Cargando…

AR and VR Using the WebXR API Learn to Create Immersive Content with WebGL, Three.js, and A-Frame /

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 futur...

Descripción completa

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Baruah, Rakesh (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Berkeley, CA : Apress : Imprint: Apress, 2021.
Edición:1st ed. 2021.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • 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
  • 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
  • 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
  • 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
  • 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