One of the great techniques of computer graphics is reflections. The truest reflection is looking through a mirror. Since mirrors generally have no distortion, this can be achieved by rendering from a second camera. Most reflections are of other surfaces such as metal, a pane of glass, or water (such as a still lake). If the scene contains multiple reflective surfaces, it grows in complexity. Such photorealism is beyond the capabilities of WebGL, for now. But like so much in computer graphics, we deploy techniques to accomplish a close representation of reflections – environment maps. Essentially, an environment map is created by placing 3D object(s), such as the car, inside a cube where each of the six sides of the cube is texture mapped with the surrounding environment. The top of the cube may be the sky, the bottom of the cube the ground, and the four sides would be images looking north, east, west, and south.
WebGL HOTSHOT
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WebGL HOTSHOT
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Overview of this book
Table of Contents (17 chapters)
WebGL HOTSHOT
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Free Chapter
Building Great Web3D
WebGL for E-Commerce
User Experience, Story, Character, Visual Design, and Interactivity
Mobile and Web3D Gaming
Social Media Meets Its Destiny
3D Reveals More Information
Adapting Architecture, Medical, and Mechanical Engineering to Web3D
3D Websites
Education in the Third Dimension
The New World of 3D Art
Index
Customer Reviews