draco

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压缩和解压 3D 几何网格与点云,显著减小 3D 图形体积,让存储和网络传输更省空间、更快。

Draco is a library for compressing and decompressing 3D geometric meshes and point clouds. It is intended to improve the storage and transmission of 3D graphics.

1.5.9发布于 2026-10-16 19:08 UTC7,548star +2 / 7 天1,084fork同步于 2026-11-11 05:30 UTC

专家点评

上手难度:进阶更新于 2026-11-11

把 3D 网格和点云压到原体积的一小部分,glTF 生态里事实上的几何压缩层

适用场景

  • glTF 资产管线:模型导出时用 draco_encoder 压几何,运行时靠 three.js / Babylon 自带的 DracoLoader 解,换别的方案就得自己写解码器接进渲染器
  • Web 端加载大场景:JS/WASM 解码器是官方维护的,和 glTF 扩展绑定,别的压缩格式在浏览器里没有同等成熟的解码路径
  • 离线批处理:命令行工具直接对目录里的 .obj/.ply 做编码,不需要写代码,适合资产入库前的统一压缩
  • Unity 项目:仓库自带插件构建脚本,省掉自己封装 native 库的活

踩坑

  • 构建门槛在 BUILDING.md 里,README 正文没有可直接复制的安装命令,CMake 选项和依赖(如 Eigen)要自己读;只想快速试一下的话会卡在这一步
  • WASM/JS 解码器如果引用 v1/decoders 这类不带版本号的 GStatic URL,README 明说会因边缘缓存传播延迟出现偶发加载错误,必须锁版本号
  • Emscripten 2.0 起编解码模块返回 Promise,老示例代码直接当模块用会静默出错;issue 里 JS 侧打包形态(ES modules、Node/Browser 统一构建、NPM 包)被反复提出,说明前端集成目前要自己处理模块格式
  • 只有 C++ 编码器,JS 侧编码器是长期未合并的需求,纯前端做压缩这条路走不通

同类对比

要更高压缩率且能接受更慢解码,看 OpenCTM 一类老方案或 meshoptimizer(后者更偏顶点缓存/索引优化,常和 Draco 叠加而非替代);只在 glTF 里用的话,直接依赖 three.js 的 DRACOLoader 封装比裸接库省事。

怎么上手

README 里没有找到可直接复制的安装命令

README 里没有找到可直接复制的安装命令,请到 README 或官方文档查看安装方式。

硬件要求按 README 说明

README 未说明

下载:源码 zip·GitHub Releases(安装包)本站不镜像安装包

项目说明

由 README 自动翻译提炼

Google 开源的 3D 网格与点云压缩库,用于减小 3D 图形存储体积并加快传输

压缩和解压 3D 几何网格与点云,显著减小 3D 图形体积,让存储和网络传输更省空间、更快。

核心能力

  • 压缩点、连接关系、纹理坐标、颜色、法线及通用属性
  • 提供 C++ 编码器与 C++/JavaScript 解码器
  • 附带命令行编码、解码与 glTF 转码工具
  • 支持 WASM 与 JavaScript 解码器,可从 GStatic 静态 URL 加载
  • 提供 Unity 插件构建与 three.js 渲染示例

容易踩的坑

构建步骤需参考 BUILDING.md,README 正文未给出直接可运行的安装命令;WASM/JS 解码器建议从带版本号的 GStatic URL 拉取,使用 v1/decoders 这类非版本化 URL 可能因边缘缓存与传播延迟出现偶发错误;Emscripten 2.0 起编解码模块返回 Promise 而非模块本身,需按示例处理

内容由模型根据 README 生成,可能不完整或不准确,以官方文档为准。看原文 README

最近发版

5 个版本1.5.9
  1. 1.5.9Draco 1.5.9 release最新正式版2026-10-16 · 2026-10-16 19:08 UTC

    Version 1.5.9 release:

  2. 1.5.8Draco 1.5.8 release2026-10-15 · 2026-10-15 16:13 UTC
    查看更新说明

    Version 1.5.8 release:

    • Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.5.8, use this URL:
    • Polygonal Mesh Coding (PMC) compression by AOMedia in glTF and the draco_transcoder tool with the -pmc flag (experimental).
    • Support for additional glTF extensions KHR_materials_emissive_strength, KHR_materials_iridescence, KHR_materials_anisotropy, KHR_materials_diffuse_transmission, KHR_animation_pointer, and KHR_interactivity.
    • Reading big-endian binary PLY files.
    • Signed integer attribute types and normalized attributes in glTF.
    • Support for unbounded number of texture coordinate attributes.
    • Security fixes.
    • Bug fixes.
  3. 1.5.7Draco 1.5.7 release2024-01-17 · 2024-01-17 21:05 UTC
    查看更新说明

    Version 1.5.7 release:

  4. 1.5.6Draco 1.5.6 release2023-02-07 · 2023-02-07 17:55 UTC
    查看更新说明

    Version 1.5.6 release:

    • Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.5.6, use this URL:
    • The CMake flag DRACO_DEBUG_MSVC_WARNINGS has been replaced with DRACO_DEBUG_COMPILER_WARNINGS, and the behavior has changed. It is now a boolean flag defined in draco_options.cmake.
    • Bug fixes.
    • Security fixes.
  5. 1.5.5Draco 1.5.5 release2022-10-29 · 2022-10-29 01:20 UTC
    查看更新说明

    Version 1.5.5 release:

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    README 原文

    未翻译

    draco-ci

    News

    Attention GStatic users: the Draco team strongly recommends using the versioned URLs for accessing Draco GStatic content. If you are using the URLs that include the v1/decoders substring within the URL, edge caching and GStatic propagation delays can result in transient errors that can be difficult to diagnose when new Draco releases are launched. To avoid the issue pin your sites to a versioned release.

    Version 1.5.9 release:

    Version 1.5.8 release:

    • Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.5.8, use this URL:
    • Polygonal Mesh Coding (PMC) compression by AOMedia in glTF and the draco_transcoder tool with the -pmc flag (experimental).
    • Support for additional glTF extensions KHR_materials_emissive_strength, KHR_materials_iridescence, KHR_materials_anisotropy, KHR_materials_diffuse_transmission, KHR_animation_pointer, and KHR_interactivity.
    • Reading big-endian binary PLY files.
    • Signed integer attribute types and normalized attributes in glTF.
    • Support for unbounded number of texture coordinate attributes.
    • Security fixes.
    • Bug fixes.

    Version 1.5.7 release:

    Version 1.5.6 release:

    • Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.5.6, use this URL:
    • The CMake flag DRACO_DEBUG_MSVC_WARNINGS has been replaced with DRACO_DEBUG_COMPILER_WARNINGS, and the behavior has changed. It is now a boolean flag defined in draco_options.cmake.
    • Bug fixes.
    • Security fixes.

    Version 1.5.5 release:

    Version 1.5.4 release:

    Version 1.5.3 release:

    Version 1.5.2 release

    • This is the same as v1.5.1 with the following two bug fixes:
      • Fixes DRACO_TRANSCODER_SUPPORTED enabled builds.
      • ABI version updated.

    Version 1.5.1 release

    • Adds assertion enabled Emscripten builds to the release, and a subset of the assertion enabled builds to GStatic. See the file listing below.
    • Custom paths to third party dependencies are now supported. See BUILDING.md for more information.
    • The CMake configuration file draco-config.cmake is now tested and known to work for using Draco in Linux, MacOS, and Windows CMake projects. See the install_test subdirectory of src/draco/tools for more information.
    • Bug fixes.

    Version 1.5.0 release

    • Adds the draco_transcoder tool. See the section below on the glTF transcoding tool, and BUILDING.md for build and dependency information.
    • Some changes to configuration variables have been made for this release:
      • The DRACO_GLTF flag has been renamed to DRACO_GLTF_BITSTREAM to help increase understanding of its purpose, which is to limit Draco features to those included in the Draco glTF specification.
      • Variables exported in CMake via draco-config.cmake and find-draco.cmake (formerly FindDraco.cmake) have been renamed. It's unlikely that this impacts any existing projects as the aforementioned files were not formed correctly. See PR775 for full details of the changes.
    • A CMake version file has been added.
    • The CMake install target now uses absolute paths direct from CMake instead of building them using CMAKE_INSTALL_PREFIX. This was done to make Draco easier to use for downstream packagers and should have little to no impact on users picking up Draco from source.
    • Certain MSVC warnings have had their levels changed via compiler flag to reduce the amount of noise output by the MSVC compilers. Set MSVC warning level to 4, or define DRACO_DEBUG_MSVC_WARNINGS at CMake configuration time to restore previous behavior.
    • Bug fixes.

    Version 1.4.3 release

    Version 1.4.1 release

    Version 1.4.0 release

    • WASM and JavaScript decoders are hosted from a static URL.
    • Changed npm modules to use WASM, which increased performance by ~200%.
    • Updated Emscripten to 2.0.
      • This causes the Draco codec modules to return a promise instead of the module directly.
      • Please see the example code on how to handle the promise.
    • Changed NORMAL quantization default to 8.
    • Added new array API to decoder and deprecated DecoderBuffer.
    • Changed WASM/JavaScript behavior of catching exceptions.
    • Code cleanup.
    • Emscripten builds now disable NODEJS_CATCH_EXIT and NODEJS_CATCH_REJECTION.
      • Authors of a CLI tool might want to add their own error handlers.
    • Added Maya plugin builds.
    • Unity plugin builds updated.
    • Bug fixes.

    Version 1.3.6 release

    • WASM and JavaScript decoders are now hosted from a static URL
    • Changed web examples to pull Draco decoders from static URL
    • Added new API to Draco WASM decoder, which increased performance by ~15%
    • Decreased Draco WASM decoder size by ~20%
    • Added support for generic and multiple attributes to Draco Unity plug-ins
    • Added new API to Draco Unity, which increased decoder performance by ~15%
    • Changed quantization defaults:
      • POSITION: 11
      • NORMAL: 7
      • TEX_COORD: 10
      • COLOR: 8
      • GENERIC: 8
    • Code cleanup
    • Bug fixes

    Version 1.3.5 release

    • Added option to build Draco for Universal Scene Description
    • Code cleanup
    • Bug fixes

    Version 1.3.4 release

    • Released Draco Animation code
    • Fixes for Unity
    • Various file location and name changes

    Version 1.3.3 release

    • Added ExpertEncoder to the Javascript API
      • Allows developers to set quantization options per attribute id
    • Bug fixes

    Version 1.3.2 release

    • Bug fixes

    Version 1.3.1 release

    • Fix issue with multiple attributes when skipping an attribute transform

    Version 1.3.0 release

    • Improved kD-tree based point cloud encoding
      • Now applicable to point clouds with any number of attributes
      • Support for all integer attribute types and quantized floating point types
    • Improved mesh compression up to 10% (on average ~2%)
      • For meshes, the 1.3.0 bitstream is fully compatible with 1.2.x decoders
    • Improved Javascript API
      • Added support for all signed and unsigned integer types
      • Added support for point clouds to our Javascript encoder API
    • Added support for integer properties to the PLY decoder
    • Bug fixes

    Previous releases

    https://github.com/google/draco/releases

    Description

    Draco is a library for compressing and decompressing 3D geometric meshes and point clouds. It is intended to improve the storage and transmission of 3D graphics.

    Draco was designed and built for compression efficiency and speed. The code supports compressing points, connectivity information, texture coordinates, color information, normals, and any other generic attributes associated with geometry. With Draco, applications using 3D graphics can be significantly smaller without compromising visual fidelity. For users, this means apps can now be downloaded faster, 3D graphics in the browser can load quicker, and VR and AR scenes can now be transmitted with a fraction of the bandwidth and rendered quickly.

    Draco is released as C++ source code that can be used to compress 3D graphics as well as C++ and Javascript decoders for the encoded data.

