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COLMAP to glTF Visualizer

Export a COLMAP reconstruction as glTF or GLB — sparse points, camera frusta and real glTF cameras at every photograph's pose.

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cameras, images and points3D — .bin or .txt, or a zip

Accepted: .bin,.txt,.zip

Folder names are ignored — only the file names matter. points3D is optional if you only want the cameras.checklist What to exportInclude the point cloudA glTF POINTS primitive with per-point colour.Include wireframe frustaBuilt from the real intrinsics, so the shape reflects the lens.Include real camera nodesPerspective cameras named after each photograph. Blender lets you look through them.Add a cube at each cameraFor viewers that do not draw point or line primitives.Frustum depth as a percentage of the scene extent.GLB is self-contained and the safer choice. glTF is JSON you can read and edit.exploreCOLMAP is RDF (x right, y down, z forward) and glTF is RUB (x right, y up, z back). Every position and direction is converted on the way out, and the world-to-camera poses are inverted, so the scene opens the right way up.

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Getting a reconstruction out of COLMAP

A COLMAP model is three binary files that only COLMAP-aware software can read. A GLB opens in Blender, Windows 3D Viewer, macOS Quick Look, Unity, Unreal, three.js, Babylon and every glTF page on the web. Exporting one is how you show a reconstruction to somebody who does not have COLMAP installed — or drop it into a scene next to the model it was used to build.

What goes into the file

Sparse points as a glTF POINTS primitive with positions and colours. COLMAP's RGB is sRGB and glTF's COLOR_0 is linear, so it is converted on the way out.

Camera frusta as LINES: four corner rays from the optical centre, the rectangle joining them, and a notch on the top edge showing the roll of each shot. The corner directions come from the real intrinsics, so a wide lens draws a wide frustum.

Real glTF cameras — a perspective camera node per image, with yfov from the COLMAP intrinsics and the right aspect ratio, each named after its source photograph. Blender imports them as actual cameras you can look through, and the outliner reads as a list of your filenames rather than Object.001.

The conversion, stated plainly

COLMAP is RDF — x right, y down, z forward. glTF is RUB — x right, y up, z back. Every position and every direction in the export is converted between the two. That single omission is why so many home-made COLMAP exports open upside down in Blender.

The other half: COLMAP stores the pose world-to-camera, so a camera's place in the world is −Rᵀt, not t.

One caveat worth knowing

Point primitives are valid glTF but not universally drawn — Windows 3D Viewer, among others, shows nothing for them. Blender, three.js and Babylon are fine. If you need something that renders everywhere, turn on the solid camera markers.

Everything runs in your browser; the reconstruction is never uploaded.