Meshes


Download  95 MB
Building
Triangles: 262,267

Vertices: 184,330

Banner:
Triangles: 16,890

Vertices: 8,970

Updated: July 27, 2011
© 2010 Frank Meinl, Crytek

Crytek Sponza

The Atrium Sponza Palace in Dubrovnik, re-modeled by Frank Meinl at Crytek with inspiration from Marko Dabrovic's original. I took the OBJ version exported by Meinl, computed bump maps from the normal maps using normal2bump.cpp (since MTL files expect height bumps, not normals), put the "mask" textures into the alpha channel of the associated diffuse texture, cleaned up noise in the masks, corrected the material mapping for the octagonal vases, and removed the long untextured banner floating in the middle of the atrium that appears in the file but in none of the published images of the model. The zipfile includes the banner as a separate object.


Download  3.6 MB
Triangles: 66,450
Vertices: 59,810
Updated: July 27, 2011
© 2002 Marko Dabrovic

Dabrovic Sponza

The Atrium Sponza Palace in Dubrovnik. Originally created for a rendering contest and since adopted by the global illumination community as a test model. The original has some material problems and its download site no longer available. Kenzie Lamar at Vicarious Visions converted the 3DS file to OBJ and assigned texture coordinates to the ceilings. I hand-painted bump maps for most surfaces.


Download  4.7 MB
Triangles: 75,284
Vertices: 83,490
Updated: July 27, 2011
© 2002 Marko Dabrovic

Sibenik Cathedral

A cathedral interior. Originally created for a rendering contest and since adopted by the global illumination community as a test model. The original has extensive geometric errors and its download site no longer available. Kenzie Lamar at Vicarious Visions fixed many of the holes in the model and removed many interpentrations. I painted high-resolution textures and bump maps. Icon image by Aleksander Stompel.


Download  6.7 MB
Triangles: 331,179
Vertices: 216,862
Updated: July 27, 2011
© 1991 Anat Grynberg and Greg Ward

Conference Room

A 3D model of the real Lawrence Berkeley National Laboratory building 90 3rd floor conference room originally created by Anat Grynberg and Greg Ward, circa 1991. The model was created from manual measurements with coordinates directly typed into a text editor. It is commonly used for global illumination experiments.

This model was flipped inside-out at some point in history and appears backwards in some papers relative to the original, with the EXIT signs reading as if in a mirror. Kenzie Lamar at Vicarious Visions fixed the face winding directions on all surfaces to be consistent, re-modeled the trash cans and fire extinguisher to have reasonable normals and joints with no interpenetration, replaced the radiator vents with a single panel, and flipped the EXIT signs. The textures observable (especially in the wood grain) in Ward's original rendering are procedural and are not represented in this model.

Additional resources:


Download  17 MB

Triangles: 871,306
Vertices: 438,929
Updated: July 27, 2011
© Stanford University

Chinese Dragon

I converted the PLY from Georgia Tech to IFS, and then computed vertex normals and wrote the result to OBJ format using custom code. This model is originally from the Stanford 3D Scanning Repository. It was scanned from a real object by a Cyberware 3030 MS scanner. The model reconstructed from scans by Stanford contains fewer triangles and more vertices. The Georgia Tech version may have been reconstructed independently from the original points. As with many models on this page, I report the vertex count after merging co-located vertices with the same normals during load (i.e., the size that your vertex buffer will actually be in memory), so my vertex count is lower than the one reported by Georgia Tech, but my face count is identical. The icon image is from NVIDIA.


Download  651 kB

Triangles: 15,704
Vertices: 8,478
Updated: July 27, 2011
© 1975 Martin Newell

Teapot

Martin Newell modeled a teapot using bicubic Bezier patches in 1975 as part of an entire tea set. It first appeared in his Ph.D. dissertation. Jim Blinn scaled the teapot horizontally by 1.3x to cancel the effect of the rectangular pixels on their display. The original had no bottom; most variations add one. Kenzie Lamar at Vicarious Visions created this version from the default teapot model in 3D Studio Max. He resized the top so that it fits snugly, created a shell and welded the spout and handle so that the teapot is a manifold without boundary, and created a unique and consistent-resolution texture parameterization for the entire model.


Download  4 kB

Triangles: 12
Vertices: 24
Updated: July 27, 2011
© Public Domain

Cube

A cube with texture coordinates and explicit vertex normals that I created by hand. The cube is centered at the origin and has unit volume. I included the checkerboard texture and material mapping to make it easy to modify to place other textures on the cube.


