May. 16, 2016: Patrick Lange was honored with the SIGSIM Best Ph.d Award at the ACM SIGSIM PADS Conference 2016

Jun. 19-21, 2015: G. Zachmann gives invited talk at the DAAD-Stipendiatentreffen in Bremen, Germany

Dez. 08-10, 2014: ICAT-EGVE 2014 and EuroVR 2014 conferences at the University of Bremen organized by G. Zachmann.

Sep. 25-26, 2014: GI VR/AR 2014 conference at the University of Bremen organized by G. Zachmann.

Sep. 24-25, 2014: VRIPHYS 2014 conference at the University of Bremen organized by G. Zachmann .

Feb. 4, 2014: G. Zachmann gives invited talk on Interaction Metaphors for Collaborative 3D Environments at Learntec.

Jan. 2014: G. Zachmann got invited to be a Member of the Review Panel in the Human Brain Project for the Competitive Call for additional project partners

Nov. 2013: Invited Talk at the "Cheffrühstück 2013"

Oct. 2013: Dissertation of Rene Weller published in the Springer Series on Touch and Haptic Systems.

Jun. 2013: G. Zachmann participated in the Dagstuhl Seminar Virtual Realities (13241)

Jun. 2013: Haptic and hand tracking demos at the OpenCampus.

Jun. 2013: Invited talk at Symposium für Virtualität und Interaktion 2013 in Heidelberg by Rene Weller.

Apr. 2013: Rene Weller was honored with the EuroHaptics Ph.D Award at the IEEE World Haptics Conference 2013.

Jan. 2013: Talk at the graduation ceremony of the University of Bremen by Rene Weller.

Oct. 2012: Invited Talk by G. Zachmann at the DLR VROOS Workshop Servicing im Weltraum -- Interaktive VR-Technologien zum On-Orbit Servicing in Oberpfaffenhofen, Munich, Germany.

Oct. 2012: Daniel Mohr earned his doctorate in the field of vision-based pose estimation.

Sept. 2012: G. Zachmann: Keynote Talk at ICEC 2012, 11th International Conference on Entertainment Computing.

Sep. 2012: "Best Paper Award" at GI VR/AR Workshop in Düsseldorf.

Sep. 2012: Rene Weller earned his doctorate in the field of collision detection.

Aug. 2012: GI-VRAR-Calendar 2013 is available!


Shader Maker

Shader Maker is a simple, cross-platform GLSL editor. It works on Windows, Linux, and Mac OS X.

It provides the basic functionalities of a shader editor, such that students can get started with writing their own shaders as quickly as possible. This includes: editors for vertex, fragment, and geometry shaders; syntax highlighting in the GLSL editors; interactive editing of uniform variables and light source parameters; pre-defined simple shapes (torus et al.) and a simple OBJ loader; and a few more.


    Qt 4.3 or higher


    Source code

    Mac OS X executable (Intel, tested on Mac OS 10.6 (Snow Leopard) and 10.7 (Lion), self-contained, so you don't need to install Qt)

    Windows executable (Includes Qt-Dlls)

Here you will find an additional set of high-def objects to test your shaders: (Approx. 100 MByte).
All these objects are just for educational and research purposes. Some of the models have been taken from the INRIA Gamma models database. Please agree with their disclaimer if you would like to use them.

More screenshots: