My Account Log in

1 option

WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL

O'Reilly Online Learning: Academic/Public Library Edition Available online

View online
Format:
Book
Author/Creator:
Matsuda, Kouchi, Author.
Contributor:
Lea, Rodger, Contributor.
Series:
OpenGL
Always Learning WebGL programming guide
Language:
English
Subjects (All):
WebGL (Computer program language).
Computer graphics.
Physical Description:
1 online resource (1 v.) : ill.
Edition:
1st edition
Other Title:
OpenGL series
WebGL Programming Guide
Place of Publication:
[Place of publication not identified] Addison Wesley Professional 2013
Language Note:
English
System Details:
text file
Summary:
Using WebGL®, you can create sophisticated interactive 3D graphics inside web browsers, without plug-ins. WebGL makes it possible to build a new generation of 3D web games, user interfaces, and information visualization solutions that will run on any standard web browser, and on PCs, smartphones, tablets, game consoles, or other devices. WebGL Programming Guide will help you get started quickly with interactive WebGL 3D programming, even if you have no prior knowledge of HTML5, JavaScript, 3D graphics, mathematics, or OpenGL. You’ll learn step-by-step, through realistic examples, building your skills as you move from simple to complex solutions for building visually appealing web pages and 3D applications with WebGL. Media, 3D graphics, and WebGL pioneers Dr. Kouichi Matsuda and Dr. Rodger Lea offer easy-to-understand tutorials on key aspects of WebGL, plus 100 downloadable sample programs, each demonstrating a specific WebGL topic. You’ll move from basic techniques such as rendering, animating, and texturing triangles, all the way to advanced techniques such as fogging, shadowing, shader switching, and displaying 3D models generated by Blender or other authoring tools. This book won’t just teach you WebGL best practices, it will give you a library of code to jumpstart your own projects. Coverage includes: WebGL’s origin, core concepts, features, advantages, and integration with other web standards How and basic WebGL functions work together to deliver 3D graphics Shader development with OpenGL ES Shading Language (GLSL ES) 3D scene drawing: representing user views, controlling space volume, clipping, object creation, and perspective Achieving greater realism through lighting and hierarchical objects Advanced techniques: object manipulation, heads-up displays, alpha blending, shader switching, and more Valuable reference appendixes covering key issues ranging from coordinate systems to matrices and shader loading to web browser settings This is the newest text in the OpenGL Technical Library, Addison-Wesley’s definitive collection of programming guides an reference manuals for OpenGL and its related technologies. The Library enables programmers to gain a practical understanding of OpenGL and the other Khronos application-programming libraries including OpenGL ES and OpenCL. All of the technologies in the OpenGL Technical Library evolve under the auspices of the Khronos Group, the industry consortium guiding the evolution of modern, open-standa...
Contents:
About This eBook
Title Page
Copyright Page
Dedication Page
Contents
Preface
Who the Book Is For
What the Book Covers
How the Book Is Structured
WebGL-Enabled Browsers
Sample Programs and Related Links
Style Conventions
Acknowledgments
About the Authors
Chapter 1. Overview of WebGL
Advantages of WebGL
Origins of WebGL
Structure of WebGL Applications
Summary
Chapter 2. Your First Step with WebGL
What Is a Canvas?
The World's Shortest WebGL Program: Clear Drawing Area
Draw a Point (Version 1)
Draw a Point (Version 2)
Draw a Point with a Mouse Click
Change the Point Color
Chapter 3. Drawing and Transforming Triangles
Drawing Multiple Points
Hello Triangle
Moving, Rotating, and Scaling
Chapter 4. More Transformations and Basic Animation
Translate and Then Rotate
Animation
Chapter 5. Using Colors and Texture Images
Passing Other Types of Information to Vertex Shaders
Experimenting with the Sample Program
Color Triangle (ColoredTriangle.js)
Pasting an Image onto a Rectangle
Pasting Multiple Textures to a Shape
Chapter 6. The OpenGL ES Shading Language (GLSL ES)
Recap of Basic Shader Programs
Overview of GLSL ES
Hello Shader!
Data (Numerical and Boolean Values)
Variables
GLSL ES Is a Type Sensitive Language
Basic Types
Vector Types and Matrix Types
Structures
Arrays
Samplers
Precedence of Operators
Conditional Control Flow and Iteration
Functions
Built-In Functions
Global Variables and Local Variables
Storage Qualifiers
Preprocessor Directives
Chapter 7. Toward the 3D World
What's Good for Triangles Is Good for Cubes
Specifying the Viewing Direction
Sample Program (LookAtRotatedTriangles.js).
Experimenting with the Sample Program
Specifying the Visible Range (Box Type)
Specifying the Visible Range Using a Quadrangular Pyramid
Sample Program (PerspectiveView_mvp.js)
Correctly Handling Foreground and Background Objects
Hello Cube
Chapter 8. Lighting Objects
Lighting 3D Objects
Lighting the Translated-Rotated Object
Using a Point Light Object
Chapter 9. Hierarchical Objects
Drawing and Manipulating Objects Composed of Other Objects
Shader and Program Objects: The Role of initShaders()
Chapter 10. Advanced Techniques
Rotate an Object with the Mouse
Select an Object
HUD (Head Up Display)
Fog (Atmospheric Effect)
Make a Rounded Point
Alpha Blending
Switching Shaders
Use What You've Drawn as a Texture Image
Display Shadows
Load and Display 3D Models
Handling Lost Context
Appendix A. No Need to Swap Buffers in WebGL
Appendix B. Built-In Functions of GLSL ES 1.0
Angle and Trigonometry Functions
Exponential Functions
Common Functions
Geometric Functions
Matrix Functions
Vector Functions
Texture Lookup Functions
Appendix C. Projection Matrices
Orthogonal Projection Matrix
Perspective Projection Matrix
Appendix D. WebGL/OpenGL: Left or Right Handed?
Sample Program CoordinateSystem.js
Hidden Surface Removal and the Clip Coordinate System
The Clip Coordinate System and the Viewing Volume
What Is Correct?
Appendix E. The Inverse Transpose Matrix
Appendix F. Load Shader Programs from Files
Appendix G. World Coordinate System Versus Local Coordinate System
The Local Coordinate System
The World Coordinate System
Transformations and the Coordinate Systems
Appendix H. Web Browser Settings for WebGL
Glossary
References
Index.
Notes:
Bibliographic Level Mode of Issuance: Monograph
Includes bibliographical references and index.
Description based on publisher supplied metadata and other sources.
ISBN:
9780133364941
0133364941
9780133364927
0133364925
9780321902924
0321902920
OCLC:
858681782

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Library Catalog Using Articles+ Library Account