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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 Projection matrix

At the beginning of this chapter, we learned that the Projection matrix combines the projection transformation and the perspective division. These two steps take a 3D scene and convert it into a cube, which is then mapped to the 2D canvas by the viewport transformation.

In practice, the Projection matrix determines the geometry of the image that is captured by the camera. In a real-world camera, the lens of the camera would determine how distorted the final images are. In a WebGL world, we use the Projection matrix to simulate that effect. Also, unlike in the real world where our images are always affected by perspective, in WebGL, we can pick a different representation (such as the orthographic projection).

Field of View

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