|
OpenGL_ProgrammablePipeline_Pseudo2D3DDeformations_JOGL "Ported" some WebGL/ES 2D texture deformation fragment shaders from this site www.iquilezles.org to JOGL. |
|
OpenGL_ProgrammablePipeline_IntermediateParticleSystem_JOGL "Intermediate Particle System" using a more complex movement algorithm as in the "Basic Particle System". |
|
OpenGL_ProgrammablePipeline_BasicParticleSystem_JOGL_Variation_02 Another variation of the "Basic Particle System" routine, but this time with 950.000 particles per frame (4x more as before). |
|
OpenGL_ProgrammablePipeline_BasicParticleSystem_JOGL Basic stateless "Particle System" calculated entirely as vertex shader. |
|
Generic Engine - The Monolith Implementation of a small scene graph Generic Engine: http://genericengine.net Music: http://www.oursvince.com |
|
OpenGL_ProgrammablePipeline_Diffraction_JOGL "Diffraction" shader emulating the anisotropic "reflection" characteristic of nano surface structures (eg like the grates of a compact disc). |
|
OpenGL_ProgrammablePipeline_BumpMapping_JOGL "Bump-/Normalmapping" using a RGB/XYZ-normal texture to modulate the vertex normal in tangent space. |
|
OpenGL_ProgrammablePipeline_ProceduralTextureShaders_JOGL Some "Procedural Texture Shader" experiments. |
|
OpenGL_ProgrammablePipeline_BasicVertexShading_JOGL Some "Basic Vertex Shaders" calculating different lighting models. |
|
OpenGL_ProgrammablePipeline_AdvancedMultiTexturing_JOGL "Advanced Multitexturing" routine using a normal diffuse texture and a specular map to modulate the specular exponent. |
|
OpenGL_ProgrammablePipeline_MultipassLinearConvolution_JOGL Linear convolution fragment shaders using multiple passes (20+). |
|
OpenGL_ProgrammablePipeline_LinearConvolution_JOGL Some fragment shaders implementing linear convolution. Namely: Blur, Dilation, Erosion, Laplacian, Prewitt, Sharpen and Sobel. |
|
OpenGL_ProgrammablePipeline_BasicFragmentShading_JOGL Some basic frament shaders in action. Namely: Color Invert, Gray Invert, Grayscale and Sepia. |
|
OpenGL_FixedFunctionPipeline_UVUnwrap_JOGL Ported UVUnwrapping pipeline from blender to the framework using JOGL. |
|
OpenGL_FixedFunctionPipeline_DiscoSphere_JOGL Simple "Disco Sphere" using spheremapping with unsmooth vertex normals. |
|
OpenGL_FixedFunctionPipeline_VolumeSlicesRenderer_JOGL Volume-Rendered CT scan of an aligator head using a couple of hundered "Volume Slices". |
|
OpenGL_FixedFunctionPipeline_DepthOfField_JOGL True "Depth-Of-Field" using the accumulation buffer while jittering the viewing frustum. |
|
multi-touch swarm & physics This is a second Video about my Bachelor Thesis Work at the FH-D?sseldorf . The Frontend is written in Java. The Backend for Videotracking is tbeta from the nuigroup. |
|
Generic Engine - The Viewer First of development with respect to a 3D viewer Generic Engine: http://genericengine.net Music: http://www.lastfm.de/music/Marc+A.+Pullen |
|
Mark Fight (beta) video pr?vio do jogo de luta que estou desenvolvendo utilizando jogl (java+opengl) |
|
JCollada Character Animation simple character fully rigged and interactively animated in the simple DAE-Viewer that ships with JCollada. It's still pure java. visit http://www.xquaker.com |























































































































































