Getting started with three js and WebGL
summary
Live demos use three.js on top of WebGL and show the actual code pattern: renderer scene camera loop, meshes as geometry+material, and model loading with STL / ObjectLoader plus textures and normal maps. Postprocessing uses a composer (author’s Wagner library) for depth‑of‑field, bloom and chromatic aberration. Tools include an in‑browser shader editor, shadertoy for ray‑marching experiments, and a shader debug helper (maintenance‑compiler). Performance notes: runs on Nexus 5 and iOS, watch retina resolution, texture sizes and CDN hosting.
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chapters (9)
- 0:00Intro
- 2:06Building 3D experiences
- 7:02Adding stuff to render Meshes
- 8:16Choosing a geometry models (OBJ, STL, etc.)
- 12:39Choosing a light model Spherical environment mapping SEM
- 13:15Choosing a light model Image-based lighting (IBL)
- 14:28Choosing a light model Shaders
- 25:03Debugging and optimisation THREE Augmented Console
- 29:17Releasing! Congratulations!
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