Book description
Given its ubiquity, plugin-free deployment, and ease of development, the adoption of WebGL is on the rise. Skilled WebGL developers provide organizations with the ability to develop and implement efficient and robust solutions—creating a growing demand for skilled WebGL developers.
WebGL Insights shares experience-backed lessons learned by the WebGL community. It presents proven techniques that will be helpful to both intermediate and advanced WebGL developers.
By focusing on current and emerging techniques, the book demonstrates the breadth and depth of WebGL. Readers will gain practical skills to solve problems related to performance, engine design, shader pipelines, rendering, mobile devices, testing, and more.
Throughout the book, experienced WebGL engine and application developers, GPU vendors, browser developers, researchers, and educators share their unique expertise based on their real-world experiences. This includes hardware vendors sharing performance and robustness advice for mobile, browser developers providing deep insight into WebGL implementations and testing, and WebGL-engine developers presenting design and performance techniques for many of the most popular WebGL engines.
The companion WebGL Insights website contains helpful tips, sample content, code, and other resources. It is also the place to find announcements about future volumes: http://www.webglinsights.com/
Table of contents
- Front Cover (1/2)
- Front Cover (2/2)
- Contents
- Foreword
- Preface
- Acknowledgments
- Website
- Tips
- Chapter 1: ANGLE : A Desktop Foundation for WebGL (1/3)
- Chapter 1: ANGLE : A Desktop Foundation for WebGL (2/3)
- Chapter 1: ANGLE : A Desktop Foundation for WebGL (3/3)
- Chapter 2: Mozilla’s Implementation of WebGL (1/3)
- Chapter 2: Mozilla’s Implementation of WebGL (2/3)
- Chapter 2: Mozilla’s Implementation of WebGL (3/3)
- Chapter 3: Continuous Testing of Chrome’s WebGL Implementation (1/4)
- Chapter 3: Continuous Testing of Chrome’s WebGL Implementation (2/4)
- Chapter 3: Continuous Testing of Chrome’s WebGL Implementation (3/4)
- Chapter 3: Continuous Testing of Chrome’s WebGL Implementation (4/4)
- Chapter 4: Getting Serious with JavaScript (1/5)
- Chapter 4: Getting Serious with JavaScript (2/5)
- Chapter 4: Getting Serious with JavaScript (3/5)
- Chapter 4: Getting Serious with JavaScript (4/5)
- Chapter 4: Getting Serious with JavaScript (5/5)
- Chapter 5: Emscripten and WebGL (1/4)
- Chapter 5: Emscripten and WebGL (2/4)
- Chapter 5: Emscripten and WebGL (3/4)
- Chapter 5: Emscripten and WebGL (4/4)
- Chapter 6: Data Visualization with WebGL : From Python to JavaScript (1/4)
- Chapter 6: Data Visualization with WebGL : From Python to JavaScript (2/4)
- Chapter 6: Data Visualization with WebGL : From Python to JavaScript (3/4)
- Chapter 6: Data Visualization with WebGL : From Python to JavaScript (4/4)
- Chapter 7: Teaching an Introductory Computer Graphics Course with WebGL (1/4)
- Chapter 7: Teaching an Introductory Computer Graphics Course with WebGL (2/4)
- Chapter 7: Teaching an Introductory Computer Graphics Course with WebGL (3/4)
- Chapter 7: Teaching an Introductory Computer Graphics Course with WebGL (4/4)
- Chapter 8: Bug-Free and Fast Mobile WebGL (1/4)
- Chapter 8: Bug-Free and Fast Mobile WebGL (2/4)
- Chapter 8: Bug-Free and Fast Mobile WebGL (3/4)
- Chapter 8: Bug-Free and Fast Mobile WebGL (4/4)
- Chapter 9: WebGL Engine Design in Babylon.js (1/4)
- Chapter 9: WebGL Engine Design in Babylon.js (2/4)
- Chapter 9: WebGL Engine Design in Babylon.js (3/4)
- Chapter 9: WebGL Engine Design in Babylon.js (4/4)
- Chapter 10: Rendering Optimizations in the Turbulenz Engine (1/4)
- Chapter 10: Rendering Optimizations in the Turbulenz Engine (2/4)
- Chapter 10: Rendering Optimizations in the Turbulenz Engine (3/4)
- Chapter 10: Rendering Optimizations in the Turbulenz Engine (4/4)
- Chapter 11: Performance and Rendering Algorithms in Blend4Web (1/4)
