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WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL par [Matsuda, Kouichi, Lea, Rodger]
Publicité sur l'appli Kindle

WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL 1 , Format Kindle

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EUR 22,99

Longueur : 600 pages Composition améliorée: Activé Page Flip: Activé
Langue : Anglais

Description du produit

Présentation de l'éditeur

Using WebGL®, you can create sophisticated interactive 3D graphics inside web browsers, without plug-ins. WebGL makes it possible to build a new generation of 3D web games, user interfaces, and information visualization solutions that will run on any standard web browser, and on PCs, smartphones, tablets, game consoles, or other devices. WebGL Programming Guide will help you get started quickly with interactive WebGL 3D programming, even if you have no prior knowledge of HTML5, JavaScript, 3D graphics, mathematics, or OpenGL.

 

You’ll learn step-by-step, through realistic examples, building your skills as you move from simple to complex solutions for building visually appealing web pages and 3D applications with WebGL. Media, 3D graphics, and WebGL pioneers Dr. Kouichi Matsuda and Dr. Rodger Lea offer easy-to-understand tutorials on key aspects of WebGL, plus 100 downloadable sample programs, each demonstrating a specific WebGL topic.

 

You’ll move from basic techniques such as rendering, animating, and texturing triangles, all the way to advanced techniques such as fogging, shadowing, shader switching, and displaying 3D models generated by Blender or other authoring tools. This book won’t just teach you WebGL best practices, it will give you a library of code to jumpstart your own projects.

 

Coverage includes:

• WebGL’s origin, core concepts, features, advantages, and integration with other web standards
• How and basic WebGL functions work together to deliver 3D graphics
• Shader development with OpenGL ES Shading Language (GLSL ES)
• 3D scene drawing: representing user views, controlling space volume, clipping, object creation, and perspective
• Achieving greater realism through lighting and hierarchical objects
• Advanced techniques: object manipulation, heads-up displays, alpha blending, shader switching, and more
• Valuable reference appendixes covering key issues ranging from coordinate systems to matrices and shader loading to web browser settings

 

This is the newest text in the OpenGL Technical Library, Addison-Wesley’s definitive collection of programming guides an reference manuals for OpenGL and its related technologies. The Library enables programmers to gain a practical understanding of OpenGL and the other Khronos application-programming libraries including OpenGL ES and OpenCL. All of the technologies in the OpenGL Technical Library evolve under the auspices of the Khronos Group, the industry consortium guiding the evolution of modern, open-standards media APIs.

Biographie de l'auteur

Dr. Kouichi Matsuda has a broad background in user interface and user experience design and its application to novel multimedia products. His work has taken him from product development, through research, and back to development, having spent time at NEC, Sony Corporate Research, and Sony Computer Science Laboratories. He is currently a chief distinguished researcher focused on user experience and human computer interaction across a range of consumer electronics. He was the designer of the social 3D virtual world called “PAW” (personal agent-oriented virtual world), was involved in the development of the VRML97 (ISO/IEC 14772-1:1997) standard from the start, and has remained active in both VRML and X3D communities (precursors to WebGL). He has written 15 books on computer technologies and translated a further 25 into Japanese. His expertise covers user experiences, user interface, human computer interaction, natural language understanding, entertainment-oriented network services, and interface agent systems. Always on the lookout for new and exciting possibilities in the technology space, he combines his professional life with a love of hot springs, sea in summer, wines, and MANGA (at which he dabbles in drawing and illustrations). He received his Ph.D. (Engineering) from the Graduate School of Engineering, University of Tokyo.

Dr. Rodger Lea is an adjunct professor with the Media and Graphics Interdisciplinary Centre at the University of British Columbia, with an interest in systems aspects of multimedia and distributed computing. With more than 20 years of experience leading research groups in both academic and industrial settings, he has worked on early versions of shared 3D worlds, helped define VRML97, developed multimedia operating systems, prototyped interactive digital TV, and led developments on multimedia home networking standards. He has published more than 60 research papers and three books, and he holds 12 patents. His current research explores the growing "Internet of Things," but he retains a passion for all things media and graphics.

 


