google/filament

Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2

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Summary Information

Updated 52 minutes ago
Added to GitGenius on September 2nd, 2026
Created on August 3rd, 2018
Open Issues & Pull Requests: 215 (-1)
GitHub issues: Enabled
Number of forks: 2,254
Total Stargazers: 20,467 (+0)
Total Subscribers: 383 (+0)

Repository Insights (GitGenius)

Median issue/PR response: 11.4 hours
Mean response time: 4.5 days
90th percentile: 8.7 days
Tracked items: 374

How this project is maintained

96% of open issues come from outside the core team, so the backlog reflects real-world use rather than internal planning. Work labelled "metal" is answered fastest, typically in under an hour, while "security" waits about 2 days. Three people close 68% of everything that gets resolved.

Charts & Analytics

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Issue Activity (beta)

Open issues: 164
New in 7 days: 1
Closed in 7 days: 1
Avg open age: 862 days
Stale 30+ days: 148
Stale 90+ days: 139

Recent activity

Opened in 7 days: 1
Closed in 7 days: 1
Comments in 7 days: 2
Events in 7 days: 4

Top labels

  • gltf (46)
  • android (28)
  • low priority (28)
  • build (27)
  • vulkan (23)
  • gpu specific (21)
  • security (19)
  • opengl (18)

Detailed Description

Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2.

Filament addresses the need for efficient, lightweight rendering on mobile platforms while maintaining visual quality through physically based rendering techniques. The engine is optimized for minimal size and performance on Android, supporting multiple graphics APIs including OpenGL ES, Vulkan, Metal, and WebGL2. It includes a material system with a dedicated compiler (matc) that generates optimized shaders, and provides a glTF 2.0 loader for asset import. The tool is distributed as precompiled binaries through Maven Central for Android and CocoaPods for iOS, with source builds available for other platforms.

Filament suits developers building 3D graphics applications on mobile platforms where resource constraints matter, or cross-platform projects targeting both mobile and desktop. The engine is particularly valuable for teams that need physically based rendering without the overhead of larger graphics frameworks. Android developers benefit from Maven dependency integration and modular libraries covering rendering, asset loading, and utilities. The project provides comprehensive documentation on PBR theory and its material system, making it accessible to graphics programmers learning physically based rendering concepts.

The project maintains active development with regular releases that bundle host-side tools required for asset generation. Documentation is thorough and kept current, covering both theoretical foundations and practical implementation details. The codebase receives ongoing optimization work, particularly around shader compilation and cross-platform graphics API support.