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)

Picking

In the previous chapter, we covered how to use textures to add more detail to our 3D application. In this chapter, we'll learn how to interact with our WebGL application through a technique called picking. Picking refers to the ability to select objects in a 3D scene. The most common device used for picking is a computer mouse. However, picking can also be performed using other human computer interfaces, such as tactile screens and haptic devices. In this chapter, we will learn how picking can be implemented in WebGL.

In this chapter, you will:

  • Learn how to select objects in a WebGL scene using the mouse.
  • Create and use offscreen framebuffers.
  • Learn what renderbuffers are and how they are used by framebuffers.
  • Read pixels from framebuffers.
  • Use color labels to perform object selection based on color.