El Libro del Día: 2016-12-27
Titulo: WebGL Insights
Editor: Patrick Cozzi
Publicador: CRC Press
Nro Paginas: 416
Capítulos:
Section I WebGL Implementations
1 ANGLE: A Desktop Foundation for WebGL
2 Mozilla’s Implementation of WebGL
3 Continuous Testing of Chrome’s WebGL Implementation
Section II Moving to WebGL
4 Getting Serious with JavaScript
5 Emscripten and WebGL
6 Data Visualization with WebGL: From Python to JavaScript
7 Teaching an Introductory Computer Graphics Course with WebGL
Section III Mobile
8 Bug-Free and Fast Mobile WebGL
Section IV Engine Design
9 WebGL Engine Design in Babylon.js
10 Rendering Optimizations in the Turbulenz Engine
11 Performance and Rendering Algorithms in Blend4Web
12 Sketchfab Material Pipeline: From File Variations to Shader Generation
13 glslify: A Module System for GLSL
14 Budgeting Frame Time
Section V Rendering
15 Deferred Shading in Luma
16 HDR Image-Based Lighting on the Web
17 Real-Time Volumetric Lighting for WebGL
18 Terrain Geometry - LOD Adapting Concentric Rings
Section VI Visualization
19 Data Visualization Techniques with WebGL
20 hare3d - Rendering Large Models in the Browser
21 The BrainBrowser Surface Viewer: WebGL-Based Neurological Data Visualization
Section VII Interaction
22 Usability of WebGL Applications
23 Designing Cameras for WebGL Applications
Descarga:
WebGL_Insights
Blog de Luis Dueñas dedicado a la difusión del Desarrollo en Microsoft .NET, Visual Studio, WinForms, WebForms, MVC, ASP .NET, jQuery, AJAX, HTML5, JavaScript, Móviles, etc. Encontrarás Libros, Demos, Artículos Técnicos, Entrenamiento.
Mostrando las entradas con la etiqueta WebGL. Mostrar todas las entradas
Mostrando las entradas con la etiqueta WebGL. Mostrar todas las entradas
martes, 27 de diciembre de 2016
El Libro del Día: WebGL Insights
Etiquetas:
ANGLE,
Babylon.js,
Blend4Web,
Chrome,
CRC Press,
Emscripten,
Engine Design,
glslify,
HDR,
Insights,
Javascript,
Libros,
Luma,
Mobile,
Mozilla,
Patrick Cozzi,
Python,
Shader,
Turbulenz,
WebGL
lunes, 26 de diciembre de 2016
El Libro del Día: WebGL Programming Guide
El Libro del Día: 2016-12-26
Titulo: WebGL Programming Guide
Autor: Kouichi Matsuda, Rodger Lea
Editorial: Addison Wesley
Nro Paginas: 544
Capítulos:
1. Overview of WebGL
2. Your First Step with WebGL
3. Drawing and Transforming Triangles
4. More Transformations and Basic Animation
5. Using Colors and Texture Images
6. The OpenGL ES Shading Language (GLSL ES)
7. Toward the 3D World
8. Lighting Objects
9. Hierarchical Objects
10. Advanced Techniques
Anexos:
A. No Need to Swap Buffers in WebGL
B. Built-in Functions of GLSL ES 1.0
C. Projection Matrices
D. WebGL/OpenGL: Left or Right Handed
E. The Inverse Transpose Matrix
F. Load Shader Programs from Files
G. World Coordinate System Versus Local Coordinate System
H. Web Browser Settings for WebGL
Descarga:
WebGL_Programming_Guide
Titulo: WebGL Programming Guide
Autor: Kouichi Matsuda, Rodger Lea
Editorial: Addison Wesley
Nro Paginas: 544
Capítulos:
1. Overview of WebGL
2. Your First Step with WebGL
3. Drawing and Transforming Triangles
4. More Transformations and Basic Animation
5. Using Colors and Texture Images
6. The OpenGL ES Shading Language (GLSL ES)
7. Toward the 3D World
8. Lighting Objects
9. Hierarchical Objects
10. Advanced Techniques
Anexos:
A. No Need to Swap Buffers in WebGL
B. Built-in Functions of GLSL ES 1.0
C. Projection Matrices
D. WebGL/OpenGL: Left or Right Handed
E. The Inverse Transpose Matrix
F. Load Shader Programs from Files
G. World Coordinate System Versus Local Coordinate System
H. Web Browser Settings for WebGL
Descarga:
WebGL_Programming_Guide
Etiquetas:
3D World,
Addison Wesley,
Animations,
Colors,
Drawing,
Hierarchical,
Kouichi Matsuda,
Libros,
Lighting,
Matrices,
Objects,
OpenGL,
Programming Guide,
Rodger Lea,
Texture Images,
Transformations,
Triangles,
WebGL
sábado, 22 de octubre de 2016
Entrenamiento - Seminarios de JavaScript
Seminarios de JavaScript
Como muchos saben ya no pienso dictar Cursos ni Talleres Semanales de ASP.NET MVC & JavaScript, pero en el último Taller que acaba mañana Domingo 23 de Octubre hay temas que no pudimos ver que me gustaría tratarlos detalladamente por lo cual los voy a tocar a manera de Seminarios.