- Chapter 11: Performance and Rendering Algorithms in Blend4Web (2/4)
- Chapter 11: Performance and Rendering Algorithms in Blend4Web (3/4)
- Chapter 11: Performance and Rendering Algorithms in Blend4Web (4/4)
- Chapter 12: Sketchfab Material Pipeline : From File Variations to Shader Generation (1/4)
- Chapter 12: Sketchfab Material Pipeline : From File Variations to Shader Generation (2/4)
- Chapter 12: Sketchfab Material Pipeline : From File Variations to Shader Generation (3/4)
- Chapter 12: Sketchfab Material Pipeline : From File Variations to Shader Generation (4/4)
- Chapter 13: glslify : A Module System for GLSL (1/3)
- Chapter 13: glslify : A Module System for GLSL (2/3)
- Chapter 13: glslify : A Module System for GLSL (3/3)
- Chapter 14: Budgeting Frame Time (1/3)
- Chapter 14: Budgeting Frame Time (2/3)
- Chapter 14: Budgeting Frame Time (3/3)
- Chapter 15: Deferred Shading in Luma (1/4)
- Chapter 15: Deferred Shading in Luma (2/4)
- Chapter 15: Deferred Shading in Luma (3/4)
- Chapter 15: Deferred Shading in Luma (4/4)
- Chapter 16: HDR Image-Based Lighting on the Web (1/2)
- Chapter 16: HDR Image-Based Lighting on the Web (2/2)
- Chapter 17: Real-Time Volumetric Lighting for WebGL (1/4)
- Chapter 17: Real-Time Volumetric Lighting for WebGL (2/4)
- Chapter 17: Real-Time Volumetric Lighting for WebGL (3/4)
- Chapter 17: Real-Time Volumetric Lighting for WebGL (4/4)
- Chapter 18: Terrain Geometry—LOD Adapting Concentric Rings (1/4)
- Chapter 18: Terrain Geometry—LOD Adapting Concentric Rings (2/4)
- Chapter 18: Terrain Geometry—LOD Adapting Concentric Rings (3/4)
- Chapter 18: Terrain Geometry—LOD Adapting Concentric Rings (4/4)
- Chapter 19: Data Visualization Techniques with WebGL (1/4)
- Chapter 19: Data Visualization Techniques with WebGL (2/4)
- Chapter 19: Data Visualization Techniques with WebGL (3/4)
- Chapter 19: Data Visualization Techniques with WebGL (4/4)
- Chapter 20: hare3d—Rendering Large Models in the Browser (1/4)
- Chapter 20: hare3d—Rendering Large Models in the Browser (2/4)
- Chapter 20: hare3d—Rendering Large Models in the Browser (3/4)
- Chapter 20: hare3d—Rendering Large Models in the Browser (4/4)
- Chapter 21: The BrainBrowser Surface Viewer : WebGL-Based Neurological Data Visualization (1/4)
- Chapter 21: The BrainBrowser Surface Viewer : WebGL-Based Neurological Data Visualization (2/4)
- Chapter 21: The BrainBrowser Surface Viewer : WebGL-Based Neurological Data Visualization (3/4)
- Chapter 21: The BrainBrowser Surface Viewer : WebGL-Based Neurological Data Visualization (4/4)
- Chapter 22: Usability of WebGL Applications (1/3)
- Chapter 22: Usability of WebGL Applications (2/3)
- Chapter 22: Usability of WebGL Applications (3/3)
- Chapter 23: Designing Cameras for WebGL Applications (1/5)
- Chapter 23: Designing Cameras for WebGL Applications (2/5)
- Chapter 23: Designing Cameras for WebGL Applications (3/5)
- Chapter 23: Designing Cameras for WebGL Applications (4/5)
- Chapter 23: Designing Cameras for WebGL Applications (5/5)
- About the Contributors (1/2)
- About the Contributors (2/2)
- Back Cover
Product information
- Title: WebGL Insights
- Author(s):
- Release date: August 2015
- Publisher(s): A K Peters/CRC Press
- ISBN: 9781498716086
You might also like
book
Learning HTML5 Game Programming: Build Online Games with Canvas, SVG, and WebGL
Get Started Fast with HTML5 Online Game Programming! HTML5 will transform web and mobile gaming. As …
article
Run Llama-2 Models Locally with llama.cpp
Llama is Meta’s answer to the growing demand for LLMs. Unlike its well-known technological relative, ChatGPT, …
book
WebGL Beginner's Guide
If you’re a JavaScript developer who wants to take the plunge into 3D web development, this …
book
Beginning iPhone Development with SwiftUI: Exploring the iOS SDK
Tame the power of Apple’s new user interface toolkit, SwiftUI. Integrate all the interface elements iOS …