WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL (Anglais) Broché – 9 juillet 2013
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Descriptions du produit
Présentation de l'éditeur
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.
• How <canvas> 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. 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.
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Détails sur le produit
Commentaires en ligne
Meilleurs commentaires des clients
En exagérant à peine: cet ouvrage se lit comme un polar !
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
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.
Commentaires client les plus utiles sur Amazon.com (beta)
At 516 pages, it's as big as it could reasonably be and not outgrow its purpose. There's certainly room for more advanced material in future volumes, but even here we manage to get some chapters on managing hierarchical motion, picking, HUDs, layering WebGL with other in-page content, blending, fog, FBOs and render-to-texture, shadow mapping and basic object loading.
I'd recommend this book for anyone wanting to move from web technologies or desktop OpenGL into WebGL. It assumes very little, and can get you going immediately with the rapid development environment made possible by having your 3D environment built right into your browser. No compile-link-run here, just edit and hit F5 to refresh.
Although building and animating with WebGL's ide is a pain, the nice thing is that it supports Maya, Blender, etc. and you can seamlessly import your creations. With Flash no longer being supported, and HTML5/Canvas skyrocketing, WebGL is becoming a very hot "go to" platform for 3D. The "feel" is a lot like OpenGL (and in fact you need it to code in WebGL) and the commands sport a blend of imperative and functional. The forums say there is a lot of support for concurrent/parallel built in and coming, but I am skeptical at this writing.
Tough language (not that OpenGL is easy either!), outstanding text and reference, must have if you have or will commit to this API. I've read 4 books and numerous web tutorials on WebGL, and this is by far the most complete and real world of any of them-- I began using the code snippets immediately. I am a game developer and coder at Shader Joes, but work more on the streaming than HTML- Canvas side, but do work with Maya all day, and all of us have SOME web requests, right? Implementations I've seen are pretty awesome given the amount of RAM they take to develop initially in Blender, for example, then when exported don't cause the browser to snail out like some of my streams do!
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Some friends asks me which book is a good start point to learn WebGL, I told them that I am still looking for a good book. Now I can tell them that this is a good book for you to learn WebGL from beginning. This book tells us the technical details of WebGL, the method of transforming 3D geometry objects and adding special effects into your applications by manipulate pixels. It also shows us advanced technologies adding better visual effects into your 3D scene: Fog and Alpha Blending.
3D graphics is a skill that needs several years to decades to built up. It would be good if you have friends that has years of experience of 3D graphics. When reading this book, it would be helpful if have 3D modelling skills using Blender or Maya. A knowledge of nVidia and AMD, Imagination graphics hardware will also be helpful.