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)

Post-Processing

Post-processing is the process of adding effects by re-rendering the image of the scene with a shader that alters the final image. You can think of this as the process of taking a screenshot of your scene (ideally at 60+ frames per second), opening it up in your favorite image editor, and applying various filters. The difference is, of course, that we can do so in real time!

Some examples of simple post-processing effects include the following:

  • Grayscale
  • Sepia tone
  • Inverted colors
  • Film grain
  • Blur
  • Wavy/dizzy effect

The basic technique for creating these effects is relatively simple: create a framebuffer with the same dimensions as the canvas and have the entire scene rendered to it at the beginning of the draw cycle. Then, a quad is rendered to the default framebuffer using the texture that makes up the framebuffer's color attachment. The shader used during...