Images


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. 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.
Interactive gas dynamics modeling and rendering system using G3D under FLTK by Joshua Schpok (schpok.net). 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.
GPU-accelerated cartoon rendering from Hardware Determined Edge Features by Morgan McGuire and John F. Hughes. Photon mapping implementation in G3D using G3D::PointAABSPTree and G3D::CollisionDetection by Gabe Taubman from Brown University.
Animal Race game from the University of Ulm, using G3D, ODE, and Animadead.
"Charon" Quake3 map rendered using G3D::BSPMap. Cinematic spectator camera for a shooter game by Eric Muller and Carlos Ramirez from Williams College.

Videos


Network multiplayer paintball game with dynamic textures by Mitch Brooks and Mark van Mechelen from Williams College. Video showing some of the G3D engine built-in developer tools, including: FPS debug camera, camera splines, console, debug text, and GPU stats overlay.
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. Sample application included with G3D that demonstrates use of G3D::GuiWindow, G3D::ThirdPersonManipulator, and G3D::Shader.
Cubes on a Plane video game by Kenneth Pfile from UT Texas Austin using G3D, FMOD, and Free Particle System API. "Phake 3 Arena" game with bullet-time and massive particle system by Matt Strange form UT Texas Austin.