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Real-Time 3D Graphics with WebGL 2

Real-Time 3D Graphics with WebGL 2

By : Farhad Ghayour, Diego Cantor
4.8 (12)
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Real-Time 3D Graphics with WebGL 2

Real-Time 3D Graphics with WebGL 2

4.8 (12)
By: Farhad Ghayour, Diego Cantor

Overview of this book

As highly interactive applications have become an increasingly important part of the user experience, WebGL is a unique and cutting-edge technology that brings hardware-accelerated 3D graphics to the web. Packed with 80+ examples, this book guides readers through the landscape of real-time computer graphics using WebGL 2. Each chapter covers foundational concepts in 3D graphics programming with various implementations. Topics are always associated with exercises for a hands-on approach to learning. This book presents a clear roadmap to learning real-time 3D computer graphics with WebGL 2. Each chapter starts with a summary of the learning goals for the chapter, followed by a detailed description of each topic. The book offers example-rich, up-to-date introductions to a wide range of essential 3D computer graphics topics, including rendering, colors, textures, transformations, framebuffers, lights, surfaces, blending, geometry construction, advanced techniques, and more. With each chapter, you will "level up" your 3D graphics programming skills. This book will become your trustworthy companion in developing highly interactive 3D web applications with WebGL and JavaScript.
Table of Contents (14 chapters)
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Summary

Let’s summarize what we’ve learned in this chapter:

  • The WebGL API itself is just a rasterizer and, conceptually, is fairly simple.
  • WebGL's rendering pipeline describes how the WebGL buffers are used and passed in the form of attributes to be processed by the vertex shader. The vertex shader parallelizes vertex processing in the GPU. Vertices define the surface of the geometry that is going to be rendered. Every element on this surface is known as a fragment. These fragments are processed by the fragment shader.
  • Fragment processing also occurs in parallel in the GPU. When all fragments have been processed, the framebuffer, a two-dimensional array, contains the image that is then displayed on your screen.
  • WebGL is actually a pretty simple API. Its job is to execute two user-supplied functions, a vertex shader and fragment shader, and draw triangles, lines...

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