is an independent work of USD to glTF binary GLB converter: https://github.com/fynv/usd2glb
- Web demo with Three.js?
- Three.js started to support USDZ with Ascii format, but no USDC support yet: mrdoob/three.js#14219
We've opened Github Discussions page! https://github.com/syoyo/tinyusdz/discussions
TinyUSDZ has first priority of considering security and stability.
USDZ(USDC) is a binary format. To avoid out-of-bounds access, out-of-memory, and other security issues when loading malcious USDZ(e.g. USDZ file from unknown origin), TinyUSDZ has a memory budget feature to avoid out-of-memory issue.
To limit a memory usage when loading USDZ file, Please set a value max_memory_limit_in_mb
in USDLoadOptions.
TinyUSDZ source codes(and some external third party codes) are also checked by Address Sanitizer, CodeQL and Fuzzer.
See tests/fuzzer . For building fuzzer tests, you'll need Meson and Ninja.
If you need to deal with arbitrary USD files from unknown origin(e.g. from internet, NFT storage. Whose may contain malcious data), it is recommended to use TinyUSDZ in sandboxed environment(RunC, FlatPak, WASI(WASM)). Run in WASI is recommended at the moment.
TinyUSDZ does not use C++ exceptions and can be built without threads. TinyUSDZ supports WASM and WASI build. So TinyUSDZ should runs well on various Web platform(WebAssembly. No SharedArrayBuffer, Atomics and WebAssembly SIMD(which is not yet available on iOS Safari) required) and sandboxed environment(WASI. Users who need to read various USD file which possibly could contain malcious data from Internet, IPFS or blockchain storage).
See sandbox/wasi/ for Building TinyUSDZ with WASI toolchain.
USD itself is a generic container of 3D scene data.
Tydra is an interface to Renderers/Viewers and other DCCs. Tydra may be something like Tiny version of pxrUSD Hydra, but its API is completely different. See src/tydra/README.md for the background.
TinyUSDZ does not support Reality Composer file format(.reality
) since it uses proprietary file format and we cannot understand it(so no conversion support from/to Reality also).
TinyUSDZ focuses on loading/writing USDA/USDC/USDZ functionalities. Example viewer is just for demo purpose.
If you need commercial support, eco-system development(e.g. plug-ins, DCC tools on top of TinyUSDZ) or production-grade USDZ model viewer(e.g. embed TinyUSDZ to your AR app, 3D NFT Android mobile viewer capable of displaying (encrypted) USDZ model), please contact Light Transport Entertainment, Inc. : https://goo.gl/forms/1p6uGcOKWGpXPHkA2
We are also looking for sponsors. If you are interested in sponsoring(or donating to) TinyUSDZ project, use Github Sponsors to sponsor TinyUSDZ propject, or contact Light Transport Entertainment, Inc. for details: https://goo.gl/forms/1p6uGcOKWGpXPHkA2
- Vulkan-glTF-USDZ-PBR: Example to draw USD model using Vulkan https://github.com/syoyo/Vulkan-glTF-USDZ-PBR
- usd2glb: USD to glTF 2.0 GLB converter https://github.com/fynv/usd2glb
- webgpu-cpp-usdz: WebGPU C++/Wasm USDZ Renderer(NOTE: It doesn't support much yet!) https://github.com/Twinklebear/webgpu-cpp-usdz
- assimp started to integrate TinyUSDZ : assimp/assimp#5628
- A secret project (/ω\)
- Several DCC tools, plugins
- Your projects here!(Please send PR)
- UsdzSharpie: C# Simple implementation of Usdz file format ( https://github.com/UkooLabs/UsdzSharpie )
- TinyGLTF: glTF 2.0 loader/saver ( https://github.com/syoyo/tinygltf )
- Linux 64bit or later
- ARM AARCH64
- x86-64
- RISC-V(Should work)
- SPARC, POWER(Big endian machine). May work(theoretically)
- Android arm64v8a
- iOS
- macOS(Arm, x86-64)
- Windows 10 64bit or later
- Windows ARM
- clang-cl + MSVC SDK cross compile
- WebAssembly
- Emscripten
- See examples/sdlviewer/ example.
- Emscripten
- WASI(through WASI toolchain)
- See sandbox/wasi
- C++14 compiler
- gcc 4.9 or later
- Visual Studio 2019 or later. 2022 recommended.
