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)

Normal Mapping

A very powerful and popular technique among real-time 3D applications is normal mapping. Normal mapping creates the illusion of highly detailed geometry on a low-poly model by storing surface normals in a texture map that can then be used to calculate the lighting of the objects. This method is especially popular in modern games, since this allows developers to strike a balance between high performance and scene detail.

Typically, lighting is calculated by using the surface normals of the triangles being rendered, meaning that the entire polygon will be lit as a continuous, smooth surface:

With normal mapping, the surface normals are replaced by normals that are encoded in a texture that give the appearance of a rough or bumpy surface. Note that the actual geometry is not changed when using a normal map only how it's lit changes. If you look at a...