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<div align="center"><font color="#005177" size="+2">Java Bindings for OpenGL
- Demos </font></div>
<table border="0" cellpadding="0" cellspacing="1" width="100%">
<tbody>
<tr>
<td valign="top" width="66%">
<table border="0" cellpadding="5" cellspacing="1" width="100%">
<tbody>
<tr>
<td valign="top">
<table bgcolor="#6E94B7" border="0" cellpadding="5"
cellspacing="1" width="100%">
<tbody>
<tr>
<td bgcolor="#6E94B7" valign="top"
width="589">
<div align="left"><font color="#ffffff"><strong>Overview</strong></font></div>
</td>
</tr>
<tr>
<td bgcolor="#ffffff" valign="top">
<div align="justify">
<p>The JOGL-Demos project contains Java programming language
demonstrations utilizing OpenGL through the JOGL API. Demonstrations exhibit
advanced functionality such as vertex and fragment programs, shadow maps and hardware-accelerated
offscreen rendering via pbuffers. Most of the demos were ported from
C or C++, in which case a link to the original sources is provided.<br>
</p>
<p>The demos below require <a
href="http://java.sun.com/products/javawebstart/">Java Web Start</a>, which
is included in <a href="http://java.sun.com/j2se/1.4.2/">J2SE 1.4.2</a>;
click the images to launch the demos. Where there are no hardware or operating
system requirements listed, the demos run on any vendor's graphics card
and on any of Solaris/SPARC, Solaris/x86, Linux/x86, Windows/x86, and Macintosh OS X 10.3.<br>
</p>
<p>The source code for these demonstrations is available
via <a href="https://jogl-demos.dev.java.net/source/browse/jogl-demos/">CVS</a>.<br>
</p>
</div>
</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
</td>
<td valign="top">
<table border="0" cellpadding="5" cellspacing="1" width="100%">
<tbody>
<tr>
<td>
<table bgcolor="#6E94B7" border="0" cellpadding="5"
cellspacing="1" width="100%">
<tbody>
<tr>
<td bgcolor="#6E94B7" valign="top">
<div align="left"><font color="#ffffff"><strong>Useful
Links</strong></font></div>
</td>
</tr>
<tr>
<td valign="top" bgcolor="#ffffff">
<ul>
<li><a href="https://jogl.dev.java.net/">JOGL</a>
Home</li>
<li><a
href="https://jogl-demos.dev.java.net/unbranded-source/browse/*checkout*/jogl-demos/doc/readme.html">Demo
documentation</a><br>
</li>
</ul>
</td>
</tr>
</tbody>
</table>
</td>
</tr>
<tr>
<td>
<table bgcolor="#6E94B7" border="0" cellpadding="5"
cellspacing="1" width="100%">
<tbody>
<tr>
<td bgcolor="#6E94B7" valign="top">
<div align="left"><font color="#ffffff"><strong>Downloads</strong></font></div>
</td>
</tr>
<tr>
<td valign="top" bgcolor="#ffffff">
<ul>
<li><a
href="https://jogl.dev.java.net/servlets/ProjectDocumentList"
target="_blank">Precompiled binaries and documentation</a></li>
</ul>
</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<table border="0" cellpadding="5" cellspacing="1" width="100%">
<tbody>
<tr>
<td>
<table bgcolor="#6E94B7" border="0" cellpadding="5"
cellspacing="1" width="100%">
<tbody>
<tr>
<td bgcolor="#6E94B7" valign="top">
<div align="left"><font color="#ffffff"><strong>Grand Canyon Demo</strong></font></div>
</td>
</tr>
<tr>
<td valign="top" bgcolor="#ffffff">
<table border="0" cellpadding="5" cellspacing="1"
width="100%">
<tbody>
<tr>
<td width="25%"> <br>
</td>
<td width="45%"> <strong>Description</strong>
</td>
<td width="5%"><br>
</td>
<td width="25%"> <strong>Requirements</strong>
</td>
</tr>
<tr>
<td width="25%"> <a
href="http://java.sun.com/products/jfc/tsc/articles/jcanyon/jcanyon.jnlp">
<img src="jcanyon_sm.jpg" width="160" height="125"
alt="Launch Grand Canyon demo">
</a> </td>
<td width="45%"> A flight simulator written in the Java programming language using the New I/O APIs and OpenGL to visualize a large terrain data set in real time. <a href = "http://java.sun.com/products/jfc/tsc/articles/jcanyon/">Related article</a>, including source code, on the <a href = "http://java.sun.com/products/jfc/tsc/">Swing Connection</a>.
