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Viser: WebGL Programming Guide - Interactive 3D Graphics Programming with WebGL

WebGL Programming Guide - Interactive 3D Graphics Programming with WebGL

WebGL Programming Guide

Interactive 3D Graphics Programming with WebGL
Kouichi Matsuda og Rodger Lea
(2013)
Sprog: Engelsk
Pearson Education, Limited
375,00 kr. 337,50 kr.
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Detaljer Om Varen

  • Paperback: 552 sider
  • Udgiver: Pearson Education, Limited (Juli 2013)
  • Forfattere: Kouichi Matsuda og Rodger Lea
  • ISBN: 9780321902924

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.

Preface
xvii
1. Overview of WebGL 1 Advantages of WebGL 3 You Can Start Developing 3D Graphics Applications Using Only a Text Editor 3 Publishing Your 3D Graphics Applications Is Easy 4 You Can Leverage the Full Functionality of the Browser 5 Learning and Using WebGL Is Easy 5 Origins of WebGL 5 Structure of WebGL Applications 6 Summary 7
2. Your First Step with WebGL 9 What Is a Canvas? 9 Using the Tag 11 DrawRectangle. js 13 The World''s Shortest WebGL Program: Clear Drawing Area 16 The HTML File (HelloCanvas. html) 17 JavaScript Program (HelloCanvas. js) 18 Experimenting with the Sample Program 23 Draw a Point (Version 1) 23 HelloPoint1. html 25 HelloPoint1. js 25 What Is a Shader? 27 The Structure of a WebGL Program that Uses Shaders 28 Initializing Shaders 30 Vertex Shader 33 Fragment Shader 35 The Draw Operation 36 The WebGL Coordinate System 38 Experimenting with the Sample Program 40 Draw a Point (Version 2) 41 Using Attribute Variables 41 Sample Program (HelloPoint2. js) 42 Getting the Storage Location of an Attribute Variable 44 Assigning a Value to an Attribute Variable 45 Family Methods of gl. vertexAttrib3f() 47 Experimenting with the Sample Program 49 Draw a Point with a Mouse Click 50 Sample Program (ClickedPoints. js) 50 Register Event Handlers 52 Handling Mouse Click Events 53 Experimenting with the Sample Program 57 Change the Point Color 58 Sample Program (ColoredPoints. js) 59 Uniform Variables 61 Retrieving the Storage Location of a Uniform Variable 62 Assigning a Value to a Uniform Variable 63 Family Methods of gl. uniform4f() 65 Summary 66
3. Drawing and Transforming Triangles 67 Drawing Multiple Points 68 Sample Program (MultiPoint. js) 70 Using Buffer Objects 72 Create a Buffer Object (gl. createBuffer()) 74 Bind a Buffer Object to a Target (gl. bindBuffer()) 75 Write Data into a Buffer Object (gl. bufferData()) 76 Typed Arrays 78 Assign the Buffer Object to an Attribute Variable (gl. vertexAttribPointer()) 79 Enable the Assignment to an Attribute Variable (gl. enableVertexAttribArray()) 81 The Second and Third Parameters of gl. drawArrays() 82 Experimenting with the Sample Program 84 Hello Triangle 85 Sample Program (HelloTriangle. js) 85 Basic Shapes 87 Experimenting with the Sample Program 89 Hello Rectangle (HelloQuad) 89 Experimenting with the Sample Program 91 Moving, Rotating, and Scaling 91 Translation 92 Sample Program (TranslatedTriangle. js) 93 Rotation 96 Sample Program (RotatedTriangle. js) 99 Transformation Matrix: Rotation 102 Transformation Matrix: Translation 105 Rotation Matrix, Again 106 Sample Program (RotatedTriangle_Matrix. js) 107 Reusing the Same Approach for Translation 111 Transformation Matrix: Scaling 111 Summary 113
4. More Transformations and Basic Animation 115 Translate and Then Rotate 115 Transformation Matrix Library: cuon-matrix. js 116 Sample Program (RotatedTriangle_Matrix4. js) 117 Combining Multiple Transformation 119 Sample Program (RotatedTranslatedTriangle. js) 121 Experimenting with the Sample Program 123 Animation 124 The Basics of Animation 125 Sample Program (RotatingTriangle. js) 126 Repeatedly Call the Drawing Function (tick()) 129 Draw a Triangle with the Specified Rotation Angle (draw()) 130 Request to Be Called Again (requestAnimationFrame()) 131 Update the Rotation Angle (animate()) 133 Experimenting with the Sample Program 135 Summary 136
5. Using Colors and Texture Images 137 Passing Other Types of Information to Vertex Shaders 137 Sample Program (M
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