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WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL (OpenGL)

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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.
Product details
Series: OpenGL
Paperback: 552 pages
Publisher: Addison-Wesley Professional; 1 edition (July 19, 2013)
Language: English
ISBN-10: 0321902920
ISBN-13: 978-0321902924
Product Dimensions:
6.9 x 1.3 x 8.9 inches
Shipping Weight: 1.9 pounds (View shipping rates and policies)
Average Customer Review:
4.3 out of 5 stars
30 customer reviews
Amazon Best Sellers Rank:
#298,384 in Books (See Top 100 in Books)
WebGL Programming Guide is the first WebGL book that I can fully recommend. The authors stick to straight WebGL code (no libraries like Three.js) and explain everything in full detail. Since they focus more on the API than anything else, most of the samples are simple things like colored triangles or spinning cubes, but that is fine to learn the basics. I liked how sometimes they would show things not to do, and what would happen, which helps with understanding the concepts.In the book, which is around 500 pages long, Kouichi Matsuda and Rodger Lea cover many important topics including: WebGL initialization, drawing a point, a triangle with transformation, basic animation, color and texture, the GLSL language, cameras, lighting, and a shorter chapter at the end with techniques for fog, shadows, alpha blending, etc. Really a great roster for anyone looking to learn WebGL. Much appreciated are some of the tricks they show, like how to pick 3d objects with the mouse, or how to render off-screen objects to a texture, useful for shadowing or other effects. There is even a chapter detailing how to write an OBJ model importer, perfect for someone not wanting to rely on 3rd party libraries.I especially liked how detailed the book can become, for example when explaining the differences between right and left-handed coordinate systems. Something that can be confusing to 3d novices but the authors here did a great job. They also use beginner friendly terminology for certain things, like calling depth buffering “hidden surface removalâ€, which was odd at first until I remembered someone new to 3d may not understand what a depth buffer is without prior knowledge. In the book, many parts of the API are listed out in charts, such as the built-in functions/variables for GLSL, function signatures for the GL context (which explan the errors you may get and return values, etc.). A very competent look at the API.The book was well written and I did not see any obvious errors (though I did not attempt to run any of the code). Thankfully, they make the code available on the book’s website for anyone wishing to run it themselves and pick it apart. It’s honestly hard to find fault with the text. This is a great look into WebGL and a key point in your journey as a WebGL programmer. Not to be missed.
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.
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.
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.
I’m an embedded C++ and OpenGL software engineer needing to come up to speed quickly with JavaScript and WebGL. I’ve only finished through chapter 3, but so far, this book has done a really good job of teaching me both. I like the writing style and the examples. If you are already an expert, I suggest skimming the first few chapters. If not, I feel that this book will get you where you need to be.
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.
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