Beginning WebGL for HTML5

Beginning WebGL for HTML5

by Brian Danchilla
Beginning WebGL for HTML5

Beginning WebGL for HTML5

by Brian Danchilla

eBook1st ed. (1st ed.)

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Overview

Beginning WebGL for HTML5 gets you rapidly up to speed with WebGL, a powerful new graphics language within the browser. You'll render realistic scenes with advanced lighting models, shadows, blending and textures. You'll also use mathematics to model fractals and particle systems. Going beyond that, Beginning WebGL for HTML5 presents advanced vertex and fragment shader usage for creating stunning, top-end results. 

You'll benefit from using modern frameworks to rapidly develop complex scenes, and make use of many tools to help improve rendering performance and debugging. Beginning WebGL for HTML5 builds your critical WebGL development skills while being enjoyable at each step of the way.

  • Quickly get up to speed with WebGL
  • Render realistic scenes
  • Work faster with frameworks
  • Improve rendering performance

Product Details

ISBN-13: 9781430239970
Publisher: Apress
Publication date: 10/10/2012
Sold by: Barnes & Noble
Format: eBook
Pages: 356
File size: 5 MB

About the Author

Brian Danchilla is a freelance PHP and Java developer and author. Danchilla is the coauthor of Pro PHP Programming, a contributing author to HTML 5 Games Most Wanted, and technical reviewer of HTML 5 Animation with JavaScript. He has worked with OpenGL for several years and has a passion for graphics, art and mathematics. WebGL is the great new cross platform, cross device way to program 3D graphics and so naturally, he has been drawn to it. His other interests include number theory and playing guitar.

Table of Contents

  1. Setting The Scene
  2. Shaders 101
  3. Textures and Lighting
  4. Increasing Realism
  5. Physics
  6. Fractals, Height Maps, and Particle Systems
  7. Three.js Framework
  8. Productivity Tools
  9. Debugging and Performance
  10. Effects, Tips and Tricks
  11. Afterword: The Future of WebGL
  12. Appendix A: Essential HTML5 and JavaScript
  13. Appendix B: Graphics Refresher
  14. Appendix C: WebGL Spec. Odds and Ends
  15. Appendix D: Additional Resources

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