Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_Raymarcher_QuaternionicJuliaSet_JOGL
Advanced fragment shader implementing some kind of GPGPU raymarcher to render a quaternionic Julia set. Lit with 8 lightsources using phong shading.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_Raymarcher_Mandelbrot3D_JOGL
Advanced fragment shader implementing some kind of GPGPU raymarcher to render a 3d Mandelbrot using a surface formula suggested by "bugman": X=x^2-y^2-z^2 Y=2xy Z=2xz-2yz. Lit with 8 lightsources...
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_Raymarcher_IsoRubberCube_JOGL
Advanced fragment shader implementing some kind of GPGPU raymarcher to render a 3d isosurface (here an isocube). Lit with 8 lightsources using phong shading. The "rubber" effect is achieved...
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_Raymarcher_Metaballs_JOGL
Advanced fragment shader implementing a GPGPU raymarcher to render multiple isosurface metaballs. Lit with 8 lightsources using phong shading.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_Raymarcher_IsoSurface_JOGL
Advanced fragment shader implementing some kind of GPGPU raymarcher to render a 3d isosurface (here an isocube). Lit with 8 lightsources using phong shading.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_JuliaSet_JOGL
Advanced fragment shader calculating a Julia set fractal in some kind of GPGPU fashion.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_Mandelbrot_JOGL
Advanced fragment shader calculating a Mandelbrot fractal zoom in some kind of GPGPU fashion.
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 http://www.iquilezles.org/apps/shadertoy/ 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 (e.g. 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.