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WebGL : up and running / Tony Parisi.

By: Material type: TextTextPublication details: Beijing ; Farnham : O'Reilly, 2012.Description: xiv, 211 p. : ill. ; 24 cmContent type:
ISBN:
  • 9781449323578 (pbk.) :
  • 9781449323578
Subject(s): DDC classification:
  • 006.693 PAR
LOC classification:
  • T385 .P3694 2012
Contents:
Contents note continued: Converting OBJ Files to Three.js Binary Format -- Converting from Other Tools and Formats -- Browser Realities -- Detecting WebGL Support in Your Browser -- Turning WebGL On in Safari -- Handling Context Lost Events -- WebGL and Security -- Chapter Summary -- 8.Your First WebGL Game -- Building the Pieces -- Camera, Character, and Control -- Art Direction -- The Model Previewer -- Creating a Particle System -- Adding Sound -- Putting It All Together -- Chapter Summary -- Afterword -- A.WebGL Resources.
Machine generated contents note: 1.An Introduction to WebGL -- WebGL---A Technical Definition -- 3D Graphics---A Primer -- 3D Coordinate Systems -- Meshes, Polygons, and Vertices -- Materials, Textures, and Lights -- Transforms and Matrices -- Cameras, Perspective, Viewports, and Projections -- Shaders -- The WebGL API -- The Anatomy of a WebGL Application -- The Canvas and Drawing Context -- The Viewport -- Buffers, ArrayBuffer, and Typed Arrays -- Matrices -- The Shader -- Drawing Primitives -- Chapter Summary -- 2.Your First WebGL Program -- Three.js---A JavaScript 3D Engine -- Setting Up Three.js -- A Simple Three.js Page -- A Real Example -- Shading the Scene -- Adding a Texture Map -- Rotating the Object -- The Run Loop and request Animation Frame() -- Bringing the Page to Life -- Chapter Summary -- 3.Graphics -- Sim.js---A Simple Simulation Framework for WebGL -- Creating Meshes -- Using Materials, Textures, and Lights -- Types of Lights --
Contents note continued: Creating Serious Realism with Multiple Textures -- Textures and Transparency -- Building a Transform Hierarchy -- Creating Custom Geometry -- Rendering Points and Lines -- Point Rendering with Particle Systems -- Line Rendering -- Writing a Shader -- WebGL Shader Basics -- Shaders in Three.js -- Chapter Summary -- 4.Animation -- Animation Basics -- Frame-Based Animation -- Time-Based Animation -- Interpolation and Tweening -- Keyframes -- Articulated Animation -- Skinned Animation -- Morphs -- Creating Tweens Using the Tween.js Library -- Creating a Basic Tween -- Tweens with Easing -- Animating an Articulated Model with Keyframes -- Loading the Model -- Animating the Model -- Animating Materials and Lights -- Animating Textures -- Animating Skinned Meshes and Morphs -- Chapter Summary -- 5.Interaction -- Hit Detection, Picking, and Projection -- Hit Detection in Three.js -- Implementing Rollovers and Clicks -- Implementing Dragging --
Contents note continued: Using Tweens with Dragging -- Using Hit Point and Normal Information -- Camera-Based Interaction -- Implementing a Model Viewer with Camera Interaction -- Navigating Within a Scene -- Chapter Summary -- 6.Integrating 2D and 3D -- Combining Dynamic HTML and WebGL -- Creating Pop Ups with DIV Elements -- Using 2D Screen Positions to Annotate 3D Objects -- Adding a Background Image to the 3D Scene -- Overlaying 3D Visuals on 2D Pages -- Creating Dynamic Textures with a Canvas 2D -- Using Video As a Texture -- Rendering Dynamically Generated 3D Text -- WebGL for Ultimate Mashups -- Chapter Summary -- 7.WebGL in Production -- Choosing a Runtime Framework -- Loading 3D Content -- COLLADA: The Digital Asset Exchange Format -- The Three.js JSON Model Format -- The Three.js Binary Model Format -- 3D Model Compression -- The Three.js JSON Scene Format -- Creating 3D Content -- Exporting Art from Blender -- Converting OBJ Files to Three.js JSON Format --
Summary: In this book, Tony Parisi provides a quick introduction to WebGL, the new standard for 3D rendering on the web. With WebGL, web developers can create games animations, data visualizations, product displays, and more using JavaScript, a web browser, and a standard web technology stack.
Holdings
Item type Current library Call number Copy number Status Date due Barcode
Long Loan TUS: Midlands, Main Library Athlone General Lending 006.693 PAR (Browse shelf(Opens below)) 1 Available 218567

Includes QR code.

