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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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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

WebGL Does Not Have Cameras

How is it that there are no cameras in a 3D computer-graphics technology? Well, let's rephrase this: WebGL does not have a camera object that you can manipulate. However, we can assume that what we render in the canvas is what our camera captures. In this chapter, we are going to solve the problem of how to represent a camera in WebGL. The short answer is that we need 4x4 matrices.

Every time we move our camera around, we will need to update the objects according to the new camera position. To do this, we need to systematically process each vertex and apply a transformation that produces the new viewing position. Similarly, we need to make sure that the object normals and light directions are still consistent after the camera has moved. In summary, we need to analyze two different types of transformations: vertex (points) and normal (vectors).

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