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WebGL Beginner's Guide
 
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WebGL Beginner's Guide [Format Kindle]

Brandon Jones , Diego Cantor

Prix conseillé : EUR 21,62 De quoi s'agit-il ?
Prix éditeur - format imprimé : EUR 37,44
Prix Kindle : EUR 15,13 TTC & envoi gratuit via réseau sans fil par Amazon Whispernet
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Descriptions du produit

Présentation de l'éditeur

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. 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

  • Format : Format Kindle
  • Taille du fichier : 4146 KB
  • Nombre de pages de l'édition imprimée : 376 pages
  • Editeur : Packt Publishing (15 juin 2012)
  • Vendu par : Amazon Media EU S.à r.l.
  • Langue : Anglais
  • ASIN: B008CEMBPI
  • Synthèse vocale : Activée
  • X-Ray : Non activée
  • Classement des meilleures ventes d'Amazon: n°105.911 dans la Boutique Kindle (Voir le Top 100 dans la Boutique Kindle)
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Commentaires en ligne 

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Amazon.com: 4.0 étoiles sur 5  3 commentaires
4 internautes sur 5 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 OpenGL 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.
1 internautes sur 1 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 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.
3.0 étoiles sur 5 Somewhat vague 28 mars 2013
Par rknaggs - Publié sur Amazon.com
Format:Format Kindle|Achat authentifié par Amazon
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.
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