Добірка наукової літератури з теми "Webgl"

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Статті в журналах з теми "Webgl"

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Yogya, Resa, and Raymond Kosala. "Evaluation of Physics Frameworks for Building Web-Based Games." Journal of Games, Game Art, and Gamification 1, no. 1 (October 19, 2021): 1–6. http://dx.doi.org/10.21512/jggag.v1i1.7241.

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Recently, WebGL technology has shown a lot of potential for developing games. Since this technology is still relatively new, there is still much potential in the game development area that has not been explored yet. This paper explores the development of a game engine made with WebGL technology that integrates some physics frameworks for developing web-based 2D or 3D games. Specifically, we integrated three open source physics frameworks, which are Bullet, Cannon, and JigLib, into a WebGL-based game engine. We assessed these frameworks using some experiments, in terms of their correctness or accuracy, performance, completeness and compatibility. The results show that it is possible to integrate open source physics frameworks into a WebGL-based game engine, and Bullet is the best physics framework to be integrated into a WebGL-based game engine.
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Huang, You Liang, and Ming Quan Zhou. "Design and Development of the Virtual Acupuncture Training Using WebGL." Advanced Materials Research 756-759 (September 2013): 2076–80. http://dx.doi.org/10.4028/www.scientific.net/amr.756-759.2076.

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Over the last years, with the rapid development of 3D Web technologies, such as Web3D, HTML5 and WebGL, have allowed complex 3D scenes to be rendered interactively, within a web browser. Compared to the traditional virtual training system, the traing system with WebGL, which requires no explicit installation plug-in and is able to achieve cross-platform easily, is getting more and more popular. This foundation has made it possible to build powerful the virtual acupuncture training system. However, designing and implementing a complete virtual training system using WebGL is not straightforward and complex. In this paper, the author presents a virtual acupuncture training system that using WebGL and Three.js 3D Engine. It can be used to learn acupuncture, and also give ordinary people a reference. Our experiment result shows that WebGL and Three.js 3D Engine can easily support the virtual acupuncture training system, and have a good response. By using this system, the trainers can be more familiar with the acupoint of the human body. At the same time, the trainer will improve his ability in acupuncture therapy. We also hope to provide some references for the development of the virtual training system.
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Berdak, Przemysław, and Małgorzata Plechawska-Wójcik. "Performance analysis of Unity3D engine in the context of applications run in web browsers." Journal of Computer Sciences Institute 5 (December 30, 2017): 167–73. http://dx.doi.org/10.35784/jcsi.616.

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The aim of the work is the performance analysis of the Unity3D engine in the contex of applications running with a web browser and WebGL technology.. The paper presents literature review was carried out in the scope of creating multimedia applications run in web browsers, graphics engines and WebGL technology . Additionally, technical issues related with converting Unity3D application to WebGL technology are discussed. The research are performed based on computer simulations with five scenes created with Unity3D environment, which include the main capabilities of this engine. Finally, it was presented the results of these studies and the conclusions.
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Zhang, Yongjiang. "Development of WebGL-based Virtual Teaching Platform for Mold Design." International Journal of Emerging Technologies in Learning (iJET) 13, no. 06 (May 29, 2018): 16. http://dx.doi.org/10.3991/ijet.v13i06.8581.

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As an outcome of the further development of modern simulation technology, virtual technology has been widely used under the support of computer technology and multimedia technology and provides more interactivity and perceptibility. However, in the past, the design of virtual teaching system was mainly based on theoretical analysis, resulting in low practicability. The appearance of WebGL standard simplifies the procedure of developing web-specific rendering plug-ins, contributing to more seamless 3D scenes and models. This study constructed the theory from several aspects including multimedia teaching effect under cognitive theory, WebGL architecture, design of virtual teaching curriculum based on WebGL, and built a WebGL-based virtual teaching platform for mole design through designing the overall framework and constructing the three-dimensional teaching environment. Practice has proved that the platform makes it convenient for users to create teaching scenarios and engage in interactions, and strengthens students’ understanding of theoretical knowledge and skill practice.
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Zhang, Shu Dong, Lei Yu, and Jing Wang. "Web3D Technology Research Based on the HTML5." Applied Mechanics and Materials 241-244 (December 2012): 3148–52. http://dx.doi.org/10.4028/www.scientific.net/amm.241-244.3148.

