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: Phong Shading with Phong Lighting

Let's cover an example of implementing lighting using Phong shading:

  1. Open the ch03_04_sphere_Phong.html file in your browser. The page will look similar to the following screenshot:
  1. The interface is very similar to the Goraud example's interface. As previously described, it is quite evident how the Phong shading combined with Phong lighting delivers a more realistic scene. Experiment with the controls widget to see the immediate result of this new lighting model.

What just happened?

We have seen Phong shading and Phong lighting in action. We explored the source code for the vertex and fragment shaders. We also modified the different parameters of the model and observed the immediate effect of the changes on the scene.