WebGL: Up and Running

Author: Tony Parisi

Publisher: "O'Reilly Media, Inc."

ISBN: 144932357X

Category: Computers

Page: 211

View: 8770

Presents an introduction to WebGL development and production concepts to create full 3D applications.

Programming 3D Applications with HTML5 and WebGL

3D Animation and Visualization for Web Pages

Author: Tony Parisi

Publisher: "O'Reilly Media, Inc."

ISBN: 1449363954

Category: Computers

Page: 404

View: 7372

Create high-performance, visually stunning 3D applications for the Web, using HTML5 and related technologies such as CSS3 and WebGL—the emerging web graphics standard. With this book, you’ll learn how to use the tools, frameworks, and libraries for building 3D models and animations, mind-blowing visual effects, and advanced user interaction in both desktop and mobile browsers. In two parts—Foundations and Application Development Techniques—author Tony Parisi provides a thorough grounding in theory and practice for designing everything from a simple 3D product viewer to immersive games and interactive training systems. Ideal for developers with Javascript and HTML experience. Explore HTML5 APIs and related technologies for creating 3D web graphics, including WebGL, Canvas, and CSS Work with the popular JavaScript 3D rendering and animation libraries Three.js and Tween.js Delve into the 3D content creation pipeline, and the modeling and animation tools for creating killer 3D content Look into several game engines and frameworks for building 3D applications, including the author’s Vizi framework Create 3D environments with multiple objects and complex interaction, using examples and supporting code Examine the issues involved in building WebGL-based 3D applications for mobile browsers

Professional WebGL Programming

Developing 3D Graphics for the Web

Author: Andreas Anyuru

Publisher: John Wiley & Sons

ISBN: 1119940591

Category: Computers

Page: 320

View: 9337

Everything you need to know about developinghardware-accelerated 3D graphics with WebGL! As the newest technology for creating 3D graphics on the web, inboth games, applications, and on regular websites, WebGL gives webdevelopers the capability to produce eye-popping graphics. Thisbook teaches you how to use WebGL to create stunning cross-platformapps. The book features several detailed examples that show you howto develop 3D graphics with WebGL, including explanations of codesnippets that help you understand the why behind the how. You will also develop a stronger understanding of WebGLdevelopment from coverage that: •Provides a comprehensive overview of WebGL and shows howit relates to other graphics-related technologies •Addresses important topics such as the WebGL graphicspipeline, 3D transformations, texturing and lighting •Teaches you how to write vertex shaders and fragment shadersfor WebGL •Includes a lot of useful guidelines, tips, and tricks forWebGL performance optimizations Professional WebGL Programming is the first book on themarket to delve into this fascinating topic and it puts you on yourway to mastering the possibilities that exist with WebGL.

WebGL Programming Guide

Interactive 3D Graphics Programming with WebGL

Author: Kouichi Matsuda,Rodger Lea

Publisher: Addison-Wesley

ISBN: 0133364925

Category: Computers

Page: 552

View: 8196

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.

Learning Virtual Reality

Developing Immersive Experiences and Applications for Desktop, Web, and Mobile

Author: Tony Parisi

Publisher: "O'Reilly Media, Inc."

ISBN: 149192280X

Category: COMPUTERS

Page: 166

View: 5257

As virtual reality approaches mainstream consumer use, a vibrant development ecosystem has emerged in the past few years. This hands-on guide takes you through VR development essentials for desktop, mobile, and browser-based applications. You’ll explore the three go-to platforms—OculusVR, Gear VR, and Cardboard VR—as well as several VR development environments, programming tools, and techniques. If you’re an experienced programmer familiar with mobile development, this book will help you gain a working knowledge of VR development through clear and simple examples. Once you create a complete application in the final chapter, you’ll have a jumpstart on the next major entertainment medium. Learn VR basics for UI design, 3D graphics, and stereo rendering Explore Unity3D, the current development choice among game engines Create native applications for desktop computers with the Oculus Rift Develop mobile applications for Samsung’s Gear VR with the Android and Oculus Mobile SDKs Build browser-based applications with the WebVR Javascript API and WebGL Create simple and affordable mobile apps for any smartphone with Google’s Cardboard VR Bring everything together to build a 360-degree panoramic photo viewer

Learning HTML5 Game Programming

A Hands-on Guide to Building Online Games Using Canvas, SVG, and WebGL

Author: James Lamar Williams

Publisher: Addison-Wesley Professional

ISBN: 0321767365

Category: Computers

Page: 234

View: 781

Presents practical instrucion and theory for using the features of HTML5 to create a online gaming applications.