- You can use
CMakePresets.json
, but seems a bit troublesome in VS2022 #182 (comment) . If you encounter an issue, usevcsetup.bat
to setup .sln for a while. - Can be compiled with standalone MSVC compilers(Build Tools for Visual Studio 2019)
- You can use
- clang 3.4 or later https://clang.llvm.org/cxx_status.html
- llvm-mingw(clang) supported
- MinGW gcc supported, but not recommended(You may got compilation failure depending on your build configuration: #33 , and linking takes too much time if you use default bfd linker.). If you want to compile TinyUSDZ in MinGW environment, llvm-mingw(clang) is recommended to use.
Compilation with C++17 is also supported. Compile on C++20 and C++23 could be possible, but not well tested, since C++20/C++23 compiler is not yet mature(as of 2024/01))
If you are using CMake, just include tinyusdz repo with add_subdirectory
and set include path to <tinyusdz>/src
We recommend to use CMake 3.24 or later.
(Mininum requirement is 3.16)
...
# TinyUSDZ examples, tests and tools builds are disabled by default when
# tinyusdz is being built as a library with `add_subdirectory`
add_subdirectory(/path/to/tinyusdz tinyusdz)
target_include_directories(YOUR_APP PRIVATE "/path/to/tinyusdz/src")
# Namespaced static library target `tinyusdz::tinyusdz_static` is provided.
# At the moment we recommend to use static build of TinyUSDZ.
# You can use alias target `tinyusdz_static` also for legacy cmake version.
target_link_libraries(YOUR_APP PRIVATE tinyusdz::tinyusdz_static)
# For TinyUSDZ DLL(shared) library target, you can use
# `tinyusdz` library target
Another way is simply copy src
folder to your app, and add *.cc
files to your app's build system.
All include paths are set relative from src
folder, so you can just add include directory to src
folder.
See <tinyusdz>/CMakeLists.txt
and examples/sdlviewer/CMakeLists.txt for details.
TinyUSDZ does not generate any header files and source files before the build and after the build(before the installation stage), so you don't need to take care of any pre-processing and post-processing of source tree. For example, USD Ascii parser uses hand-written C++ code so no Bison/flex/PEG processing involved.
It may not be recommend to use tinyusdz as a git submodule, since the repo contains lots of codes required to build TinyUSDZ examples but these are not required for your app.
Please see CMake build options
and CMakeLists.txt
. In most case same identifier is defined from cmake build options: For example if you specify -DTINYUSDZ_PRODUCTION_BUILD=1
for cmake argument, TINYUSDZ_PRODUCTION_BUILD
is defined.
Cmake build is provided.
$ mkdir build
$ cd build
$ cmake ..
$ make
Please take a look at scripts/bootstrap-cmake-*.sh
for some build configuraions.
Visual Studio 2019 and 2022 are supported.
CMakePresets.json
is provided for easier build on Visual Studio 2019 and Visual Studio 2022, but has lot of limitations(and seems parallel build is not working well so build is slow).
If you want flexibility, ordinary cmake .sln
generation approach by invoking vcsetup.bat
recommended.
(Edit VS version in vcsetup.bat
as you with before the run)
MinGW native and cross-compiling example using llvm-mingw(clang) is provided.
See scripts/bootstrap-cmake-mingw-win.sh
and scripts/bootstrap-cmake-llvm-mingw-cross.sh
for details.
One of benefit to use llvm-mingw is address sanitizer support on Windows app.
To run app(.exe
, you'll need libunwind.dll
and libc++.dll
on your working directory or search path)
For Windows native build, we assume ninja.exe
is installed on your system(You can use it from Meson package)
TINYUSDZ_PRODUCTION_BUILD
: Production build. Do not output debugging logs.TINYUSDZ_BUILD_TESTS
: Build testsTINYUSDZ_BUILD_EXAMPLES
: Build examples(note that not all examples inexamples
folder are built)TINYUSDZ_WITH_OPENSUBDIV
: Use OpenSubviv to tessellate subdivision surface.- OpenSubdiv code is included in TinyUSDZ repo. If you want to use external OpenSubdiv repo, specity the path to OpenSubdiv using
osd_DIR
cmake environment variable.
- OpenSubdiv code is included in TinyUSDZ repo. If you want to use external OpenSubdiv repo, specity the path to OpenSubdiv using
TINYUSDZ_WITH_AUDIO
: Support loading audio(mp3 and wav).TINYUSDZ_WITH_EXR
: Support loading EXR format HDR texture through TinyEXR.TINYUSDZ_WITH_PXR_COMPAT_API
: Build with pxrUSD compatible API.
