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The Extensive WebGL Series ! Part1 - Low Level Graphics

  • Development
  • May 10, 2025
SynopsisThe Extensive WebGL Series ! – Part1 : Low Level Graphi...
The Extensive WebGL Series ! Part1 - Low Level Graphics  No.1

The Extensive WebGL Series ! – Part1 : Low Level Graphics, available at $44.99, has an average rating of 3.85, with 80 lectures, based on 240 reviews, and has 3331 subscribers.

You will learn about create nice 3D scenes that run directly on the browser inside HTML elements. understand how to write code that runs directly on the gpu, and how to communicate with it from the cpu. understand the low level mathematics related to computer graphics. This course is ideal for individuals who are Any programmer interested in computer graphics, specially but not necessarily on the web. or Any web developer who wants to add 3D graphics to his websites as a sort of astonishing styling. or Anyone interested in understanding the low level internals of how the graphics pipeline works. or Anyone interested in the mathematics of computer graphics. or Any High-level game developer who wants to dig deeper into understanding what really happens behind the scene in his high-level code It is particularly useful for Any programmer interested in computer graphics, specially but not necessarily on the web. or Any web developer who wants to add 3D graphics to his websites as a sort of astonishing styling. or Anyone interested in understanding the low level internals of how the graphics pipeline works. or Anyone interested in the mathematics of computer graphics. or Any High-level game developer who wants to dig deeper into understanding what really happens behind the scene in his high-level code.

Enroll now: The Extensive WebGL Series ! – Part1 : Low Level Graphics

Summary

Title: The Extensive WebGL Series ! – Part1 : Low Level Graphics

Price: $44.99

Average Rating: 3.85

Number of Lectures: 80

Number of Published Lectures: 80

Number of Curriculum Items: 80

Number of Published Curriculum Objects: 80

Original Price: $69.99

Quality Status: approved

Status: Live

What You Will Learn

  • create nice 3D scenes that run directly on the browser inside HTML elements.
  • understand how to write code that runs directly on the gpu, and how to communicate with it from the cpu.
  • understand the low level mathematics related to computer graphics.
  • Who Should Attend

  • Any programmer interested in computer graphics, specially but not necessarily on the web.
  • Any web developer who wants to add 3D graphics to his websites as a sort of astonishing styling.
  • Anyone interested in understanding the low level internals of how the graphics pipeline works.
  • Anyone interested in the mathematics of computer graphics.
  • Any High-level game developer who wants to dig deeper into understanding what really happens behind the scene in his high-level code
  • Target Audiences

  • Any programmer interested in computer graphics, specially but not necessarily on the web.
  • Any web developer who wants to add 3D graphics to his websites as a sort of astonishing styling.
  • Anyone interested in understanding the low level internals of how the graphics pipeline works.
  • Anyone interested in the mathematics of computer graphics.
  • Any High-level game developer who wants to dig deeper into understanding what really happens behind the scene in his high-level code
  • This course covers the fundamentals of computer graphics programming using WebGL2.In the course, we will walk together in two complementary and?interleaving?tracks. The first track will cover the mathematical foundations of computer graphics. This will include illustrations, examples, and proofs. I do not require you to have strong mathematical background for this as I will illustrate almost everything you need. You only need to know simple?basics such as matrices, vectors, dot products, and cross products. The second track will cover the conversion of these concepts into actual code implementation. In this track, you will learn how to manipulate your graphics card (GPU) to perform the required graphics calculations for you. You will learn how to write code that runs directly on the GPU (using GLSL ), and how to communicate with it using your code that runs on the CPU (using JavaScript). Again I do not require you to even know JavaScript although it certainly will help. I do require you, however, to have good knowledge of at least one programming language. Words like variables, arrays, functions, or objects must be familiar to you.
    That said, those two tracks are not delivered one after the other. Instead, they are interleaved. I lay the theoretical and mathematical foundation for some concept, and then follow up by the practical implementation in code. Then repeat.

    While this course focuses on graphics programming on the web, you will actually find this course equally useful if you wish to learn computer graphics fundamentals on any other platform, and you will be able to switch with minimum effort. WebGLis only a tool.
    This course is a low-level programming course. You will send the required data to the GPU byte by byte. While this will not make you able to create the best game ever in 3 minutes, it will certainly help you gain deep knowledge that you will find extremely useful when you take the next step forwards, as you will actually know what really does happen behind the scene?when you use a higher level library in your production code later.?
    If you encounter any problems of any kind during watching the course,?please?let me know instantly. I will be quite responsive, and my response will vary from answering in text,?supplying more code examples and illustrative articles, to actually re-recording entire videos and supplementary content just for you!
    This course is only the beginning. I will follow up with more advanced courses quite soon. Enjoy!

    Course Curriculum

    Chapter 1: Intro And Exercise Files

    Lecture 1: Intro

    Lecture 2: Exercise Files

    Chapter 2: Fundamentals Of Computer Graphics

    Lecture 1: What Is Webgl ?

