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Computer Science
Computer Graphics and Visualization
Three.js and 3D Graphics Programming
1. Introduction to 3D Graphics and Web Technologies
2. Development Environment Setup
3. Core Three.js Architecture
4. Geometry System
5. Material and Shading System
6. Lighting System
7. Camera Control and Navigation
8. Animation and Time-based Systems
9. User Interaction and Input Handling
10. Advanced Rendering Techniques
11. Shader Programming and GLSL
12. Performance Optimization
13. Environment and Scene Enhancement
14. Integration and Ecosystem
6.
Lighting System
6.1.
Light Types and Characteristics
6.1.1.
AmbientLight
6.1.1.1.
Global Illumination Simulation
6.1.1.2.
Color and Intensity
6.1.2.
DirectionalLight
6.1.2.1.
Parallel Light Rays
6.1.2.2.
Shadow Casting Setup
6.1.2.3.
Target and Position
6.1.3.
PointLight
6.1.3.1.
Omnidirectional Emission
6.1.3.2.
Distance and Decay
6.1.3.3.
Shadow Configuration
6.1.4.
SpotLight
6.1.4.1.
Cone-shaped Illumination
6.1.4.2.
Angle and Penumbra
6.1.4.3.
Target-based Direction
6.1.5.
HemisphereLight
6.1.5.1.
Sky and Ground Colors
6.1.5.2.
Gradient Lighting
6.1.6.
RectAreaLight
6.1.6.1.
Area Light Simulation
6.1.6.2.
Width and Height Parameters
6.1.6.3.
Performance Considerations
6.2.
Shadow System
6.2.1.
Shadow Mapping Fundamentals
6.2.1.1.
Depth Buffer Technique
6.2.1.2.
Shadow Map Resolution
6.2.1.3.
Bias and Artifacts
6.2.2.
Shadow Configuration
6.2.2.1.
Renderer Shadow Settings
6.2.2.2.
Light Shadow Properties
6.2.2.3.
Object Shadow Casting
6.2.2.4.
Object Shadow Receiving
6.2.3.
Shadow Map Types
6.2.3.1.
BasicShadowMap
6.2.3.2.
PCFShadowMap
6.2.3.3.
PCFSoftShadowMap
6.2.3.4.
VSMShadowMap
6.2.4.
Shadow Optimization
6.2.4.1.
Shadow Camera Setup
6.2.4.2.
Cascade Shadow Maps
6.2.4.3.
Shadow Distance Limits
6.3.
Light Helpers and Debugging
6.3.1.
Light Visualization
6.3.1.1.
DirectionalLightHelper
6.3.1.2.
PointLightHelper
6.3.1.3.
SpotLightHelper
6.3.2.
Shadow Camera Helpers
6.3.2.1.
CameraHelper for Shadow Cameras
6.3.2.2.
Frustum Visualization
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7. Camera Control and Navigation