• Save
Sword and Spirit IGDA Oct 2012
Upcoming SlideShare
Loading in...5
×

Like this? Share it with your network

Share

Sword and Spirit IGDA Oct 2012

  • 345 views
Uploaded on

A presentation given at the 2012 IGDA Pittsburgh Halloween game studio crawl. This outlines some of the things we are currently doing at Sword and Spirit software.

A presentation given at the 2012 IGDA Pittsburgh Halloween game studio crawl. This outlines some of the things we are currently doing at Sword and Spirit software.

More in: Technology
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Be the first to comment
    Be the first to like this
No Downloads

Views

Total Views
345
On Slideshare
345
From Embeds
0
Number of Embeds
0

Actions

Shares
Downloads
0
Comments
0
Likes
0

Embeds 0

No embeds

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
    No notes for slide

Transcript

  • 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 normalmap, reflection map, self illuminatedlight 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 spaceambient occlusion with normaldisplacement.
  • 8. “Bokeh” depth of field forselective focus with bothauto focus mode and scriptdriven 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 scriptcontrolled self illuminationmap. All maps havecontribution controls that canbe 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. ThanksQuestions??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.