
Learn Three.js
Description
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- Load models from external sources, and visualize and animate them directly from JavaScript
- Create your own custom WebGL shader and explore the postprocessing feature of Three.js
Book DescriptionWebGL makes it possible to create 3D graphics in the browser without having to use plugins such as Flash and Java. Programming WebGL, however, is difficult and complex. With Three.js, it is possible to create stunning 3D graphics in an intuitive manner using JavaScript, without having to learn WebGL. With this book, you'll learn how to create and animate beautiful looking 3D scenes directly in your browser-utilizing the full potential of WebGL and modern browsers. It starts with the basic concepts and building blocks used in Three.js. From there on, it will expand on these subjects using extensive examples and code samples. You will learn to create, or load, from externally created models, realistic looking 3D objects using materials and textures. You'll find out how to easily control the camera using the Three.js built-in in camera controls, which will enable you to fly or walk around the 3D scene you created. You will then use the HTML5 video and canvas elements as a material for your 3D objects and to animate your models. Finally, you will learn to use morph and skeleton-based animation, and even how to add physics, such as gravity and collision detection, to your scene. After reading this book, you'll know everything that is required to create 3D animated graphics using Three.js.What you will learn - Work with the different types of materials in Three.js and see how they interact with your 3D objects and the rest of the environment
- Implement the different camera controls provided by Three.js to effortlessly navigate around your 3D scene
- Work with vertices directly to create snow, rain, and galaxy-like effects
- Import and animate models from external formats, such as OBJ, STL, and COLLADA
- Create and run animations using morph targets and bones animations
- Explore advanced textures on materials to create realistic looking 3D objects by using bump maps, normal maps, specular maps, and light maps
- Interact directly with WebGL by creating custom vertex and fragment shaders
Who this book is forThe ideal target audience for this book would be JavaScript developers who who want to learn how to use the Three.js library
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Person
Jos Dirksen has worked as a software developer and architect for almost two decades. He has a lot of experience in many technologies, ranging from backend technologies, such as Java and Scala, to frontend development using HTML5, CSS, JavaScript, and Typescript. Besides working with these technologies, Jos regularly speaks at conferences and likes to write about new and interesting technologies on his blog. He also likes to experiment with new technologies and see how they can best be used to create beautiful data visualizations. Previously, Jos has worked in many different roles in the private and public sectors, ranging from private companies such as ING, ASML, Malmberg, and Philips to organizations in the public sector, such as the Department of Defense and the Port of Rotterdam.
Content
- Basic Components That Make Up a Three.js Scene
- Working with the Different Light Sources Available in Three.js
- Working with Three.js Materials
- Learning to Work with Geometries
- Advanced Geometries and Binary Operations
- Particles, Sprites, and the Point Cloud
- Creating and Loading Advanced Meshes and Geometries
- Animation and moving the camera
- Loading and Working with Textures
- Custom Shaders, Render Postprocessing and Raycaster
- Physics, Sounds for Your Scene
System requirements
File format: ePUB
Copy protection: Adobe-DRM (Digital Rights Management)
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