Temas de los Seminarios
1. WebRTC
2. WebGL
3. Maps (Google, Yahoo, Bind, etc)
4. Asynchronous & Parallel Programming (Promises, WebWorkers y ServiceWorkers)
5. Web Components (Polymer)
6. Functional Programming: map, filter, reduce (Elm, ReactiveX)
7. Reactive Programming (React, Flux y Redux)
8. Chrome Apps & Progressive Web Apps (Google)
9. Mobile Native Apps (iOS, Andorid, Xamarin)
10. Hybrid Mobile Apps (Titanium, NativeScript, PhoneGap)
11. Security (Obfuscation, XSS, CSRF, etc)
12. Image File Formats (BMP, JPG, PNG, WebP)
13. Native Data Export (XLSX, DOCX, PPTX, PDF)
14. High Performance Web Site (The Definitive Rules)
Observación
Todos los temas son de nivel avanzado, sobre todo los 4 últimos.
Como muchos saben ya no pienso dictar Cursos ni Talleres Semanales de ASP.NET MVC & JavaScript, pero en el último Taller que acaba mañana Domingo 23 de Octubre hay temas que no pudimos ver que me gustaría tratarlos detalladamente por lo cual los voy a tocar a manera de Seminarios.
Temas de los Seminarios
1. WebRTC
2. WebGL
3. Maps (Google, Yahoo, Bind, etc)
4. Asynchronous & Parallel Programming (Promises, WebWorkers y ServiceWorkers)
5. Web Components (Polymer)
6. Functional Programming: map, filter, reduce (Elm, ReactiveX)
7. Reactive Programming (React, Flux y Redux)
8. Chrome Apps & Progressive Web Apps (Google)
9. Mobile Native Apps (iOS, Andorid, Xamarin)
10. Hybrid Mobile Apps (Titanium, NativeScript, PhoneGap)
11. Security (Obfuscation, XSS, CSRF, etc)
12. Image File Formats (BMP, JPG, PNG, WebP)
13. Native Data Export (XLSX, DOCX, PPTX, PDF)
14. High Performance Web Site (The Definitive Rules)
Observación
Todos los temas son de nivel avanzado, sobre todo los 4 últimos.
Información
Frecuencia: 1 vez al mes
Día: Último Domingo de cada mes
Horario: 9:00 am a 2:00 pm.
Inicio: 27 de Noviembre del 2016
Duración: 5 horas
Inversión: 100 Soles cada Seminario
Día: Último Domingo de cada mes
Horario: 9:00 am a 2:00 pm.
Inicio: 27 de Noviembre del 2016
Duración: 5 horas
Inversión: 100 Soles cada Seminario
Inscripciones: Luis.duenash@gmail.com
Mínimo de Participantes: 15
Máximo de Participantes: 30
Lugar: Por confirmar (se enviará una semana antes a los registrados)
Comentario Final
Los interesados en participar en el Taller tienen que registrarse enviándome un correo con el Asunto: "Seminarios de JavaScript" e indicar su Nombre Completo y si es ex-alumno o no.
Además quiero resaltar que es obligatorio participar en todos los seminarios, no se puede faltar a ninguno, el que falta quedará retirado para los siguientes seminarios y se le dará la oportunidad a otros interesados.
Los que nunca han llevado algún curso conmigo, es su oportunidad para que vean la diferencia de nivel y profundidad de los temas tratados.
Cada seminario tendrá su PPT y sus respectivos demos o ejemplos muy interesantes y reales.
Para los que estaban pidiendo participar en algún curso o taller solo queda estos Seminarios una vez al mes con lo cual estaría cubriendo casi todo el "Desarrollo Web Desconectado con JavaScript orientado a Performance" que iniciamos hace unos años y donde cubrimos casi todas las APIs hasta la actualidad.
Etiquetas:
Asynchronous,
Components,
Data Export,
Entrenamiento,
Functional,
High Performance,
Hybrid,
Images,
Javascript,
Maps,
Mobile,
Parallel,
Progressive,
Promises,
reactive,
Security,
WebGL,
WebRTC,
WebWorkers
jueves, 22 de octubre de 2015
Videos - Conferencia Forward 3
Videos de la Conferencia Forward 3
Comparto con ustedes la Conferencia Forward 3 realizada el 29 de Julio del 2015 en San Francisco (USA), los temas tratados son sobre JavaScript, CSS3, HTML5, IoT, etc.
1. Signal Processing - Forward 3 Web Summit
2. JavaScript Tooling in the Future - Forward 3 Web Summit
3. Secure Execution of Untrusted Scripts - Forward 3 Web Summit
4. JS stacktraces: The good, the Bad, and the Ugly - Forward 3 Web Summit
5. Your 3D on the Web - Forward 3 Web Summit
6. Visualize.js: Harnessing the Power of Analytics - Forward 3 Web Summit
7. A Reference Data Infrastructure for IoT - Forward 3 Web Summit
8. Interaction Design for Data Visualization - Forward 3 Web Summit
9. States and Nomads: Handling Software Complexity - Forward 3 Web Summit
10. A Short History of Live Programming - Forward 3 Web Summit
11. Why You Should be Using Web Components Right Now. And How - Forward 3 Web Summit
12. Kyle Simpson: Breaking the Broken Web - Forward 3 Web Summit
13. Moving Node.js Forward - Forward 3 Web Summit
14. D3, React, and a little bit of Flux - Forward 3 Web Summit
15. High Performance in the Critical Rendering Path - Forward 3 Web Summit
16. Reactive All The Things - Forward 3 Web Summit
17. CSS? WTF! - Forward 3 Web Summit
18. WebGL: Down the Rabbit Hole - Forward 3 Web Summit
Comparto con ustedes la Conferencia Forward 3 realizada el 29 de Julio del 2015 en San Francisco (USA), los temas tratados son sobre JavaScript, CSS3, HTML5, IoT, etc.
