WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL (OpenGL) Paperback – 31 Jul 2013
|New from||Used from|
- Choose from over 13,000 locations across the UK
- Prime members get unlimited deliveries at no additional cost
- Find your preferred location and add it to your address book
- Dispatch to this address when you check out
Frequently Bought Together
Customers Who Bought This Item Also Bought
Enter your mobile number below and we'll send you a link to download the free Kindle App. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required.
Getting the download link through email is temporarily not available. Please check back later.
To get the free app, enter your mobile phone number.
About the Author
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.
What Other Items Do Customers Buy After Viewing This Item?
Top Customer Reviews
The book is part of the Addison Wesley OpenGL Technical Library and I found it far more readable and engaging than the other OpenGL books in the series. It provides a well paced step-by-step introduction to WebGL leading to more advanced topics, with plenty of relevant explanatory diagrams and well explained code samples.
I felt the only shortcomings were the lack of a fuller description of Built-In Special Variables and Constants (e.g. gl_Position) and, given the prevalence of mobile devices that can support WebGL, not covering android touch events seems a strange oversight. But these are very minor points and do not detract from the book.
While clearly "only" an introduction (and an excellent one at that) it's impressive just how much is covered. WebGL is a huge topic and it would be impossible to cover everything but it does a sterling job of covering the essentials. The topics covered are well judged and practical. I certainly found it to be more than adequate as a reference for the workshop I'm putting together and I'm looking forward to delving into it more deeply.
As other reviewers have commented, the authors have chosen to abstract out utility functions and matrix operations into helper libraries in the sample programs. Whilst I understand the reasons for this, I think the explanations of these libraries could have been more comprehensive. For example, the utility function for getting the WebGL context calls other functions in the Google webgl-utils library and Khronos webgl-debug library (the only reason that these libraries are imported by the sample programs), but this isn't explained in the book. In addition, the utility function for initialising shaders is not explained until chapter nine, despite being used in every example program in the book from chapter two onwards. The book also treats the methods in the matrix library inconsistently, both in terms of the level of mathematical explanation, and the formatting of method descriptions in different chapters.
Despite the minor criticisms above, I would still give the WebGL Programming Guide four stars. It covers everything needed to start developing interactive 3D graphics in WebGL.
Look for similar items by category
- Books > Computing & Internet > Digital Video
- Books > Computing & Internet > PC & Video Games
- Books > Computing & Internet > Programming > Games
- Books > Computing & Internet > Programming > Graphics & Multimedia
- Books > Computing & Internet > Software & Graphics > Graphics & Multimedia > 3-D Graphics
- Books > Computing & Internet > Software & Graphics > Graphics & Multimedia > Animation & Multimedia
- Books > Computing & Internet > Software & Graphics > Graphics & Multimedia > Image Manipulation & Creation
- Books > Computing & Internet > Web Development > Web Design > Web Graphics & Animation