WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL / Edition 1

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Overview

WebGL brings plugin-free 3D to the web, enabling you to create sophisticated interactive 3D graphics right inside web browsers — perfect for games, user interfaces, and information visualization. The 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 computer 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. WebGL and 3D pioneers Dr. Kouichi and Dr. Rodger Lea offer easy-to-understand tutorials on every technology you’ll need, plus 100 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 lighting, interacting with 3D objects, fogging, shadowing and working with 3D models generated by 3D authoring tools. This book won’t just teach you WebGL programming best practices: it will give you a library of code you can use to jumpstart your own WebGL projects.

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Product Details

  • ISBN-13: 9780321902924
  • Publisher: Addison-Wesley
  • Publication date: 7/23/2013
  • Series: OpenGL Series
  • Edition description: New Edition
  • Edition number: 1
  • Pages: 600
  • Sales rank: 320,439
  • Product dimensions: 7.00 (w) x 9.00 (h) x 1.20 (d)

Meet the Author

Dr. Kouichi Matsuda has a broad background in user interface and user experience design and its application to novel multimedia products. His work has taken him from product development, through research, and back to development, having spent time at NEC, Sony Corporate Research, and Sony Computer Science Laboratories. He is currently a chief distinguished researcher focused on user experience and human computer interaction across a range of consumer electronics. He was the designer of the social 3D virtual world called “PAW” (personal agent-oriented virtual world), was involved in the development of the VRML97 (ISO/IEC 14772-1:1997) standard from the start, and has remained active in both VRML and X3D communities (precursors to WebGL). He has written 15 books on computer technologies and translated a further 25 into Japanese. His expertise covers user experiences, user interface, human computer interaction, natural language understanding, entertainment-oriented network services, and interface agent systems. Always on the lookout for new and exciting possibilities in the technology space, he combines his professional life with a love of hot springs, sea in summer, wines, and MANGA (at which he dabbles in drawing and illustrations). He received his Ph.D. (Engineering) from the Graduate School of Engineering, University of Tokyo.

Dr. Rodger Lea is an adjunct professor with the Media and Graphics Interdisciplinary Centre at the University of British Columbia, with an interest in systems aspects of multimedia and distributed computing. With more than 20 years of experience leading research groups in both academic and industrial settings, he has worked on early versions of shared 3D worlds, helped define VRML97, developed multimedia operating systems, prototyped interactive digital TV, and led developments on multimedia home networking standards. He has published more than 60 research papers and three books, and he holds 12 patents. His current research explores the growing "Internet of Things," but he retains a passion for all things media and graphics.

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Table of Contents

Chapter 1 Overview of WebGL
Chapter 2 Your First Step with WebGL
Chapter 3 Drawing and Transforming Triangles
Chapter 4 More Transformations and Basic Animation
Chapter 5 Using Colors and Texture Images
Chapter 6 The OpenGL ES Shading Language (GLSL ES)
Chapter 7 Toward the 3D World
Chapter 8 Lighting Objects
Chapter 9 Hierarchical Objects
Chapter 10 Advanced Techniques
Appendix A No Need to Swap Buffers in WebGL
Appendix B Built-in Functions of GLSL ES 1.0
Appendix C Projection Matrices
Appendix D WebGL/OpenGL: Left or Right Handed?
Appendix E The Inverse Transpose Matrix
Appendix F Load Shader Programs from Files
Appendix G World Coordinate System Versus Local Coordinate System
Appendix H Web Browser Settings for WebGL
Glossary
References
Index
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