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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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Creating Transparent Objects

We’ve learned that in order to create transparency, we need to:

  • Enable alpha blending and select the interpolative blending function
  • Render the faces of objects back to front

How do we create transparent objects when there is nothing to blend them against? In other words, if there’s only one object, how can we make it transparent? One solution is to use face-culling.

Face-culling allows us to only render the back or front face of an object. We used this technique in the previous section when we only rendered the front face by enabling the Back Face Culling button.

Let's use the color cube from earlier in this chapter. We are going to make it transparent. For that effect, we will perform the following:

  1. Enable alpha blending and use the interpolative blending mode.
  2. Enable face-culling.
  3. Render the back face (by culling the front...

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