WebGL Programming Guide

Interactive 3D Graphics Programming with WebGL

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Author: Kouichi Matsuda,Rodger Lea

Publisher: Addison-Wesley

ISBN: 0133364925

Category: Computers

Page: 552

View: 7745

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-standards media APIs.

Professional WebGL Programming

Developing 3D Graphics for the Web

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Author: Andreas Anyuru

Publisher: John Wiley & Sons

ISBN: 1119940591

Category: Computers

Page: 320

View: 1566

Everything you need to know about developing hardware-accelerated 3D graphics with WebGL! As the newest technology for creating 3D graphics on the web, in both games, applications, and on regular websites, WebGL gives web developers the capability to produce eye-popping graphics. This book teaches you how to use WebGL to create stunning cross-platform apps. The book features several detailed examples that show you how to develop 3D graphics with WebGL, including explanations of code snippets that help you understand the why behind the how. You will also develop a stronger understanding of WebGL development from coverage that: •Provides a comprehensive overview of WebGL and shows how it relates to other graphics-related technologies •Addresses important topics such as the WebGL graphics pipeline, 3D transformations, texturing and lighting •Teaches you how to write vertex shaders and fragment shaders for WebGL •Includes a lot of useful guidelines, tips, and tricks for WebGL performance optimizations Professional WebGL Programming is the first book on the market to delve into this fascinating topic and it puts you on your way to mastering the possibilities that exist with WebGL.

Die Kunst der JavaScript-Programmierung

Eine moderne Einführung in die Sprache des Web

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Author: Marijn Haverbeke

Publisher: dpunkt.verlag

ISBN: 3864911915

Category: Computers

Page: 240

View: 6474

Das Buch ist eine Einführung in JavaScript, die sich auf gute Programmiertechniken konzentriert. Der Autor lehrt den Leser, wie man die Eleganz und Präzision von JavaScript nutzt, um browserbasierte Anwendungen zu schreiben. Das Buch beginnt mit den Grundlagen der Programmierung - Variablen, Kontrollstrukturen, Funktionen und Datenstrukturen -, dann geht es auf komplexere Themen ein, wie die funktionale und objektorientierte Programmierung, reguläre Ausdrücke und Browser-Events. Unterstützt von verständlichen Beispielen wird der Leser rasch die Sprache des Web fließend 'sprechen' können.

JavaScript kurz & gut

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Author: David Flanagan

Publisher: O'Reilly Germany

ISBN: 3868993894

Category: Computers

Page: 288

View: 2962

JavaScript ist eine mächtige, objektorientierte Skriptsprache, deren Code in HTML-Seiten eingebettet und vom Browser interpretiert und ausgeführt wird. Richtig eingesetzt, eignet sie sich aber auch für die Programmierung komplexer Anwendungen und hat im Zusammenhang mit HTML5 noch einmal an Bedeutung gewonnen. Diese Kurzreferenz ist ein Auszug aus der überarbeiteten und ergänzten Neuauflage von JavaScript – Das umfassende Referenzwerk, 6. Auflage, der JavaScript-Bibel schlechthin. JavaScript kurz & gut befasst sich in den ersten neun Kapiteln mit der neuesten Version des Sprachkerns (ECMAScript 5) und behandelt die Syntax der Sprache, Typen, Werte, Variablen, Operatoren und Anweisungen sowie Objekte, Arrays, Funktionen und Klassen. All dies ist nicht nur für die Verwendung von JavaScript in Webbrowsern, sondern auch beim Einsatz von Node auf der Serverseite relevant. In den folgenden fünf Kapiteln geht es um die Host-Umgebung des Webbrowsers. Es wird erklärt, wie Sie clientseitiges JavaScript für die Erstellung dynamischer Webseiten und -applikationen verwenden und mit JavaScript auf die HTML5-APIs zugreifen. Diese Kapitel liefern Informationen zu den wichtigsten Elementen von clientseitigem JavaScript: Fenster, Dokumente, Elemente, Stile, Events, Netzwerke und Speicherung.