Download  22 MB

Triangles: 1,087,474
Vertices: 549,333
Updated: July 27, 2011
© 1996 Stanford University

Happy Buddha

Brian Curless and Marc Levoy created this model from multiple range scans of a real object using a Cyberware 3030 MS scanner. I converted the PLY from Georgia Tech to IFS, computed vertex normals, and then exported it OBJ format using G3D.


Download  50 MB

Triangles: 2,880,000
Vertices: 1,441,098
Updated: July 27, 2011
© NVIDIA Research

Hairball

Samuli Laine and Tero Karras at NVIDIA Research created this mass of thin strands for Two Methods for Fast Ray-Cast Ambient Occlusion.


Download  694 KB

Triangles: 36
Vertices: 68
(plus variations)
Updated: August 2, 2012
© Williams College

Cornell Box

Donald Goldberg and students at Cornell University created the original Cornell Box radiometry test data and physical box. Guedis Cardenas, Morgan McGuire, and Michael Mara created these eight OBJ files that represent some of the most commonly used test scenes based on that data. These include the original box and many variations by Henrik Jensen (the icon image is by Jensen) such as a box full of water. Note that the original real box is not a perfect cube, so the faces are correspondingly imperfect in this data set.


Download  97 MB

Triangles: 12,759,246
Vertices: 10,614,919
Updated: July 24, 2012
© 1999 UNC

Power Plant

The Power Plant Model is a complete model of an actual coal fired power plant. It has been released for non-commercial use only. UNC distributes the model as 1,185 PLY files, presumably because when it was released over a decade ago systems couldn't manage millions of polygons as well as they do today. Morgan McGuire and Guedis Cardenas merged them into a single OBJ file and created an appropriate MTL file.


Download  48 MB

Triangles: 6,704,264
Vertices: 12,308,528
Updated: January 14, 2012
© kescha

Rungholt

The Neu Rungholt medieval village on the Minecraft map entitled "Alone in the dark" created by "kescha", who says, "Fell[sic] free to use the map or parts of it for you own projects. " I converted this to OBJ format using Mineways (http://mineways.com) This is a nice moderately high-polygon model because it has an extremely regular tessellation.


Download  2 MB

Triangles: 224,998
Vertices: 449,992
Updated: January 14, 2012
© Morgan McGuire

Lost Empire

I modeled this underground, Indiana Jones-style city as part of the Vokselia Minecraft world and then exported it to OBJ format using Mineways (http://mineways.com). The entire world has a CC BY 3.0 license, which enables any use with only attribution. The model is good for global illumination tests: it is mostly white, has topologically complex geometry, is highly and regularly tessellated, and is entirely "inside" because of the surrounding mountaintop. Placing light sources at each of the triangles with a Torch material provides reasonable illumination.


Download  42 MB

Triangles: 9,923
Vertices: 17,684
Updated: February 23, 2012
© I-R Entertainment Ltd.

Head

Infinite-Realities Director Lee Perry-Smith created a 3D scan of his head. Morgan McGuire and Guedis Cardenas converted the displacement file from .tif to 16-bit .png and created created a low resolution version of the bump map. We set up the .mtl file's texture maps, painted the bump map so that it is seamless at the back of the head, and adjusted the default glossy highlight to better simulate a 3D head.


Download  55 MB
Triangles: 7,880,512
Vertices: 6,720,106
Updated: 2011-08-24
© Guillermo M. Leal Llaguno

San Miguel

This scene was modeled by Guillermo M. Leal Llaguno of Evolucién Visual, based on a hacienda that he visited in San Miguel de Allende, Mexico. I flattened the instancing from the original for convenience in research use. I then exported it as an OBJ file and manually corrected the material assignments. I converted all TIFF images to PNG, or to TGA if they had alpha since Photoshop handles PNG alpha poorly. Some material assignments are still incorrect and some geometry is missing.

As of August 2012 I am actively working on these.


Download  2 MB

Triangles: 31,600
Vertices: 61,600
Updated: January 20, 2013
© Jonas Pilo

Mitsuba

This is the standard material test object provided with the Mitsuba renderer. We converted it to a single OBJ file and separated the backdrop. This data was provided by Wenzel Jakob for the purpose of direct comparisons between the Mitsuba renderer and others. Please don't use this for other purposes, such as a standard test object in your own renderer.

Page copyright © 2011-2012 Morgan McGuire. All rights reserved.