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Learn Three.js

Learn Three.js

By : Jos Dirksen
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Learn Three.js

Learn Three.js

3 (4)
By: Jos Dirksen

Overview of this book

WebGL makes it possible to create 3D graphics in the browser without having to use plugins such as Flash and Java. Programming WebGL, however, is difficult and complex. With Three.js, it is possible to create stunning 3D graphics in an intuitive manner using JavaScript, without having to learn WebGL. With this book, you’ll learn how to create and animate beautiful looking 3D scenes directly in your browser-utilizing the full potential of WebGL and modern browsers. It starts with the basic concepts and building blocks used in Three.js. From there on, it will expand on these subjects using extensive examples and code samples. You will learn to create, or load, from externally created models, realistic looking 3D objects using materials and textures. You’ll find out how to easily control the camera using the Three.js built-in in camera controls, which will enable you to fly or walk around the 3D scene you created. You will then use the HTML5 video and canvas elements as a material for your 3D objects and to animate your models. Finally, you will learn to use morph and skeleton-based animation, and even how to add physics, such as gravity and collision detection, to your scene. After reading this book, you’ll know everything that is required to create 3D animated graphics using Three.js.
Table of Contents (14 chapters)
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2
The Basic Components that Make Up a Three.js Application
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3
Working with Light Sources in Three.js
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Learning to Work with Geometries
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Other Books You May Enjoy
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Working with Light Sources in Three.js

In Chapter 1, Creating Your First 3D Scene with Three.js, you learned about the basics of Three.js, and in Chapter 2The Basic Components that Make Up a Three.js Application, we looked a bit deeper at the most important parts of the scene: the geometries, meshes, and cameras. You might have noticed that we skipped exploring the details of lights in that chapter even though they make up an important part of every Three.js scene. Without lights, we won't see anything rendered (unless you use basic or wireframe materials). Since Three.js contains a large number of lights, each of which has a specific use, we'll use this chapter to explain the various details of the lights and prepare you for the upcoming chapters on material usage.

WebGL itself doesn't have inherent support for lighting. Without Three.js, you would have...

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