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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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Putting It All Together

In the previous chapter, we covered framebuffers, renderbuffers, and the steps required to interact with a 3D application using picking. In this chapter, we will bring together all of the concepts we've learned so far to build a 3D virtual car showroom. In the development of this demo application, we will use models, lights, cameras, animation, colors, textures, and more. We will also learn how to integrate these elements with a simple yet effective graphical user interface.

In this chapter, you will learn to do the following:

  • Put together all of the architecture we've developed throughout this book
  • Create a 3D virtual car showroom application using our architecture
  • Import car models from Blender into a WebGL scene
  • Set up several light sources
  • Create robust shaders to handle multiple materials
  • Learn about the OBJ and MTL file formats
  • Program...

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