Learning Three.js: The JavaScript 3D Library for WebGL

Author: Jos Dirksen

Publisher: Packt Publishing Ltd

ISBN: 1782166297

Category: Computers

Page: 402

View: 3723

“Learning Three.js is a hands-on guide which provides everything you need to start working with the powerful JavaScript library, and start creating awesome in-browser visualizations”.Learning Three.js is written for anyone looking to get started with Three.js, or looking to improve their skills with the popular js library. The book assumes some knowledge of javascript, but you don’t need any knowledge of Three.js itself to follow the book.

Vue.js: Up and Running

Building Accessible and Performant Web Apps

Author: Callum Macrae

Publisher: "O'Reilly Media, Inc."

ISBN: 1491997192

Category: Computers

Page: 174

View: 8053

Get a brisk introduction to building fast, interactive single-page web applications with Vue.js, the popular JavaScript framework that organizes and simplifies web development. With this practical guide, you’ll quickly move from basics to custom components and advanced features—including JSX, the JavaScript syntax extension. Author Callum Macrae shows you how to use the most useful libraries in the Vue ecosystem, such as vue-router for routing, vuex for state management, and vue-test-utils for testing. If you’re a frontend developer familiar with JavaScript, HTML, and CSS, this book will show you how to develop a fully featured web application using Vue. Learn Vue.js basics, including its use of templates to display data on a page Set up Vue projects from scratch, or use vue-cli to set up from a template Create a maintainable codebase by splitting code into self-contained components Discover how Vue.js works with CSS to style your websites and applications Use render functions and JSX, rather than templates, to determine what Vue displays Control how code is executed and displayed with vue-router Manage state in one centralized place with the Vuex library Write unit tests to ensure your Vue components don’t break in the future

WebGL Insights

Author: Patrick Cozzi

Publisher: CRC Press

ISBN: 1498716083

Category: Computers

Page: 416

View: 7880

Given its ubiquity, plugin-free deployment, and ease of development, the adoption of WebGL is on the rise. Skilled WebGL developers provide organizations with the ability to develop and implement efficient and robust solutions—creating a growing demand for skilled WebGL developers. WebGL Insights shares experience-backed lessons learned by the WebGL community. It presents proven techniques that will be helpful to both intermediate and advanced WebGL developers. By focusing on current and emerging techniques, the book demonstrates the breadth and depth of WebGL. Readers will gain practical skills to solve problems related to performance, engine design, shader pipelines, rendering, mobile devices, testing, and more. Throughout the book, experienced WebGL engine and application developers, GPU vendors, browser developers, researchers, and educators share their unique expertise based on their real-world experiences. This includes hardware vendors sharing performance and robustness advice for mobile, browser developers providing deep insight into WebGL implementations and testing, and WebGL-engine developers presenting design and performance techniques for many of the most popular WebGL engines. The companion WebGL Insights website contains helpful tips, sample content, code, and other resources. It is also the place to find announcements about future volumes: http://www.webglinsights.com/

Graphics Shaders

Theory and Practice, Second Edition

Author: Mike Bailey,Steve Cunningham

Publisher: CRC Press

ISBN: 1439867755

Category: Computers

Page: 518

View: 3472

Graphics Shaders: Theory and Practice is intended for a second course in computer graphics at the undergraduate or graduate level, introducing shader programming in general, but focusing on the GLSL shading language. While teaching how to write programmable shaders, the authors also teach and reinforce the fundamentals of computer graphics. The second edition has been updated to incorporate changes in the OpenGL API (OpenGL 4.x and GLSL 4.x0) and also has a chapter on the new tessellation shaders, including many practical examples. The book starts with a quick review of the graphics pipeline, emphasizing features that are rarely taught in introductory courses, but are immediately exposed in shader work. It then covers shader-specific theory for vertex, tessellation, geometry, and fragment shaders using the GLSL 4.x0 shading language. The text also introduces the freely available glman tool that enables you to develop, test, and tune shaders separately from the applications that will use them. The authors explore how shaders can be used to support a wide variety of applications and present examples of shaders in 3D geometry, scientific visualization, geometry morphing, algorithmic art, and more. Features of the Second Edition: Written using the most recent specification releases (OpenGL 4.x and GLSL 4.x0) including code examples brought up-to-date with the current standard of the GLSL language. More examples and more exercises A chapter on tessellation shaders An expanded Serious Fun chapter with examples that illustrate using shaders to produce fun effects A discussion of how to handle the major changes occurring in the OpenGL standard, and some C++ classes to help you manage that transition The authors thoroughly explain the concepts, use sample code to describe details of the concepts, and then challenge you to extend the examples. They provide sample source code for many of the book’s examples at www.cgeducation.org

