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Webgl Programming Guide: Interactive 3D Graphics Programming with Webgl - Kouichi Matsuda

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        Présentation Webgl Programming Guide: Interactive 3d Graphics Programming With Webgl de Kouichi Matsuda Format Broché

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        Livre - Kouichi Matsuda - 01/07/2013 - Broché - Langue : Anglais

        . .

      • Auteur(s) : Kouichi Matsuda - Rodger Lea
      • Editeur : Addison Wesley Pub Co Inc
      • Langue : Anglais
      • Parution : 01/07/2013
      • Format : Moyen, de 350g à 1kg
      • Nombre de pages : 552
      • Expédition : 866
      • Dimensions : 23.1 x 17.7 x 3.2
      • ISBN : 9780321902924



      • Résumé :

        With this book, students will learn step-by-step, through realistic examples, building their skills as they move from simple to complex solutions for building visually appealing web pages and 3D applications with WebGL. Media, 3D graphics, and WebGL pioneers Dr. Kouichi Matsuda and Dr. Rodger Lea offer easy-to-understand tutorials on key aspects of WebGL, plus 100 downloadable sample programs, each demonstrating a specific WebGL topic. Students will move from basic techniques such as rendering, animating, and texturing triangles, all the way to advanced techniques such as fogging, shadowing, shader switching, and displaying 3D models generated by Blender or other authoring tools. This book won't just teach WebGL best practices, it will give a library of code to jumpstart projects.

        Biographie:
        Dr. Kouichi Matsuda has a broad background in user interface and user experience design and its application to novel multimedia products. His work has taken him from product development, through research, and back to development, having spent time at NEC, Sony Corporate Research, and Sony Computer Science Laboratories. He is currently a chief distinguished researcher focused on user experience and human computer interaction across a range of consumer electronics. He was the designer of the social 3D virtual world called PAW (personal agent-oriented virtual world), was involved in the development of the VRML97 (ISO/IEC 14772-1:1997) standard from the start, and has remained active in both VRML and X3D communities (precursors to WebGL). He has written 15 books on computer technologies and translated a further 25 into Japanese. His expertise covers user experiences, user interface, human computer interaction, natural language understanding, entertainment-oriented network services, and interface agent systems. Always on the lookout for new and exciting possibilities in the technology space, he combines his professional life with a love of hot springs, sea in summer, wines, and MANGA (at which he dabbles in drawing and illustrations). He received his Ph.D. (Engineering) from the Graduate School of Engineering, University of Tokyo. Dr. Rodger Lea is an adjunct professor with the Media and Graphics Interdisciplinary Centre at the University of British Columbia, with an interest in systems aspects of multimedia and distributed computing. With more than 20 years of experience leading research groups in both academic and industrial settings, he has worked on early versions of shared 3D worlds, helped define VRML97, developed multimedia operating systems, prototyped interactive digital TV, and led developments on multimedia home networking standards. He has published more than 60 research papers and three books, and he holds 12 patents. His current research explores the growing Internet of Things, but he retains a passion for all things media and graphics.

        Sommaire:
        Chapter 1 Overview of WebGL Chapter 2 Your First Step with WebGL Chapter 3 Drawing and Transforming Triangles Chapter 4 More Transformations and Basic Animation Chapter 5 Using Colors and Texture Images Chapter 6 The OpenGL ES Shading Language (GLSL ES) Chapter 7 Toward the 3D World Chapter 8 Lighting Objects Chapter 9 Hierarchical Objects Chapter 10 Advanced Techniques Appendix A No Need to Swap Buffers in WebGL Appendix B Built-in Functions of GLSL ES 1.0 Appendix C Projection Matrices Appendix D WebGL/OpenGL: Left or Right Handed? Appendix E The Inverse Transpose Matrix Appendix F Load Shader Programs from Files Appendix G World Coordinate System Versus Local Coordinate System Appendix H Web Browser Settings for WebGL Glossary References Index

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