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Real-Time 3D Graphics with WebGL 2

You're reading from   Real-Time 3D Graphics with WebGL 2 Build interactive 3D applications with JavaScript and WebGL 2 (OpenGL ES 3.0)

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Product type Paperback
Published in Oct 2018
Publisher Packt
ISBN-13 9781788629690
Length 500 pages
Edition 2nd Edition
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Authors (2):
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Farhad Ghayour Farhad Ghayour
Author Profile Icon Farhad Ghayour
Farhad Ghayour
Diego Cantor Diego Cantor
Author Profile Icon Diego Cantor
Diego Cantor
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Toc

Table of Contents (14) Chapters Close

Preface 1. Getting Started FREE CHAPTER 2. Rendering 3. Lights 4. Cameras 5. Animations 6. Colors, Depth Testing, and Alpha Blending 7. Textures 8. Picking 9. Putting It All Together 10. Advanced Techniques 11. WebGL 2 Highlights 12. Journey Ahead 13. Other Books You May Enjoy

Summary

Let’s summarize what we learned in this chapter:

  • We learned in detail what light sources, materials, and normals are, and how these elements interact to illuminate a WebGL scene.
  • We covered the differences between a shading method and a lighting model.
  • We studied the basics of the Goraud and Phong shading methods, along with the Lambertian and Phong lighting models. With the help of several examples, we also covered how to implement these shading and lighting models in code using ESSL, and how to communicate between the WebGL code and the ESSL code through attributes and uniforms.
  • We can use the vertex shader and the fragment shader to define a lighting model for our 3D scene.
  • We covered many of these operations through the lens of the latest and greatest techniques provided to us in WebGL 2's updated shading language.

In the next chapter, we will expand...

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