Building a 3D Game with LibGDX

Author: Sebastian Di Giuseppe,Andreas Kruhlmann,Elmar van Rijnswou

Publisher: Packt Publishing Ltd

ISBN: 1785280295

Category: Computers

Page: 234

View: 1765

Learn how to build an exciting 3D game with LibGDX from scratch About This Book Implement an exhaustive list of features that LibGDX unleashes to build your 3D game. Write, test, and debug your application on your desktop and deploy them on multiple platforms. Gain a clear understanding of the physics behind LibGDX and libraries like OpenGL and WebGL that make up LibGDX. Who This Book Is For If you are a game developer or enthusiasts who want to build 3D games with LibGDX, then this book is for you. A basic knowledge of LibGDX and Java programming is appreciated. What You Will Learn Learn the potential of LibGDX in game development Understand the LibGDX architecture and explore platform limitation and variations Explore the various approaches for game development using LibGDX Learn about the common mistakes and possible solutions of development Discover the 3D workflow with Blender and how it works with LibGDX Implement 3D models along with textures and animations into your games Familiarize yourself with Scene2D and its potential to boost your game's design In Detail LibGDX is a hugely popular open source, cross-platform, Java-based game development framework built for the demands of cross-platform game development. This book will teach readers how the LibGDX framework uses its 3D rendering API with the OpenGL wrapper, in combination with Bullet Physics, 3D Particles, and Shaders to develop and deploy a game application to different platforms You will start off with the basic Intellij environment, workflow and set up a LibGDX project with necessary APIs for 3D development. You will then go through LibGDX's 3D rendering API main features and talk about the camera used for 3D. Our next step is to put everything together to build a basic 3D game with Shapes, including basic gameplay mechanics and basic UI. Next you will go through modeling, rigging, and animation in Blender. We will then talk about refining mechanics, new input implementations, implementing enemy 3D models, mechanics, and gameplay balancing. The later part of this title will help you to manage secondary resources like audio, music and add 3D particles in the game to make the game more realistic. You will finally test and deploy the app on a multitude of different platforms, ready to start developing your own titles how you want! Style and approach A step by step guide on building a 3D game with LibGDX and implementing an exhaustive list of features that you would wish to incorporate into your 3D game

HTML5 Canvas

Author: Steve Fulton,Jeff Fulton

Publisher: "O'Reilly Media, Inc."

ISBN: 1449335888

Category: COMPUTERS

Page: 750

View: 4745

"The second edition of this popular book gets you started with HTML5 Canvas by showing you how to build interactive multimedia applications. You'll learn how to draw, render text, manipulate images, and create animation--all in the course of building an interactive web game throughout the book. Updated for the latest implementations of Canvas and related HTML5 technologies, this edition includes clear and reusable code examples to help you quickly pick up the basics--whether you currently use Flash, Silverlight, or just HTML and JavaScript. Discover why HTML5 is the future of innovative web development."--P. 4 of cover.

Game Development with Three.js

Author: Isaac Sukin

Publisher: Packt Publishing Ltd

ISBN: 1782168540

Category: Computers

Page: 118

View: 9141

A step-by-step, example-based guide to building immersive 3D games on the Web using the Three.js graphics library.This book is for people interested in programming 3D games for the Web. Readers are expected to have basic knowledge of JavaScript syntax and a basic understanding of HTML and CSS. This book will be useful regardless of prior experience with game programming, whether you intend to build casual side projects or large-scale professional titles.

HTML5: Up and Running

Dive into the Future of Web Development

Author: Mark Pilgrim

Publisher: "O'Reilly Media, Inc."