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The ticket office of 3D-version Titanic has gone beyond four hundred billion within six days, which left the public not only good memories, but also peoples affections with the 3D film and the rapid development of 3D technology. The Web3D technology has also become the core of the next generation Internet. WebGL is a JavaScript API for rendering interactive 3D graphics and 2D graphics.It can be used in any compatible web browser without the use of plug-ins.So,the WebGL technology is developing quickly now.This paper primarily introduces the development of HTML and the latest standard of HTML5. It also makes comparisons with other commonly-used Web3D technology, and discussed details of WebGL technology.
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van Rüschen, Raoul, Simon McCallum, Stefan Kim, and Reiner Creutzburg. "Volumetric Terrain Rendering with WebGL." Electronic Imaging 2018, no. 6 (January 28, 2018): 136–1. http://dx.doi.org/10.2352/issn.2470-1173.2018.06.mobmu-136.

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Rego, N., and D. Koes. "3Dmol.js: molecular visualization with WebGL." Bioinformatics 31, no. 8 (December 12, 2014): 1322–24. http://dx.doi.org/10.1093/bioinformatics/btu829.

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Dong, Zhijia, Gaoming Jiang, Guoming Huang, and Honglian Cong. "A web-based 3D virtual display framework for warp-knitted seamless garment design." International Journal of Clothing Science and Technology 30, no. 3 (June 4, 2018): 332–46. http://dx.doi.org/10.1108/ijcst-05-2017-0060.

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Purpose The virtual display of 3D garment is one of the most important features in a computer-aided garment design system. The purpose of this paper is to present a novel web-based 3D virtual display framework for the online design of warp-knitted seamless garment using the latest WebGL and HTML5 technologies. Design/methodology/approach Based on the feature-based parametric 3D human body model, the 3D model of skin-tight warp-knitted seamless garment is established using the geometric modeling method. By applying plane parameterization technology, the 3D garment model is then projected into corresponding 2D prototype pattern and a texture-mapping relationship is obtained. Finally, an online 3D virtual display application framework for warp-knitted seamless garment is implemented on modern WebGL-enabled web browsers using the latest WebGL and HTML5 technologies, which allow garment designers to globally access without installing any additional software or plugin. Findings Based on the 2D/3D model of warp-knitted seamless garment, an online 3D virtual display application running on modern WebGL-enabled web browser is implemented using the latest Javascript, WebGL and HTML5 technologies, which is proven to be an effective way for building the web-based 3D garment CAD systems. Originality/value This paper provides a parametric design method for warp-knitted seamless garment 2D/3D model, and web-based online virtual display of 3D warp-knitted seamless garment is implemented for the first time, which establishes the foundation for the web-based online computer-aided warp-knitted seamless garment design system.
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Xu Hui, Wei Lihao, Wang Tian, and Luo Xiaoben. "WebGL based HTML5 Application Performance Analyzer." Journal of Convergence Information Technology 7, no. 23 (December 31, 2012): 280–89. http://dx.doi.org/10.4156/jcit.vol7.issue23.33.

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Králik, Martin, and Katarína Žáková. "Interactive WebGL Model of Hydraulic Plant." IFAC-PapersOnLine 48, no. 29 (2015): 146–51. http://dx.doi.org/10.1016/j.ifacol.2015.11.228.

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Дисертації з теми "Webgl"

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Yang, Xinping. "Navigating/Browsing In 3D with WebGL." Thesis, University of Gävle, Department of Industrial Development, IT and Land Management, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-7057.

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The use of the internet has become very important in our daily life. At present, web pages are mostly shown as two-dimensional content. Three-dimensional web pages are rarely seen on the Internet. In this thesis, the main task is to develop an interactive 3D (three-dimensional) web prototype for the company Interactive TV Arena. This three-dimensional web prototype will be integrated to the OSIA (open server interface architecture) project which is a project in Interactive TV Arena. In order to implement the prototype, three main tasks were addressed: The first is creating the framework of the prototype with XML files. Secondly, a parser framework was built with JavaScript classes. The third task is to render the prototype with WebGL in real time. The prototype can be used to develop the 3D web pages in modern browsers. This thesis has completed most of the aforementioned tasks and the result of it can be used to develop some simple 3D web pages.

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Gravås, Lorents Odin. "Image-space Ambient Obscurance in WebGL." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-23504.

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Image-space approaches to ambient obscurance have become the de-facto standard for realistic ambient lighting in real-time applications. This thesis investigates the potential applicability of such approaches for a WebGL-based implementation. As image-space ambient obscurance has been an active field of research in computer graphics the last few years, a lot of different techniques and enhancements have emerged. This thesis presents a systematic survey of the current state of the art techniques, along with an assessment of their potential for successful implementation using WebGL. Finally, I present a working WebGL-based prototype, yielding good performance and acceptable quality.
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Macků, Jiří. "Využití WebGL engine pro zobrazování automobilů." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255487.

