Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 GLSL Depth of Field using JOGL 2.0
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 GLSL Screen Space Ambient Occlusion using JOGL 2.0
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 GLSL Soft Particles using JOGL 2.0
whitepaper: developer.download.nvidia.com
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Mesh v1.1
Mesh using JOGL with smoothing algorithm (factor = 1)
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Mesh v2.0
Mesh using JOGL with textures
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 JOGL/JogAmp @ Red Square / Moscow (edited)
Demonstrating Gears ES 2.0 our new graph package on Android 2.3 (GalaxyS2, ARM MALI 400-MP) .. while in Moscow for GraphiCon'2011, where Rami presented his paper about our math behind the graph..
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 JOGL/JogAmp @ Red Square / Moscow - Gears ES2.0 / GraphUI
Demonstrating Gears ES 2.0 our new graph package on Android 2.3 (GalaxyS2, ARM MALI 400-MP) .. while in Moscow for GraphiCon'2011, where Rami presented his paper about our math behind the graph..
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 JOGL/JogAmp @ Red Square / Moscow - Gears ES2.0
Demonstrating Gears ES 2.0 on Android 2.3 (GalaxyS2, ARM MALI 400-MP) .. while in Moscow for GraphiCon'2011.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 JOGL/JogAmp: GraphUI on Asus-Transformer & Samsung-GalaxyS2
Demonstrating our new graph package on Android 2.3 (GalaxyS2, ARM MALI 400-MP) and 3.2 (Asus TF, Tegra2) .. finished at the last day of our Moscow GraphiCon'2011 trip, where Rami presented his paper about our math behind the graph..
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 JogAmp/JOGL on Android 2.3 / Gingerbread
On our JogAmp Siggraph 2011 BOF we demonstrated JogAmp/JOGL on mobile, Android and Linux/ARM.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL - Collision in Rhino with JBullet
This video shows the ability of collision in our application Rhino with JBullet. JBullet affords the physics calculation of collision; in future this will be replaced by our own collision calculation.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL - Rhino 3D-Control
The video shows the 3D-control for posing objects in OpenGL-Scenes integrated in our application Rhino. We are using OpenCV methods for pose estimation of a chessboard pattern. The lower right corner of the screen shows the captured camera image with the detected points of the chessboard.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL - XGL-Example
This video shows a film sequenz using our framework XGL. It is composed of separated scenes using one of our "XGL-Directors" and a blending effect. The camera motions are realized by Catmull-Rom splineinterpolation technics The XGL framework started as an university project and will be -- depending on our time -- published if there is enough interest.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL - Collision with Sphere using OpenCL
The entire calculation of the cloth-animation is completely done on the graphics card. That means transformation, contraints satisfaction, normal calculation and the collision are computed on the GPU and only need the pointer to the objects which are already sent to graphics memory be the GLContext. The Application is called Rhino and uses our framework XGL. Both projects started at university and will be -- depending on our time -- published if there is enough interest.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL - Collision with any VBO using OpenCL
The entire calculation of the cloth animation is completely done on the graphics card. That means transformation, constraints satisfaction, normal calculation and the collision are computed on the GPU and only need the pointer to the objects which are already sent to graphics memory by the GLContext. The Application is called Rhino and uses our framework XGL. Both projects started at university and will be -- depending on our time -- published if there is enough interest.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_MonkeyMathica_LineGraphomat_Series_04_JOGL
Another try (my eighth) for the "Monkey Mathica" planedeformation shader series. As before no textures involved, everything generated procedurally from scratch.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_MonkeyMathica_LineGraphomat_Series_03_JOGL
Another try (my seventh) for the "Monkey Mathica" planedeformation shader series. As before no textures involved, everything generated procedurally from scratch.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_MonkeyMathica_LineGraphomat_Series_02_JOGL
Another try (my sixth) for the "Monkey Mathica" planedeformation shader series. As before no textures involved, everything generated procedurally from scratch.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_MonkeyMathica_LineGraphomat_Series_01_JOGL
Another try (my fifth) for the "Monkey Mathica" planedeformation shader series. As before no textures involved, everything generated procedurally from scratch.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_MonkeyMathica_RasterGraphomat_Series_04_JOGL
My fourth try for the "Monkey Mathica" planedeformation shader series. As before no textures involved, everything generated procedurally from scratch.