    Contents

    Building

    See BUILDING for building instructions.

    Usage

    Unity

    For the best information about using Unity with Draco please visit https://github.com/atteneder/DracoUnity

    For a simple example of using Unity with Draco see README in the unity folder.

    WASM and JavaScript Decoders

    It is recommended to always pull your Draco WASM and JavaScript decoders from:

    https://www.gstatic.com/draco/v1/decoders/
    

    Users will benefit from having the Draco decoder in cache as more sites start using the static URL.

    Command Line Applications

    The default target created from the build files will be the draco_encoder and draco_decoder command line applications. Additionally, draco_transcoder is generated when CMake is run with the DRACO_TRANSCODER_SUPPORTED variable set to ON (see BUILDING for more details). For all applications, if you run them without any arguments or -h, the applications will output usage and options.

    Encoding Tool

    draco_encoder will read OBJ, STL or PLY files as input, and output Draco-encoded files. We have included Stanford's Bunny mesh for testing. The basic command line looks like this:

    ./draco_encoder -i testdata/bun_zipper.ply -o out.drc
    

    A value of 0 for the quantization parameter will not perform any quantization on the specified attribute. Any value other than 0 will quantize the input values for the specified attribute to that number of bits. For example:

    ./draco_encoder -i testdata/bun_zipper.ply -o out.drc -qp 14
    

    will quantize the positions to 14 bits (default is 11 for the position coordinates).

    In general, the more you quantize your attributes the better compression rate you will get. It is up to your project to decide how much deviation it will tolerate. In general, most projects can set quantization values of about 11 without any noticeable difference in quality.

    The compression level (-cl) parameter turns on/off different compression features.

    ./draco_encoder -i testdata/bun_zipper.ply -o out.drc -cl 8
    

    In general, the highest setting, 10, will have the most compression but worst decompression speed. 0 will have the least compression, but best decompression speed. The default setting is 7.

    Encoding Point Clouds

    You can encode point cloud data with draco_encoder by specifying the -point_cloud parameter. If you specify the -point_cloud parameter with a mesh input file, draco_encoder will ignore the connectivity data and encode the positions from the mesh file.

    ./draco_encoder -point_cloud -i testdata/bun_zipper.ply -o out.drc
    

    This command line will encode the mesh input as a point cloud, even though the input might not produce compression that is representative of other point clouds. Specifically, one can expect much better compression rates for larger and denser point clouds.

    Decoding Tool

    draco_decoder will read Draco files as input, and output OBJ, STL or PLY files. The basic command line looks like this:

    ./draco_decoder -i in.drc -o out.obj
    

    glTF Transcoding Tool

    draco_transcoder can be used to add Draco compression to glTF assets. The basic command line looks like this:

    ./draco_transcoder -i in.glb -o out.glb
    

    This command line will add geometry compression to all meshes in the in.glb file. Quantization values for different glTF attributes can be specified similarly to the draco_encoder tool. For example -qp can be used to define quantization of the position attribute:

    ./draco_transcoder -i in.glb -o out.glb -qp 12
    

    C++ Decoder API

    If you'd like to add decoding to your applications you will need to include the draco_dec library. In order to use the Draco decoder you need to initialize a DecoderBuffer with the compressed data. Then call DecodeMeshFromBuffer() to return a decoded mesh object or call DecodePointCloudFromBuffer() to return a decoded PointCloud object. For example:

    draco::DecoderBuffer buffer;
    buffer.Init(data.data(), data.size());
    
    const draco::EncodedGeometryType geom_type =
        draco::GetEncodedGeometryType(&buffer);
    if (geom_type == draco::TRIANGULAR_MESH) {
      unique_ptr<draco::Mesh> mesh = draco::DecodeMeshFromBuffer(&buffer);
    } else if (geom_type == draco::POINT_CLOUD) {
      unique_ptr<draco::PointCloud> pc = draco::DecodePointCloudFromBuffer(&buffer);
    }
    

    Please see src/draco/mesh/mesh.h for the full Mesh class interface and src/draco/point_cloud/point_cloud.h for the full PointCloud class interface.

