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 Projection matrix

At the beginning of this chapter, we learned that the Projection matrix combines the projection transformation and the perspective division. These two steps take a 3D scene and convert it into a cube, which is then mapped to the 2D canvas by the viewport transformation.

In practice, the Projection matrix determines the geometry of the image that is captured by the camera. In a real-world camera, the lens of the camera would determine how distorted the final images are. In a WebGL world, we use the Projection matrix to simulate that effect. Also, unlike in the real world where our images are always affected by perspective, in WebGL, we can pick a different representation (such as the orthographic projection).

Field of View

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