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  • Book Overview & Buying Real-Time 3D Graphics with WebGL 2
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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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Creating a WebGL Application

At this point, we've covered the basic topics required to create a WebGL application. These topics have been implemented in the framework that we've iteratively built throughout this book.

In Chapter 1, Getting Started, we introduced WebGL and learned how to use it in our browser. We learned that the WebGL context behaves as a state machine. As a result, we can query the different state variables using gl.getParameter.

Then, we studied how objects in a WebGL scene are defined by vertices. We saw how we can use indices to label vertices so that the WebGL rendering pipeline can quickly rasterize to render an object. We studied the functions that manipulate buffers and the two main functions to render primitives: drawArrays (no indices) and drawElements (with indices). We learned about using JSON to represent geometries and how we can download...

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