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This paper deals with rendering of automobiles with use of WebGL technology. Aim of this paper is proposal and implementation of method for realistic and stylized rendering of 3D models of automobiles for internal use as a simple preview of automobile in development and presentation or for use in infotainment systems directly in automobiles. Part of this paper is implementation and outline of reachable options and properties of such implementation. This paper is created in cooperation with company SKODA AUTO a.s.
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Di, Tosto Riccardo. "Un'applicazione 3D con HTML5 e WebGL." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/8002/.

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Söderberg, John. "FPS i en interaktiv 3D-modellvisare med WebGL : En FPS-jämförelse av WebGL Javascriptbiblioteken Three.js och Babylon.js." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18642.

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Denna studie jämför skillnader i FPS mellan de två WebGL-biblioteken Three.js och Babylon.js. Prestandan som mäts är hur många bilder per sekund, eller FPS (engelska frames per second) som en webbapplikation med 3D-grafik klarar att rendera. Prestandamätningarna utförs på en 3D-modellvisare som implementeras i både Three.js och Babylon.js. Testerna utförs på en bärbar dator med Windows 10. Hypotesen antar att Three.js inte kommer att prestera bättre än Bablyon.js Resultatet från studien visar dock att Three.js presterar bättre än Babylon.js. Studiens syfte är att ge utvecklare en uppfattning om vilket WebGL-bibliotek som är mest lämpligt att använda vid exempelvis utveckling av en e-handelssida där produkter har 3D-förhandsvisningar. Studien kan användas som grund eller inspiration för framtida forskning inom samma område.
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Wahlin, Yngve, and Hannes Feldt. "Implementation & utvärdering av spelmotor i WebGL." Thesis, Linköpings universitet, Datorteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-95530.

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This report describes an analysis of WebGL together with JavaScript with the aim to examine its limitations, strengths and weaknesses. This analysis was performed by building a 2D game engine containing some dynamic elements such as water, smoke, fire, light, and more. Different algorithms have been tested and analyzed to provide a clearer picture of how these work together. The report will go through the most basic functions of the game engine and describe briefly how these work. The result shows that JavaScript with WebGL can be considered to be a potent toolsets, despite the difficulties caused by JavaScript. In summary, similar projects can be recommended as Javascript and WebGL proved both fun and incredibly rewarding to work with.
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Zeitler, Jonas. "Adaptive rendering of celestial bodies in WebGL." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-119970.

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This report covers theory and comparison of techniques for rendering massive scale 3D geospa- tial planet data in a web browser. It also presents implementation details of a few of these tech- niques in WebGL and Javascript, using the Three.js [1] 3D library. The thesis project is part of the implementation of Unitea, a web based education platform for interactive astronomy visualizations. Unitea is a derivative of Uniview, which is a fulldome interactive simulation of the universe. A major part of this thesis is dedicated to the implementa- tion of Hierarchical Level of Detail (HLOD) modules for Three.js based on the theory presented by T. Ulrich [2] and later generalized by Cozzi and Ring [3]. HLOD techniques are dynamic level of detail algorithms that represent the surface of objects as accurately as possible from a certain viewing angle. By using space partitioning tree-structures, view based error metrics and culling techniques detailed representations of the objects (in this case planets) can be efficiently rendered in real-time. The modules developed provide a general-purpose library for rendering planets (or other spher- ical objects) with dynamic level of detail in Three.js. The library also features connections to online web map services (WMS) and tile services.
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Ferreira, Nelson Bruno Tavares. "A WebGL application based on BIM IFC." Master's thesis, [s.n.], 2012. http://hdl.handle.net/10284/3712.

