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Beginning WebGL for HTML5

Category: eBooks


Beginning WebGL for HTML5
A..s (8-2012) | PDF | 356 pages | 1430239964 | 9.2Mb

Beginning WebGL for HTML5 /by Brian Danchilla. 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

What you’ll learn

A scene setup and rendering refresher
Advanced GLSL usages
Rendering realistic scenes with lighting, blending, reflections, shadows and more
The current state of WebGL mobile support
Performance optimizations
Enhancing productivity by using existing frameworks and loading models

Who this book is for

Beginning WebGL for HTML5 is for the graphics enthusiast who is ready to bring their skillset to the next level and create more realistic, beautiful scenes. Beginning WebGL for HTML5 is a great choice for someone with existing OpenGL or Canvas 2D knowledge wanting to transition to WebGL. It is an excellent choice for those wanting to have high performance graphics coded in minimal time.

Table of Contents

Setting The Scene
Shaders 101
Textures and Lighting
Increasing Realism
Physics
Fractals, Height Maps, and Particle Systems
Three.js Framework
Productivity Tools
Debugging and Performance
Effects, Tips and Tricks
Afterword: The Future of WebGL
Appendix A: Essential HTML5 and javascript
Appendix B: Graphics Refresher
Appendix C: WebGL Spec. Odds and Ends
Appendix D: Additional Resources


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