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...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Berkeley, CA :
Apress : Imprint: Apress,
2021.
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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