ThreeJs Table of Contents
TABLE OF CONTENTS
The entire first two sections of the book are available for free, right here!
This includes the entirety of the Introduction and Section One. That's 14 entire chapters which will bring you up to speed with all the basic concepts and terminology that you'll need to go deeper in your explorations of 3D web graphics.
Over the course of Section One, we'll build a simple but complete app, creating a structure that you will be able to extend for apps of any size. While doing so you'll be introduced to animation, lighting, camera controls, photorealistic materials and textures, and lots more!
What are you waiting for? Dive right in and see what Discover three.js has to offer now, completely free!
- Welcome to the Missing Manual for three.js!0
- So What Do You Need to Run a three.js App Anyway?0.1
- three.js on GitHub - Where the Magic Happens!0.2
- Welcome to the Community: three.js Around the Web0.3
- Dealing with Different three.js Versions, Without the Pain0.4
- Live Code Examples0.5
- How to Include three.js in Your Projects0.6
- HTML and CSS Used in This Book0.7
- A Brief JavaScript Tutorial: Part 10.8
- A Brief JavaScript Tutorial: Part 20.9
- Functions Built-In to Your Browser: the Document Object Model0.10
- Getting Started: Here's Where the Real Fun Begins!1
- Your First three.js Scene: Hello, Cube!1.1
- Lights! Color! Action!1.2
- Improving Our Animation Loop and Adding Automatic Resizing1.3
- A Brief Introduction to Texture Mapping1.4
- Camera Controls and Global Illumination1.5
- Getting Creative with Shapes and Transformations1.6
- Loading External Models1.7
- Welcome to the Future: Classes, Modules, Promises and More!2
- Welcome to the Future: ES6 Classes and Modules2.1
- A Bullet-Proof Reusable App2.2
- Using async/await with three.js Loaders2.3
- Using three.js with package managers such as NPM and Yarn2.4
- Bundling your ES6 modules into a Single File2.5
- A Secret Weapon: Introducing Draco Compression2.6
- Components, Helpers, and Inheritance3
- The Object3D Base Class and Inheritance in three.js3.1
- The Scene Graph and the Scene Object3.2
- Visualizing the Invisible: Helper Gizmos3.3
- Adding Interactivity to Our Scene with Event Listeners3.4
- Cameras and Camera Controls4
- Working with the PerspectiveCamera4.1
- Creating 2D Scenes and Overlays: The OrthographicCamera4.2
- Camera Controls: You've Seen OrbitControls, Now What About the Rest?4.3
- Lights and Shadows5
- Physically Based Lighting5.1
- Introducing Shadows5.2
- Working with the three.js Lights5.2
- Built-In Materials6
- Common Material Properties And Methods6.1
- Shading Models Used by the Built-In Materials6.1
- Fast, but OldSchool: MeshBasicMaterial, MeshLambertMaterial, MeshPhongMaterial, and MeshToonMaterial6.2
- Fast, but OldSchool: MeshBasicMaterial, MeshLambertMaterial, MeshPhongMaterial, and MeshToonMaterial6.2
- Welcome to the Future: Physically Based Rendering with MeshStandardMaterial and MeshPhysicalMaterial6.3
- Working with Textures7
- Loading and Working with Textures, and Preparing Textures for Use in Your Scenes7.1
- Adding Realism with Environment Maps7.2
- MeshPhongMaterial and the Specular Workflow7.2
- MeshStandardMaterial and the Metal/Rough Workflow7.2
- Bump, Normal, and Displacement Maps7.5
- Two Ways of Approaching Transparency7.6
- Ambient Occlusion, Emissive, and Light Maps7.7
- Understanding Geometry8
- Basic Geometry Concepts: Vertices, Normals and UVs8.1
- Creating A Custom Geometry8.2
- Lines, Shapes, and Text9
- Throwing Shapes: Recreating the 2D Canvas API in 3D9.1
- Text in 3D: The FontLoader and TextBufferGeometry9.2
- Rendering Your Scenes with WebGL10
- The WebGLRenderer in Depth10.1
- Rendering Offscreen to a WebGLRendererTarget10.2
- Animating Your Scenes11
- Unraveling the Animation System11.1
- Introducing Morph Targets11.2
- Bones, Skinning, and Skeletal Animation11.3
- Post-Processing, Shaders, and Effects12
- Adding Post-Processing To A Scene12.1
- Antialiasing A Post-Processed Scene12.2
- A Big List of all the Post Effects (currently) Available in three.js12.3
- Working with Other Applications13
- Preparing Models for Export from Modelling Applications13.1
- Converting FBX, OBJ and DAE files to glTF Format13.2
- The LoadingManager13.3
- Exporting Your Scene in glTF Format13.4
- Loaders for Other Formats: FBX, Collada, and OBJ13.5
- Sound in a 3-Dimensional World14
- The WebAudio API14.1
- Positional Sound14.1
- Points, Particles Systems, and Sprites15
- Introducing Sprites15.1
- Particle Systems15.2
- Creating Custom Materials with Shaders16
- Writing Your Own Materials With three.js: ShaderMaterial16.1
- Writing Your Own Materials With three.js: RawShaderMaterial16.2
- References and Resources
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