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Umbra 3 & Unity 3.5 - IGDA Helsinki 2012
 

Umbra 3 & Unity 3.5 - IGDA Helsinki 2012

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A presentation me and mr. Thomas Puha did for IGDA Finland Unity event. We give a quick overview of how Umbra works in Unity.

A presentation me and mr. Thomas Puha did for IGDA Finland Unity event. We give a quick overview of how Umbra works in Unity.

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    Umbra 3 & Unity 3.5 - IGDA Helsinki 2012 Umbra 3 & Unity 3.5 - IGDA Helsinki 2012 Presentation Transcript

    • Umbra, Unity and rendering optimization 10/1/2012 Sampo ”Anvil” Lappalainen & Thomas Puha IGDA Unity evening
      • Founded in 2006, Helsinki, Finland
      • 13 full-time employees
      • In the business of occlusion culling = rendering performance optimizing
      • Plenty of shipped games utilizing Umbra’s tech: Alan Wake, Mass Effect 2-3, Dragon Age 1-2, Age of Conan etc
        • Current product
              • Umbra 3.1 (CPU, CPU/GPU)
      • Available for PlayStation 3, Xbox 360, PlayStation Vita, iOS, pc, Android and future console platforms...
    • Currently working with...
    • Currently working with...
    • What do we offer? “Umbra rendering optimization”
      • Helping to optimize graphics rendering to enable better performance
      • Only draw what the camera sees - visibility solution
      • Basis of a 3D engine – but very difficult problem to solve well
      • Umbra’s core engineering team has worked on this since 2000
      • More and more technology-driven studios choose our solution
      • Mature technology and it works – easy to integrate
    • Umbra tech timeline
      • Umbra 1 - 2007
        • Hierarchical representation of the scene
        • GPU occlusion queries for visibility testing
      • Umbra 2 (OB) - 2009
        • Multithreaded Umbra 1
        • Built to work optimally on PS3 / Xbox 360
      • Umbra 3 - 2011
        • Umbra Optimizer for visibility baking
        • Umbra Runtime for CPU operations
    • Umbra and Unity 3.5 Pro
      • Umbra 3.0 pre-integrated
      • All Unity platforms covered
      • Optimizer :
        • Visibility ”bake”
        • Take scene, computation parameters as input
        • Produces a Tome
      • Runtime:
        • Perform occlusion culling using the pre-computed Tome
    • Upcoming features
        • Incremental Bake
        • When a change is made to the scene, only the affected areas need to be recomputed
        • Dramatic reduction in baking times
      • ” Grizzly” culling algorithm
        • Improved portal culling algorithm
        • All new, groundbreaking, next-level, way of doing things!
    • Live Umbra 3 and Unity demo Recap: Best practices
    • Tip 1: Set tight Occlusion Areas
      • Don’t compute the parts of the scene where camera cannot go
      • Gains:
        • Faster computation
        • Smaller runtime memory footprint
    • Tip 2: Choose the right culling algorithm
      • Different data needs to be computed for different algorithms
      • PVS
        • Simple lookup in runtime, fast!
      • PVS with dynamic objects
        • Larger runtime data size
      • Portal
        • More accurate than the PVS test
        • Fast to test dynamic objects
    • Tip 3: Computation parameters
      • Huge impact on both computation time and culling quality
      • View Cell Size:
        • Smaller values take longer to compute, but produce better occlusion
      • Near Clip Plane:
        • How close to the geometry can the runtime camera go
      • Start with default values and tweak one parameter at a time
    • Thank you for listening (Thanks IGDA and Unity) Enjoy a free ”Tome” drink on us tonight! umbra3.com
    •