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)

Physically-Based Rendering

In Chapter 3, Lights, we learned how to illuminate our scene by mimicking light. We did so by leveraging various shading and light reflection techniques that use two main components: specular and diffuse. Although we've been modeling materials with specular and diffuse in computer graphics for a long time, these techniques produce results that are not very realistic. For example, changing the specularity of a material doesn't change the diffuse:

The preceding screenshot demonstrates that changing the two parameters of specular intensity and specular hardness only changes the whitish part of the reflection. The blue diffuse reflection doesn't change at all—that's not how our physical world works! So, in applications aiming for more realistic effects, an artist would be tasked with manually tuning these values for each material...