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)

Time for Action: Translations in World Space vs Camera Space

Let's cover an example showcasing these differences in action:

  1. Open ch04_01_model-view-translation.html in your browser:
  1. From a distance, we are looking at the positive z-axis of a cone located at the origin of the world. There are three sliders that allow you to translate either the world or the camera on the x, y, and z axes, respectively. The world space is activated by default.
  2. By looking at the World matrix on the screen, can you tell where the origin of the world is? Is it [0, 0, 0]?
Hint

Check where we define translations in the Model-View matrix.
  1. We can think of the canvas as the image that our camera sees. If the world's center is at [0, -2, -50], where is the camera?
  1. If we want to get closer to the cone, we need to move the center of the world toward the camera. We know that the camera is...