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Images
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The SuperShader from ShaderX4 integrates all next-gen effects with an easy-to-use framework. G3D includes a full implementation in the G3D::ArticulatedModel and G3D::SuperShader classes. |
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Real-time dynamic ambient occlusion from Hardware Accelerated Ambient Occlusion Techniques on GPUs by Okan Arikan and Perumaal Shanmugam. Source code avaiable from their web page. |
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Interactive gas dynamics modeling and rendering system using G3D under FLTK by Joshua Schpok (schpok.net). |
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3D stereo visualization of bat anatomy from Scientific Sketching: An Experimentally Refined Methodology for Designing VR Visualizations with Artists by Daniel F. Keefe, Daniel Acevedo, Jadrian Miles, Fritz Drury, Sharon M. Swartz, and David H. Laidlaw. |
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GPU-accelerated cartoon rendering from Hardware Determined Edge Features by Morgan McGuire and John F. Hughes. |
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Photon mapping implementation in G3D using G3D::PointAABSPTree and G3D::CollisionDetection by Gabe Taubman from Brown University. |
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Animal Race game from the University of Ulm, using G3D, ODE, and Animadead. |
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"Charon" Quake3 map rendered using G3D::BSPMap. |
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Cinematic spectator camera for a shooter game by Eric Muller and Carlos Ramirez from Williams College. |
Videos
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Network multiplayer paintball game with dynamic textures by Mitch Brooks and Mark van Mechelen from Williams College. |
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Video showing some of the G3D engine built-in developer tools, including: FPS debug camera, camera splines, console, debug text, and GPU stats overlay. |
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Real-time dynamic character physics using ODE and G3D from Dynamo: Dynamic, data-driven character control with adjustable balance by Pawel Wrotek, Chad Jenkins, and Morgan McGuire. |
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Sample application included with G3D that demonstrates use of G3D::GuiWindow, G3D::ThirdPersonManipulator, and G3D::Shader. |
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Cubes on a Plane video game by Kenneth Pfile from UT Texas Austin using G3D, FMOD, and Free Particle System API. |
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"Phake 3 Arena" game with bullet-time and massive particle system by Matt Strange form UT Texas Austin. |
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