1. Signal Processing - Forward 3 Web Summit
2. JavaScript Tooling in the Future - Forward 3 Web Summit
3. Secure Execution of Untrusted Scripts - Forward 3 Web Summit
4. JS stacktraces: The good, the Bad, and the Ugly - Forward 3 Web Summit
5. Your 3D on the Web - Forward 3 Web Summit
6. Visualize.js: Harnessing the Power of Analytics - Forward 3 Web Summit
7. A Reference Data Infrastructure for IoT - Forward 3 Web Summit
8. Interaction Design for Data Visualization - Forward 3 Web Summit
9. States and Nomads: Handling Software Complexity - Forward 3 Web Summit
10. A Short History of Live Programming - Forward 3 Web Summit
11. Why You Should be Using Web Components Right Now. And How - Forward 3 Web Summit
12. Kyle Simpson: Breaking the Broken Web - Forward 3 Web Summit
13. Moving Node.js Forward - Forward 3 Web Summit
14. D3, React, and a little bit of Flux - Forward 3 Web Summit
15. High Performance in the Critical Rendering Path - Forward 3 Web Summit
16. Reactive All The Things - Forward 3 Web Summit
17. CSS? WTF! - Forward 3 Web Summit
18. WebGL: Down the Rabbit Hole - Forward 3 Web Summit
Etiquetas:
3D,
Conferencias,
CSS3,
D3,
Flux,
Forward JS,
High Performance,
HTML5,
IoT,
Javascript,
Kyle Simpson,
Node.js,
React.js,
Signal Processing,
Videos,
Visualize.js,
Web Components,
WebGL,
WTF
miércoles, 16 de septiembre de 2015
Videos - Conferencia JSChannel 2015
Videos de la Conferencia JSChannel 2015
Antes de iniciar este post, quiero agradecer al CEPS UNI por la invitación para la conferencia Developer Days 2015 y también agradecer a todos los asistentes, sobre todo a mis alumnos que siempre estan apoyandome.
Parte importante de este blog, es la difusión de nuevas tecnologías, sobre todo JavaScript y HTML5, por lo cual, comparto la conferencia JSChannel realizada el 17 y 18 de Julio en Bangalores (India) organizada por JSChannel y patrocinada por McKinsey Digital Labs y que conto con la presencia del Doctor Douglas Crockford (JavaScript - JSON) y Yehuda Katz (JavaScript - Ember.js).
A continuación les dejo los videos de la conferencia, sobre todo es recomendable ver la propuesta del Doctor Crockford sobre la Nueva Web que propone.
1. JSChannel 2015 - Opening Keynote (Douglas Crockford)
2. JSChannel 2015 - Opening Keynote (Yehuda Katz)
3. JSChannel 2015 - Angular 2.0 Vs Aurelia
4. JSChannel 2015 - Design Thinking and Doing
5. JSChannel 2015 - Building a Mini Angular Framework From the Ground Up
6. JSChannel 2015 - React & Flux
7. JSChannel 2015 - Evolution of Javascript Frameworks
8. Channel 2015 - Lightning/Flash Talk
9. JSChannel 2015 - WebGL and Three.js
10. JSChannel 2015 - JS Performance Deep Dive
11. JSChannel 2015 - Functional Reactive Programming in JavaScript
12. JSChannel 2015 - Panel Discussion
13. JSChannel 2015 - Ending Keynote (Satty Bhens)
Antes de iniciar este post, quiero agradecer al CEPS UNI por la invitación para la conferencia Developer Days 2015 y también agradecer a todos los asistentes, sobre todo a mis alumnos que siempre estan apoyandome.
Parte importante de este blog, es la difusión de nuevas tecnologías, sobre todo JavaScript y HTML5, por lo cual, comparto la conferencia JSChannel realizada el 17 y 18 de Julio en Bangalores (India) organizada por JSChannel y patrocinada por McKinsey Digital Labs y que conto con la presencia del Doctor Douglas Crockford (JavaScript - JSON) y Yehuda Katz (JavaScript - Ember.js).
A continuación les dejo los videos de la conferencia, sobre todo es recomendable ver la propuesta del Doctor Crockford sobre la Nueva Web que propone.