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Dissertação apresentada à Universidade Fernando Pessoa como partes dos requisitos para a obtenção do grau de Mestre em Engenharia Informática, ramo de Computação Móvel
The possibility of displaying high performance 3D accelerated graphics in the browser is seen as an obstacle to the conversion of applications to the web. The release of WebGL made Web3D gain new strength to overcome that obstacle. Architecture, Engineering and Construction (AEC) tools are a type of applications that could benefit with this advance. In the AEC industry, there is a standard candidate for Building Information Modelling (BIM), called Industry Foundation Classes (IFC). This data model promotes interoperability between AEC tools, giving a common format to the applications. This work comes from the need of redesigning a legacy application that allows the user to design, display and calculate building structures. Focusing on the displaying of building structures, this work merges IFC and WebGL into an application, to replicate in a modern way the legacy application capabilities. This is done by developing a server module that processes the IFC data model and a client module that displays that model in a WebGL environment. The result is a prototype web application capable of displaying 3D IFC building models in the browser without plug-ins. A possibilidade de visualização de gráficos acelerados 3D de alto desempenho no navegador ainda é visto como um obstáculo na migração de aplicações para a web. O lançamento do WebGL fez o Web3D ganhar uma nova força para superar esse obstáculo. As ferramentas de Arquitetura, Engenharia e Construção (AEC) são um tipo de aplicações que podem beneficiar com este avanço. Na indústria AEC, há um candidato a padrão para Building Information Modelling (BIM), chamado de Industry Foundation Classes (IFC). Este modelo de dados promove a interoperabilidade entre as ferramentas de AEC, fornecendo um formato comum às aplicações. Este trabalho surge da necessidade de redesenhar uma aplicação legada que permite ao o utilizador projetar, visualizar e calcular estruturas de edifícios. Focando na visualização de estruturas de edifícios, este trabalho funde o IFC e o WebGL numa aplicação, para replicar de forma moderna as capacidades da aplicação legada. Isto é feito através do desenvolvimento de um módulo de servidor que processa o modelo de dados IFC e um módulo de cliente que mostra esse modelo num ambiente WebGL. O resultado é um protótipo duma aplicação web capaz de visualizar modelos 3D de edifícios em formato IFC no browser sem plug-ins.
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Frisk, David. "WebGL: baserad ramverk prestandajämförelse : Mellan Three.Js och Babylon.Js." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12741.

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Karlsson, Jonathan. "Using WebGL to create TV-centric user interfaces." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-107403.

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In recent years the user interfaces of the TV platform have been powered by HTML, but since the platform is starting to support new techniques it might be time to change the focus. HTML is a good choice for interface development because of its high level and platform independence; however, when performance is critical and the requirements are high HTML can impose serious restrictions. WebGL is a technology released in 2011 that brings a low-level graphics API to the web. The API allows for development of advanced 3D graphics and visual effects that were impossible or impractical in the HTML world. The problem is that the hassle of using pure WebGL is in most cases too big to overcome. In this thesis a proof-of-concept was developed to investigate the issues and limitations of WebGL. A conclusion was made that even though the performance was not as good as expected it might still be viable for use in some settings.
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Книги з теми "Webgl"

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Cantor, Diego. WebGL Beginner's Guide. Birmingham: Packt Publishing, Limited, 2012.

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Danchilla, Brian. Beginning WebGL for HTML5. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3997-0.

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WebGL: Up and running. Beijing: O'Reilly, 2012.

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Danchilla, Brian. Beginning WebGL for HTML5. Berkeley, CA: Apress, 2012.

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Seidelin, Jacob. HTML5 games: Creating fun with HTML5, CSS3, and WebGL. Chichester, West Sussex, U.K: John Wiley & Sons, 2012.

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Learning HTML5 Game Programming: A hands-on guide to building online games using Canvas, SVG, and WebGL. Upper Saddle River, NJ: Addison-Wesley, 2012.

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Stephen, Davison, ed. The music of Karl Weigl (1881-1949): A catalog. [S.l: s.n., 1987.

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Fitzthum, Elena. Von den Reformbewegungen zur Musiktherapie: Die Brückenfunktion der Vally Weigl. [Vienna]: Edition Praesens, 2003.

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Webel, Hans-Peter. Hans-Peter Webel : Städtisches Museum Abteiberg Mönchengladbach, 29. Oktober 1995-28. Januar 1996. Mönchengladbach: Das Museum, 1995.

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Exponent des Wandels: Joseph Weigl und die Introduktion in seinen italienischen und deutschsprachigen Opern. Berlin: Lit, 2006.

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Частини книг з теми "Webgl"

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Guha, Sumanta. "WebGL." In Computer Graphics Through OpenGL®, 549–60. 4th ed. Boca Raton: Chapman and Hall/CRC, 2022. http://dx.doi.org/10.1201/9781003287452-26.

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Bura, Juriy. "Using WebGL." In Pro Android Web Game Apps, 357–95. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3820-1_9.

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Kuryanovich, Egor, Shy Shalom, Russell Goldenberg, Mathias Paumgarten, David Strauß, Seb Lee-Delisle, Gaëtan Renaudeau, et al. "Beginning WebGL." In HTML5 Games Most Wanted, 133–73. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3979-6_7.