Shader mit GLSL

Eine Einführung in die OpenGL Shading Language

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Author: Heiko Ihde

Publisher: diplom.de

ISBN: 3836628716

Category: Computers

Page: 132

View: 5403

Inhaltsangabe:Einleitung: Diese Arbeit ist das Ergebnis von dreimonatiger, intensiver Auseinandersetzung mit dem Thema Shader und der OpenGL Shading Language. Sie befasst sich im Groben mit der Erstellung von Shadern mit GLSL und den dafür nötigen Vorbereitungen. Der Autor hat sich während der Erstellung vom blutigen Anfänger zum begeisterten Shader Programmierer entwickelt. Die Arbeit ist so gestaltet, dass ein Leser mit Grundkenntnissen der Informatik und Computergrafik das Prinzip von Shadern ohne Probleme erlernt. Sichtbare Ergebnisse sollen zum Ausprobieren und Experimentieren ermutigen. Beginnend mit den notwendigen Vorbereitungen werden die wichtigsten Funktionen der GLSL anhand von Beispielen erklärt. Selbst wer vorher noch nie etwas mit Shadern zu tun hatte, soll nach dem Lesen dieser Arbeit in der Lage sein Shader zu lesen, zu schreiben und diese in OpenGL-Anwendungen zu integrieren. Inhaltsverzeichnis:Inhaltsverzeichnis: 1.Einleitung6 1.1Begriffliche Voraussetzungen6 1.1.1Shader6 1.1.2Shader Objekt7 1.1.3Shader Programm8 1.1.4Fixed Functionality8 1.1.5Vertex9 1.1.6Edge9 1.1.7Face9 1.1.8Fragment10 1.1.9Vertex Shader10 1.1.10Geometry Shader10 1.1.11Fragment Shader10 1.1.12Object-Space11 1.1.13Eye-Space12 1.1.14Diffusemap / Colormap12 1.1.15Alphamap / Transparencymap13 1.1.16Bumpmap13 1.1.17Heightmap / Displacementmap13 1.1.18Normalmap13 1.1.19Specularitymap / Reflectivitymap13 1.1.20Luminositymap14 1.1.21Environmentmap / Reflectionmap14 2.Gründe für Shader mit GLSL15 2.1Über Shader15 2.2Die Shadertypen15 2.3Die High Level Shading Languages16 2.3.1HLSL17 2.3.2Cg17 2.3.3GLSL18 3.Shader in OpenGL20 3.1Die OpenGL Shading Language20 3.1.1Unterschiede zwischen Vertex und Fragment Shader20 3.1.2Unterschiede zu C/++21 3.1.3Typecasting und Konstruktoren21 3.1.4Neue Datentypen21 3.1.5Zugriff auf Vektor-Komponenten22 3.1.6Die attribute, uniform und varying Qualifiers22 3.2Die OpenGL Shading Language API23 4.Vier Schritte zum eigenen Shader25 4.1Die Objekte vorbereiten25 4.1.1Vorbereiten in Blender25 4.1.2Vorbereiten in OpenGL29 4.2Die Texturen vorbereiten32 4.2.1Diffusemap33 4.2.2Alphamap38 4.2.3Bumpmap41 4.2.4Normalmap43 4.2.5Huemap44 4.2.6Lightnessmap / Brightnessmap48 4.2.7Environmentmap49 4.2.8Kanten entfernen54 4.2.9CrazyBump55 4.3Die Shader einbinden57 4.3.1Shader erstellen und kompilieren57 4.3.2Shader verwenden59 4.3.3Werte übergeben60 4.3.4Texturen übergeben61 4.3.5Das [...]

JavaScript

das umfassende Handbuch ; [inkl. jQuery ; Einstieg, Praxis, Referenz ; Web 2.0: DOM, CSS, XML, Web Services ; für Einsteiger, Fortgeschrittene und Profis ; DVD-ROM Code-Beispiele, JavaScript-Bibliotheken u.v.m.]

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Author: Christian Wenz

Publisher: N.A

ISBN: 9783836216784

Category:

Page: 837

View: 6882

Learning HTML5 Game Programming

A Hands-on Guide to Building Online Games Using Canvas, SVG, and WebGL

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Author: James Lamar Williams

Publisher: Addison-Wesley Professional

ISBN: 0321767365

Category: Computers

Page: 234

View: 6039

Presents practical instrucion and theory for using the features of HTML5 to create a online gaming applications.

WebGL Beginner's Guide

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Author: Diego Cantor,Brandon Jones

Publisher: Packt Publishing Ltd

ISBN: 1849691738

Category: Computers

Page: 376

View: 655

Become a master of 3D web programming in WebGL and JavaScript.

