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Learn Three.js : program 3D animations and visualizations for the web with JavaScript and WebGL /

Three.js has become the industry standard for creating stunning 3D WebGL content. In this edition, you'll learn about all the features of Three.js and understand how to integrate it with the newest physics engines. You'll also develop a strong grip on creating and animating immersive 3D sc...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Dirksen, Jos (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing Ltd., 2023.
Edición:Fourth edition.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a Dirksen, Jos,  |e author. 
245 1 0 |a Learn Three.js :  |b program 3D animations and visualizations for the web with JavaScript and WebGL /  |c Jos Dirksen. 
250 |a Fourth edition. 
264 1 |a Birmingham, UK :  |b Packt Publishing Ltd.,  |c 2023. 
300 |a 1 online resource (554 pages) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
500 |a Includes index. 
520 |a Three.js has become the industry standard for creating stunning 3D WebGL content. In this edition, you'll learn about all the features of Three.js and understand how to integrate it with the newest physics engines. You'll also develop a strong grip on creating and animating immersive 3D scenes directly in your browser, reaping the full potential of WebGL and modern browsers. The book starts with the basic concepts and building blocks used in Three.js and helps you explore these essential topics in detail through extensive examples and code samples. You'll learn how to create realistic-looking 3D objects using textures and materials and how to load existing models from an external source. Next, you'll understand how to control the camera using the Three.js built-in camera controls, which will enable you to fly or walk around the 3D scene you've created. Later chapters will cover the use of HTML5 video and canvas elements as materials for your 3D objects to animate your models. You'll learn how to use morph targets and skeleton-based animation, before understanding how to add physics, such as gravity and collision detection, to your scene. Finally, you'll master combining Blender with Three.js and creating VR and AR scenes. By the end of this book, you'll be well-equipped to create 3D-animated graphics using Three.js. 
505 0 |a Cover -- Title Page -- Copyright and Credits -- Contributors -- Table of Contents -- Preface -- Part 1: Getting Up and Running -- Chapter 1: Creating Your First 3D Scene with Three.js -- Technical requirements -- Getting the source code -- Testing and experimenting with the examples -- Exploring the HTML structure for Three.js applications -- Rendering and viewing a 3D object -- Setting up the scene -- Adding lights -- Adding the meshes -- Adding an animation loop -- Using lil-gui to control properties and make experimenting easier -- Helper objects and util functions -- Summary 
505 8 |a Chapter 2: The Basic Components that Make up a Three.js Application -- Creating a scene -- The basic functionality of a scene -- How geometries and meshes are related -- The properties and functions of a geometry -- Functions and attributes for meshes -- Using different cameras for different scenes -- An orthographic camera versus a perspective camera -- Looking at specific points -- Debugging what a camera looks at -- Summary -- Chapter 3: Working with Light Sources in Three.js -- What lighting types are provided in Three.js? -- Working with basic lights -- THREE.AmbientLight -- THREE.SpotLight 
505 8 |a THREE.PointLight -- THREE.DirectionalLight -- Using the THREE.Color object -- Working with special lights -- THREE.HemisphereLight -- THREE.RectAreaLight -- THREE.LightProbe -- THREE.LensFlare -- Summary -- Part 2: Working with the Three.js Core Components -- Chapter 4: Working with Three.js Materials -- Understanding common material properties -- Basic properties -- Blending properties -- Advanced properties -- Starting with simple materials -- THREE.MeshBasicMaterial -- THREE.MeshDepthMaterial -- Combining materials -- THREE.MeshNormalMaterial -- Multiple materials for a single mesh 
505 8 |a Advanced materials -- THREE.MeshLambertMaterial -- THREE.MeshPhongMaterial -- THREE.MeshToonMaterial -- THREE.MeshStandardMaterial -- THREE.MeshPhysicalMaterial -- THREE.ShadowMaterial -- Using your own shaders with THREE.ShaderMaterial -- Customizing existing shaders with CustomShaderMaterial -- Materials you can use for a line geometry -- THREE.LineBasicMaterial -- THREE.LineDashedMaterial -- Summary -- Chapter 5: Learning to Work with Geometries -- 2D geometries -- THREE.PlaneGeometry -- THREE.CircleGeometry -- THREE.RingGeometry -- THREE.ShapeGeometry -- 3D geometries -- THREE.BoxGeometry 
505 8 |a THREE.SphereGeometry -- THREE.CylinderGeometry -- THREE.ConeGeometry -- THREE.TorusGeometry -- THREE.TorusKnotGeometry -- THREE.PolyhedronGeometry -- THREE.IcosahedronGeometry -- THREE.TetrahedronGeometry -- THREE.OctahedronGeometry -- THREE.DodecahedronGeometry -- Summary -- Chapter 6: Exploring Advanced Geometries -- Learning advanced geometries -- THREE.ConvexGeometry -- THREE.LatheGeometry -- BoxLineGeometry -- THREE.RoundedBoxGeometry -- TeapotGeometry -- Creating a geometry by extruding a 2D shape -- THREE.ExtrudeGeometry -- THREE.TubeGeometry -- Extruding 3D shapes from an SVG element 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Application software  |x Development  |x Computer programs. 
650 0 |a Computer graphics  |x Computer programs. 
650 0 |a Web sites  |x Design. 
650 0 |a WebGL (Computer program language) 
650 0 |a HTML (Document markup language) 
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650 7 |a WebGL (Computer program language)  |2 fast  |0 (OCoLC)fst01895857 
655 0 |a Electronic books. 
776 0 8 |i Print version:  |a Dirksen, Jos  |t Learn Three. js  |d Birmingham : Packt Publishing, Limited,c2023 
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