Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_MonkeyMathica_RasterGraphomat_Series_02_JOGL
My second try for the "Monkey Mathica" planedeformation shader series. As before no textures involved. The fragment shader generates everything procedurally from scratch. Was originally planned...
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_MonkeyMathica_RasterGraphomat_Series_01_JOGL
First try in my "Monkey Mathica" planedeformation shader series. No textures involved. The fragment shader generates everything procedurally from scratch. Was originally planned for a PC 1K...
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 GLSL Shadow Mapping using JOGL 2.0
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Deferred Rendering
Abschlussprojekt von Bernd Hochschulz für die OpenGL/Java Vorlesung 2010/2011 an der Carl von Ossietzky Universität Oldenburg. Eingesetzte Techniken sind u.a. Deferred Rendering, Shadow Maps,...
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_AmigaSpiralInterference_Variation_02_JOGL
Another slightly modified extension of the 'AMIGAAA!!! Circle Interference' routine (see here for the original routine: http://www.youtube.com/watch?v=C54DIESssvM).
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_AmigaSpiralInterference_Variation_01_JOGL
Slightly modified extension of the 'AMIGAAA!!! Circle Interference' routine (see here for the original routine: http://www.youtube.com/watch?v=C54DIESssvM).
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_AmigaVortexInterference_JOGL
Another variation of the 'AMIGAAA!!! Circle Interference' routine. Instead of circles the fragment shader generates a blob pattern wich is afterwards wrapped onto a vortex tunnel plane deformation.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_AmigaSpiralInterference_JOGL
Simple extension of the 'AMIGAAA!!! Circle Interference' routine. Instead of circles the fragment shader generates spirals to create the pattern interference.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_VolumetricRaycasting_JOGL
Basic volume raycasting routine rendering a 3D volume texture inside a unit cube.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_AmigaCircleInterference_JOGL
Simple routine using a fragment shader to generate some kind of 'circle interference' pattern known from the good old AMIGAAA!!! (bitplane based xor interference patterns) on a fullscreen billboard.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_AnalogDistortions_JOGL
Simply renders a fullscreen quad filled with a 2D texture to a FBO wich is afterwards used as texture for a pre-/post-/blender-filter. In this routine a fragment shader (pre-filter) implementing...
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 GLSL Bump Reflection Mapping using JOGL 2.0
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_ShadowMapping_VarianceShadowMapping_JOGL
GLSL based depth texture soft shadow mapping with "Variance Shadow Mapping", using chebyshev probabilist prediction (mean and variance) to approximate a shadow penumbra. The intention was to...
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_ShadowMapping_JOGL
GLSL based depth texture shadow mapping. This "raw" shadow mapping routine main purpose is to provide a code base for more advanced shadowmapping techniques like PCF ("Percentage Closer Filtering")...
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_ShadowMapping_PercentageCloserFiltering_JOGL
GLSL based depth texture soft shadow mapping using "Percentage Closer Filtering". The routine is quite foreward. It takes several samples from a filter kernel and averages them. The result...
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_MixedFunctionPipeline_DepthTextureSoftShadowing_JOGL
'Mixed'-Function GL2GL3-Profile routine demonstrating shadow mapping as proposed in the paper by Lance Williams in 1978 in "Casting curved shadows on curved surfaces". The 'hard' fixedfunction...
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Displaying Wavefront OBJ Files using JOGL 2.0
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_SphericalHarmonics_JOGL
Vertex Shader program implementing "Image Based Lighting" with spherical harmonics as described in the Siggraph 2001 paper "An Efficient Representation for Irradiance Environment Maps" by Ravi...
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_BreakpointAccident_JOGL
Routine showing a vertex displacement mapping shader combined with erosion and boxblur linear convolution postprocessing filters synchronized to a background music. The displacement map scaling...
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_Raymarcher_Mandelbulb_JOGL
Advanced fragment shader implementing some kind of GPGPU raymarcher to render the famous Mandelbulb fractal discovered in late 2009. Lit with 8 lightsources using phong shading. The "rubber"...