    Javascript Encoder API

    The Javascript encoder is located in javascript/draco_encoder.js. The encoder API can be used to compress mesh and point cloud. In order to use the encoder, you need to first create an instance of DracoEncoderModule. Then use this instance to create MeshBuilder and Encoder objects. MeshBuilder is used to construct a mesh from geometry data that could be later compressed by Encoder. First create a mesh object using new encoderModule.Mesh() . Then, use AddFacesToMesh() to add indices to the mesh and use AddFloatAttributeToMesh() to add attribute data to the mesh, e.g. position, normal, color and texture coordinates. After a mesh is constructed, you could then use EncodeMeshToDracoBuffer() to compress the mesh. For example:

    const mesh = {
      indices : new Uint32Array(indices),
      vertices : new Float32Array(vertices),
      normals : new Float32Array(normals)
    };
    
    const encoderModule = DracoEncoderModule();
    const encoder = new encoderModule.Encoder();
    const meshBuilder = new encoderModule.MeshBuilder();
    const dracoMesh = new encoderModule.Mesh();
    
    const numFaces = mesh.indices.length / 3;
    const numPoints = mesh.vertices.length;
    meshBuilder.AddFacesToMesh(dracoMesh, numFaces, mesh.indices);
    
    meshBuilder.AddFloatAttributeToMesh(dracoMesh, encoderModule.POSITION,
      numPoints, 3, mesh.vertices);
    if (mesh.hasOwnProperty('normals')) {
      meshBuilder.AddFloatAttributeToMesh(
        dracoMesh, encoderModule.NORMAL, numPoints, 3, mesh.normals);
    }
    if (mesh.hasOwnProperty('colors')) {
      meshBuilder.AddFloatAttributeToMesh(
        dracoMesh, encoderModule.COLOR, numPoints, 3, mesh.colors);
    }
    if (mesh.hasOwnProperty('texcoords')) {
      meshBuilder.AddFloatAttributeToMesh(
        dracoMesh, encoderModule.TEX_COORD, numPoints, 3, mesh.texcoords);
    }
    
    if (method === "edgebreaker") {
      encoder.SetEncodingMethod(encoderModule.MESH_EDGEBREAKER_ENCODING);
    } else if (method === "sequential") {
      encoder.SetEncodingMethod(encoderModule.MESH_SEQUENTIAL_ENCODING);
    }
    
    const encodedData = new encoderModule.DracoInt8Array();
    // Use default encoding setting.
    const encodedLen = encoder.EncodeMeshToDracoBuffer(dracoMesh,
                                                       encodedData);
    encoderModule.destroy(dracoMesh);
    encoderModule.destroy(encoder);
    encoderModule.destroy(meshBuilder);
    
    

    Please see src/draco/javascript/emscripten/draco_web_encoder.idl for the full API.

    Javascript Decoder API

    The Javascript decoder is located in javascript/draco_decoder.js. The Javascript decoder can decode mesh and point cloud. In order to use the decoder, you must first create an instance of DracoDecoderModule. The instance is then used to create DecoderBuffer and Decoder objects. Set the encoded data in the DecoderBuffer. Then call GetEncodedGeometryType() to identify the type of geometry, e.g. mesh or point cloud. Then call either DecodeBufferToMesh() or DecodeBufferToPointCloud(), which will return a Mesh object or a point cloud. For example:

    // Create the Draco decoder.
    const decoderModule = DracoDecoderModule();
    const buffer = new decoderModule.DecoderBuffer();
    buffer.Init(byteArray, byteArray.length);
    
    // Create a buffer to hold the encoded data.
    const decoder = new decoderModule.Decoder();
    const geometryType = decoder.GetEncodedGeometryType(buffer);
    
    // Decode the encoded geometry.
    let outputGeometry;
    let status;
    if (geometryType == decoderModule.TRIANGULAR_MESH) {
      outputGeometry = new decoderModule.Mesh();
      status = decoder.DecodeBufferToMesh(buffer, outputGeometry);
    } else {
      outputGeometry = new decoderModule.PointCloud();
      status = decoder.DecodeBufferToPointCloud(buffer, outputGeometry);
    }
    
    // You must explicitly delete objects created from the DracoDecoderModule
    // or Decoder.
    decoderModule.destroy(outputGeometry);
    decoderModule.destroy(decoder);
    decoderModule.destroy(buffer);
    

    Please see src/draco/javascript/emscripten/draco_web_decoder.idl for the full API.

