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|a Baruah, Rakesh.,
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|a AR and VR Using the WebXR API
|h [electronic resource] :
|b Learn to Create Immersive Content with WebGL, Three.js, and A-Frame /
|c by Rakesh Baruah.
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250 |
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|a 1st ed. 2021.
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264 |
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1 |
|a Berkeley, CA :
|b Apress :
|b Imprint: Apress,
|c 2021.
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300 |
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|a 1 online resource (XXIII, 328 p. 48 illus.)
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|a Gain an in-depth knowledge in immersive web development to create augmented reality (AR) and virtual reality (VR) applications inside web browsers using WebXR API, WebGL, Three.js, and A-Frame. This project-based book will provide the practice and portfolio content to make the most of what the futures of spatial computing and immersive technology have to offer. Beginning with technical analysis of how web browsers function, the book covers programming languages such as WebGL, JavaScript, and HTML, with an eye on a complete understanding of the WebXR lifecycle. You'll then explore how contemporary web browsers work at the code level and see how to set up a local development server and use it with the Visual Studio Code IDE to create 3D animation in the WebGL programming language. With a familiarity of the web-rendering pipeline in place, you'll venture on to WebGL abstractions such as the Three.js JavaScript library and Mozilla's A-Frame XR Framework, which use WebXR to create high-end visual effects. In the final projects of the book, you'll create an augmented reality web session for an Android phone device, and create a VR scene in A-Frame (built on Three.js) to demo essential components of the WebXR API pertaining to user positioning and interaction. Game engines have become common-place for the creation of mixed reality content. However, developers not interested in learning entirely new workflows may be better suited to work within a medium almost universally open to all--the web; AR and VR Using the WebXR API will show you the way. You will: Master the creation of virtual reality and augmented reality features for web page Prepare to work as an immersive web developer with a portfolio of projects in sought-after technologies Review the fundamentals of writing shaders in WebGL Experience the unity between client, server, and cloud architecture as it applies to location-based AR.
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|a Intro -- Table of Contents -- About the Author -- About the Technical Reviewer -- Acknowledgments -- Introduction -- Chapter 1: Getting Started -- WebGL -- The Browser -- The Render Engine -- Buffers -- The Graphics Processing Unit -- The Present Future -- Tooling Up -- A Code Editor -- Hardware -- Platforms -- Additional Windows Requirements -- Additional Linux requirements -- Local Web Server for Development -- Live Server VS Extension by Ritwick Dey -- NodeJS http-server Package from NPM -- Python HTTP server module -- Servez- A Simple Web Server for Local Web Development
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505 |
8 |
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|a A Web Browser Compatible with the WebXR API -- XR Device -- WebXR Emulator -- Summary -- Chapter 2: Up and Running with WebGL -- The Form and Function of HTML -- The Canvas -- Exercise 1: Your First WebGL Application -- A Reference to a Canvas -- The WebGL Context -- Drawing on the WebGL Context -- Resizing the Canvas -- Shaders -- Source -- Compiling -- Linking -- Buffers -- Setting Vertex Positions -- Connecting Shaders with Buffers -- Drawing -- Resolution -- Modes of Drawing -- Summary -- Chapter 3: Toward the Third Dimension in WebGL -- The ABCs of XYZ
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505 |
8 |
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|a Exercise 2, Part 1: Painting in the Third Dimension -- The WebGL Pipeline -- Setup -- A Separation of Concerns -- An Array of Possibilities -- Literally Speaking -- Move the Pointer -- Calling the Drawing Mode -- Exercise 2, Part 2: Squares Squared -- Z-Town -- A Second Color -- Exercise 2, Part 3: Three Sides for Three Dimensions -- More Shapes, More Vertices, More Coordinates -- Math Magic -- Summary -- Chapter 4: Matrices, Transformations, and Perspective in WebGL -- A Box of Maps -- What You May Have Missed in Algebra 2 -- Translation -- Scaling -- Rotation -- Sine, Cosine, Tangent
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505 |
8 |
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|a Homogeneous Coordinates and Quaternions -- From Many into One -- GPUs and Matrices Sitting In a Tree . . . -- Exercise 3, Part 1: Matrix Revolution -- Import GLMatrix.js -- Uniforms in Shaders -- The Order of Floperations -- Making Memories of Matrices -- Order in the Import -- Who Am I? -- Making Moves with Matrices -- Animation -- I Think There for Loop -- Reaching Rotation with Real Radical Radians -- Callback, Maybe -- Animation Loop -- Scope in JavaScript -- DeltaTime -- Part 1 Recap -- Orthographic and Perspective Matrix Projections -- The View Frustum
|
505 |
8 |
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|a Exercise 3, Part 2: A Change in Perspective -- Update the Shader Source -- Gaining Perspective -- Storing the Matrix -- Culling and the Model Transform -- Part 2 Recap -- Summary -- Chapter 5: Diving into Three.js -- What Is Three.js? -- A Synthesizer for Shapes -- WebGL but Simpler -- Exercise 4, Part 1: Remix the Matrix -- Download the Three.js Source Code -- A Detour into ES Modules -- Importing a Module -- Making a Context -- Making a Camera -- Making a Scene -- Geometry -- Box Geometry -- Material -- Phong Material -- Anonymous Objects in JavaScript -- Meshes -- Rendering Animation
|
590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
|
650 |
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0 |
|a Computer programming.
|
650 |
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|a Computer games
|x Programming.
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|a Web Development.
|0 https://scigraph.springernature.com/ontologies/product-market-codes/I29050
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|a Game Development.
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|a Programmation (Informatique)
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|a Jeux d'ordinateur
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|a Video games
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