Making WebGL Dance
summary
Explains how graphics hardware actually works rather than API trivia: samples define pixels, z‑buffer stores per‑pixel depth, GPUs run GLSL vertex and fragment programs to do skeletal animation on the GPU and per‑pixel lighting, and matrices (including a 4D projection) collapse many transforms into one. Demos include a Doom cyber‑demon with normal mapping and a brick floor using parallax mapping that fools the eye until the camera uniform is deliberately frozen.
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chapters (7)
- 0:00Intro
- 2:00Subpixel accuracy
- 5:20Antialiasing
- 12:06Linear Algebra
- 12:16Transforms
- 21:38Shaders
- 25:50Shader Examples
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