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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

Summary

Let's summarize what we've learned in this chapter:

  • There is no camera object in WebGL. However, we can build one using the Model-View matrix.
  • 3D objects undergo several transformations to be displayed on a 2D screen. These transformations are represented as 4x4 matrices.
  • Scene transformations are affine. Affine transformations are constituted by a linear transformation followed by a translation. The WebGL groups affine transforms into three matrices: the Model-View matrix, the Projection matrix, and the Normal matrix, and one WebGL operation: gl.viewport().
  • Affine transforms are applied in projective space, so they can be represented by 4x4 matrices. To work in projective space, vertices need to be augmented to contain an extra term, namely w, which is called the perspective coordinate. The four-tuple (x, y, z, w) is called Homogeneous coordinates. Homogeneous...
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