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Who are we?
Why should you care?
What are we doing now?




    Shades of Sanity
➢   First person 3D adventure game for PC

➢   Custom 3D engine

➢   Looking for Artists/Animator help
Sassafras Engine Features

   ➢ Lighting pre-pass renderer
   ➢ 3DS Max integration

   ➢ Nvidia PhysX

   ➢ OpenAL 3D positional audio

   ➢ Streaming audio

   ➢ High performance animation engine

   ➢ Sass Script featuring live script editing at run time.

   ➢ Live editing for lighting, particles, and materials.

   ➢ Live texture updates.

   ➢ Multithreaded engine with SIMD optimizations.
Sassafras Rendering Features

   ➢ HDR pipeline with bloom and auto exposure
   ➢Physically correct Cook/Torrence BRDF

   ➢Surface and volume light occlusion mapping

   ➢Deferred refraction, particle refraction

   ➢Deferred reflection

   ➢Eye space ambient occlusion

   ➢Bokeh depth of field

   ➢Volumetric particles

   ➢Particle lighting

   ➢Directable particle engine.

   ➢Albedo, normal, gloss, specular, reflection, refraction, and self

   illumination maps supported.
   ➢Scalable performance, fallback paths and quality controls.

   ➢Point, spot, shadow map spot, dual shadow map spot, light

   occlusion mapped, directional, orthographic shadow mapped
   directional ambient and area lights.
   ➢And more...
Fireplace with volumetric flame and
                                        smoke. Refraction particle heat
                                        shimmer and particle lighting.
Light fixture model with normal
map, reflection map, self illuminated
light bulb with bloom.
Glass is reflective and refractive
Physics correct specular highlights on a
                                normal mapped wood flood. The buffers
                                show the normals and surface light
                                occlusion maps. Notice the particle
                                lighting fire highlights.
Poisson sampled Eye space
ambient occlusion with normal
displacement.
“Bokeh” depth of field for
selective focus with both
auto focus mode and script
driven focus depth.



 F 1.0




                                                 F 5.6


                             Thin lens camera interface
                             allows you to set aperture,
                             focal length and focus depth.
                             Bokeh circle of confusion
                             kernel using Poisson disc
                             sampling.
Cell phone ringing with script
controlled self illumination
map. All maps have
contribution controls that can
be animated.




                                 Chest of drawers with
                                 deferred reflection mirror.
                                 The chest uses a light
                                 occlusion map while the
                                 drawers, which animate, get
                                 their shadows from a
                                 volumetric light occlusion
                                 solution.
Thanks
Questions??
Come see the demo
  and ask away!


                             Keith Leonard
                    keithl@swordandspiritsoftware.com

                             Rob Seres
                    robs@swordandspiritsoftware.com

                          Like us on facebook,
                     I promise to update more often.

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Sword and Spirit IGDA Oct 2012

  • 1. Who are we? Why should you care?
  • 2. What are we doing now? Shades of Sanity
  • 3. First person 3D adventure game for PC ➢ Custom 3D engine ➢ Looking for Artists/Animator help
  • 4. Sassafras Engine Features ➢ Lighting pre-pass renderer ➢ 3DS Max integration ➢ Nvidia PhysX ➢ OpenAL 3D positional audio ➢ Streaming audio ➢ High performance animation engine ➢ Sass Script featuring live script editing at run time. ➢ Live editing for lighting, particles, and materials. ➢ Live texture updates. ➢ Multithreaded engine with SIMD optimizations.
  • 5. Sassafras Rendering Features ➢ HDR pipeline with bloom and auto exposure ➢Physically correct Cook/Torrence BRDF ➢Surface and volume light occlusion mapping ➢Deferred refraction, particle refraction ➢Deferred reflection ➢Eye space ambient occlusion ➢Bokeh depth of field ➢Volumetric particles ➢Particle lighting ➢Directable particle engine. ➢Albedo, normal, gloss, specular, reflection, refraction, and self illumination maps supported. ➢Scalable performance, fallback paths and quality controls. ➢Point, spot, shadow map spot, dual shadow map spot, light occlusion mapped, directional, orthographic shadow mapped directional ambient and area lights. ➢And more...
  • 6. Fireplace with volumetric flame and smoke. Refraction particle heat shimmer and particle lighting. Light fixture model with normal map, reflection map, self illuminated light bulb with bloom. Glass is reflective and refractive
  • 7. Physics correct specular highlights on a normal mapped wood flood. The buffers show the normals and surface light occlusion maps. Notice the particle lighting fire highlights. Poisson sampled Eye space ambient occlusion with normal displacement.
  • 8. “Bokeh” depth of field for selective focus with both auto focus mode and script driven focus depth. F 1.0 F 5.6 Thin lens camera interface allows you to set aperture, focal length and focus depth. Bokeh circle of confusion kernel using Poisson disc sampling.
  • 9. Cell phone ringing with script controlled self illumination map. All maps have contribution controls that can be animated. Chest of drawers with deferred reflection mirror. The chest uses a light occlusion map while the drawers, which animate, get their shadows from a volumetric light occlusion solution.
  • 10. Thanks Questions?? Come see the demo and ask away! Keith Leonard keithl@swordandspiritsoftware.com Rob Seres robs@swordandspiritsoftware.com Like us on facebook, I promise to update more often.