1. JSChannel 2015 - Opening Keynote (Douglas Crockford)
2. JSChannel 2015 - Opening Keynote (Yehuda Katz)
3. JSChannel 2015 - Angular 2.0 Vs Aurelia
5. JSChannel 2015 - Building a Mini Angular Framework From the Ground Up
6. JSChannel 2015 - React & Flux
7. JSChannel 2015 - Evolution of Javascript Frameworks
8. Channel 2015 - Lightning/Flash Talk
9. JSChannel 2015 - WebGL and Three.js
10. JSChannel 2015 - JS Performance Deep Dive
11. JSChannel 2015 - Functional Reactive Programming in JavaScript
12. JSChannel 2015 - Panel Discussion
13. JSChannel 2015 - Ending Keynote (Satty Bhens)
Etiquetas:
Angular,
Aurelia,
Bangalore,
Christian Lilley,
Conferencias,
Douglas Crockford,
Ember,
Flux,
FRP,
India,
Javascript,
Joe Pettersson,
JSChannel,
McKinsey Digital,
React,
Satty Bhens,
Three.js,
Videos,
WebGL,
Yehuda Katz
miércoles, 7 de enero de 2015
El Libro del Día: Learning Three.js The JavaScript 3D Library for WebGL
El Libro del Día: 2015-01-07
Titulo: Learning Three.js The JavaScript 3D Library for WebGL
Autor: Jos Dirksen
Editorial: Packt
Nro Paginas: 402
Capítulos:
Chapter 1: Creating Your First 3D Scene with Three.js
Chapter 2: Working with the Basic Components That Make Up a Three.js Scene
Chapter 3: Working with the Different Light Sources Available in Three.js
Chapter 4: Working with the Three.js Materials
Chapter 5: Learning to Work with Geometries
Chapter 6: Using Advanced Geometries and Binary Operations
Chapter 7: Particles and the Particle System
Chapter 8: Creating and Loading Advanced Meshes and Geometries
Chapter 9: Animations and Moving the Camera
Chapter 10: Loading and Working with Textures
Chapter 11: Custom Shaders and Render Post Processing
Chapter 12: Adding Physics to Your Scene with Physijs
Descarga:
Learning_Three.js_JavaScript_3D_Library_WebGL
Titulo: Learning Three.js The JavaScript 3D Library for WebGL
Autor: Jos Dirksen
Editorial: Packt
Nro Paginas: 402
Capítulos:
Chapter 1: Creating Your First 3D Scene with Three.js
Chapter 2: Working with the Basic Components That Make Up a Three.js Scene
Chapter 3: Working with the Different Light Sources Available in Three.js
Chapter 4: Working with the Three.js Materials
Chapter 5: Learning to Work with Geometries
Chapter 6: Using Advanced Geometries and Binary Operations
Chapter 7: Particles and the Particle System
Chapter 8: Creating and Loading Advanced Meshes and Geometries
Chapter 9: Animations and Moving the Camera
Chapter 10: Loading and Working with Textures
Chapter 11: Custom Shaders and Render Post Processing
Chapter 12: Adding Physics to Your Scene with Physijs
Descarga:
Learning_Three.js_JavaScript_3D_Library_WebGL
Etiquetas:
3D,
Animations,
Binary,
Camera,
Geometries,
Javascript,
Jos Dirksen,
Libros,
Lights,
Materials,
Meshes,
Packt,
Particles,
Physijs,
Processing,
Scenes,
Shaders,
Textures,
Three.js,
WebGL
martes, 6 de enero de 2015
El Libro del Día: WebGL Beginner's Guide
El Libro del Día: 2015-01-06
Titulo: WebGL Beginner's Guide
Autor: Diego Cantor, Brandon Jones
Editorial: Packt
Nro Paginas: 377
Capítulos:
Chapter 1: Getting Started with WebGL
Chapter 2: Rendering Geometry
Chapter 3: Lights
Chapter 4: Camera
Chapter 5: Action
Chapter 6: Colors, Depth Testing, and Alpha Blending
Chapter 7: Textures
Chapter 8: Picking
Chapter 9: Putting It All Together
Chapter 10: Advanced Techniques
Descarga:
WebGL_Beginner's_Guide
Titulo: WebGL Beginner's Guide
Autor: Diego Cantor, Brandon Jones
Editorial: Packt
Nro Paginas: 377
Capítulos:
Chapter 1: Getting Started with WebGL
Chapter 2: Rendering Geometry
Chapter 3: Lights
Chapter 4: Camera
Chapter 5: Action
Chapter 6: Colors, Depth Testing, and Alpha Blending
Chapter 7: Textures
Chapter 8: Picking
Chapter 9: Putting It All Together
Chapter 10: Advanced Techniques
Descarga:
WebGL_Beginner's_Guide
Etiquetas:
3D,
Action,
Alpha Blending,
Brandon Jones,
Camera,
Colors,
Depth Testing,
Diego Cantor,
Geometry,
HTML5,
Libros,
Lights,
Packt,
Picking,
Rendering,
Textures,