Assume ninja.exe is installed and path to ninja.exe is added to your %PATH%
Edit path to MSVC SDK and Windows SDK in bootstrap-clang-cl-win64.bat
, then
> bootstrap-clang-cl-win64.bat
> ninja.exe
- tusdcat Parse USDZ/USDA/USDC and print it as Ascii(similar to
usdcat
in pxrUSD).tusdcat
also do USD composition(flatten
) and contains TinyUSDZ Composition API usecase.
- Deprecated. Use
tusdcat
usda_parser Parse USDA and print it as Ascii. - Deprecated. Use
tusdcat
usdc_parser Parse USDC and print it as Ascii. - Simple SDL viewer
- Separated CMake build provided: See Readme
- api_tutorial Tutorial of TinyUSDZ Core API to construct a USD scene data.
- tydra_api Tutorial of TinyUSDZ Tydra API to access/query/convert a USD scene data.
- asset_resolution Tutorial of using AssetResolutionResolver API to load USD from customized I/O(e.g. from Memory, Web, DB, ...)
- file_format Tutorial of using custom FileFormat handler to load Prim data in custom fileformat.
See examples directory for more examples, but may not actively maintained except for the above examples.
- Vulkan rendering of USDZ model by extending Vulkan-glTF-PBR https://github.com/syoyo/Vulkan-glTF-USDZ-PBR
- Uses
rendermesh-refactor
branch
- Uses
See prim_format.md and preview_surface.md
// TinyUSDZ is not a header-only library, so no TINYUSDZ_IMPLEMENTATIONS
#include "tinyusdz.hh"
// Include pprinter.hh and value-pprint.hh if you want to print TinyUSDZ classes/structs/enums.
// `tinyusdz::to_string()` and `std::operator<<` for TinyUSDZ classes/enums are provided separately for faster compilation
#include <iostream>
#include "pprinter.hh"
#include "value-pprint.hh"
int main(int argc, char **argv) {
std::string filename = "input.usd";
if (argc > 1) {
filename = argv[1];
}
tinyusdz::Stage stage; // Stage in USD terminology is nearly meant for Scene in generic 3D graphics terminology.
std::string warn;
std::string err;
// Auto detect USDA/USDC/USDZ
bool ret = tinyusdz::LoadUSDFromFile(filename, &stage, &warn, &err);
if (warn.size()) {
std::cout << "WARN : " << warn << "\n";
}
if (!ret) {
if (!err.empty()) {
std::cerr << "ERR : " << warn << "\n";
}
return EXIT_FAILURE;
}
// Print Stage(Scene graph)
std::cout << tinyusdz::to_string(stage) << "\n";
// You can also use ExportToString() as done in pxrUSD
// std::cout << stage.ExportToString() << "\n";
// stage.metas() To get Scene metadatum,
for (const Prim &root_prim : stage.root_prims()) {
std::cout << root_prim.absolute_path() << "\n";
// You can traverse Prim(scene graph object) using Prim::children()
// See examples/api_tutorial and examples/tydra_api for details.
}
return EXIT_SUCCESS;
}
Please see api_tutorial
Please see tydra_api
- Built-in usdObj(wavefront .obj mesh) support.
- via tinyobjloader.
- Support Crate(binary) version 0.8.0(USD v20.11 default)
- usdSkel utilities
- Joint hierachy reconstruction and compute skinning matrix(usdSkel)
- Blend shapes
- Basic Blendshapes support
- In-between blend shapes
- Read USD data with bounded memory size. This feature is especially useful for mobile platform(e.g. in terms of security, memory consumption, etc)
- USDC writer
- Support Nested USDZ
- UDIM texture support
- MaterialX support
- Parse XML file using tinyxml2
- Composition arcs
- Code refactoring, code optimization
- iOS example?
- Support AR related schema(Game-like feature added by Reality Composer?)
- Audio play support
- Play audio using SoLoud or miniaudio(or Oboe for Android)
- wav(dr_wav)
- mp3(dr_mp3)
- m4a(ALAC?)
- Viewer with Vulkan API.
- Replace OpenSubdiv with our own subdiv library.
- Write parser based on the schema definition.
- Support big endian architecture.
Python binding and prebuilt packages(uploadded on PyPI) are provided.
See python/README.md and doc/python_binding.md for details.
CI build script is a build script trying to build TinyUSDZ in self-contained manner as much as possible(including custom Python build)
T.B.W.
