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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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Picking

Virtually any 3D computer-graphics application needs to provide mechanisms for the user to interact with the scene. For instance, in a game, you may want to point at your target and perform an action upon it. Or in a CAD system, you may want to be able to select an object in your scene and modify its properties. In this chapter, we’ll learn the basics of implementing these kinds of interactions in WebGL.

To start, we should point out that we can select objects by casting a ray (vector) from the camera position (also known as the eye position) into the scene and calculate the objects that lie along its path. This is known as ray-casting and involves detecting intersections between the ray and object surfaces in the scene.

Ray-Casting

Ray-casting is the use of ray–surface intersection tests to solve a variety of problems in computer graphics and computational...

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