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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

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 <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. 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.

 

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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
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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.
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Commentaires client les plus utiles sur Amazon.com (beta)

Amazon.com: 4.5 étoiles sur 5 24 commentaires
11 internautes sur 11 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 A good inroad into a strange land 21 octobre 2013
Par Chris E. Hanson - Publié sur Amazon.com
Format: Broché
WebGL is a strange place, with bits of DNA from OpenGL ES, GLSL, JavaScript, HTML5 and slight odor of past explorations like VRML and X3D. The runtime environment is strange, a powerful low-level language (GLSL) that runs inside of a high-level sandbox (browser JavaScript). Adding to the learning curve is the fact that WebGL is based on OpenGL ES, a lean, mean API that forgoes all the training wheels of legacy OpenGL like predefined modelview and projection matrices and fixed function pipelines. The result is a landscape both beautiful, and frightening for a beginner.

In this far-off land, WebGL Programming Guide is going to be your map and survival manual. It starts by showing you the <canvas> bridge between the safe realms of HTML5 and JavaScript and the wilds of WebGL, with simple 2D drawing examples that mimic the HTML5 Canvas. From there it leaps into the jungle, teaching shaders, uniforms and textures, browser event handling, buffer objects, matrices, transforms and animation, views and lighting.

The number of disparate technologies to get under your belt to master WebGL is formidable (though they are C-style languages, JavaScript and GLSL couldn't be more dissimilar) and this book takes you firmly by the hand and leads you over the obstacles and away from the dead-ends to show you how to succeed with WebGL. The writing is good, neither too verbose or concise. The code is tight and elegant, relying on libraries and abstraction layers early on to not overwhelm you with a wall of code, and then peeling back the layers in more advanced chapters to show how everything works and let you take the reins manually if you choose.

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.
19 internautes sur 23 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Very Good Pedagogy for a Tough Language 22 juillet 2013
Par Let's Compare Options Preptorial - Publié sur Amazon.com
Format: Format Kindle Achat vérifié
WebGL is here to stay, as its unique architecture (accessing the user's GPU (for its shader, for example) and running on the client side) makes it ideal for embedded chips and mobile, as well as browsers. Google Maps runs in WebGL, and both Autodesk's early support with Maya WebGL interfaces, and now their cloud servers which port all their applications to the cloud via WebGL portend well for learning this challenging language.

If you're already an OpenGL Jock (both programs are from the Khronos Group, with a Mozilla pedigree), it will help a lot. Whenever an API accesses the GPU it doesn't bode well for user friendly programming! Since its beta debut in 2009 a lot of "easier" spins have appeared, most especially Three dot js. Both are obviously JavaScript API's, and there are about 20 others vying to help with the GPU coding. Since the technology doesn't require plug ins and bytecode, but uses the user's power, it is ideal for any device with a decent GPU platform, and nearly all browsers now support it natively (although IE's prior to Windows 8.1 do require a plug in).

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.

For a new book, the code is pretty clean, with only minor punctuation rather than syntax errors. Kindle works quite well with this title, and the code resources are simply awesome. If there was one reason to buy this book-- the snippets themselves are worth the investment. However, if you haven't yet decided if this is a language you want to learn, I wouldn't be quick to jump in. If you are already very good at JavaScript with SOME OpenGL (beginner to intermediate), this would be worth it for your career or art due to the "Flash vacuum" and architecture. Both mobile and other embedded is extremely supercharged right now, and if you want your games and apps to run on Android, this platform is not easy, but worth the work.

In addition to the GPU coding issues, this API does not support matrix math like OpenGL. This is thrown into your ballpark via the scripting space (which is why I keep harping on your JavaScript background). The authors cover this problem (as well as the GPU techniques) very thoroughly, and this is as good a reference as a learning tool. Adding a glMatrix type library helps the matrix issue a lot. On the positive side "mixing" coding with libraries (eg JavaScript libraries for the missing GPU links and matrices), HTML, page elements, and even Canvas, is fast and seamless once you gain the tricks from this text or web tutorials. If you've used Inka3D with Maya, you know how powerful and fast WebGL can be for executing even memory-hogging Maya graphics in a way that doesn't slow down even older browsers and will run on chips and smartphones. A Unity interface also is in the rumor mill 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!

Library Picks reviews only for the benefit of Amazon shoppers and has nothing to do with Amazon, the authors, manufacturers or publishers of the items we review. We always buy the items we review for the sake of objectivity, and although we search for gems, are not shy about trashing an item if it's a waste of time or money for Amazon shoppers. If the reviewer identifies herself, her job or her field, it is only as a point of reference to help you gauge the background and any biases.
7 internautes sur 7 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.
6 internautes sur 6 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 A book can be used to teach 3D Artist Students 12 octobre 2013
Par linuxkernel - Publié sur Amazon.com
Format: Broché
Back in 1998 when SGI released their VRML technology based on Open Inventor, SGI customers liked it so much, because they can display their 3D design in a web interface. VRML was good in that time, but you can not manipulate vertex and pixels like today's OpenGL and WebGL technology.

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.
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.
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