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McAnlis, Colt, Petter Lubbers, Brandon Jones, Duncan Tebbs, Andrzej Manzur, Sean Bennett, Florian d’Erfurth, et al. "Optimizing WebGL Usage." In HTML5 Game Development Insights, 147–62. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6698-3_9.

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Grandhi, Ritesh, Bandi Vamsi Krishna Reddy, Varshan Guntupalli, and P. Natarajan. "WebGL-Based Game Engine." In Innovations in Computer Science and Engineering, 11–17. Singapore: Springer Singapore, 2018. http://dx.doi.org/10.1007/978-981-10-8201-6_2.

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Danchilla, Brian. "Setting the Scene." In Beginning WebGL for HTML5, 1–32. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3997-0_1.

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Danchilla, Brian. "Effects, Tips, and Tricks." In Beginning WebGL for HTML5, 267–98. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3997-0_10.

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Danchilla, Brian. "Shaders 101." In Beginning WebGL for HTML5, 33–56. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3997-0_2.

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Danchilla, Brian. "Textures and Lighting." In Beginning WebGL for HTML5, 57–83. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3997-0_3.

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Danchilla, Brian. "Increasing Realism." In Beginning WebGL for HTML5, 85–114. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3997-0_4.

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Тези доповідей конференцій з теми "Webgl"

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DeLillo, Benjamin P. "WebGLU development library for WebGL." In ACM SIGGRAPH 2010 Posters. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1836845.1836989.

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Leung, Catherine, and Andor Salga. "Enabling WebGL." In the 19th international conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1772690.1772933.

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Angel, Ed, and Dave Shreiner. "Application development with webGL." In SA '17: SIGGRAPH Asia 2017. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3134472.3134481.

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Angel, Ed, and Dave Shreiner. "An introduction to WebGL programming." In ACM SIGGRAPH 2014 Courses. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2614028.2615459.

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Angel, Ed, and Dave Shreiner. "An introduction to WebGL programming." In SIGGRAPH Asia 2014 Courses. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2659467.2659468.

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Angel, Ed, and Dave Shreiner. "An interactive introduction to WebGL." In SIGGRAPH '21: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3450508.3464549.

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Angel, Edward, and Dave Shreiner. "An Interactive Introduction to WebGL." In SIGGRAPH '20: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3388530.3408878.

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Angel, ED, and Dave Shreiner. "An interactive introduction to WEBGL." In SA '19: SIGGRAPH Asia 2019. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3355047.3359420.

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Russell, Kenneth. "Building 3D web applications using WebGL." In SA'15: SIGGRAPH Asia 2015. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2818143.2835232.

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Ho, Xavier, Juan Miguel de Joya, and Neil Trevett. "State-of-the-art webGL 2.0." In SA '17: SIGGRAPH Asia 2017. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3134472.3134479.

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Звіти організацій з теми "Webgl"

1

Поліщук, Олександр Павлович, Ілля Олександрович Теплицький та Сергій Олексійович Семеріков. Комп’ютерне моделювання у Web-середовищі. Видавничий відділ КМІ, квітень 2013. http://dx.doi.org/10.31812/0564/977.

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Анотація:
GlowScript («Graphics Library on Web») – Web-середовище для комп’ютерного моделювання фізичних процесів мовою JavaScript, що використовує 3D-бібліотеку WebGL. Незважаючи на хмарну природу, дане середовище є досить вимогливим до апаратної частини на боці клієнта: мобільний код на WebGL виконується, як правило, за допомогою обчислювальних ресурсів відеокарти клієнта (GPU). Виконання GlowScript-програм відбувається теж на клієнтському боці (у якості інтерпретатора JavaScript виступає Web-браузер).
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2

Neiderer, Andrew M. Exploratory Visual Analytics of a Dynamically Built Network of Nodes in a WebGL-Enabled Browser. Fort Belvoir, VA: Defense Technical Information Center, January 2014. http://dx.doi.org/10.21236/ada597717.

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3

Kulaga, Autumn, and Patrick Gillich. Investigation Of Integrating Three-Dimensional (3-D) Geometry Into The Visual Anatomical Injury Descriptor (Visual AID) Using WebGL. Fort Belvoir, VA: Defense Technical Information Center, August 2011. http://dx.doi.org/10.21236/ada558601.

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4

Sarnacki, III, and Alexander C. Advanced Visualization and Interactive Display Rapid Innovation and Discovery Evaluation Research Program task 8: Survey of WEBGL Graphics Engines. Fort Belvoir, VA: Defense Technical Information Center, January 2015. http://dx.doi.org/10.21236/ada618182.

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