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)

Cameras

In the previous chapter, we covered the vertex shader, fragment shader, and ESSL to a define a lighting model in our 3D scene. In this chapter, we will leverage these concepts to learn more about the matrices that we have seen in the source code. These matrices represent transformations that, when applied to our scene, allow us to display and move things around. In one case, we've already used them to set the camera to a distance to see all the objects in our scene, and in another case, we've used them to spin our 3D car model.

Even though we have a camera within our 3D application, there is no camera object in the WebGL API—only matrices. That is because having matrices instead of a camera object gives WebGL the flexibility to represent complex projections and animations. In this chapter, we will learn what these matrix transformations mean and how we...