WebGL Beginner’s Guide, by Diego Cantor, Brandon Jones


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WebGL Beginner's Guide, by Diego Cantor, Brandon Jones

WebGL Beginner’s Guide, by Diego Cantor, Brandon Jones

WebGL Beginner's Guide, by Diego Cantor, Brandon Jones

PDF Ebook WebGL Beginner’s Guide, by Diego Cantor, Brandon Jones

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WebGL Beginner's Guide, by Diego Cantor, Brandon Jones

If you’re a JavaScript developer who wants to take the plunge into 3D web development, this is the perfect primer. From a basic understanding of WebGL structure to creating realistic 3D scenes, everything you need is here.

  • Dive headfirst into 3D web application development using WebGL and JavaScript.
  • Each chapter is loaded with code examples and exercises that allow the reader to quickly learn the various concepts associated with 3D web development
  • The only software that the reader needs to run the examples is an HTML5 enabled modern web browser. No additional tools needed.
  • A practical beginner’s guide with a fast paced but friendly and engaging approach towards 3D web development

In Detail

WebGL is a new web technology that brings hardware-accelerated 3D graphics to the browser without installing additional software. As WebGL is based on OpenGL and brings in a new concept of 3D graphics programming to web development, it may seem unfamiliar to even experienced Web developers.

Packed with many examples, this book shows how WebGL can be easy to learn despite its unfriendly appearance. Each chapter addresses one of the important aspects of 3D graphics programming and presents different alternatives for its implementation. The topics are always associated with exercises that will allow the reader to put the concepts to the test in an immediate manner.

WebGL Beginner’s Guide presents a clear road map to learning WebGL. 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 WebGL topics, including drawing, color, texture, transformations, framebuffers, light, surfaces, geometry, and more. With each chapter, you will “level up” your 3D graphics programming skills. This book will become your trustworthy companion filled with the information required to develop cool-looking 3D web applications with WebGL and JavaScript.

What you will learn from this book

  • Understand the structure of a WebGL application
  • Build and render 3D objects with WebGL
  • Load complex models using JSON and AJAX
  • Set up a lighting model using shaders, physics of light reflection, and lighting strategies
  • Create a camera and use it to move around a 3D scene
  • Use texturing, lighting and shading techniques to add greater realism to 3D scenes
  • Implement selection of objects in a 3D scene with the mouse
  • Advanced techniques to create more visually complex and compelling scenes

Approach

This book is a step-by-step tutorial that includes complete source code for all of the examples covered. Every chapter builds on top of the previous one thereby giving the reader an immediate feeling of progression. Each block of code is explained, and 3D web development concepts are diagrammed and covered in detail.

Who this book is written for

This book is written for JavaScript developers who are interested in 3D web development. A basic understanding of the DOM object model and the jQuery library is ideal but not required. No prior WebGL knowledge is expected.

  • Sales Rank: #1517051 in Books
  • Published on: 2012-06-15
  • Released on: 2012-06-15
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.25″ h x .85″ w x 7.50″ l, 1.42 pounds
  • Binding: Paperback
  • 376 pages

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.

Most helpful customer reviews

0 of 0 people found the following review helpful.
Starts promising but deteriorates into hoping over the subjects
By Omid Karimi
The development of the material starts good but for the first four chapters, one needs to know more and more about the next chapters before understanding the current chapter. Overall the book starts promising but deteriorates into jumping over important topics.

7 of 7 people found the following review helpful.
Somewhat vague
By rknaggs
The book is somewhat vague about giving important details in the beginning. I believe the author had good intentions, but found the book to be somewhat dry and boring to read. Sample code was provided by a 3rd party, which is great, but after reading several chapters and working with the sample code, I still found myself asking questions. I’m one that needs brief answers and a step by step approach without allot of fluff to read. In other words, I wanted the book to get to the point quickly.

4 of 4 people found the following review helpful.
Get started using WebGL, load and display objects using shaders!
By C. Moeller
If you have wanted to start learning any kind of OpenGL, WebGL is a great way to start learning. This book provides a lot of information about using WebGL, from just introducing the canvas tag, to actually loading models from Blender in obj format, picking geometry using the mouse and ray tracing, and even using shaders in your WebGL application.

If you have used OpenGL or OpenGL ES before, a lot of the techniques will be very familiar. If you haven’t he starts off at the beginning, explaining everything thoroughly, and as long as you have programmed before, and hopefully have used Javascript, you will be able to start creating WebGL apps using modern techniques. The advantages of using WebGL include not needing to compile anything, so any text editor is all you really need(although I would recomend at least using notepad++), it uses Javascript, so has a relatively low barrier of entry for more novice programmers, and it’s viewable on the web- so you could upload it to your website for everyone to be able to check out.

If you know some Javascript, and are interested in adding anywhere from simple 3d, up to enough to create a small 3d game, this book would be able to get you started, and confident with using WebGL.

See all 6 customer reviews…

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