Book Image

Learn Three.js - Third Edition

By : Jos Dirksen
1 (1)
Book Image

Learn Three.js - Third Edition

1 (1)
By: Jos Dirksen

Overview of this book

WebGL makes it possible to create 3D graphics in the browser without having to use plugins such as Flash and Java. Programming WebGL, however, is difficult and complex. With Three.js, it is possible to create stunning 3D graphics in an intuitive manner using JavaScript, without having to learn WebGL. With this book, you’ll learn how to create and animate beautiful looking 3D scenes directly in your browser-utilizing the full potential of WebGL and modern browsers. It starts with the basic concepts and building blocks used in Three.js. From there on, it will expand on these subjects using extensive examples and code samples. You will learn to create, or load, from externally created models, realistic looking 3D objects using materials and textures. You’ll find out how to easily control the camera using the Three.js built-in in camera controls, which will enable you to fly or walk around the 3D scene you created. You will then use the HTML5 video and canvas elements as a material for your 3D objects and to animate your models. Finally, you will learn to use morph and skeleton-based animation, and even how to add physics, such as gravity and collision detection, to your scene. After reading this book, you’ll know everything that is required to create 3D animated graphics using Three.js.
Table of Contents (14 chapters)

Postprocessing passes

Three.js comes with a number of postprocessing passes that you can use directly with THREE.EffectComposer.

Most of the shaders and passes shown in this chapter can be configured. When you want to apply one yourself, it is usually easiest to just add a simple UI that allows you to play around with the properties. That way, you can see what is a good setting for your specific scenario.

The following table gives an overview of all of the passes that are available:

Pass name



This render pass adapts the luminosity of the scene, based on the amount of light available in the scene. 


This is an effect that makes lighter areas bleed into darker areas. This simulates an effect wherein the camera is overwhelmed by extremely bright light.


This adds a Bokeh...