OpenGL ES 3.0 Programming Guide

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Author: Dan Ginsburg,Budirijanto Purnomo,Dave Shreiner,Aaftab Munshi

Publisher: Addison-Wesley Professional

ISBN: 0133440125

Category: Computers

Page: 560

View: 5834

OpenGL® ES™ is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. The newest version, OpenGL ES 3.0, makes it possible to create stunning visuals for new games and apps, without compromising device performance or battery life. In the OpenGL ® ES ™ 3.0 Programming Guide, Second Edition, the authors cover the entire API and Shading Language. They carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback. Through detailed, downloadable C-based code examples, you’ll learn how to set up and program every aspect of the graphics pipeline. Step by step, you’ll move from introductory techniques all the way to advanced per-pixel lighting and particle systems. Throughout, you’ll find cutting-edge tips for optimizing performance, maximizing efficiency with both the API and hardware, and fully leveraging OpenGL ES 3.0 in a wide spectrum of applications. All code has been built and tested on iOS 7, Android 4.3, Windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors demonstrate how to build OpenGL ES code for each platform. Coverage includes EGL API: communicating with the native windowing system, choosing configurations, and creating rendering contexts and surfaces Shaders: creating and attaching shader objects; compiling shaders; checking for compile errors; creating, linking, and querying program objects; and using source shaders and program binaries OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniform blocks, I/O variables, precision qualifiers, and invariance Geometry, vertices, and primitives: inputting geometry into the pipeline, and assembling it into primitives 2D/3D, Cubemap, Array texturing: creation, loading, and rendering; texture wrap modes, filtering, and formats; compressed textures, sampler objects, immutable textures, pixel unpack buffer objects, and mipmapping Fragment shaders: multitexturing, fog, alpha test, and user clip planes Fragment operations: scissor, stencil, and depth tests; multisampling, blending, and dithering Framebuffer objects: rendering to offscreen surfaces for advanced effects Advanced rendering: per-pixel lighting, environment mapping, particle systems, image post-processing, procedural textures, shadow mapping, terrain, and projective texturing Sync objects and fences: synchronizing within host application and GPU execution This edition of the book includes a color insert of the OpenGL ES 3.0 API and OpenGL ES Shading Language 3.0 Reference Cards created by Khronos. The reference cards contain a complete list of all of the functions in OpenGL ES 3.0 along with all of the types, operators, qualifiers, built-ins, and functions in the OpenGL ES Shading Language.

Real-Time 3D Graphics with WebGL 2

Build interactive 3D applications with JavaScript and WebGL 2 (OpenGL ES 3.0), 2nd Edition

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Author: Farhad Ghayour,Diego Cantor

Publisher: Packt Publishing Ltd

ISBN: 1788837878

Category: Computers

Page: 500

View: 6938

A comprehensive guide with 80+ examples on 3D programming in WebGL 2, covering computer graphics topics such as rendering, 3D math, camera, and more Key Features Create visually stunning, high-performance 3D applications for the web with WebGL 2 A complete course on 3D computer graphics: rendering, 3D math, lighting, cameras, and more Unlock a variety of new and advanced features offered in WebGL 2 Book Description 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. What you will learn Understand the rendering pipeline provided in WebGL Build and render 3D objects with WebGL Develop lights using shaders, 3D math, and the physics of light reflection Create a camera and use it to navigate a 3D scene Use texturing, lighting, and shading techniques to render realistic 3D scenes Implement object selection and interaction in a 3D scene Cover advanced techniques for creating immersive and compelling scenes Learn new and advanced features offered in WebGL 2 Who this book is for This book is intended for developers who are interested in building highly interactive 3D applications for the web. A basic understanding of JavaScript is necessary; no prior computer graphics or WebGL knowledge is required.

WebGL: Up and Running

Building 3D Graphics for the Web

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Author: Tony Parisi

Publisher: "O'Reilly Media, Inc."

ISBN: 144932651X

Category: Computers

Page: 230

View: 9175

Get a quick introduction to WebGL, the new standard for 3D rendering on the Web and a member of HTML5’s family of technologies. With this hands-on guide, you’ll learn essential WebGL development and production concepts, using the JavaScript 3D engine Three.js. At the end of the book, you’ll put everything together and build a full 3D application with WebGL. You don’t have to be a game development wizard or have 3D graphics experience to get started. If you use HTML, CSS, and JavaScript—and have familiarity with JQuery and Ajax—this book will help you gain a working knowledge of WebGL through clear and simple examples. Understand core 3D graphics concepts and how to implement them in WebGL Create WebGL sample pages as you learn, and build a racing game application in the final chapter Get to know the Three.js open source library in detail Develop working knowledge of graphics rendering, texturing, animation, interaction, and behaviors Seamlessly integrate 3D graphics with other content on the page Learn the tools, file formats, and techniques for developing robust and secure applications in a production environment "WebGL: Up and Running is an ideal introduction to the world of 3D programming on the web. It’s well-written, clear, and fun. I wish it had been around when I started learning!" —Giles Thomas, LearningWebGL.com

