Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Pentomino
Pentominoes rendered by JOGL(Java OpenGL)
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Java Flight Simulator - June 2011
Includes several small improvements.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 GLSL Plane Deformation using JOGL 2.0
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Elektronenmultiplizierer by Akronyme Analogiker
Quick 720p@60 fps capture of my entry for the PC 4k intro competition @Revision 2011. It's basically a mix of spheretracing, orbit traps, fake ambient occlusion and a little bit post postprocessing timed with some nice 4klang synth. Original release can be found here: http://www.pouet.net/prod.php?which=56860
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Haqua (Haptic controlled Aquatic) Explorer
This is a game/demo I wrote from scratch for my third year project at Bangor University. It is written in Java and is controlled by a haptic device, called a Novint Falcon. The graphics are rendered with a Java binding for OpenGL, called JOGL. It runs very smoothly at a resolution of 1440x900 but the frame rate suffered when I used FRAPS to record it in full screen on my Laptop. So I reverted to recording it in 640x480 (Pal) to get the frame rate to be almost acceptable. It is very basic in light of modern games but was coded in a relatively short time frame and was a lot of fun never-the-less. The haptic feedback is extremely responsive and offers a great new dimension to the gaming experience.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Splines Rocken!
Das hier ist mein Abschlussprojekt für die OpenGL & Java - Vorlesung. Man sollte zwar viele verschiedene Techniken benutzen (und es wurde vermittelt, dass das vor allem zählen würde bei der Benotung) - aber mein Hauptaspekt lag darauf, dass es vernünftig aussehen sollte. Es ruckelt zwischendurch etwas, allerdings liegt das nur am Videocapture. Während die Demo läuft ist es ruckelfrei. Man sieht verschiedene Techniken hier angewendet: PCF-Shadow-Maps, dynamisch berechnete Cube-Map auf dem Bärchen, NURBS-Splines für sämtliche Bewegungen, ein total simples Partikelsystem am Ende.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Finding points in 3D space using point quad tree
Implementation of PR Quadtree (Point Region Quad Tree), as defined by Hanan Samet in Foundations of Multidimensional and Metric Data Structures in chapter 1.4.2.2 PR Quadtrees. Algoritm and demo is implemented in Java. Graphical representation of points is rendered using Java OpenGL library (jogl). Whole demo, including sources and working executable, can be downloaded at project page http://jetensky.net/blog/2011/03/07/finding-points-in-3d-space-using-point-quad-tree-java-sources/.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL GLSL Projekt Client: JoGL
Ein Abschlussprojekt für die 1 Semester dauernde JoGL - Veranstaltung an der Carl von Ossietzky - Universität in Oldenburg
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 UCAB Tesis Visualizador de Yacimientos Petrolíferos 2D y 3D (Java 2D, OpenGL, JOGL).
Desarrollo de un sistema para la visualización de propiedades vectoriales y escalares sobre mallas 2D de cuadriláteros y 3D de hexaedros no ortogonales de yacimientos petrolíferos.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 The Super Game!
This is a real time strategy game written by me entirely in Java. The graphics are rendered using the Java OpenGL bindings, JOGL. Each color represents a team. Each time is controlled by a single hive mind like intelligence that you program using an AI framework I created. This "AI" gives the orders to all the units under its control. The game is meant to be competive, with people programming AIs beforehand and then pitting them against each other on multiple different maps. The smallest units are the harvesters. They gather resources from the purple deposits. The deposits rotate depending on how many resources are remaining in them (they regenerate resources slowly). The slightly larger units are engineers, which can produce buildings such as a factory, turret, or refinery. The largest units are the tanks. They are the main combat units. The game itself is designed for future expansion. Units and buildings can be added to the game using a common and robust framework. Additional maps can be created using the map editor.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Steering Behaviours Simulation
This was made in Java OpenGL as a Games and AI assignment. It demonstrates some novel steering behaviour.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 RoboViz Demo
Demo of some features of the beta version of RoboViz, a 3D monitor and debugger for the 3D soccer simulation league of RoboCup. Project can be found at: https://sites.google.com/site/umroboviz
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 robovis2.avi
Test video demonstrating RoboVis project, a replacement for the SimSpark monitor for 3D simulated league of RoboCup (http://www.robocup.org/). RoboVis was developed by the University of Miami's CS Department's RoboCup team.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 robovis1.avi
Test video demonstrating RoboVis project, a replacement for the SimSpark monitor for 3D simulated league of RoboCup (http://www.robocup.org/). RoboVis was developed by the University of Miami's CS Department's RoboCup team.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Physics Mass Spring Engine
Mass spring physics simulation engine written in Java with JOGL. The engine was created as part of a class project.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Urinal Simulator
Written in Java using openGL via JOGL. I decided to make a urinal simulator because there seems to be some simple rules of etiquette when entering a bathroom. Try and go farther from the door, and most importantly you should be as far away from others as possible. Visit www.madcoretom.com to see the models and read the dev blog posts.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 rohXel update
A lot of new things
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 GLSL Toon Shader using JOGL
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Cube worm in JOGL
A 'cube worm' rendered using deferred shading, SSAO and some sines for positions and rotations. I'm only using 8ki cubes here ... using more didn't look nice anymore :D (Somehow this reminds me of a BASIC program called 'Lissajous') As usual: Everything is done/created inside the GPU except the cube mesh.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Stanford Dragon with SSAO
This video shows the well known stanford dragon model (870k triangles) rendered using deferred shading, screen space ambient occlusion, perlin noise generated texturing and simple post process anti aliasing. Order of appearance: 0. AO only, 1. AO and texture, 2. AO, texture and diffuse, 3. AO, texture, diffuse and specular highlights. Of course: Everything except the model is created/done inside the GPU. Runs at ~100 FPS on my HD4850. (Uses my latest 'video recording technology' ^^ )