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)

Summary

Let’s summarize what we learned in this chapter:

  • We learned how to extensively use colors with objects, lights, and in the scene. Specifically, we’ve learned that an object can be colored per vertex, per fragment, or can have a constant color.
  • We reviewed lights and the various approaches to lighting models.
  • We covered how to create lights of different colors and leveraged concepts from directional and point lights to create spot lights. By introducing several light sources in our scene, we updated our architectural patterns and used uniform arrays to reduce the complexity of creating and mapping uniforms between JavaScript and ESSL.
  • We learned that proper translucency requires more than just using alpha values in our color vectors. Because of this, we explored various blending behaviors, render sequences, and WebGL functions to create translucent objects...