Das HDRI-Handbuch

High Dynamic Range Imaging für Fotografen und Computergrafiker

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Author: Christian Bloch

Publisher: N.A

ISBN: 9783898644303

Category:

Page: 389

View: 5139

Interactive Computer Graphics

A Top-down Approach with WebGL

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Author: Edward Angel,Dave Shreiner

Publisher: Addison-Wesley

ISBN: 9780133574845

Category: Computers

Page: 702

View: 872

Interactive Computer Graphics with WebGL, Seventh Edition, is suitable for undergraduate students in computer science and engineering, for students in other disciplines who have good programming skills, and for professionals interested in computer animation and graphics using the latest version of WebGL. ¿ Computer animation and graphics are now prevalent in everyday life from the computer screen, to the movie screen, to the smart phone screen. The growing excitement about WebGL applications and their ability to integrate HTML5, inspired the authors to exclusively use WebGL in the Seventh Edition of Interactive Computer Graphics with WebGL.Thisis the only introduction to computer graphics text for undergraduates that fully integrates WebGL and emphasizes application-based programming. The top-down, programming-oriented approach allows for coverage of engaging 3D material early in the course so students immediately begin to create their own 3D graphics. ¿¿ Teaching and Learning Experience This program will provide a better teaching and learning experience–for you and your students. It will help: Engage Students Immediately with 3D Material: A top-down, programming-oriented approach allows for coverage of engaging 3D material early in the course so students immediately begin to create their own graphics. Introduce Computer Graphics Programming with WebGL and JavaScript: WebGL is not only fully shader-based–each application must provide at least a vertex shader and a fragment shader–but also a version that works within the latest web browsers.

Das Beste an JavaScript

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Author: Douglas Crockford,Peter Klicman

Publisher: O'Reilly Germany

ISBN: 3897218763

Category: JavaScript (Computer program language)

Page: 163

View: 4770

WebGL Hotshot

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Author: Mitch Williams

Publisher: Packt Publishing Ltd

ISBN: 1783280921

Category: Computers

Page: 306

View: 5938

Every chapter starts with a 'mission briefing' section that describes what is to be achieved by the end of the chapter. This is followed with the decisions and steps required to accomplish the mission objective with challenges to take the project further. The scope for the book thus mimics the reallife requirements of a developer and gets you ready to successfully build your own project. If you are a web designer looking to expand your knowledge of 3D graphics concepts and broaden your existing skill set, then this book is for you. Those looking for an introduction to 3D graphics will benefit from WebGL Hotshot as it is a perfect guide to master 3D concepts, helping you build and deploy 3D worlds much quicker. The book assumes a basic knowledge of HTML, though it can be learned concurrently while reading this book. Basic programming knowledge is useful; however, the graphical nature of web 3D content allows you to learn programming through experimentation.

JavaScript Patterns

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Author: Stoyan Stefanov

Publisher: O'Reilly Germany

ISBN: 3897215993

Category: Computers

Page: 240

View: 4516

Wie entwickelt man eine gute JavaScript-Anwendung? Dieses Buch hilft Ihnen mit unzähligen Programmier-Mustern und Best Practices dabei, die Frage zu beantworten. Wenn Sie ein erfahrener Entwickler sind, der Probleme im Umfeld von Objekten, Funktionen und Vererbung lösen will, dann sind die Abstraktionen und Code-Vorlagen in diesem Buch ideal – egal, ob Sie eine Client-, Server- oder Desktop-Anwendung mit JavaScript erstellen. Dieses Buch wurde vom JavaScript-Experten Stoyan Stefanov geschrieben – Senior Yahoo! Technical und Architekt von YSlow 2.0, einem Tool zum Optimieren der Webseiten-Performance. Sie finden in JavaScript Patterns praktische Ratschläge für das Implementieren jedes beschriebenen Musters und ergänzend dazu viele nützliche Beispiele. Zudem lernen Sie Anti-Pattern kennen: häufig genutzte Programmier-Ansätze, die mehr Probleme verursachen, als sie lösen.

Learning Three.js: The JavaScript 3D Library for WebGL

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Author: Jos Dirksen

Publisher: Packt Publishing Ltd

ISBN: 1782166297

Category: Computers

Page: 402

View: 4574

“Learning Three.js is a hands-on guide which provides everything you need to start working with the powerful JavaScript library, and start creating awesome in-browser visualizations”.Learning Three.js is written for anyone looking to get started with Three.js, or looking to improve their skills with the popular js library. The book assumes some knowledge of javascript, but you don’t need any knowledge of Three.js itself to follow the book.