Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 https://youtube.com/devicesupport
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_S3D_ParallaxOcclusionMapping_HSBS_JOGL
Currently experimenting with stereoscopic rendering and different methods for calculating the stereo pairs. The most simple method I guess is 'Toe-in' stereoscopy, where the camera has a fixed and symmetric aperture, and each camera is pointed at a single focal point. The downside of this method is the introduction of a vertical parallax, which generally causes discomfort while viewing. Anyway good enough for a first shot ... Another port I've made is the "Parallax Occlusion Bumpmapping" routine, which uses a diffuse-, normal, specular and heightmap to approximate realistic surface material features.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_S3D_Mandelbulb_HSBS_JOGL
Currently experimenting with stereoscopic rendering and different methods for calculating the stereo pairs. The most simple method I guess is 'Toe-in' stereoscopy, where the camera has a fixed and symmetric aperture, and each camera is pointed at a single focal point. The downside of this method is the introduction of a vertical parallax, which generally causes discomfort while viewing. Anyway good enough for a first shot ... And yet another stereo port: This time the mandelbulb brute-force raymarcher in stereo 3D.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_S3D_Metaballs_HSBS_JOGL
Currently experimenting with stereoscopic rendering and different methods for calculating the stereo pairs. The most simple method I guess is 'Toe-in' stereoscopy, where the camera has a fixed and symmetric aperture, and each camera is pointed at a single focal point. The downside of this method is the introduction of a vertical parallax, which generally causes discomfort while viewing. Anyway good enough for a first shot ... Another routine I ported to stereo 3d is my simple metaball brute-force raymarcher.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_S3D_QuaternionicJuliaSet_HSBS_JOGL
Currently experimenting with stereoscopic rendering and different methods for calculating the stereo pairs. The most simple method I guess is 'Toe-in' stereoscopy, where the camera has a fixed and symmetric aperture, and each camera is pointed at a single focal point. The downside of this method is the introduction of a vertical parallax, which generally causes discomfort while viewing. Anyway good enough for a first shot ... As a first routine I ported my quaternionic Julia brute-force raymarcher to stereo 3D.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 RaspberryPi libgdx JogAmp JOGL NEWT LinuxMouseTracker test
The WaterRipples code is found inside the libgdx gdx-tests src archive https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/WaterRipples.java libgdx is here running on the Raspberry Pi using the JogAmp JOGL libgdx backend. This work is published, but is not yet merged into the libgdx master. https://github.com/xranby/libgdx/tree/issue234 https://github.com/libgdx/libgdx/pull/234 The JOGL backend, a team effort of the JogAmp community, is discussed, tested and developed inside the JogAmp forum: http://forum.jogamp.org/JOGL-2-0-OpenGL-OpenGL-ES-backend-for-LibGDX-tp4027689.html
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL - Random Terrain Generator
For school I made a random terrain generator using Java and the JOGL (OpenGL) library. I demonstrate the methods I used for the terrain generation. First I create a simple array of perlin noise. From there I "Gaussian blur" the array to smooth out the noise. I demonstrate what the different value do for each generation method. Source code can be found here - Please note, it is not pretty and inefficient, this was meant to be a demo of a proof of concept. https://github.com/fisherevans/School/tree/master/ComputerGraphics/RandomTerrain
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 A pleasing stage of my JOGL Demo
I've been working with Java and JOGL lately making a game-of-life type sim. While playing around my sim's animations I got to this goofy state which I thought was worthy of a video. The basic rules of the sim at this point are that the two teams of mobs ( red/blue ) that eat each other or the green plants if they try moving into them. Mobs move randomly along the inside of all sides of the box including the transparent side nearest to the viewer. If a mob bumps, or 'eats' a plant or an opposing mob it grows in size. If a mob or a plant gets eaten it re-spawns in a random location at regular size. This demo is a work in progress and should really just be enjoyed for the visuals :)
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Spur3D - Gaming engine in develoment - Improved level of detail - Flat shading
This is a video preview of the current development state of my gaming engine Spur3D. The engine is developed with Java,OpenGL (JOGL) and Eclipse Inidgo. For the demo I used the Stanford dragon which contains 100.000 polys. The LOD time for level 1 is shown with about 36 seconds. Normally it tooks what about 26 seconds. Sry for that but my computer isn't the fastet during recording the video :D. Checkout for latest updates: Facebook: https://www.facebook.com/Spur3d
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Jogl/JogAmp on the Web, Desktop and Mobile 2012
Presenting JogAmp's upcoming release on PC and mobile devices, for Web applications and stand-alone. Running on desktop PCs (x86_32 and x86_64) Linux, Windows, OSX, Solaris - as well as on Linux ARMv4 soft-float, Linux ARMv7 hard-float and Android ARMv7. It supports all Java plugins (traditional or JNLP) and features easy deployment.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL Skeletal Animation 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 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 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 JOGL - Deferred Rendering
More info: http://dev-fjord.blogspot.com/2011/07/jogl-part-1-introduction.html This is a project I've done for the course "OpenGL with Java" at my university. It features a Deferred Renderer and some other techniques such as Shadow Volumes, Shadow Mapping, Projected Textures, Motion Blur, On-Screen Distortions and a small particle engine to demonstrate multiple light sources and soft particles. (You may also see this video here: http://www.youtube.com/watch?v=IyXykA5nAXs . Its the channel of my tutor)