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’ve learned in this chapter:

  • We've reviewed concepts, architecture, and code that has been developed throughout this book.
  • We built a 3D virtual car showroom application showcasing how all of these elements fit together.
  • We've learned that designing complex models requires specialized tools, such as Blender.
  • We covered how most of the current 3D graphics formats require the definition of vertices, indices, normals, and texture coordinates.
  • We studied how to obtain required elements from a Blender model to parse them into JSON files that we can load into a WebGL scene.
  • We learned how to add a controls widget to provide customization functionality.

In the next chapter, we will get a sneak peek at some of the advanced techniques commonly used in 3D computer graphic systems, including games, simulations, and other 3D applications...