WebGL
viernes, 2 de enero de 2015
El Libro del Día: WebGL Game Development
El Libro del Día: 2015-01-02
Titulo: WebGL Game Development
Autor: Sumeet Arora
Editorial: Packt
Nro Paginas: 418
Capítulos:
Chapter 1: Getting Started with WebGL Game Development
Chapter 2: Colors and Shading Languages
Chapter 3: Loading the Game Scene
Chapter 4: Applying Textures
Chapter 5: Camera and User Interaction
Chapter 6: Applying Textures and Simple Animations to Our Scene
Chapter 7: Physics and Terrains
Chapter 8: Skinning and Animations
Chapter 9: Ray Casting and Filters
Chapter 10: 2D Canvas and Multiplayer Games
Descarga:
WebGL_Game_Development
Titulo: WebGL Game Development
Autor: Sumeet Arora
Editorial: Packt
Nro Paginas: 418
Capítulos:
Chapter 1: Getting Started with WebGL Game Development
Chapter 2: Colors and Shading Languages
Chapter 3: Loading the Game Scene
Chapter 4: Applying Textures
Chapter 5: Camera and User Interaction
Chapter 6: Applying Textures and Simple Animations to Our Scene
Chapter 7: Physics and Terrains
Chapter 8: Skinning and Animations
Chapter 9: Ray Casting and Filters
Chapter 10: 2D Canvas and Multiplayer Games
Descarga:
WebGL_Game_Development
Etiquetas:
2D,
3D,
Animations,
Camera,
Canvas,
Colors,
Filters,
Games,
Libros,
Multiplayer,
Packt,
Physics,
Ray Casting,
Scene,
Shading,
Skinning,
Sumeet Arora,
Textures,
User Interaction,
WebGL
miércoles, 31 de diciembre de 2014
El Libro del Día: WebGL HOTSHOT
El Libro del Día: 2014-12-31
Titulo: WebGL HOTSHOT
Autor: Mitch Williams
Editorial: Packt
Nro Paginas: 306
Capítulos:
Project 1: Building Great Web3D
Project 2: WebGL for E-Commerce
Project 3: User experience, Story, Character, Visual Design, and Interactivity
Project 4: Mobile and Web3D Gaming
Project 5: Social Media Meets Its Destiny
Project 6: 3D Reveals More Information
Project 7: Adapting Architecture, Medical, and Mechanical Enginieering to Web3D
Project 8: 3D Websites
Project 9: Education in the Third Dimension
Project 10: The New World of 3D Art
Descarga:
WebGL_HOTSHOT
Titulo: WebGL HOTSHOT
Autor: Mitch Williams
Editorial: Packt
Nro Paginas: 306
Capítulos:
Project 1: Building Great Web3D
Project 2: WebGL for E-Commerce
Project 3: User experience, Story, Character, Visual Design, and Interactivity
Project 4: Mobile and Web3D Gaming
Project 5: Social Media Meets Its Destiny
Project 6: 3D Reveals More Information
Project 7: Adapting Architecture, Medical, and Mechanical Enginieering to Web3D
Project 8: 3D Websites
Project 9: Education in the Third Dimension
Project 10: The New World of 3D Art
Descarga:
WebGL_HOTSHOT
Etiquetas:
Architecture,
Art,
Character,
E-Commerce,
Education,
Gaming,
HOTSHOT,
HTML5,
Interactivity,
Libros,
Mitch Williams,
Mobile,
Packt,
Social Media,
Story,
Visual Design,
Web3D,
WebGL,
Websites
martes, 30 de diciembre de 2014
El Libro del Día: WebGL Up and Running
El Libro del Día: 2014-12-30
Titulo: WebGL Up and Running
Autor: Tony Parisi
Editorial: O'Reilly
Nro Paginas: 231
Capítulos:
1. An Introduction to WebGL
2. Your First WebGL Program
3. Graphics
4. Animation
5. Interaction
6. Integrating 2D and 3D
7. WebGL in Production
8. Your First WebGL Game
A. WebGL Resources
Descarga:
WebGL_Up_and_Running
Titulo: WebGL Up and Running
Autor: Tony Parisi
Editorial: O'Reilly
Nro Paginas: 231
Capítulos:
1. An Introduction to WebGL
2. Your First WebGL Program
3. Graphics
4. Animation
5. Interaction
6. Integrating 2D and 3D
7. WebGL in Production
8. Your First WebGL Game
A. WebGL Resources
Descarga:
WebGL_Up_and_Running
Etiquetas:
2D,
3D,
Animation,
Game,
Graphics,
HTML5,
Interaction,
Introduction,
Libros,
O'Reilly,
Production,
Program,
Resources,
Tony Parisi,
WebGL
lunes, 29 de diciembre de 2014
El Libro del Día: Programming 3D Applications with HTML5 and WebGL
El Libro del Día: 2014-12-29
Titulo: Programming 3D Applications with HTML5 and WebGL
Autor: Tony Parisi
Editorial: O'Reilly
Nro Paginas: 403
Capítulos:
Part I. Foundations
1. Introduction
