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)

Implementing the Shaders

With our shaders, we will implement Phong shading and the Phong reflection model. Remember that Phong shading interpolates vertex normals and creates a normal for every fragmentthe processing happens in the fragment shader. The Phong reflection model describes illumination as the addition of ambient, diffuse, and specular interaction of the object with the light sources.

To be consistent with the Material Template Library (MTL) format, we’ll follow some typical conventions to set out uniform names that refer to material properties:

Material Uniform

Description
uKa Ambient property.
uKd Diffuse property.
uKs Specular property.
uNi Optical density. We will not use this feature, but you will see it in the MTL file.
uNs Specular exponent. A high exponent results in a tight, concentrated highlight. Ns values normally range from...