I believe David wrote the original occluder code. Have you searched the really really old Xith3D threads? There may be some clues in there.
As for ODE with JWJGL:
It’s very easy, and you don’t even have to implement the OdejavaToXith3D class.
The OdejavaToXith3D class is used to create shapes which represent ODE geom, so if you want that feature then yes you need to port it. But if you are using custom shapes anyway, you don’t have too. Personally, I use custom shapes - but use OdejavaToXith3D for debugging.
More info here: http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=physics;action=display;num=1080816410#1
When you think about it - all you are doing is getting positional and rotational data from an objects in an ODE scene and applying it to objects in your 3D display scene.
Just a heads up - the org.odejava.display.OdeTransformable interface is now named org.odejava.Placeable in case you are woundering what happened to it.
If you do make a binding to LWJGL, we would appreciate it if you shared your code 
Will.