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Diego Cantor - WebGL Beginners Guide

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Diego Cantor WebGL Beginners Guide

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

  • 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 beginners 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 Beginners 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.

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WebGL Beginner's Guide

WebGL Beginner's Guide

Copyright 2012 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: June 2012

Production Reference: 1070612

Published by Packt Publishing Ltd. Livery Place 35 Livery Street Birmingham B3 2PB, UK.

ISBN 978-1-84969-172-7

www.packtpub.com

Cover Image by Diego Cantor ( <>)

Credits

Authors

Diego Cantor

Brandon Jones

Reviewers

Paul Brunt

Dan Ginsburg

Andor Salga

Giles Thomas

Acquisition Editor

Wilson D'Souza

Lead Technical Editor

Azharuddin Sheikh

Technical Editors

Manasi Poonthottam

Manali Mehta

Rati Pillai

Ankita Shashi

Manmeet Singh Vasir

Copy Editor

Leonard D'Silva

Project Coordinator

Joel Goveya

Proofreader

Lesley Harrison

Indexer

Monica Ajmera Mehta

Graphics

Valentina D'silva

Manu Joseph

Production Coordinator

Melwyn D'sa

Cover Work

Melwyn D'sa

About the Authors

Diego Hernando Cantor Rivera is a Software Engineer born in 1980 in Bogota, Colombia. Diego completed his undergraduate studies in 2002 with the development of a computer vision system that tracked the human gaze as a mechanism to interact with computers.

Later on, in 2005, he finished his master's degree in Computer Engineering with emphasis in Software Architecture and Medical Imaging Processing. During his master's studies, Diego worked as an intern at the imaging processing laboratory CREATIS in Lyon, France and later on at the Australian E-Health Research Centre in Brisbane, Australia.

Diego is currently pursuing a PhD in Biomedical Engineering at Western University in London, Canada, where he is involved in the development augmented reality systems for neurosurgery.

When Diego is not writing code, he enjoys singing, cooking, travelling, watching a good play, or bodybuilding.

Diego speaks Spanish, English, and French.

Acknowledgement

I would like to thank all the people that in one way or in another have been involved with this project:

My partner Jose, thank you for your love and infinite patience.

My family Cecy, Fredy, and Jonathan.

My mentors Dr. Terry Peters and Dr. Robert Bartha for allowing me to work on this project. Thank you for your support and encouragement.

My friends and collegues Danielle Pace and Chris Russ. Guys your work ethic, professionalism, and dedication are inspiring. Thank you for supporting me during the development of this project.

Brandon Jones, my co-author for the awesome glMatrix library! This is a great contribution to the WebGL world! Also, thank you for your contributions on chapters 7 and 10. Without you this book would not had been a reality.

The technical reviewers who taught me a lot and gave me great feedback during the development of this book: Dan Ginsburg, Giles Thomas, Andor Salga, and Paul Brunt. You guys rock!

The tireless PACKT team: Joel Goveya, Wilson D'souza, Maitreya Bhakal, Meeta Rajani, Azharuddin Sheikh, Manasi Poonthottam, Manali Mehta, Manmeet Singh Vasir, Archana Manjrekar, Duane Moraes, and all the other people that somehow contributed to this project at PACKT publishing.

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.

I'd like to thank my wife, Emily, and my dog, Cooper, for being very patient with me while writing this book, and Zach for convincing me that I should do it in the first place.

About the Reviewers

Paul Brunt has over 10 years of web development experience, initially working on e-commerce systems. However, with a strong programming background and a good grasp of mathematics, the emergence of HTML5 presented him with the opportunity to work with richer media technologies with particular focus on using these web technologies in the creation of games. He was working with JavaScript early on in the emergence of HTML5 to create some early games and applications that made extensive use of SVG, canvas, and a new generation of fast JavaScript engines. This work included a proof of concept platform game demonstration called Berts Breakdown .

With a keen interest in computer art and an extensive knowledge of Blender, combined with knowledge of real-time graphics, the introduction of WebGL was the catalyst for the creation of GLGE. He began working on GLGE in 2009 when WebGL was still in its infancy, gearing it heavily towards the development of online games.

Apart from GLGE he has also contributed to other WebGL frameworks and projects as well as porting the JigLib physics library to JavaScript in 2010, demoing 3D physics within a browser for the first time.

Dan Ginsburg is the founder of Upsample Software, LLC, a software company offering consulting services with a specialization in 3D graphics and GPU computing. Dan has co-authored several books including the OpenGL ES 2.0 Programming Guide and OpenCL Programming Guide . He holds a B.Sc in Computer Science from Worcester Polytechnic Institute and an MBA from Bentley University.

Andor Salga graduated from Seneca College with a bachelor's degree in software development. He worked as a research assistant and technical lead in Seneca's open source research lab (CDOT) for four years, developing WebGL libraries such as Processing. js, C3DL, and XB PointStream. He has presented his work at SIGGRAPH, MIT, and Seneca's open source symposium.

I'd like to thank my family and my wife Marina.

Giles Thomas has been coding happily since he first encountered an ICL DRS 20 at the age of seven. Never short on ambition, he wrote his first programming language at 12 and his first operating system at 14. Undaunted by their complete lack of success, and thinking that the third time is a charm, he is currently trying to reinvent cloud computing with a startup called PythonAnywhere. In his copious spare time, he runs a blog at http://learningwebgl.com/

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