Includes bibliographical references and index.

Contents note continued: Converting OBJ Files to Three.js Binary Format -- Converting from Other Tools and Formats -- Browser Realities -- Detecting WebGL Support in Your Browser -- Turning WebGL On in Safari -- Handling Context Lost Events -- WebGL and Security -- Chapter Summary -- 8.Your First WebGL Game -- Building the Pieces -- Camera, Character, and Control -- Art Direction -- The Model Previewer -- Creating a Particle System -- Adding Sound -- Putting It All Together -- Chapter Summary -- Afterword -- A.WebGL Resources.

Machine generated contents note: 1.An Introduction to WebGL -- WebGL---A Technical Definition -- 3D Graphics---A Primer -- 3D Coordinate Systems -- Meshes, Polygons, and Vertices -- Materials, Textures, and Lights -- Transforms and Matrices -- Cameras, Perspective, Viewports, and Projections -- Shaders -- The WebGL API -- The Anatomy of a WebGL Application -- The Canvas and Drawing Context -- The Viewport -- Buffers, ArrayBuffer, and Typed Arrays -- Matrices -- The Shader -- Drawing Primitives -- Chapter Summary -- 2.Your First WebGL Program -- Three.js---A JavaScript 3D Engine -- Setting Up Three.js -- A Simple Three.js Page -- A Real Example -- Shading the Scene -- Adding a Texture Map -- Rotating the Object -- The Run Loop and request Animation Frame() -- Bringing the Page to Life -- Chapter Summary -- 3.Graphics -- Sim.js---A Simple Simulation Framework for WebGL -- Creating Meshes -- Using Materials, Textures, and Lights -- Types of Lights --

Contents note continued: Creating Serious Realism with Multiple Textures -- Textures and Transparency -- Building a Transform Hierarchy -- Creating Custom Geometry -- Rendering Points and Lines -- Point Rendering with Particle Systems -- Line Rendering -- Writing a Shader -- WebGL Shader Basics -- Shaders in Three.js -- Chapter Summary -- 4.Animation -- Animation Basics -- Frame-Based Animation -- Time-Based Animation -- Interpolation and Tweening -- Keyframes -- Articulated Animation -- Skinned Animation -- Morphs -- Creating Tweens Using the Tween.js Library -- Creating a Basic Tween -- Tweens with Easing -- Animating an Articulated Model with Keyframes -- Loading the Model -- Animating the Model -- Animating Materials and Lights -- Animating Textures -- Animating Skinned Meshes and Morphs -- Chapter Summary -- 5.Interaction -- Hit Detection, Picking, and Projection -- Hit Detection in Three.js -- Implementing Rollovers and Clicks -- Implementing Dragging --

Contents note continued: Using Tweens with Dragging -- Using Hit Point and Normal Information -- Camera-Based Interaction -- Implementing a Model Viewer with Camera Interaction -- Navigating Within a Scene -- Chapter Summary -- 6.Integrating 2D and 3D -- Combining Dynamic HTML and WebGL -- Creating Pop Ups with DIV Elements -- Using 2D Screen Positions to Annotate 3D Objects -- Adding a Background Image to the 3D Scene -- Overlaying 3D Visuals on 2D Pages -- Creating Dynamic Textures with a Canvas 2D -- Using Video As a Texture -- Rendering Dynamically Generated 3D Text -- WebGL for Ultimate Mashups -- Chapter Summary -- 7.WebGL in Production -- Choosing a Runtime Framework -- Loading 3D Content -- COLLADA: The Digital Asset Exchange Format -- The Three.js JSON Model Format -- The Three.js Binary Model Format -- 3D Model Compression -- The Three.js JSON Scene Format -- Creating 3D Content -- Exporting Art from Blender -- Converting OBJ Files to Three.js JSON Format --

In this book, Tony Parisi provides a quick introduction to WebGL, the new standard for 3D rendering on the web. With WebGL, web developers can create games animations, data visualizations, product displays, and more using JavaScript, a web browser, and a standard web technology stack.

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