Book Image

Real-Time 3D Graphics with WebGL 2 - Second Edition

By : Farhad Ghayour, Diego Cantor
5 (1)
Book Image

Real-Time 3D Graphics with WebGL 2 - Second Edition

5 (1)
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)

Advanced Techniques

In the previous chapters of this book, we covered many foundational computer graphics concepts that, ultimately, gave us the knowledge and skills to build a 3D virtual car showroom. This means that at this point, you have all of the information you need to create rich 3D applications with WebGL. However, we've only just scratched the surface of what's possible with WebGL! Creative use of shaders, textures, and vertex attributes can yield fantastic results. In these final chapters, we'll cover a few advanced WebGL concepts that should leave you eager to explore more.

In this chapter, we will cover the following:

  • Learn various post-processing effects
  • Implementing a particle system using point sprites
  • Understand how to use normal mapping
  • Implement how to use ray tracing