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Learn Three.js - Fourth Edition

You're reading from   Learn Three.js - Fourth Edition Program 3D animations and visualizations for the web with JavaScript and WebGL

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Product type Book
Published in Feb 2023
Publisher Packt
ISBN-13 9781803233871
Pages 554 pages
Edition 4th Edition
Languages
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Author (1):
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Jos Dirksen Jos Dirksen
Author Profile Icon Jos Dirksen
Jos Dirksen
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Table of Contents (21) Chapters Close

Preface 1. Part 1: Getting Up and Running
2. Chapter 1: Creating Your First 3D Scene with Three.js FREE CHAPTER 3. Chapter 2: The Basic Components that Make up a Three.js Application 4. Chapter 3: Working with Light Sources in Three.js 5. Part 2: Working with the Three.js Core Components
6. Chapter 4: Working with Three.js Materials 7. Chapter 5: Learning to Work with Geometries 8. Chapter 6: Exploring Advanced Geometries 9. Chapter 7: Points and Sprites 10. Part 3: Particle Clouds, Loading and Animating Models
11. Chapter 8: Creating and Loading Advanced Meshes and Geometries 12. Chapter 9: Animation and Moving the Camera 13. Chapter 10: Loading and Working with Textures 14. Part 4: Post-Processing, Physics, and Sounds
15. Chapter 11: Render Postprocessing 16. Chapter 12: Adding Physics and Sounds to Your Scene 17. Chapter 13: Working with Blender and Three.js 18. Chapter 14: Three.js Together with React, TypeScript, and Web-XR 19. Index 20. Other Books You May Enjoy

What this book covers

Chapter 1, Creating Your First 3D Scene with Three.js, introduces the Three.js library, explains how to set up your development environment, and shows how to create your first application.

Chapter 2, The Basic Components that Make up a Three.js Application, explains the core concepts behind Three.js and introduces the basic components you’ll need for each Three.js application.

Chapter 3, Working with Light Sources in Three.js, goes through all the available light sources you can use in Three.js to add lights to your Three.js scenes.

Chapter 4, Working with Three.js Materials, shows an overview of the different materials you can use when creating the objects you’re visualizing with Three.js.

Chapter 5, Learning to Work with Geometries, explains which basic geometries are provided with Three.js and how you can use and customize them.

Chapter 6, Exploring Advanced Geometries, goes into detail explaining the advanced geometries provided by Three.js.

Chapter 7, Points and Sprites, describes how you can create and manipulate a large number of points and sprites on the screen, and how to change what these points look like.

Chapter 8, Creating and Loading Advanced Meshes and Geometries, gives examples and instructions on how to group and merge objects together, and how to load existing models from external sources.

Chapter 9, Animations and Moving the Camera, talks about the different camera controls provided by Three.js, and explains how animations work in Three.js and how to load animations from external sources.

Chapter 10, Loading and Working with Textures, gives an overview of the different types of textures that are available in Three.js, and how you can use them to configure the Three.js materials.

Chapter 11, Render Postprocessing, describes how you can add post-rendering effects such as blur, bloom, and colorify to your scene.

Chapter 12, Adding Physics and Sounds to Your Scene, introduces the Rapier physics library, which allows you to have objects interact with each other simulating the real world. This chapter also shows how you can add positional sound to your scenes.

Chapter 13, Working with Blender and Three.js, provides information on how you can integrate Blender with Three.js, exchange models, and use Blender to bake specific textures.

Chapter 14, Three.js Together with React, TypeScript, and Web-XR, shows how you can combine Three.js with React and TypeScript, and gives an overview of the support Three.js has for the Web-XR standard to create VR and AR scenes.

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