Détails sur le produit

  • Format : Format Kindle
  • Taille du fichier : 61037 KB
  • Nombre de pages de l'édition imprimée : 600 pages
  • Utilisation simultanée de l'appareil : Jusqu'à 5 appareils simultanés, selon les limites de l'éditeur
  • Editeur : Addison-Wesley Professional; Édition : 1 (4 juillet 2013)
  • Vendu par : Amazon Media EU S.à r.l.
  • Langue : Anglais
  • ASIN: B00DS74080
  • Synthèse vocale : Activée
  • X-Ray :
  • Word Wise: Non activé
  • Lecteur d’écran : Pris en charge
  • Composition améliorée: Activé
  • Moyenne des commentaires client : 4.5 étoiles sur 5 2 commentaires client
  • Classement des meilleures ventes d'Amazon: n°223.816 dans la Boutique Kindle (Voir le Top 100 dans la Boutique Kindle)
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4.5 étoiles sur 5
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Format: Broché Achat vérifié
J'ai rarement lu un ouvrage technique destiné à la découverte d'un domaine aussi bien fait. L'apprentissage est progressif, les explications claires et surtout les auteurs ne se contentent pas d'analyser le code mais de plus décortiquent ses actions sur le "hard". Nous avons ainsi non seulement le comment mais aussi le pourquoi.
En exagérant à peine: cet ouvrage se lit comme un polar !
Les prérequis sont une bonne maîtrise de javascript , du html et des notions élémentaires de calcul matriciel. Dans ces conditions je ne puis que recommander ce livre, à qui veut découvrir Webgl et L'UTILISER , sans passer par OpenGL.
Dommage qu'il ne soit pas traduit. Il y a bien un autre ouvrage en français écrit par un X et comme à l'habitude destiné aux ..........X
Remarque sur ce commentaire 2 personnes ont trouvé cela utile. Avez-vous trouvé ce commentaire utile ? Oui Non Commentaire en cours d'envoi...
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Format: Broché Achat vérifié
Comme tous les "Programming guide" dédiés à OpenGL, celui-ci manque d'exemples "avancés",
il faut déjà avoir développé avec OpenGL pour être à l'aise avec WebGL. Mais il est parfait pour
faire ses premières démos.
Hormis ça, il est complet et précis dans ses définitions et la mise en page est agréable.
Remarque sur ce commentaire Une personne a trouvé cela utile. Avez-vous trouvé ce commentaire utile ? Oui Non Commentaire en cours d'envoi...
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Commentaires client les plus utiles sur Amazon.com (beta) (Peut contenir des commentaires issus du programme Early Reviewer Rewards)

Amazon.com: 4.4 étoiles sur 5 27 commentaires
8 internautes sur 8 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Learning the Basics 15 septembre 2014
Par sensitivetummy - Publié sur Amazon.com
Format: Broché Achat vérifié
Coming from a Javascript / Actionscript background the world of raw webGL was really confusing at first. I read a lot of different tutorials online and could get things working, but I didn't really understand what all of the commands were doing. This book really broke it down for me and let me actually understand what was happening. I finished the book and found myself wanting more. I could say that I wish the book covered more, but I actually think it's great that it doesn't bite off more than it can chew. Since finishing this book I've been able to move onto much more complicated books that would have previously been unapproachable.

If you are already familiar with openGL and 3d graphics then this book will probably be mostly recap. If you're just looking to create pretty 3d then I'd grab a book that gets you up and running with ThreeJS which will do the heavy lifting for you. If you already understand javascript and want to get into raw webGL then I'd say this is a great place to start.
1 internautes sur 1 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Excellent WebGL book 3 mars 2017
Par Amazon Customer - Publié sur Amazon.com
Format: Broché Achat vérifié
WebGL programing guide is an excellent book for explaining how the JavaScript world and the opengl world are brought together. The book is thourgh in explaining how to work in the WebGL framework. I think developers or curiousity seekers not accustomed to typed languages like C,C++, etc.. will have a little difficulty with some of the concepts and would recommend to them to do a little research on the basics. The book does a great job in explaining and how to work with WebGL and those who don't know type languages will still get a lot of great information out of this book.
2 internautes sur 2 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Read this book! 21 janvier 2015
Par Jacob - Publié sur Amazon.com
Format: Broché Achat vérifié
This is a great book for understanding the fundamentals of the OpenGL, particularly WebGL, which is built on top of OpenGL. The exercises complement the book material and will leave you with a better understanding of 3D modeling. The book is well laid out and will not leave you asking questions, as it introduces new content in a linear fashion. The companion website was useful for seeing working demos the projects. The only thing that would've been nice is if they had told you where to find their library to do the work in the book.

Now, with the proliferation of JavaScript frameworks like THREE.js, this book may seem irrelevant, but it's not. If you want to have a good understanding of how the creators of THREE.js have implemented their high-level abstraction of WebGL, then you need to read this book. This book will give you a good understanding of how the canvas element in HTML5 works with WebGL and what you need to get started. Having a deeper understanding of WebGL in modern browsers is not detrimental, and simply understanding the THREE.js or other abstractions of WebGL would be selling yourself short. Definitely give this book a read to better understand 3D modeling in the modern browser.
5.0 étoiles sur 5 it is an excellent book specially for beginners 28 novembre 2016
Par Amazon Customer - Publié sur Amazon.com
Format: Broché Achat vérifié
I have to say that, it is an excellent book specially for beginners. The reasons are following:
1. Every chapter has detailed code, which makes me see the result of execution. No doubt, it is the best method to learn a new knowledge.
2. Author provides some "experiment" where we can modify the code to see the different result, which makes me deeply understand what we code.
3. The organization of context are logical.
4. Author can analyze some complicated definition using simple expressions and examples. So this book is really friendly for readers.
So if you are a beginner who is learning webgl, this is the best book for you.
4.0 étoiles sur 5 Overall I liked this book but it could have been organized better 4 octobre 2016
Par Omid Karimi - Publié sur Amazon.com
Format: Broché Achat vérifié
Overall I liked this book but it could have been organized better. There are excessive detailing in some areas and cursory explanation in others. The mixture of code description and subject clarification was at times annoying. Most of the graphics books I have read during the years struggle with breaking the mystery of different matrices involved in the graphic pipeline and this book is no exception although its attempt to explain local coordinate systems almost at the end of the book was encouraging. The bottom line the book helped me understand WebGL better and I recommend it.
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