2. WebGL: Real-Time 3D Rendering
3. Three.js - A JavaScript 3D Engine
4. Graphics and Rendering in Three.js
5. 3D Animation
6. CSS3: Advanced Page Effects
7. Canvas: Universal 2D Drawing
Part II. Application Development Techniques
8. The 3D Content Pipeline
9. 3D Engines and Frameworks
10. Developing a Simple 3D Application
11. Developing a 3D Environment
12. Developing Mobile 3D Applications
A. Resources
Descarga:
Programming_3D_Applications_HTML5_WebGL
Titulo: Programming 3D Applications with HTML5 and WebGL
Autor: Tony Parisi
Editorial: O'Reilly
Nro Paginas: 403
Capítulos:
Part I. Foundations
1. Introduction
2. WebGL: Real-Time 3D Rendering
3. Three.js - A JavaScript 3D Engine
4. Graphics and Rendering in Three.js
5. 3D Animation
6. CSS3: Advanced Page Effects
7. Canvas: Universal 2D Drawing
Part II. Application Development Techniques
8. The 3D Content Pipeline
9. 3D Engines and Frameworks
10. Developing a Simple 3D Application
11. Developing a 3D Environment
12. Developing Mobile 3D Applications
A. Resources
Descarga:
Programming_3D_Applications_HTML5_WebGL
Etiquetas:
3D,
Animation,
Canvas,
Content,
CSS3,
Engines,
Foundations,
Frameworks,
Graphics,
HTML5,
Introduction,
Javascript,
Libros,
Mobile,
O'Reilly,
Real-time,
Rendering,
Three.js,
Tony Parisi,
WebGL
jueves, 25 de diciembre de 2014
El Libro del Día: HTML5 Canvas Cookbook
El Libro del Día: 2014-12-25
Titulo: HTML5 Canvas Cookbook
Autor: Eric Rowell
Editorial: Packt
Nro Paginas: 348
Capítulos:
Chapter 1: Getting Started with Paths and Text
Chapter 2: Shape Drawing and Composites
Chapter 3: Working with Images and Videos
Chapter 4: Mastering Transformations
Chapter 5: Bringing the Canvas to Life with Animation
Chapter 6: Interacting with the Canvas: Attaching Event Listeners to Shapes and Regions
Chapter 7: Creating Graphs and Charts
Chapter 8: Saving the World with Game Development
Chapter 9: Introducing WebGL
Appendix A: Detecting Canvas Support
Appendix B: Canvas Security
Appendix C: Additional Topics
Descarga:
HTML5_Canvas_Cookbook
Titulo: HTML5 Canvas Cookbook
Autor: Eric Rowell
Editorial: Packt
Nro Paginas: 348
Capítulos:
Chapter 1: Getting Started with Paths and Text
Chapter 2: Shape Drawing and Composites
Chapter 3: Working with Images and Videos
Chapter 4: Mastering Transformations
Chapter 5: Bringing the Canvas to Life with Animation
Chapter 6: Interacting with the Canvas: Attaching Event Listeners to Shapes and Regions
Chapter 7: Creating Graphs and Charts
Chapter 8: Saving the World with Game Development
Chapter 9: Introducing WebGL
Appendix A: Detecting Canvas Support
Appendix B: Canvas Security
Appendix C: Additional Topics
Descarga:
HTML5_Canvas_Cookbook
Etiquetas:
Animations,
Canvas,
Charts,
Composites,
Cookbook,
Drawing,
Eric Rowell,
Games,
Graphs,
HTML5,
Images,
Libros,
Packt,
Paths,
Regions,
Shapes,
Text,
Transformations,
Videos,
WebGL
martes, 25 de noviembre de 2014
El Libro del Día: HTML5 Games Most Wanted
El Libro del Día: 2014-11-25
Titulo: HTML5 Games Most Wanted
Autor: Egor Kuryanovich, Shy Shalom, ...
Editorial: Friendsoft
Nro Paginas: 278
Capítulos:
Chapter 1: The State of Open Web Games
Chapter 2: Complexity from Simplicity
Chapter 3: How to Make Multi-Platform HTML5 Games from Scratch
Chapter 4: Creating, Saving, and Loading Tracks
Chapter 5: 3D CSS Tutorial
Chapter 6: Particle Systems
Chapter 7: Beginning WebGL
Chapter 8: CycleBlob: A WebGL Lightcycle Game
Chapter 9: A Real-Time Multiplayer Game Using WebSockets
Chapter 10: Hard-Pressed for a Choice of Technology
Descarga:
HTML5_Games_Most_Wanted
Titulo: HTML5 Games Most Wanted
Autor: Egor Kuryanovich, Shy Shalom, ...
Editorial: Friendsoft
Nro Paginas: 278
Capítulos:
Chapter 1: The State of Open Web Games
Chapter 2: Complexity from Simplicity
Chapter 3: How to Make Multi-Platform HTML5 Games from Scratch
Chapter 4: Creating, Saving, and Loading Tracks
Chapter 5: 3D CSS Tutorial
Chapter 6: Particle Systems
Chapter 7: Beginning WebGL