</td>
<td width="5%"><br>
</td>
<td width="25%"> None</td>
</tr>
<tr>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<table border="0" cellpadding="5" cellspacing="1" width="100%">
<tbody>
<tr>
<td>
<table bgcolor="#6E94B7" border="0" cellpadding="5"
cellspacing="1" width="100%">
<tbody>
<tr>
<td bgcolor="#6E94B7" valign="top">
<div align="left"><font color="#ffffff"><strong>Hardware Shadow
Mapping</strong></font></div>
</td>
</tr>
<tr>
<td valign="top" bgcolor="#ffffff">
<table border="0" cellpadding="5" cellspacing="1"
width="100%">
<tbody>
<tr>
<td width="25%"> <br>
</td>
<td width="45%"> <strong>Description</strong>
</td>
<td width="5%"><br>
</td>
<td width="25%"> <strong>Requirements</strong>
</td>
</tr>
<tr>
<td width="25%"> <a
href="https://jogl-demos.dev.java.net/webstart/HWShadowmapsSimple.jnlp">
<img src="shadowmaps_sm.jpg" width="160" height="160"
alt="Launch Hardware Shadow Mapping demo">
</a> </td>
<td width="45%"> Shadowing demo using projective
texture technique of hardware shadow maps. <a
href="http://download.nvidia.com/developer/SDK/Individual_Samples/DEMOS/OpenGL/hw_shadowmaps_simple.zip">Original source code</a> by NVidia.
</td>
<td width="5%"><br>
</td>
<td width="25%"> Pbuffer support, ARB_shadow, ARB_depth_texture</td>
</tr>
<tr>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<table border="0" cellpadding="5" cellspacing="1" width="100%">
<tbody>
<tr>
<td>
<table bgcolor="#6E94B7" border="0" cellpadding="5"
cellspacing="1" width="100%">
<tbody>
<tr>
<td bgcolor="#6E94B7" valign="top">
<div align="left"><font color="#ffffff"><strong>High Dynamic Range Rendering</strong></font></div>
</td>
</tr>
<tr>
<td valign="top" bgcolor="#ffffff">
<table border="0" cellpadding="5" cellspacing="1"
width="100%">
<tbody>
<tr>
<td width="25%"> <br>
</td>
<td width="45%"> <strong>Description</strong>
</td>
<td width="5%"><br>
</td>
<td width="25%"> <strong>Requirements</strong>
</td>
</tr>
<tr>
<td width="25%"> <a
href="https://jogl-demos.dev.java.net/webstart/HDR.jnlp">
<img src="hdr_sm.jpg" width="160" height="120"
alt="Launch High Dynamic Range Rendering demo">
</a> </td>
<td width="45%"> High Dynamic Range rendering demo utilizing 16-bit-per-channel floating-point pbuffers through NVidia, ATI or Apple extensions. Uses NVidia HILO or Apple or ATI floating point cubemaps. Intermediate results are rendered to floating-point pbuffers and tonemapped to 24-bit RGB before display. <a href="http://download.developer.nvidia.com/developer/SDK/Individual_Samples/DEMOS/OpenGL/hdr.zip">Original source code</a> supplied in NVidia's <a href="http://developer.nvidia.com/object/sdk_home.html">SDK</a>. This demo is known to work on Windows with suitable NVidia or ATI hardware, and on X11 platforms with suitable NVidia hardware (no floating-point pbuffer support is available on X11 from ATI as of this writing). The demo should run properly on Mac OS X soon pending some driver-level bug fixes.
