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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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Parametric Curves

There are many situations where we don't know the exact position of an object at a given time, but we do know an equation that describes its movement. These equations are known as parametric curves; they are parametric because the position depends on one parameter—for example, the time.

There are many examples of parametric curves. For example, a projectile shot in a game, a car going downhill, or a bouncing ball. In each case, there are equations that describe the motion of these objects under ideal conditions. The following diagram shows the parametric equation that describes the free-fall motion:

Where:

  • : Gravity at
  • : Initial velocity
  • : Initial Position
  • : Time
  • : Position

We are going to use parametric curves to animate objects in a WebGL scene. In this example, we will model a set of bouncing balls. The complete source code for this exercise...

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