Chapter 8: CycleBlob: A WebGL Lightcycle Game
Chapter 9: A Real-Time Multiplayer Game Using WebSockets
Chapter 10: Hard-Pressed for a Choice of Technology
Descarga:
HTML5_Games_Most_Wanted
Etiquetas:
3D,
Creating,
CSS,
CycleBlob,
Egor Kuryanovich,
Friendsoft,
Games,
HTML5,
Libros,
Loading,
Multi-Platform,
Multiplayer,
Open Web,
Particle,
Real-time,
Saving,
Shy Shalom,
Tracks,
WebGL,
WebSockets
domingo, 31 de agosto de 2014
El Libro del Día: Beginning WebGL for HTML5
El Libro del Día: 2014-08-31
Titulo: Beginning WebGL for HTML5
Autor: Brian Danchilla
Editorial: Apress
Nro Paginas: 348
Capítulos:
Chapter 1: Setting the Scene
Chapter 2: Shaders 101
Chapter 3: Textures and Lighting
Chapter 4: Increasing Realism
Chapter 5: Physics
Chapter 6: Fractals, Height Maps, and Particle Systems
Chapter 7: Three.js Framework
Chapter 8: Productivity Tools
Chapter 9: Debugging and Performance
Chapter 10: Effects, Tips, and Tricks
Afterword: The Future of WebGL
Appendix A: Essential HTML5 and JavaScript
Appendix B: Graphics Refresher
Appendix C: WebGL Spec. Odds and Ends
Appendix D: Additional Resources
Descarga:
Beginning_WebGL_HTML5
Titulo: Beginning WebGL for HTML5
Autor: Brian Danchilla
Editorial: Apress
Nro Paginas: 348
Capítulos:
Chapter 1: Setting the Scene
Chapter 2: Shaders 101
Chapter 3: Textures and Lighting
Chapter 4: Increasing Realism
Chapter 5: Physics
Chapter 6: Fractals, Height Maps, and Particle Systems
Chapter 7: Three.js Framework
Chapter 8: Productivity Tools
Chapter 9: Debugging and Performance
Chapter 10: Effects, Tips, and Tricks
Afterword: The Future of WebGL
Appendix A: Essential HTML5 and JavaScript
Appendix B: Graphics Refresher
Appendix C: WebGL Spec. Odds and Ends
Appendix D: Additional Resources
Descarga:
Beginning_WebGL_HTML5
Etiquetas:
Apress,
Brian Danchilla,
Debugging,
Effects,
Fractals,
Graphics,
HTML5,
Javascript,
Libros,
Lighting,
Maps,
Particle Systems,
Performance,
Physics,
Shaders,
Textures,
Three.js,
Tips & Tricks,
Tools,
WebGL
domingo, 27 de julio de 2014
El Libro del Día: HTML5 in Action
El Libro del Día: 2014-07-27
Titulo: HTML5 in Action
Autor: Rob Crowther, Joe Lennon, Ash Blue, Greg Wanish
Editorial: Manning
Nro Paginas: 466
Capítulos:
PART 1 INTRODUCTION
1 HTML5: from documents to applications
PART 2 BROWSER-BASED APPS
2 Form creation: input widgets, data binding, and data validation
3 File editing and management: rich formatting, file storage, drag and drop
4 Messaging: communicating to and from scripts in HTML5
5 Mobile applications: client storage and offline execution
PART 3 INTERACTIVE GRAPHICS, MEDIA, AND GAMING
6 2D Canvas: low-level, 2D graphics rendering
7 SVG: responsive in-browser graphics
8 Video and audio: playing media in the browser
9 WebGL: 3D application development
Descarga:
HTML5_InAction
Titulo: HTML5 in Action
Autor: Rob Crowther, Joe Lennon, Ash Blue, Greg Wanish
Editorial: Manning
Nro Paginas: 466
Capítulos:
PART 1 INTRODUCTION
1 HTML5: from documents to applications
PART 2 BROWSER-BASED APPS
2 Form creation: input widgets, data binding, and data validation
3 File editing and management: rich formatting, file storage, drag and drop
4 Messaging: communicating to and from scripts in HTML5
5 Mobile applications: client storage and offline execution
PART 3 INTERACTIVE GRAPHICS, MEDIA, AND GAMING
6 2D Canvas: low-level, 2D graphics rendering
7 SVG: responsive in-browser graphics
8 Video and audio: playing media in the browser
9 WebGL: 3D application development
Descarga:
HTML5_InAction
Etiquetas:
Ash Blue,
Audio,
Canvas,
Client Storage,
Data Binding,
Data Validation,
Drag and Drop,
File Storage,
Greg Wanish,
HTML5,
Joe Lennon,
Libros,
Manning,
Messaging,
Mobile,
Rob Crowther,
SVG,
Video,
WebGL,
Widgets
martes, 8 de julio de 2014
El Libro del Día: HTML5 and CSS3 Second Edition
El Libro del Día: 2014-07-08
Titulo: HTML5 and CSS3 Second Edition
Autor: Brian P. Hogan
Editorial: The Pragmatic Programmers
Nro Paginas: 303
Capítulos:
