Umbra, Unity and rendering optimization 10/1/2012 Sampo ”Anvil” Lappalainen &  Thomas Puha IGDA Unity evening
<ul><li>Founded in 2006, Helsinki, Finland </li></ul><ul><li>13 full-time employees  </li></ul><ul><li>In the business of ...
Currently working with...
Currently working with...
What do we offer? “Umbra rendering optimization” <ul><li>Helping to optimize graphics rendering to enable better performan...
Umbra  tech timeline <ul><li>Umbra 1 - 2007 </li></ul><ul><ul><li>Hierarchical representation of the scene </li></ul></ul>...
Umbra and Unity 3.5 Pro <ul><li>Umbra 3.0 pre-integrated </li></ul><ul><li>All Unity platforms covered </li></ul><ul><li>O...
Upcoming features <ul><ul><li>Incremental Bake </li></ul></ul><ul><ul><li>When a change is made to the scene, only the aff...
Live Umbra 3 and Unity demo Recap: Best practices
Tip 1: Set tight Occlusion Areas <ul><li>Don’t compute the parts of the scene where camera cannot go </li></ul><ul><li>Gai...
Tip 2: Choose the right culling algorithm <ul><li>Different data needs to be computed for different algorithms </li></ul><...
Tip 3: Computation parameters <ul><li>Huge impact on both computation time and culling quality </li></ul><ul><li>View Cell...
Thank you for listening  (Thanks IGDA and Unity) Enjoy a free ”Tome” drink on us tonight! umbra3.com
 
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Umbra 3 IGDA & Unity Presentation

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A presentation held by me and other Umbra fella, engineer Sampo Lappalainen. The presentation gives advice and pointers on how to best take advantage of the Umbra powered occlusion culling in Unity 3D.

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Umbra 3 IGDA & Unity Presentation

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

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