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)

Summary

Let’s summarize what we learned in this chapter:

  • We learned in detail what light sources, materials, and normals are, and how these elements interact to illuminate a WebGL scene.
  • We covered the differences between a shading method and a lighting model.
  • We studied the basics of the Goraud and Phong shading methods, along with the Lambertian and Phong lighting models. With the help of several examples, we also covered how to implement these shading and lighting models in code using ESSL, and how to communicate between the WebGL code and the ESSL code through attributes and uniforms.
  • We can use the vertex shader and the fragment shader to define a lighting model for our 3D scene.
  • We covered many of these operations through the lens of the latest and greatest techniques provided to us in WebGL 2's updated shading language.

In the next chapter, we will expand...