Table of Contents
The main chapters in this book take the form of a free tutorial series, which, along with the Introduction and Appendices, introduces all the important concepts and terminology that you need to get started in your exploration of 3D web graphics. Everything you need to know is covered here, including animation, lighting, camera controls, photorealistic materials and textures, and lots more.
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- 0:Welcome to Discover three.js!
- 0.1:How to Use This Book
- 0.2:What Do You Need to Run a three.js App?
- 0.3:Welcome to the Community: three.js Around the Web
- 0.4:three.js on GitHub - Where the Magic Happens
- 0.5:How to Include three.js in Your Projects
- 0.7:Using three.js with React, Vue.js, Angular, Svelte, TypeScript...
- 1:Getting Started: Here's Where the Real Fun Begins!
- 1.1:The Structure of a three.js App
- 1.2:Your First three.js Scene: Hello, Cube!
- 1.3:Introducing the World App
- 1.4:Physically Based Rendering and Lighting
- 1.5:Transformations and Coordinate Systems
- 1.6:Making Our Scenes Responsive (and also Dealing with Jaggies)
- 1.7:The Animation Loop
- 1.8:A Brief Introduction to Texture Mapping
- 1.9:Extend three.js With a Camera Controls Plugin
- 1.10:Ambient Lighting: Illumination from Every Direction
- 1.11:Organizing Your Scenes
- 1.12:The Built-In Geometries
- 1.13:Load 3D Models in glTF Format
- 1.14:The three.js Animation System
- A:Appendices
- A.1:HTML and CSS Used in This Book
- A.2:JavaScript Reference
- A.3:The Document Object Model and DOM API
- A.4:JavaScript Modules
- A.5:Asynchronous JavaScript
- B.1:Dealing with Different three.js Versions
- B.2:The Big List of three.js Tips and Tricks!
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