Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Snake 3D
A video showing the game I've been working on with a classmate using Java and OpenGL.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Java Flight Simulator - Sound and F-16
A sound system was added, including Doppler and even taking into account the time the sound travels, so what you actually hear is what happened some seconds ago. Also the 3d sound position is saved, so later you will hear that effect, that the sound comes from where the aircraft was, and not where it is, but currently the 3d sound position is not used to modify the sound properties except for distance. The F-16 is a new model I made, there isn't much to say about it. During the whole video, you see the mouse moving over the screen, that is because the aircraft is purely controlled by mouse movement now (can be disabled of course), mouse X means roll, mouse Y means angle of attack. That buildings standing around are just some boxes, textures, city-like structures and variations are still missing (don't expect these to be final in any way). Of course, there is still work to do on the sound, too, especially make it more fluent. (That is no sonic boom at 0:08, it is just some error) However, supersonic speeds can be simulated quite good, too, it's just that the pitch is limited currently, so transonic speeds may sound a little weird (keeping same pitch). And sorry for that long and kind of boring video, but the demo time for my avi snipping tool is over, I will find a new one later.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_Pseudo2D3DDeformations_JOGL
"Ported" some WebGL/ES 2D texture deformation fragment shaders from this site www.iquilezles.org to JOGL.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Intelesense InteleView 3
This is a video showing and early version of InteleView 3.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Automatic Mesh Reduction
This is a tool to automatically reduce the number of faces in a mesh, while trying to retain the defining features of the original mesh. The tool will be used in a game that I am working on. It is written in Scala and rendered using JOGL.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_IntermediateParticleSystem_JOGL
"Intermediate Particle System" using a more complex movement algorithm as in the "Basic Particle System".
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 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).
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_BasicParticleSystem_JOGL_Variation_01
Same code as in the basic "Particle System" routine, but varied parametes. With particle system I guess decent configuration is half way there.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_BasicParticleSystem_JOGL
Basic stateless "Particle System" calculated entirely as vertex shader.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_PointBasedRendering_JOGL
"Point based rendering" routine approximating a mesh surface solely with points. The 250.000 points are fully shaded using mutliple lightsources and specular.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Generic Engine - The Monolith
Implementation of a small scene graph Generic Engine: http://genericengine.net Music: http://www.oursvince.com
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_Diffraction_JOGL
"Diffraction" shader emulating the anisotropic "reflection" characteristic of nano surface structures (eg like the grates of a compact disc).
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_ParallaxOcclusionMapping_JOGL
"Parallax Occlusion Bumpmapping" using a diffuse-, normal, specular and heightmap to approximate realistic surface material features. Not as good as cryteks shader, but good enough for me :)
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Window Effect - Headtracking (Java and OpenGL)
Here is a cool video from my 1st Master in Computer Science (at University of Mons, Belgium) project. the project is about head and handtracking. The goal was to achieve similar results to those obtained by johnny lee's demo by developping a new application from scratch, only using Wii remote drivers. The application was developped in java and the graphics are made with OpenGL. The goal of this video is to show a window effect : when you come closer to the screen, you can see more of all the scene. As you go left or right, the scene is adapted in rela time to give an impressive effect of looking through a window.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_Refraction_Alternative_JOGL
"Alternative Refraction" shader immitating a more glass-look-alike than the physically correct refraction shader, but without chromatic abberations this time.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_Refraction_JOGL
"Refraction" shader using a cubemap as reflect lookup texture for the refration. Also incorporated is a slight chromatic abberation for the 3 color channels.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_BakedAmbientOcclusion_JOGL
"Baked Ambient Occlusion" using per pixel specular lighting with 3 lightsources and the prebaked ambient occlusion texture map used as surface color multiplier.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Quantum Distortion Ep 01
This is the first of a series of episoded where I'll be showing a game called Quantum Distortion. In this episode I'll give a fast overview of the game. Info: An amateur game made for fun by a group of enthusiasts. Location: - Bulgaria Team: - Momchil (Team Leader) - Yassen (Art / 3D Models) - Nikolai (Art / 3D Models) - Krum (Music) Web Page: http://mka01.hit.bg/index_en.html Contact: m.momchil@gmail.com Special Thanks: - Sun, for creating Java. - JOGL development team.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_BumpMapping_JOGL
"Bump-/Normalmapping" using a RGB/XYZ-normal texture to modulate the vertex normal in tangent space.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_ProceduralTextureShaders_JOGL
Some "Procedural Texture Shader" experiments.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_BasicVertexShading_JOGL
Some "Basic Vertex Shaders" calculating different lighting models.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_AdvancedMultiTexturing_JOGL
"Advanced Multitexturing" routine using a normal diffuse texture and a specular map to modulate the specular exponent.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Johnny lee's Headtracking in JAVA and JOGL
Here is a short demo of a project i made for my main project of 1st Master in Computer Sciences at University of Mons. It was developped in java and openGL. The idea was to get the same results as johhny lee got using the nintendo wii remote and the sensor bar to track the position of the head. With headtracking, the image is moving according to the movements of your head, it gives a very immersive way of looking on a screen. what we wanted to add to johnny lee's idea is using 3D with blue/cyan glasses (this video don't use the 3D), and to make the project more portable. It is made as an API in java that could be used by everybody who wants to develop a new game, and it can also be added into an existing OpenGL Game, because it has been developped as a java interface.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_MultipassLinearConvolution_JOGL
Linear convolution fragment shaders using multiple passes (20+).