</td>
<td width="5%"><br>
</td>
<td width="25%"> One of GL_NV_float_buffer, GL_ATI_texture_float, or GL_APPLE_float_pixels; ARB_multitexture; ARB_vertex_program; ARB_fragment_program</td>
</tr>
<tr>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<table border="0" cellpadding="5" cellspacing="1" width="100%">
<tbody>
<tr>
<td>
<table bgcolor="#6E94B7" border="0" cellpadding="5"
cellspacing="1" width="100%">
<tbody>
<tr>
<td bgcolor="#6E94B7" valign="top">
<div align="left"><font color="#ffffff"><strong>Infinite Shadow
Volumes</strong></font></div>
</td>
</tr>
<tr>
<td valign="top" bgcolor="#ffffff">
<table border="0" cellpadding="5" cellspacing="1"
width="100%">
<tbody>
<tr>
<td width="25%"> <br>
</td>
<td width="45%"> <strong>Description</strong>
</td>
<td width="5%"><br>
</td>
<td width="25%"> <strong>Requirements</strong>
</td>
</tr>
<tr>
<td width="25%"> <a
href="https://jogl-demos.dev.java.net/webstart/InfiniteShadowVolumes.jnlp">
<img src="shadowvolumes_sm.jpg" width="160" height="161"
alt="Launch Infinite Shadow Volumes demo">
</a> </td>
<td width="45%"> Shadowing demo using geometric
technique of infinite shadow volumes. <a
href="http://developer.nvidia.com/object/inf_shadow_volumes.html">Original
source code</a> by NVidia.</td>
<td width="5%"><br>
</td>
<td width="25%"> None </td>
</tr>
<tr>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<table border="0" cellpadding="5" cellspacing="1" width="100%">
<tbody>
<tr>
<td>
<table bgcolor="#6E94B7" border="0" cellpadding="5"
cellspacing="1" width="100%">
<tbody>
<tr>
<td bgcolor="#6E94B7" valign="top">
<div align="left"><font color="#ffffff"><strong>JRefract</strong></font></div>
</td>
</tr>
<tr>
<td valign="top" bgcolor="#ffffff">
<table border="0" cellpadding="5" cellspacing="1"
width="100%">
<tbody>
<tr>
<td width="25%"> <br>
</td>
<td width="45%"> <strong>Description</strong>
</td>
<td width="5%"><br>
</td>
<td width="25%"> <strong>Requirements</strong>
</td>
</tr>
<tr>
<td width="25%"> <a
href="https://jogl-demos.dev.java.net/webstart/JRefract.jnlp">
<img src="jrefract_sm.jpg" width="160" height="120"
alt="Launch JRefract demo">
</a> </td>
<td width="45%"> Variant of NVidia's vtxprog_refract demo showcasing JOGL's hardware-accelerated Swing component. <a
href="vtxprog_warp.zip">Original
source code</a> supplied in NVidia's <a href="http://developer.nvidia.com/object/sdk_home.html">SDK</a>.</td>
<td width="5%"><br>
</td>
<td width="25%"> pbuffer support, ARB_vertex_program </td>
</tr>
<tr>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<table border="0" cellpadding="5" cellspacing="1" width="100%">
<tbody>
<tr>
<td>
<table bgcolor="#6E94B7" border="0" cellpadding="5"
cellspacing="1" width="100%">
<tbody>
<tr>
<td bgcolor="#6E94B7" valign="top">
<div align="left"><font color="#ffffff"><strong>Vertex Program
Warp</strong></font></div>
</td>
</tr>
<tr>
<td valign="top" bgcolor="#ffffff">
<table border="0" cellpadding="5" cellspacing="1"
