Reader small image

You're reading from  Learn Three.js - Third Edition

Product typeBook
Published inAug 2018
Reading LevelIntermediate
PublisherPackt
ISBN-139781788833288
Edition3rd Edition
Languages
Right arrow
Author (1)
Jos Dirksen
Jos Dirksen
author image
Jos Dirksen

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.
Read more about Jos Dirksen

Right arrow

What this book covers

Chapter 1, Creating Your First 3D Scene with Three.js, covers the basic steps you need to take to get started with Three.js. You'll immediately create your first Three.js scene, and at the end of this chapter you'll be able to create and animate your first 3D scene directly in your browser.

Chapter 2, The Basic Components That Make Up a Three.js Application, explains the basic components that you need to understand when working with Three.js. You'll learn about lights, meshes, geometries, materials, and cameras. In this chapter, you also get an overview of the different lights Three.js provides and the cameras you can use in your scene.

Chapter 3, Working with Light Sources in Three.js, dives deeper into the different lights you can use in your scene. It shows examples and explains how to use a SpotLight, a DirectionLight, an AmbientLight, a PointLight, a HemisphereLight, and an AreaLight. Additionally, it also shows how to apply a lens flare effect on your light source.

Chapter 4, Working with Three.js Materials, talks about the materials available in Three.js that you can use on your meshes. It shows all the properties you can set to configure the materials for your specific use and provides interactive examples to experiment with the materials that are available in Three.js.

Chapter 5, Learning to Work with Geometries, is the first of two chapters that explore all the geometries that are provided by Three.js. In this chapter, you'll learn how to create and configure geometries in Three.js and you can experiment, using the provided interactive examples, with geometries such as Plane, Circle, Shape, Cube, Sphere, Cylinder, Torus, TorusKnot, and PolyHedron.

Chapter 6, Advanced Geometries and Binary Operations, continues where the previous chapter left off. It shows you how to configure and use the more advanced geometries that are provided by Three.js, such as Convex and Lathe. In this chapter, you'll also learn how to extrude 3D geometries from 2D shapes and how you can create new geometries by combining geometries using binary operations.

Chapter 7, Points and Sprites, explains how to use the sprites and points from Three.js. You'll learn how to create a point cloud from scratch, and from existing geometries. In this chapter, you'll also learn how you can modify the way the individual points look through the use of sprites and materials.

Chapter 8, Creating and Loading Advanced Meshes and Geometries, shows you how to import meshes and geometries from external sources. You'll learn how to use Three.js' internal JSON format to save geometries and scenes. This chapter also explains how to load models from formats such as OBJ, DAE, STL, CTM, PLY, and many more.

Chapter 9, Animations and Moving the Camera, explores the various types of animations you can use to make your scene come to life. You'll learn how to use the Tween.js library together with Three.js, and you'll learn how to work with animation models based on morhps and skeletons.

Chapter 10, Loading and Working with Textures, expands on Chapter 4, Working with Three.js Materials, where materials were introduced. In this chapter, we dive into the details of textures. This chapter introduces the various types of textures that are available and how you can control how a texture is applied to your mesh. Additionally, in this chapter you are shown how you can directly use the output from HTML5 video and canvas elements as input for your textures.

Chapter 11, Render Postprocessing, explores how you can use Three.js to apply postprocessing effects to your rendered scene. With postprocessing you can apply effects such as blur, tiltshift, and sepia to your rendered scene. Besides this, you'll also learn how to create your own postprocessing effect and create a custom vertex and fragment shader.

Chapter 12, Adding Physics and Sounds to Your Scene, explains how you can add physics to your Three.js scene. With physics you can detect collisions between objects, make them respond to gravity, and apply friction. This chapter shows how to do this with the Physijs JavaScript library. Additionally, this chapter also shows how you can add positional audio to a Three.js scene.

lock icon
The rest of the page is locked
Previous PageNext Page
You have been reading a chapter from
Learn Three.js - Third Edition
Published in: Aug 2018Publisher: PacktISBN-13: 9781788833288

Author (1)

author image
Jos Dirksen

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.
Read more about Jos Dirksen