OpenGL_ProgrammablePipeline_BumpMapping_JOGL "Bump-/Normalmapping" using a RGB/XYZ-normal texture to modulate the vertex normal in tangent space. |
OpenGL_ProgrammablePipeline_ProceduralTextureShaders_JOGL Some "Procedural Texture Shader" experiments. |
OpenGL_ProgrammablePipeline_BasicVertexShading_JOGL Some "Basic Vertex Shaders" calculating different lighting models. |
OpenGL_ProgrammablePipeline_AdvancedMultiTexturing_JOGL "Advanced Multitexturing" routine using a normal diffuse texture and a specular map to modulate the specular exponent. |
OpenGL_ProgrammablePipeline_MultipassLinearConvolution_JOGL Linear convolution fragment shaders using multiple passes (20+). |
OpenGL_ProgrammablePipeline_LinearConvolution_JOGL Some fragment shaders implementing linear convolution. Namely: Blur, Dilation, Erosion, Laplacian, Prewitt, Sharpen and Sobel. |
OpenGL_ProgrammablePipeline_BasicFragmentShading_JOGL Some basic frament shaders in action. Namely: Color Invert, Gray Invert, Grayscale and Sepia. |
OpenGL_FixedFunctionPipeline_UVUnwrap_JOGL Ported UVUnwrapping pipeline from blender to the framework using JOGL. |
OpenGL_FixedFunctionPipeline_DiscoSphere_JOGL Simple "Disco Sphere" using spheremapping with unsmooth vertex normals. |
OpenGL_FixedFunctionPipeline_VolumeSlicesRenderer_JOGL Volume-Rendered CT scan of an aligator head using a couple of hundered "Volume Slices". |
OpenGL_FixedFunctionPipeline_DepthOfField_JOGL True "Depth-Of-Field" using the accumulation buffer while jittering the viewing frustum. |
OpenGL_J2D_Migration_VectorBalls_ObjectLoad_JOGL Migration of the VolatileImage based "Vectorballs with DOF". Now uses JOGL for hardware accelerated alphachannel blending. |
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