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: Fountain of Sparks

Let's see how we can use point sprites to create a fountain of sparks:

  1. Open the ch10_02_point-sprites.html file in your browser:
  1. This example showcases a simple fountain of sparks effect with point sprites. You can adjust the size and lifetime of the particles by using the sliders.
  2. The particle simulation is performed by maintaining a list of particles that are comprised of position, velocity, and lifespan. In every frame, we iterate through the list and move the particles according to the velocity; we also apply gravity and reduce the remaining lifespan. Once a particle's lifespan has reached 0, it's reset to the origin with a random velocity and updated lifespan.
  3. With every iteration of the particle's simulation, the particle positions and lifespans are copied to an array that is then used to update a vertex buffer...