    Javascript Decoder Performance

    The Javascript decoder is built with dynamic memory. This will let the decoder work with all of the compressed data. But this option is not the fastest. Pre-allocating the memory sees about a 2x decoder speed improvement. If you know all of your project's memory requirements, you can turn on static memory by changing CMakeLists.txt accordingly.

    Metadata API

    Starting from v1.0, Draco provides metadata functionality for encoding data other than geometry. It could be used to encode any custom data along with the geometry. For example, we can enable metadata functionality to encode the name of attributes, name of sub-objects and customized information. For one mesh and point cloud, it can have one top-level geometry metadata class. The top-level metadata then can have hierarchical metadata. Other than that, the top-level metadata can have metadata for each attribute which is called attribute metadata. The attribute metadata should be initialized with the correspondent attribute id within the mesh. The metadata API is provided both in C++ and Javascript. For example, to add metadata in C++:

    draco::PointCloud pc;
    // Add metadata for the geometry.
    std::unique_ptr<draco::GeometryMetadata> metadata =
      std::unique_ptr<draco::GeometryMetadata>(new draco::GeometryMetadata());
    metadata->AddEntryString("description", "This is an example.");
    pc.AddMetadata(std::move(metadata));
    
    // Add metadata for attributes.
    draco::GeometryAttribute pos_att;
    pos_att.Init(draco::GeometryAttribute::POSITION, nullptr, 3,
                 draco::DT_FLOAT32, false, 12, 0);
    const uint32_t pos_att_id = pc.AddAttribute(pos_att, false, 0);
    
    std::unique_ptr<draco::AttributeMetadata> pos_metadata =
        std::unique_ptr<draco::AttributeMetadata>(
            new draco::AttributeMetadata(pos_att_id));
    pos_metadata->AddEntryString("name", "position");
    
    // Directly add attribute metadata to geometry.
    // You can do this without explicitly add |GeometryMetadata| to mesh.
    pc.AddAttributeMetadata(pos_att_id, std::move(pos_metadata));
    

    To read metadata from a geometry in C++:

    // Get metadata for the geometry.
    const draco::GeometryMetadata *pc_metadata = pc.GetMetadata();
    
    // Request metadata for a specific attribute.
    const draco::AttributeMetadata *requested_pos_metadata =
      pc.GetAttributeMetadataByStringEntry("name", "position");
    

    Please see src/draco/metadata and src/draco/point_cloud for the full API.

    NPM Package

    Draco NPM NodeJS package is located in javascript/npm/draco3d. Please see the doc in the folder for detailed usage.

    three.js Renderer Example

    Here's an example of a geometric compressed with Draco loaded via a Javascript decoder using the three.js renderer.

    Please see the javascript/example/README.md file for more information.

    GStatic Javascript Builds

    Prebuilt versions of the Emscripten-built Draco javascript decoders are hosted on www.gstatic.com in version labeled directories:

    https://www.gstatic.com/draco/versioned/decoders/VERSION/*

    As of the v1.4.3 release the files available are:

    Beginning with the v1.5.1 release assertion enabled builds of the following files are available:

    Support

    For questions/comments please email [email protected]

    If you have found an error in this library, please file an issue at https://github.com/google/draco/issues

    Patches are encouraged, and may be submitted by forking this project and submitting a pull request through GitHub. See CONTRIBUTING for more detail.

    License

    Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at

    http://www.apache.org/licenses/LICENSE-2.0

    Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.

    References

    Bunny model from Stanford's graphic department https://graphics.stanford.edu/data/3Dscanrep/