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 studied the difference between a framebuffer and a renderbuffer. A renderbuffer is a special buffer that is attached to a framebuffer.
  • We learned that WebGL provides mechanisms to create offscreen framebuffers that differ from the default onscreen framebuffer.
  • We covered how a framebuffer needs to have at least one texture to store colors and a renderbuffer to store depth information.
  • We discussed how to convert user click coordinates to canvas coordinates so that we can map them to values in the offscreen framebuffer.
  • We discussed the Picker architecture. Picking can have different states, and each state is associated with a callback function. Picker callbacks allow custom application logic to determine what happens when picking is in progress.
  • We learned how to implement color-based picking in WebGL. Picking...