Build custom Python,
> ci-build-python-lib.bat
then build TinyUSDZ by linking with this local Python build.
> ci-build-vs2022.bat
Cross compile with clang-cl + MSVC SDK on linux and run it on WINE(No Windows required at all solution!)
clang-cl(MSVC cl.exe) + MSVC SDK cross compile is also supported.
Please take a look at doc/wine_cl.md
You can build pure Windows build of TinyUSDZ on Linux CI machine.
TinyUSDZ is primarily licensed under Apache 2.0 license. Some helper code is licensed under MIT license.
- pxrUSD : Apache 2.0 license. https://github.com/PixarAnimationStudios/USD
- OpenSubdiv : Apache 2.0 license. https://github.com/PixarAnimationStudios/OpenSubdiv
- lz4 : BSD-2 license. http://www.lz4.org
- cnpy(uncompressed ZIP decode/encode code) : MIT license https://github.com/rogersce/cnpy
- tinyexr: BSD license.
- tinyobjloader: MIT license.
- tinygltf: MIT license.
- tinycolorio: MIT license. https://github.com/syoyo/tinycolorio
- stb_image, stb_image_resize, stb_image_write, stb_truetype: public domain.
- dr_libs: public domain. https://github.com/mackron/dr_libs
- miniaudio: public domain or MIT no attribution. https://github.com/dr-soft/miniaudio
- SDL2 : zlib license. https://www.libsdl.org/index.php
- optional-lite: BSL 1.0 license. https://github.com/martinmoene/optional-lite
- expected-lite: BSL 1.0 license. https://github.com/martinmoene/expected-lite
- mapbox/earcut.hpp: ISC license. https://github.com/mapbox/earcut.hpp
- par_shapes.h generate parametric surfaces and other simple shapes: MIT license https://github.com/prideout/par
- MaterialX: Apache 2.0 license. https://github.com/AcademySoftwareFoundation/MaterialX
- string_id: zlib license. https://github.com/foonathan/string_id
- cityhash: MIT license. https://github.com/google/cityhash
- fast_float: Apache 2.0/MIT dual license. https://github.com/fastfloat/fast_float
- jsteeman/atoi: Apache 2.0 license. https://github.com/jsteemann/atoi
- formatxx: unlicense. https://github.com/seanmiddleditch/formatxx
- ubench.h: Unlicense. https://github.com/sheredom/ubench.h
- thelink2012/any : BSL-1.0 license. https://github.com/thelink2012/any
- simple_match : BSL-1.0 license. https://github.com/jbandela/simple_match
- nanobind : BSD-3 license. https://github.com/wjakob/nanobind
- pybind11 : BSD-3 license. https://github.com/pybind/pybind11
- pystring : BSD-3 license. https://github.com/imageworks/pystring
- gulrak/filesytem : MIT license. https://github.com/gulrak/filesystem
- p-ranav/glob : MIT license. https://github.com/p-ranav/glob
- linalg.h : Unlicense. https://github.com/sgorsten/linalg
- mapbox/eternal: ISC License. https://github.com/mapbox/eternal
- bvh: MIT license. https://github.com/madmann91/bvh
- dtoa_milo.h: MIT License. https://github.com/miloyip/dtoa-benchmark
- jeaiii/itoa: MIT License. https://github.com/jeaiii/itoa
- alac: Apache 2.0 License. https://macosforge.github.io/alac/
- OpenFBX: MIT License. https://github.com/nem0/OpenFBX
- floaxie: Apache 2.0 License. https://github.com/aclex/floaxie
- boost math sin_pi/cos_pi: BSL 1.0 License. https://www.boost.org/
- Vulkan: MIT License. https://github.com/SaschaWillems/Vulkan
- Metal.cpp: Apache 2.0 License. https://github.com/bkaradzic/metal-cpp https://developer.apple.com/metal/cpp/
- sRGB transform: MIT license. https://www.nayuki.io/page/srgb-transform-library
- virtualGizmo3D: BSD-2 license. https://github.com/BrutPitt/virtualGizmo3D
- nanozlib: Apache 2.0 license. https://github.com/lighttransport/nanozlib
- lz4.py: MIT license. https://github.com/SE2Dev/PyCoD/blob/master/_lz4.py
- pugixml: MIT license. https://github.com/zeux/pugixml
- nanoflann: 2-clause BSD license. https://github.com/jlblancoc/nanoflann
- tinymeshutils: MIT license. https://github.com/syoyo/tinymeshutils