width="100%">
<tbody>
<tr>
<td width="25%"> <br>
</td>
<td width="45%"> <strong>Description</strong>
</td>
<td width="5%"><br>
</td>
<td width="25%"> <strong>Requirements</strong>
</td>
</tr>
<tr>
<td width="25%"> <a
href="https://jogl-demos.dev.java.net/webstart/VertexProgWarp.jnlp">
<img src="warp_sm.jpg" width="160" height="142"
alt="Launch Vertex Prog Warp demo">
</a> </td>
<td width="45%">Geometrical deformations performed on the
graphics card using vertex programs. <a
href="vtxprog_warp.zip">Original
source code</a> supplied in NVidia's <a href="http://developer.nvidia.com/object/sdk_home.html">SDK</a>.</td>
<td width="5%"><br>
</td>
<td width="25%">ARB_vertex_program</td>
</tr>
<tr>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<table border="0" cellpadding="5" cellspacing="1" width="100%">
<tbody>
<tr>
<td>
<table bgcolor="#6E94B7" border="0" cellpadding="5"
cellspacing="1" width="100%">
<tbody>
<tr>
<td bgcolor="#6E94B7" valign="top">
<div align="left"><font color="#ffffff"><strong>Vertex Program
Refract</strong></font></div>
</td>
</tr>
<tr>
<td valign="top" bgcolor="#ffffff">
<table border="0" cellpadding="5" cellspacing="1"
width="100%">
<tbody>
<tr>
<td width="25%"> <br>
</td>
<td width="45%"> <strong>Description</strong>
</td>
<td width="5%"><br>
</td>
<td width="25%"> <strong>Requirements</strong>
</td>
</tr>
<tr>
<td width="25%"> <a
href="https://jogl-demos.dev.java.net/webstart/VertexProgRefract.jnlp">
<img src="refract_sm.jpg" width="160" height="161"
alt="Launch Vertex Prog Refract demo">
</a> </td>
<td width="45%">Real-time reflection and refraction with
chromatic aberration using vertex and fragment programs. <a
href="http://download.nvidia.com/developer/SDK/Individual_Samples/DEMOS/OpenGL/dispersion.zip">Original
source code</a> by NVidia.</td>
<td width="5%"><br>
</td>
<td width="25%">ARB_vertex_program and either ARB_fragment_program or NV_register_combiners</td>
</tr>
<tr>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<table border="0" cellpadding="5" cellspacing="1" width="100%">
<tbody>
<tr>
<td>
<table bgcolor="#6E94B7" border="0" cellpadding="5"
cellspacing="1" width="100%">
<tbody>
<tr>
<td bgcolor="#6E94B7" valign="top">
<div align="left"><font color="#ffffff"><strong>Procedural Texture
Physics</strong></font></div>
</td>
</tr>
<tr>
<td valign="top" bgcolor="#ffffff">
<table border="0" cellpadding="5" cellspacing="1"
width="100%">
<tbody>
<tr>
<td width="25%"> <br>
</td>
<td width="45%"> <strong>Description</strong>
</td>
<td width="5%"><br>
</td>
<td width="25%"> <strong>Requirements</strong>
</td>
</tr>
<tr>
<td width="25%"> <a
href="https://jogl-demos.dev.java.net/webstart/ProceduralTexturePhysics.jnlp">
<img src="water_sm.jpg" width="160" height="160"
alt="Launch Procedural Texture Physics demo">
</a> </td>
<td width="45%">Runs a physics-based water simulation entirely
on the graphics card using vertex programs, fragment programs and pbuffers.
