Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_Refraction_JOGL
"Refraction" shader using a cubemap as reflect lookup texture for the refration. Also incorporated is a slight chromatic abberation for the 3 color channels.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_BakedAmbientOcclusion_JOGL
"Baked Ambient Occlusion" using per pixel specular lighting with 3 lightsources and the prebaked ambient occlusion texture map used as surface color multiplier.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Quantum Distortion Ep 01
This is the first of a series of episoded where I'll be showing a game called Quantum Distortion. In this episode I'll give a fast overview of the game. Info: An amateur game made for fun by a group of enthusiasts. Location: - Bulgaria Team: - Momchil (Team Leader) - Yassen (Art / 3D Models) - Nikolai (Art / 3D Models) - Krum (Music) Web Page: http://mka01.hit.bg/index_en.html Contact: m.momchil@gmail.com Special Thanks: - Sun, for creating Java. - JOGL development team.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_BumpMapping_JOGL
"Bump-/Normalmapping" using a RGB/XYZ-normal texture to modulate the vertex normal in tangent space.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_ProceduralTextureShaders_JOGL
Some "Procedural Texture Shader" experiments.
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Some "Basic Vertex Shaders" calculating different lighting models.
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"Advanced Multitexturing" routine using a normal diffuse texture and a specular map to modulate the specular exponent.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Johnny lee's Headtracking in JAVA and JOGL
Here is a short demo of a project i made for my main project of 1st Master in Computer Sciences at University of Mons. It was developped in java and openGL. The idea was to get the same results as johhny lee got using the nintendo wii remote and the sensor bar to track the position of the head. With headtracking, the image is moving according to the movements of your head, it gives a very immersive way of looking on a screen. what we wanted to add to johnny lee's idea is using 3D with blue/cyan glasses (this video don't use the 3D), and to make the project more portable. It is made as an API in java that could be used by everybody who wants to develop a new game, and it can also be added into an existing OpenGL Game, because it has been developped as a java interface.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_MultipassLinearConvolution_JOGL
Linear convolution fragment shaders using multiple passes (20+).
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_LinearConvolution_JOGL
Some fragment shaders implementing linear convolution. Namely: Blur, Dilation, Erosion, Laplacian, Prewitt, Sharpen and Sobel.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_ProgrammablePipeline_Bloom_JOGL
Simple "Bloom Effect" using a gaussian blur fragment shader.
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Some basic frament shaders in action. Namely: Color Invert, Gray Invert, Grayscale and Sepia.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Introducing Gephi 0.7
This is a "madness" screencast overview of brand new Gephi 0.7. The video highlights the following features: * grouping: Group nodes into clusters and navigate in multi-level graphs. * multi-level layout: Very fast layout algorithm that coersen the graph to reduce computation. * interaction: Highlight neighbors and interact directly with the visualization when using tools. * partitionning: Use data attributes to colorize partitions and communities. * ranking: Use degree, metrics or data attributes to set nodes/edges color and size. * metrics: Run various algorithm in one click and get HTML report page. * data laboratory: Data table view with search feature. * dynamics: Use Timeline to explore dynamic graphs. * filtering: Dynamic queries, create and combine a large set of filters. * auto update: The application is updating itself its core and plugins. * vectorial preview: Switch to the preview tab to put the final touch before explorting in SVG or PDF. Learn more: http://gephi.org/features/ Video License: Creative Commons By-NC-SA http://creativecommons.org/licenses/by-nc-sa/3.0/ Music Credits: Feather Drug - Mysteries - Album Beta test V0.1 http://jamendo.com/fr/album/20110
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FixedFunctionPipeline_UVUnwrap_JOGL
Ported UVUnwrapping pipeline from blender to the framework using JOGL.
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Simple "Disco Sphere" using spheremapping with unsmooth vertex normals.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FixedFunctionPipeline_VolumeSlicesRenderer_JOGL
Volume-Rendered CT scan of an aligator head using a couple of hundered "Volume Slices".
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FixedFunctionPipeline_LensFlare_JOGL
Precalculated, texture billboarding based "Lens Flare".
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FixedFunctionPipeline_DepthTextureShadowing_JOGL
"Shadow Mapping" using a depth texture.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FixedFunctionPipeline_DepthOfField_JOGL
True "Depth-Of-Field" using the accumulation buffer while jittering the viewing frustum.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_J2D_Migration_VectorBalls_ObjectLoad_JOGL
Migration of the VolatileImage based "Vectorballs with DOF". Now uses JOGL for hardware accelerated alphachannel blending.