ISBN: 1449399665

Category: Computers

Page: 222

View: 2369

If you don't know about the new features available in HTML5, now's the time to find out. This book provides practical information about how and why the latest version of this markup language will significantly change the way you develop for the Web. HTML5 is still evolving, yet browsers such as Safari, Mozilla, Opera, and Chrome already support many of its features -- and mobile browsers are even farther ahead. HTML5: Up & Running carefully guides you though the important changes in this version with lots of hands-on examples, including markup, graphics, and screenshots. You'll learn how to use HTML5 markup to add video, offline capabilities, and more -- and you’ll be able to put that functionality to work right away. Learn new semantic elements, such as , , and Meet Canvas, a 2D drawing surface you can program with JavaScript Embed video in your web pages without third-party plugins Use Geolocation to let web application visitors share their physical location Take advantage of local storage capacity that goes way beyond cookies Build offline web applications that work after network access is disconnected Learn about several new input types for web forms Create your own custom vocabularies in HTML5 with microdata

HTML5 and JavaScript Web Apps

Author: Wesley Hales

Publisher: "O'Reilly Media, Inc."

ISBN: 1449320511

Category: Computers

Page: 156

View: 2646

Provides inforamtion on using HTML5, JavaScript, and W3C specifications to create mobile and desktop Web applications for all browsers and devices.

HTML5 for Flash Developers

Author: Matt Fisher

Publisher: Packt Publishing Ltd

ISBN: 1849693331

Category: Computers

Page: 322

View: 5276

A step by step guide with detailed examples.Experienced Flash AS3 programmers who are making the switch to Javascript and HTML5.

OpenGL ES 2 for Android

A Quick-Start Guide

Author: Kevin Brothaler

Publisher: Pragmatic Bookshelf

ISBN: 1680504061

Category:

Page: 346

View: 9043

Printed in full color. Android is booming like never before, with millions of devices shipping every day. It's never been a better time to learn how to create your own 3D games and live wallpaper for Android. You'll find out all about shaders and the OpenGL pipeline, and discover the power of OpenGL ES 2.0, which is much more feature-rich than its predecessor. If you can program in Java and you have a creative vision that you'd like to share with the world, then this is the book for you. This book will teach you everything you need to know to create compelling graphics on Android. You'll learn the basics of OpenGL by building a simple game of air hockey, and along the way, you'll see how to initialize OpenGL and program the graphics pipeline using shaders. Each lesson builds upon the one before it, as you add colors, shading, 3D projections, touch interaction, and more. Then, you'll find out how to turn your idea into a live wallpaper that can run on the home screen. You'll learn about more advanced effects involving particles, lighting models, and the depth buffer. You'll understand what to look for when debugging your program, and what to watch out for when deploying to the market. OpenGL can be somewhat of a dark art to the uninitiated. As you read this book, you'll learn each new concept from first principles. You won't just learn about a feature; you'll also understand how it works, and why it works the way it does. Everything you learn is forward-compatible with the just-released OpenGL ES 3, and you can even apply these techniques to other platforms, such as iOS or HTML5 WebGL.

Three.js Cookbook

Author: Jos Dirksen

Publisher: Packt Publishing Ltd

ISBN: 1783981199

Category: Computers

Page: 300

View: 809

This book is ideal for anyone who already knows JavaScript and would like to get a broad understanding of Three.js quickly, or for those of you who have a basic grasp of using Three.js but want to really make an impact with your 3D visualizations by learning its advanced features. To apply the recipes in this book you don’t need to know anything about WebGL; all you need is some general knowledge about JavaScript and HTML.

40 Days of Dating

An Experiment

Author: Timothy Goodman,Jessica Walsh

Publisher: ABRAMS

ISBN: 1613127154

Category: Self-Help

Page: 304

View: 466

“What would happen if Harry met Sally in the age of Tinder and Snapchat? . . . A field guide to Millennial dating in New York City” (New York Daily News). When New York–based graphic designers and long-time friends Timothy Goodman and Jessica Walsh found themselves single at the same time, they decided to try an experiment. The old adage says that it takes 40 days to change a habit—could the same be said for love? So they agreed to date each other for 40 days, record their experiences in questionnaires, photographs, videos, texts, and artworks, and post the material on a website they would create for this purpose. What began as a small experiment between two friends became an Internet sensation, drawing 5 million unique (and obsessed) visitors from around the globe to their site and their story. 40 Days of Dating: An Experiment is a beautifully designed, expanded look at the experiment and the results, including a great deal of material that never made it onto the site, such as who they were as friends and individuals before the 40 days and who they have become since.