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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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Time for Action: Coloring the Cube

Let's cover a simple example of coloring a geometry:

  1. Open the ch06_01_cube.html file using your browser. You will see a page similar to the following:
  1. In this exercise, we’re going to compare constant versus per-vertex coloring. Let's talk about the page's widgets:
    • Lambert: When selected, it will include the Lambert coefficient in the calculation of the final color.
    • Per Vertex: The two different coloring methods explained before: per-vertex or constant.
    • Complex Cube: Loads a JSON object where the vertices are repeated with the goal of obtaining multiple normals and multiple colors per vertex. We will explain how this works later on.
    • Alpha Value: This slider is mapped to the uAlpha float uniform in the vertex shader. uAlpha sets the alpha value for the vertex color.
  1. Disable the use of the Lambert coefficient by clicking...
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