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_LinearConvolution_JOGL
Some fragment shaders implementing linear convolution. Namely: Blur, Dilation, Erosion, Laplacian, Prewitt, Sharpen and Sobel.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_Bloom_JOGL
Simple "Bloom Effect" using a gaussian blur fragment shader.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_BasicFragmentShading_JOGL
Some basic frament shaders in action. Namely: Color Invert, Gray Invert, Grayscale and Sepia.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Refrations
Part of my java OpenGL Game Engine
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Introducing Gephi 0.7
This is a "madness" screencast overview of brand new Gephi 0.7. The video highlights the following features: * grouping: Group nodes into clusters and navigate in multi-level graphs. * multi-level layout: Very fast layout algorithm that coersen the graph to reduce computation. * interaction: Highlight neighbors and interact directly with the visualization when using tools. * partitionning: Use data attributes to colorize partitions and communities. * ranking: Use degree, metrics or data attributes to set nodes/edges color and size. * metrics: Run various algorithm in one click and get HTML report page. * data laboratory: Data table view with search feature. * dynamics: Use Timeline to explore dynamic graphs. * filtering: Dynamic queries, create and combine a large set of filters. * auto update: The application is updating itself its core and plugins. * vectorial preview: Switch to the preview tab to put the final touch before explorting in SVG or PDF. Learn more: http://gephi.org/features/ Video License: Creative Commons By-NC-SA http://creativecommons.org/licenses/by-nc-sa/3.0/ Music Credits: Feather Drug - Mysteries - Album Beta test V0.1 http://jamendo.com/fr/album/20110
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FixedFunctionPipeline_UVUnwrap_JOGL
Ported UVUnwrapping pipeline from blender to the framework using JOGL.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FixedFunctionPipeline_DiscoSphere_JOGL
Simple "Disco Sphere" using spheremapping with unsmooth vertex normals.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FixedFunctionPipeline_VolumeSlicesRenderer_JOGL
Volume-Rendered CT scan of an aligator head using a couple of hundered "Volume Slices".
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FixedFunctionPipeline_LensFlare_JOGL
Precalculated, texture billboarding based "Lens Flare".
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FixedFunctionPipeline_DepthTextureShadowing_JOGL
"Shadow Mapping" using a depth texture.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FixedFunctionPipeline_DepthOfField_JOGL
True "Depth-Of-Field" using the accumulation buffer while jittering the viewing frustum.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 waveGLSL shader v2
My second water GLSL shaders. Without reflection or refraction. I've added another wave texture to avoid repetition of displacement (tiling of texture). I've also added "infinite" patches (video before there was one patch of 4096*4096 vertex grid) with LOD system to avoid slow. This is displacement mapping with a kind of bump mapping (to simulate lightning). All a done in glsl shader
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 NASA World Wind Java with Swing Annotations
NASA World Wind Java is a 3D World Component built upon JOGL. Southgate Software Ltd. develops custom software that utilizes and enhances World Wind. This video demonstrates the technology that we developed to enable the integration of Java Swing and JOGL. For this demo, we integrated swing components (including an embedded browser) within the World Wind Annotations and within a screen component. NOTE: This technology is compatible with Java 1.5 and up. For more information please visit www.southgatesoftware.com or www.worldwindjava.com.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 SFF Beta Battle Footage 01
Beta Footage of Stick Figure Fighters This is Fire Guy VS. Ice Guy This is a game in development from The Games Page. It uses Java and OpenGL. No release date is set as of now.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 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.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Crate - tangible user interface
My diploma thesis at the Georg Simon Ohm University of Applied Sciences Nuremberg, Germany made for Huettinger Exhibition Engineering. A multitouch panel that uses the reacTIVision framework for tracking finger touches and objects with fiducial marker on it. The visualization is made with java and jogl.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 eye model
the result of our eye project
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 I Am David Sparkle - Jaded Afghan
Made with Processing. Read more at: http://blog.omine.net/2008/10/08/i-am-david-sparkle-jaded-afghan/ http://www.myspace.com/iamdavidsparkle http://www.myspace.com/kittywurecords
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 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
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Mark Fight 1.0
jogo de luta feito com jogl (java+opengl)
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Mark Fight (beta)
video pr?vio do jogo de luta que estou desenvolvendo utilizando jogl (java+opengl)
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 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
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Theory Exploration
Theory Exploration this demonstration was programmed in pure java using opengl through the jogl bindings. it's my final project for the beginner's course in computer graphics with opengl. the main goal was to demonstrate some basic rendering techniques. sourcecode: http://www.informatik.uni-oldenburg.de/~trigger
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Java shoot em up game demo
A school project done in 2007 with two others students. It was written in Java with the JOGL api (Java bindings for OpenGL) http://kenai.com/projects/jogl/pages/Home and Tritonus http://www.tritonus.org/ The sound effects are from the game EtherVapor.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 JCollada Game Demo (LF)
pure Java
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 3D-Jukebox in Swing
Flip through particular music Covers and preview them easily