1. An Overview of HTML5 and CSS3
1.1 A Stronger Platform for Web Development
1.2 The Road to the Future Is Bumpy
Part I — Improving User Interfaces
2. New Structural Tags and Attributes
Tip 1. Redefining a Blog Using Semantic Markup
Tip 2. Showing Progress toward a Goal with the <meter> Element
Tip 3. Creating Pop-Up Windows with Custom Data Attributes
Tip 4. Defining an FAQ with a Description List
3. Creating User-Friendly Web Forms
Tip 5. Describing Data with New Input Fields
Tip 6. Jumping to the First Field with Autofocus
Tip 7. Providing Hints with Placeholder Text
Tip 8. Validating User Input without JavaScript
Tip 9. In-Place Editing with contenteditable
4. Styling Content and Interfaces
Tip 10. Styling Tables with Pseudoclasses
Tip 11. Making Links Printable with :after and content
Tip 12. Building Mobile Interfaces with Media Queries
Tip 13. Creating Multicolumn Layouts
5. Making Accessible Interfaces
Tip 14. Providing Navigation Hints with ARIA Roles
Tip 15. Creating an Accessible Updatable Region
Tip 16. Improving Table Accessibility
Part II — New Sights and Sounds
6. Drawing in the Browser
Tip 17. Drawing a Logo on the Canvas
Tip 18. Graphing Statistics with RGraph
Tip 19. Creating Vector Graphics with SVG
7. Embedding Audio and Video
Tip 20. Working with Audio
Tip 21. Embedding Video
Tip 22. Making Videos Accessible
8. Eye Candy
Tip 23. Rounding Rough Edges
Tip 24. Working with Shadows, Gradients, and Transformations
Tip 25. Working with Fonts
Tip 26. Making Things Move with Transitions and Animations
Part III — Beyond Markup
9. Saving Data on the Client
Tip 27. Saving Preferences with Web Storage
Tip 28. Storing Data in a Client-Side Database Using IndexedDB
Tip 29. Working Offline
10. Creating Interactive Web Applications
Tip 30. Preserving History
Tip 31. Talking across Domains
Tip 32. Chatting with Web Sockets
Tip 33. Finding Yourself: Geolocation
Tip 34. Getting It All Sorted Out with Drag and Drop
11. Where to Go Next
11.1 Defining Layouts with the Flexible Box Model
11.2 Cross-Origin Resource Sharing
11.3 Web Workers
11.4 Server-Sent Events
11.5 Filter Effects
11.6 WebGL
11.7 Onward!
A1. Features Quick Reference
A1.1 New Elements
A1.2 Attributes
A1.3 Forms
A1.4 Form-Field Attributes
A1.5 Accessibility
A1.6 Multimedia
A1.7 CSS3
A1.8 Client-Side Storage
A1.9 Additional APIs
A2. jQuery Primer
A2.1 Loading jQuery
A2.2 jQuery Basics
A2.3 Methods to Modify Content
A2.4 Creating and Removing Elements
A2.5 Events
A2.6 Document Ready
A2.7 Use jQuery Wisely
A3. Encoding Audio and Video for the Web
A3.1 Encoding Audio
A3.2 Encoding Video
Descarga:
HTML5_CSS3_SecondEdition
Titulo: HTML5 and CSS3 Second Edition
Autor: Brian P. Hogan
Editorial: The Pragmatic Programmers
Nro Paginas: 303
Capítulos:
1. An Overview of HTML5 and CSS3
1.1 A Stronger Platform for Web Development
1.2 The Road to the Future Is Bumpy
Part I — Improving User Interfaces
2. New Structural Tags and Attributes
Tip 1. Redefining a Blog Using Semantic Markup
Tip 2. Showing Progress toward a Goal with the <meter> Element
Tip 3. Creating Pop-Up Windows with Custom Data Attributes
Tip 4. Defining an FAQ with a Description List
3. Creating User-Friendly Web Forms
Tip 5. Describing Data with New Input Fields
Tip 6. Jumping to the First Field with Autofocus
Tip 7. Providing Hints with Placeholder Text
Tip 8. Validating User Input without JavaScript
Tip 9. In-Place Editing with contenteditable
4. Styling Content and Interfaces
Tip 10. Styling Tables with Pseudoclasses
Tip 11. Making Links Printable with :after and content
Tip 12. Building Mobile Interfaces with Media Queries
Tip 13. Creating Multicolumn Layouts
5. Making Accessible Interfaces
Tip 14. Providing Navigation Hints with ARIA Roles
Tip 15. Creating an Accessible Updatable Region
Tip 16. Improving Table Accessibility
Part II — New Sights and Sounds
6. Drawing in the Browser
Tip 17. Drawing a Logo on the Canvas
Tip 18. Graphing Statistics with RGraph
Tip 19. Creating Vector Graphics with SVG
7. Embedding Audio and Video
Tip 20. Working with Audio
Tip 21. Embedding Video
Tip 22. Making Videos Accessible
8. Eye Candy
Tip 23. Rounding Rough Edges
Tip 24. Working with Shadows, Gradients, and Transformations
Tip 25. Working with Fonts
Tip 26. Making Things Move with Transitions and Animations
Part III — Beyond Markup
9. Saving Data on the Client
Tip 27. Saving Preferences with Web Storage
Tip 28. Storing Data in a Client-Side Database Using IndexedDB
Tip 29. Working Offline
10. Creating Interactive Web Applications
Tip 30. Preserving History
Tip 31. Talking across Domains
Tip 32. Chatting with Web Sockets
Tip 33. Finding Yourself: Geolocation
Tip 34. Getting It All Sorted Out with Drag and Drop
11. Where to Go Next
11.1 Defining Layouts with the Flexible Box Model
11.2 Cross-Origin Resource Sharing
11.3 Web Workers
11.4 Server-Sent Events
11.5 Filter Effects
11.6 WebGL
11.7 Onward!
A1. Features Quick Reference
A1.1 New Elements
A1.2 Attributes
A1.3 Forms
A1.4 Form-Field Attributes
A1.5 Accessibility
A1.6 Multimedia
A1.7 CSS3
A1.8 Client-Side Storage
A1.9 Additional APIs
A2. jQuery Primer
A2.1 Loading jQuery
A2.2 jQuery Basics
A2.3 Methods to Modify Content
A2.4 Creating and Removing Elements
A2.5 Events
A2.6 Document Ready
A2.7 Use jQuery Wisely
A3. Encoding Audio and Video for the Web
A3.1 Encoding Audio
A3.2 Encoding Video
Descarga:
HTML5_CSS3_SecondEdition
Etiquetas:
Audio,
Brian P. Hogan,
Canvas,
CSS3,
DND,
Geolocation,
HTML5,
IndexedDB,
Javascript,
jQuery,
Libros,
RGraph,
SSE,
SVG,
The Pragmatic Programmers,
Video,
Web Sockets,
Web Storage,
Web Workers,
WebGL
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