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)

Vertex Transformations

Objects in a WebGL scene go through different transformations before we see them on our screen. Each transformation is encoded by a 4x4 matrix. How do we multiply vertices that have three components, (x, y, z), by a 4x4 matrix? The short answer is that we need to augment the cardinality of our tuples by one dimension. Each vertex will then have a fourth component called the Homogeneous coordinate. Let's see what they are and why they are useful.

Homogeneous Coordinates

Homogeneous coordinates are a key component of any computer-graphics program. These coordinates make it possible to represent affine transformations (such as rotation, scaling, shear, and translation) and projective transformations...