Webgl Beginner's Guide

Webgl Beginner's Guide

by Diego Cantor, Brandon Jones


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Product Details

ISBN-13: 9781849691727
Publisher: Packt Publishing
Publication date: 06/15/2012
Pages: 376
Product dimensions: 7.50(w) x 9.25(h) x 0.78(d)

About the Author

Diego Cantor is a software engineer with experience in government, education, finance, enterprise resource planning (ERP) and data warehouse (DWH) projects. He has also been appointed as instructor at the Faculty of Engineering at the Universidad de los Andes (Colombia) in the department of Systems Engineering.

He did an internship at the CREATIS lab in Lyon, France. During that internship he implemented a component model based on the OSGi standards for medical imaging applications. After that, he did an internship at the Australian e–Health Research Centre in Brisbane, Australia, working on imaging analysis techniques and applying them to the study of Alzheimer's disease.

During his graduate studies, Diego worked on the processing of medical images (MRI) in 3D. This work led him to work with VTK and ITK and later on to research on technologies to improve state of the art medical imaging visualization and medical simulation systems.

Currently he is a PhD student at the University of Western Ontario in Canada. There, he works on computational methods to correlate MRI to digital histology imaging.

Diego speaks English, Spanish, and French.

Brandon Jones has been developing WebGL demos since the technology first began appearing in browsers in early 2010. He finds that it’s the perfect combination of two aspects of programming that he loves, allowing him to combine eight years of web development experience and a life–long passion for real–time graphics.

Brandon currently works with cutting–edge HTML5 development at Motorola Mobility.

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WebGL Beginner's Guide 4.5 out of 5 based on 0 ratings. 2 reviews.
Anonymous More than 1 year ago
Boudville More than 1 year ago
You may have already programmed on OpenGL, which is a vast and long standing free graphics package and language. But this book takes an important tangent. It refers to how from the OpenGL ES 2.0 (Embedded Systems) specification, a derivative was spawned, that emphasised web based and real time rendering, via the use of browsers. Perhaps it was inevitable, as OpenGL is meant for standalone applications running on a machine. This left a potentially vast operating space for a variant dedicated to the browser. To this ends, the first chapter is instructive. It describes useful features of WebGL. Like the use of javascript to write WebGL. This goes after the extensive mindshare of web developers, especially for coding the actual web pages, since the developers are likely or effectively required to know javascript. Another advantage is how devices like smartphones and tables often come with pre-installed browsers that use javascript. The usual question does arise, of performance of a script versus that of a compiled program. The book suggests that recent browsers give roughly equivalent performance with WebGL compared to standalone applications. But the book also acknowledges that for some shader code, you do indeed need compiling to truly maximise performance. The text also shows how to use WebGL in conjunction with Ajax and to decode and encode JSON objects. Plus, tips are given for coding under Microsoft Windows. The actual graphics portions of the book are straightforward. Though I would not really recommend using it for a first time learning of this material. I suspect that implicitly you are assumed to already have coded graphics and thus be generally familiar with basic concepts like normals, specular reflection, and material optical properties. Along with common shader methods like Phong and Goraud. Some of the book's diagrams might have been better appreciated by the reader if they were in colour. But this publisher's books are commonly in black and white to reduce printing costs. If you can, consider getting this book in conjunction with another on OpenGL, like OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 4.1 (8th Edition) or Computer Graphics Through OpenGL: From Theory to Experiments (Chapman & Hall/CRC Computer Graphics, Geometric Modeling, and Animation Series) or OpenGL 4.0 Shading Language Cookbook. Those can offer extra guidance on issues of the pure graphical concepts, if you need this support.