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WebGL Beginner's Guide (Anglais) Broché – 15 juin 2012

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Descriptions du produit

Présentation de l'éditeur

If you’re a JavaScript developer who wants to take the plunge into 3D web development, this is the perfect primer. From a basic understanding of WebGL structure to creating realistic 3D scenes, everything you need is here.

  • 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 beginner's 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 Beginner's 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


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.

Biographie de l'auteur

Diego Cantor is a software engineer with experience in government, education, finance, enterprise resource planning (ERP) and data warehouse (DWH) projects. He has also been appointed as instructor at the Faculty of Engineering at the Universidad de los Andes (Colombia) in the department of Systems Engineering.

He did an internship at the CREATIS lab in Lyon, France. During that internship he implemented a component model based on the OSGi standards for medical imaging applications. After that, he did an internship at the Australian e-Health Research Centre in Brisbane, Australia, working on imaging analysis techniques and applying them to the study of Alzheimer's disease.

During his graduate studies, Diego worked on the processing of medical images (MRI) in 3D. This work led him to work with VTK and ITK and later on to research on technologies to improve state of the art medical imaging visualization and medical simulation systems.

Currently he is a PhD student at the University of Western Ontario in Canada. There, he works on computational methods to correlate MRI to digital histology imaging.

Diego speaks English, Spanish, and French.

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.

Détails sur le produit

  • Broché: 354 pages
  • Editeur : Packt Publishing Limited (25 juin 2012)
  • Langue : Anglais
  • ISBN-10: 184969172X
  • ISBN-13: 978-1849691727
  • Dimensions du produit: 19 x 2,2 x 23,5 cm
  • Moyenne des commentaires client : 3.0 étoiles sur 5  Voir tous les commentaires (1 commentaire client)
  • Classement des meilleures ventes d'Amazon: 274.234 en Livres anglais et étrangers (Voir les 100 premiers en Livres anglais et étrangers)
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Commentaires client les plus utiles

Format: Broché Achat vérifié
Ce livre est surtout utile si vous êtes un débutant... mais pas qu'avec WebGL !
de ce fait il ne m'a servi à rien. Donc si vous codez déjà avec OpenGL ou si vous
êtes à l'aise en programmation 3D, passez votre chemin.

Par contre, un développeur qui n'a jamais écrit une seule ligne avec OpenGL, trouvera
une véritable utilité à ce livre qui est bien structuré, assez complet et permettra de faire
rapidement sa première démo,
Il explique bien toutes les bases avec WebGL. Et pour un débutant il mérite ses 5 étoiles. * * * * *
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Commentaires client les plus utiles sur Amazon.com (beta)

Amazon.com: 4 commentaires
6 internautes sur 6 ont trouvé ce commentaire utile 
Somewhat vague 28 mars 2013
Par rknaggs - Publié sur Amazon.com
Format: Format Kindle Achat vérifié
The book is somewhat vague about giving important details in the beginning. I believe the author had good intentions, but found the book to be somewhat dry and boring to read. Sample code was provided by a 3rd party, which is great, but after reading several chapters and working with the sample code, I still found myself asking questions. I'm one that needs brief answers and a step by step approach without allot of fluff to read. In other words, I wanted the book to get to the point quickly.
3 internautes sur 3 ont trouvé ce commentaire utile 
Get started using WebGL, load and display objects using shaders! 1 octobre 2012
Par C. Moeller - Publié sur Amazon.com
Format: Broché
If you have wanted to start learning any kind of OpenGL, WebGL is a great way to start learning. This book provides a lot of information about using WebGL, from just introducing the canvas tag, to actually loading models from Blender in obj format, picking geometry using the mouse and ray tracing, and even using shaders in your WebGL application.

If you have used OpenGL or OpenGL ES before, a lot of the techniques will be very familiar. If you haven't he starts off at the beginning, explaining everything thoroughly, and as long as you have programmed before, and hopefully have used Javascript, you will be able to start creating WebGL apps using modern techniques. The advantages of using WebGL include not needing to compile anything, so any text editor is all you really need(although I would recomend at least using notepad++), it uses Javascript, so has a relatively low barrier of entry for more novice programmers, and it's viewable on the web- so you could upload it to your website for everyone to be able to check out.

If you know some Javascript, and are interested in adding anywhere from simple 3d, up to enough to create a small 3d game, this book would be able to get you started, and confident with using WebGL.
for the browser 17 juillet 2012
Par W Boudville - Publié sur Amazon.com
Format: Broché
You may have already programmed on OpenGL, which is a vast and long standing free graphics package and language. But this book takes an important tangent. It refers to how from the OpenGL ES 2.0 (Embedded Systems) specification, a derivative was spawned, that emphasised web based and real time rendering, via the use of browsers. Perhaps it was inevitable, as OpenGL is meant for standalone applications running on a machine. This left a potentially vast operating space for a variant dedicated to the browser.

To this ends, the first chapter is instructive. It describes useful features of WebGL. Like the use of javascript to write WebGL. This goes after the extensive mindshare of web developers, especially for coding the actual web pages, since the developers are likely or effectively required to know javascript. Another advantage is how devices like smartphones and tables often come with pre-installed browsers that use javascript.

The usual question does arise, of performance of a script versus that of a compiled program. The book suggests that recent browsers give roughly equivalent performance with WebGL compared to standalone applications. But the book also acknowledges that for some shader code, you do indeed need compiling to truly maximise performance.

The text also shows how to use WebGL in conjunction with Ajax and to decode and encode JSON objects. Plus, tips are given for coding under Microsoft Windows.

The actual graphics portions of the book are straightforward. Though I would not really recommend using it for a first time learning of this material. I suspect that implicitly you are assumed to already have coded graphics and thus be generally familiar with basic concepts like normals, specular reflection, and material optical properties. Along with common shader methods like Phong and Goraud.

Some of the book's diagrams might have been better appreciated by the reader if they were in colour. But this publisher's books are commonly in black and white to reduce printing costs.

If you can, consider getting this book in conjunction with another on OpenGL, like OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 4.1 (8th Edition) or Computer Graphics Through OpenGL: From Theory to Experiments (Chapman & Hall/CRC Computer Graphics, Geometric Modeling, and Animation Series) or OpenGL 4.0 Shading Language Cookbook. Those can offer extra guidance on issues of the pure graphical concepts, if you need this support.
Pretty Useful 21 juin 2014
Par charles - Publié sur Amazon.com
Format: Broché Achat vérifié
Most software books are useless ... WebGL is tricky because it's not just a small step from OpenGL ... it's all shader-based and thus actually warrants a book of this type. I wish I had more time to devote to it.
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