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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

The Camera Matrix

Let's say, for a moment, that we do have a camera in WebGL. A camera should be able to rotate and translate to explore this 3D world. As we saw in the previous section, a 4x4 matrix can encode rotations and translations. Therefore, you should use one such matrix to represent our hypothetical camera.

Let's assume that our camera is located at the origin of the world and that it's oriented so that it's looking toward the negative z-axis direction. This is a good starting point; we already know what transformation represents such a configuration in WebGL (Identity matrix of rank four).

For the sake of analysis, let's break the problem down into two subproblems: camera-translation and camera-rotation. We will have a practical demo for each one.

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