All demos on this page were coded by Jordan Isaak. Questions, comments, and feedback can be sent to jordanisaak@hotmail.com.
Unless noted otherwise, all demos require the GLUT library to run. The GLUT dll for Windows can be downloaded here: Glut DLL
Simulates a square cloth with wind, air resistance, gravity, and cloth-sphere collisions. Uses a Verlet integrator with constraints on particles to simulate the cloth, as described by Thomas Jakobsen in his GDC 2001 paper, "Advanced Character Physics."


Demonstrates per-pixel volumetric fog volumes, both blended and additive. Each fog volume requires one pass over the scene geometry. Uses the EXT_texture_clamp_to_edge and EXT_blend_subtract extensions. Requires a GeForce, Radeon, or better chipset.


Shows anisotropic lighting of several different objects. Uses the algorithm developed by Wolfgang Heidrich and Hans-Peter Seidel. A paper describing the exact working of the algorithm can be found online.


Anisotropic Lighting Source Code
This demo show how groups of back-facing triangles can be efficiently culled very quickly (as little as 2 dot products for a group of many triangles). The sphere is made up of 6 groups of triangles, and at draw time, each group of triangles is checked for visibility. If a group of triangles will definitely be back-facing, it will not be sent to OpenGL to be drawn. I also have written an article on the technique, explaining how it is done.