<a
href="Water.zip">Original source code</a> supplied in NVidia's <a href="http://developer.nvidia.com/object/sdk_home.html">SDK</a>.<br>
</td>
<td width="5%"><br>
</td>
<td width="25%">Pbuffer support, ARB_vertex_program, ARB_fragment_program</td>
</tr>
<tr>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<table border="0" cellpadding="5" cellspacing="1" width="100%">
<tbody>
<tr>
<td>
<table bgcolor="#6E94B7" border="0" cellpadding="5"
cellspacing="1" width="100%">
<tbody>
<tr>
<td bgcolor="#6E94B7" valign="top">
<div align="left"><font color="#ffffff"><strong>Gears</strong></font></div>
</td>
</tr>
<tr>
<td valign="top" bgcolor="#ffffff">
<table border="0" cellpadding="5" cellspacing="1"
width="100%">
<tbody>
<tr>
<td width="25%"> <br>
</td>
<td width="45%"> <strong>Description</strong>
</td>
<td width="5%"><br>
</td>
<td width="25%"> <strong>Requirements</strong>
</td>
</tr>
<tr>
<td width="25%"> <a
href="https://jogl-demos.dev.java.net/webstart/GearsTmp.jnlp"> <img
src="gears_sm.jpg" width="160" height="163" alt="Launch Gears demo">
</a> </td>
<td width="45%">Classic OpenGL demo. Original source code
by Brian Paul; converted to Java by Ron Cemer and Sven Goethel.
</td>
<td width="5%"><br>
</td>
<td width="25%">None</td>
</tr>
<tr>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<table border="0" cellpadding="5" cellspacing="1" width="100%">
<tbody>
<tr>
<td>
<table bgcolor="#6E94B7" border="0" cellpadding="5"
cellspacing="1" width="100%">
<tbody>
<tr>
<td bgcolor="#6E94B7" valign="top">
<div align="left"><font color="#ffffff"><strong>Vertex Buffer Object</strong></font></div>
</td>
</tr>
<tr>
<td valign="top" bgcolor="#ffffff">
<table border="0" cellpadding="5" cellspacing="1"
width="100%">
<tbody>
<tr>
<td width="25%"> <br>
</td>
<td width="45%"> <strong>Description</strong>
</td>
<td width="5%"><br>
</td>
<td width="25%"> <strong>Requirements</strong>
</td>
</tr>
<tr>
<td width="25%"> <a
href="https://jogl-demos.dev.java.net/webstart/VertexBufferObject.jnlp">
<img src="VertexArrayRange_sm.jpg" width="160" height="164"
alt="Launch Vertex Buffer Object demo">
</a> </td>
<td width="45%">Demonstrates high-throughput dynamic geometry
using ARB_vertex_buffer_object extension. <a
href="learning_VAR_src.zip">Original source code</a> supplied in NVidia's <a href="http://developer.nvidia.com/object/sdk_home.html">SDK</a>; ported both to Java/JOGL and ARB_vertex_buffer_object extension. </td>
<td width="5%"><br>
</td>
<td width="25%">ARB_vertex_buffer_object</td>
</tr>
<tr>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<table border="0" cellpadding="5" cellspacing="1" width="100%">
<tbody>
<tr>
<td>
<table bgcolor="#6E94B7" border="0" cellpadding="5"
cellspacing="1" width="100%">
<tbody>
<tr>
<td bgcolor="#6E94B7" valign="top">
<div align="left"><font color="#ffffff"><strong>Vertex Array Range</strong></font></div>
</td>
</tr>
<tr>
<td valign="top" bgcolor="#ffffff">
<table border="0" cellpadding="5" cellspacing="1"
width="100%">
<tbody>
<tr>
<td width="25%"> <br>
</td>
<td width="45%"> <strong>Description</strong>
</td>
<td width="5%"><br>
</td>
<td width="25%"> <strong>Requirements</strong>
</td>
</tr>
<tr>
<td width="25%"> <a
href="https://jogl-demos.dev.java.net/webstart/VertexArrayRange.jnlp">
<img src="VertexArrayRange_sm.jpg" width="160" height="164"
alt="Launch Vertex Array Range demo">
</a> </td>
<td width="45%">Demonstrates high-throughput dynamic geometry
using NVidia vertex_array_range extension. <a
href="learning_VAR_src.zip">Original source code</a> supplied in NVidia's <a href="http://developer.nvidia.com/object/sdk_home.html">SDK</a>. </td>
<td width="5%"><br>
</td>
<td width="25%">NVidia GeForce series card; Windows or Linux
(JOGL's vertex_array_range support not yet ported to Mac OS X)</td>
</tr>
<tr>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
</body>
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