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 saw how we can leverage matrix stacks to preserve global transformations while applying local transformations.
  • We covered the basic concepts behind object animations in WebGL. More specifically, we learned about the differences between local and global transformations.
  • We learned about the requestAnimationFrame browser and built our own version with JavaScript timers for animation.
  • An animation timer that is not tied up to the rendering cycle provides a lot of flexibility by ensuring that the time in the scene is independent of how fast it can be rendered on screen.
  • We distinguished between animation and simulation strategies for various problem-solving approaches.
  • We looked at interpolation methods and their various approaches.

In the next chapter, we will play with colors and blending in a WebGL scene. We will...