語系:
繁體中文
English
說明(常見問題)
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
AR and VR Using the WebXR API = Lear...
~
SpringerLink (Online service)
AR and VR Using the WebXR API = Learn to Create Immersive Content with WebGL, Three.js, and A-Frame /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
AR and VR Using the WebXR API/ by Rakesh Baruah.
其他題名:
Learn to Create Immersive Content with WebGL, Three.js, and A-Frame /
作者:
Baruah, Rakesh.
面頁冊數:
XXIII, 328 p. 48 illus.online resource. :
Contained By:
Springer Nature eBook
標題:
Game Development. -
電子資源:
https://doi.org/10.1007/978-1-4842-6318-1
ISBN:
9781484263181
AR and VR Using the WebXR API = Learn to Create Immersive Content with WebGL, Three.js, and A-Frame /
Baruah, Rakesh.
AR and VR Using the WebXR API
Learn to Create Immersive Content with WebGL, Three.js, and A-Frame /[electronic resource] :by Rakesh Baruah. - 1st ed. 2021. - XXIII, 328 p. 48 illus.online resource.
Gain an in-depth knowledge in immersive web development to create augmented reality (AR) and virtual reality (VR) applications inside web browsers using WebXR API, WebGL, Three.js, and A-Frame. This project-based book will provide the practice and portfolio content to make the most of what the futures of spatial computing and immersive technology have to offer. Beginning with technical analysis of how web browsers function, the book covers programming languages such as WebGL, JavaScript, and HTML, with an eye on a complete understanding of the WebXR lifecycle. You'll then explore how contemporary web browsers work at the code level and see how to set up a local development server and use it with the Visual Studio Code IDE to create 3D animation in the WebGL programming language. With a familiarity of the web-rendering pipeline in place, you’ll venture on to WebGL abstractions such as the Three.js JavaScript library and Mozilla’s A-Frame XR Framework, which use WebXR to create high-end visual effects. In the final projects of the book, you’ll create an augmented reality web session for an Android phone device, and create a VR scene in A-Frame (built on Three.js) to demo essential components of the WebXR API pertaining to user positioning and interaction. Game engines have become common-place for the creation of mixed reality content. However, developers not interested in learning entirely new workflows may be better suited to work within a medium almost universally open to all—the web; AR and VR Using the WebXR API will show you the way. You will: Master the creation of virtual reality and augmented reality features for web page Prepare to work as an immersive web developer with a portfolio of projects in sought-after technologies Review the fundamentals of writing shaders in WebGL Experience the unity between client, server, and cloud architecture as it applies to location-based AR.
ISBN: 9781484263181
Standard No.: 10.1007/978-1-4842-6318-1doiSubjects--Topical Terms:
1114505
Game Development.
LC Class. No.: QA76.6-76.66
Dewey Class. No.: 006.76
AR and VR Using the WebXR API = Learn to Create Immersive Content with WebGL, Three.js, and A-Frame /
LDR
:03245nam a22003735i 4500
001
1049837
003
DE-He213
005
20210622211843.0
007
cr nn 008mamaa
008
220103s2021 xxu| s |||| 0|eng d
020
$a
9781484263181
$9
978-1-4842-6318-1
024
7
$a
10.1007/978-1-4842-6318-1
$2
doi
035
$a
978-1-4842-6318-1
050
4
$a
QA76.6-76.66
072
7
$a
UMW
$2
bicssc
072
7
$a
COM060160
$2
bisacsh
072
7
$a
UMW
$2
thema
082
0 4
$a
006.76
$2
23
100
1
$a
Baruah, Rakesh.
$e
author.
$4
aut
$4
http://id.loc.gov/vocabulary/relators/aut
$3
1323726
245
1 0
$a
AR and VR Using the WebXR API
$h
[electronic resource] :
$b
Learn to Create Immersive Content with WebGL, Three.js, and A-Frame /
$c
by Rakesh Baruah.
250
$a
1st ed. 2021.
264
1
$a
Berkeley, CA :
$b
Apress :
$b
Imprint: Apress,
$c
2021.
300
$a
XXIII, 328 p. 48 illus.
$b
online resource.
336
$a
text
$b
txt
$2
rdacontent
337
$a
computer
$b
c
$2
rdamedia
338
$a
online resource
$b
cr
$2
rdacarrier
347
$a
text file
$b
PDF
$2
rda
520
$a
Gain an in-depth knowledge in immersive web development to create augmented reality (AR) and virtual reality (VR) applications inside web browsers using WebXR API, WebGL, Three.js, and A-Frame. This project-based book will provide the practice and portfolio content to make the most of what the futures of spatial computing and immersive technology have to offer. Beginning with technical analysis of how web browsers function, the book covers programming languages such as WebGL, JavaScript, and HTML, with an eye on a complete understanding of the WebXR lifecycle. You'll then explore how contemporary web browsers work at the code level and see how to set up a local development server and use it with the Visual Studio Code IDE to create 3D animation in the WebGL programming language. With a familiarity of the web-rendering pipeline in place, you’ll venture on to WebGL abstractions such as the Three.js JavaScript library and Mozilla’s A-Frame XR Framework, which use WebXR to create high-end visual effects. In the final projects of the book, you’ll create an augmented reality web session for an Android phone device, and create a VR scene in A-Frame (built on Three.js) to demo essential components of the WebXR API pertaining to user positioning and interaction. Game engines have become common-place for the creation of mixed reality content. However, developers not interested in learning entirely new workflows may be better suited to work within a medium almost universally open to all—the web; AR and VR Using the WebXR API will show you the way. You will: Master the creation of virtual reality and augmented reality features for web page Prepare to work as an immersive web developer with a portfolio of projects in sought-after technologies Review the fundamentals of writing shaders in WebGL Experience the unity between client, server, and cloud architecture as it applies to location-based AR.
650
2 4
$a
Game Development.
$3
1114505
650
1 4
$a
Web Development.
$3
1114136
650
0
$a
Computer games—Programming.
$3
1256819
650
0
$a
Computer programming.
$3
527822
710
2
$a
SpringerLink (Online service)
$3
593884
773
0
$t
Springer Nature eBook
776
0 8
$i
Printed edition:
$z
9781484263174
776
0 8
$i
Printed edition:
$z
9781484263198
856
4 0
$u
https://doi.org/10.1007/978-1-4842-6318-1
912
$a
ZDB-2-CWD
912
$a
ZDB-2-SXPC
950
$a
Professional and Applied Computing (SpringerNature-12059)
950
$a
Professional and Applied Computing (R0) (SpringerNature-43716)
筆 0 讀者評論
多媒體
評論
新增評論
分享你的心得
Export
取書館別
處理中
...
變更密碼[密碼必須為2種組合(英文和數字)及長度為10碼以上]
登入