    Lecture 2: Why The GPU ?

    Lecture 3: Matrices As Linear Transformations I

    Lecture 4: Matrices As Linear Transformations II

    Lecture 5: View And Projection

    Lecture 6: Need More On Perspective Projection ?

    Lecture 7: Shaders

    Lecture 8: After The Projection ?

    Chapter 3: Your First Triangle !

    Lecture 1: The Development Environment

    Lecture 2: Hello Triangle I

    Lecture 3: Hello Triangle II

    Lecture 4: Hello Triangle III

    Lecture 5: Hello Triangle IV

    Lecture 6: Hello Triangle V

    Lecture 7: Hello Triangle VI

    Chapter 4: And A Little Bit More ..

    Lecture 1: Hello Cube !

    Lecture 2: Rotating The Cube I

    Lecture 3: Rotating The Cube II

    Lecture 4: Multiple Cubes And Refactoring Code

    Lecture 5: Instancing

    Lecture 6: Changing Colors Over Time

    Lecture 7: The Element Array Buffer

    Chapter 5: Textures !

    Lecture 1: Textures I

    Lecture 2: Textures II

    Lecture 3: Textures III

    Lecture 4: Textures IV

    Chapter 6: The Camera !

    Lecture 1: Mathematics Of The Camera I

    Lecture 2: Mathematics Of The Camera II

    Lecture 3: Mathematics Of The Camera III

    Lecture 4: Lets Code ! Move The Camera With Your Keyboard

    Lecture 5: Rotating The Camera I

    Lecture 6: Rotating The Camera II

    Lecture 7: Rotating The Camera III

    Chapter 7: Lights !

    Lecture 1: Colors And Lights

    Lecture 2: And One More Refactoring ..

    Lecture 3: Lamp Shaders vs Object Shaders

    Lecture 4: Lamp On The Screen

    Lecture 5: Mathematics Of Diffuse Lighting

    Lecture 6: Coding The Diffuse Light I

    Lecture 7: Coding The Diffuse Light II

    Lecture 8: The Normals Special Transformation Matrix

    Lecture 9: Specular Light I

    Lecture 10: Specular Light II

    Chapter 8: La Finale

    Lecture 1: See You Soon !

    Chapter 9: Extras Requested By Fellow Students !

    Lecture 1: Overview Of The Homogeneous Coordinates

    Lecture 2: Homogeneous Coordinates And Intuition Of Perspective Projection

    Lecture 3: Perspective Projection Matrix Derivation I

    Lecture 4: Perspective Projection Matrix Derivation II

    Lecture 5: Perspective Projection Matrix In Code

    Chapter 10: Useful Resources And Links

    Lecture 1: Useful Resources And Links

    Chapter 11: More Linear Algebra !

    Lecture 1: About This Section

    Lecture 2: Introduction To Computer Graphics !

    Lecture 3: The Computer Graphics Pipeline

    Lecture 4: Rotation By 90 Degrees in 2D

    Lecture 5: Rotation By Arbitrary Angle in 2D

    Lecture 6: Orthogonal Matrices And Their Inverse

    Lecture 7: Rotation About the X axis in 3D

    Lecture 8: Scaling Matrix

    Lecture 9: Translation Matrices & The Homogeneous Coordinates

    Lecture 10: The Order Of Transformations Matters !

    Lecture 11: Reflection Around The X Axis

    Lecture 12: Reflection Around Arbitrary Line in 2d – method (I)

    Lecture 13: Reflection Around Arbitrary Line In 2D – Method (II)

    Lecture 14: Rotation Around Arbitrary Axis in 3D – Method (I)

    Lecture 15: Rotation Around Arbitrary Axis In 3D – Method (II)

    Lecture 16: Reflection Around Arbitrary Plane In 3D

    Lecture 17: Improper Rotations

    Lecture 18: Mathematics Of The Camera – I

    Lecture 19: Mathematics Of The Camera – II

    Lecture 20: Mathematics Of The Camera – III

    Lecture 21: Hierarchical Transformations And The Scene Graph

    Lecture 22: Robotics And Change Of Reference Frames – I

    Lecture 23: Robotics And Change Of Reference Frames – II

    Lecture 24: Robotics And Change Of Reference Frames – III

    Lecture 25: Robotics And Change Of Reference Frames – IV – Numerical Example In Matlab

    Lecture 26: Robotics And Change Of Reference Frames – V – The 3D Case

    Lecture 27: Robotics And Change Of Reference Frames – VI – The Camera Matrix Revisited

    Chapter 12: Get My Other Courses !

    Lecture 1: Get My Other Courses !

    Instructors

  • The Extensive WebGL Series ! Part1 - Low Level Graphics  No.2
    Ahmed Fathy, MSc
    MSc, Senior Deep learning engineer @ Affectiva & Instructor
  • Rating Distribution

  • 1 stars: 9 votes
  • 2 stars: 16 votes
  • 3 stars: 34 votes
  • 4 stars: 70 votes
  • 5 stars: 111 votes
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