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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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Animating a 3D scene

Animating a scene is nothing more than applying the appropriate local transformations to the objects in the scene. For instance, if we want to move a cone and a sphere, each one of them will have a corresponding local transformation that will describe its location, orientation, and scale. In the previous section, we learned that matrix stacks allow us to preserve the original Model-View transform so that we can apply the correct local transforms to each object.

Now that we know how to move objects with local transforms and matrix stacks, we should address when to apply these transforms.

If we calculate the position to apply to the cone and sphere in our example every time we call the render function, this would imply that the animation rate would depend on the speed of our rendering cycle. A slow rendering cycle would produce choppy animations and too fast...

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