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Real-Time 3D Graphics with WebGL 2

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

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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Use of Color in Lights

Colors are light properties. In Chapter 3, Lights, we learned that the number of light properties depends on the lighting-reflection model selected for a scene. For instance, using a Lambertian reflection model, we would only need to model one shader uniform: the light diffuse property/color. In contrast, if the Phong reflection model were selected, each light source would need to have three properties: the ambient, diffuse, and specular colors.

Positional Lights

The light position is usually modeled as a uniform when the shader needs to know the position of the light. Therefore, a Phong model with a positional light would have four uniforms: ambient, diffuse, specular, and position.

For directional lights, the fourth uniform is the light direction. For more information, refer to Chapter 3, Lights.

We have seen that each light property is represented by...

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