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)

The Model-View Matrix

The Model-View matrix allows us to perform affine transformations in our scene. Affine is a mathematical name that describes transformations that do not change the structure of the object undergoing such transformations. In our 3D world scene, such transformations are rotation, scaling, reflection shearing, and translation. Fortunately, we do not need to understand how to represent such transformations with matrices. We just need to use one of the many JavaScript matrix libraries that are available online (such as glMatrix).

Affine Transformations

You can find more information on how transformation matrices work at https://en.wikipedia.org/wiki/Affine_transformation.

Understanding the structure of the Model-View matrix will not help you if you just want to apply transformations to the scene or to objects in the scene. For that effect, simply use a library...